implement multi game mode and document it

This commit is contained in:
SamKry
2025-11-14 20:44:58 +01:00
parent 37bce9cb5d
commit 50d4fe7956
5 changed files with 709 additions and 94 deletions

2
.gitignore vendored Normal file
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@@ -0,0 +1,2 @@
.vscode/*
*/.states/*

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@@ -1,6 +1,6 @@
// SPDX-License-Identifier: MIT // SPDX-License-Identifier: MIT
pragma solidity ^0.8.30; pragma solidity ^0.7.3;
contract Game { contract Game {
uint public constant BET_MIN = 1e16; // The minimum bet (1 BLD) uint public constant BET_MIN = 1e16; // The minimum bet (1 BLD)
@@ -34,60 +34,124 @@ contract Game {
Outcomes outcome; Outcomes outcome;
uint firstReveal; uint firstReveal;
uint initialBet; uint initialBet;
uint gameId;
bool isActive;
} }
GameState private currentGame; // Mapping from player address to their active game ID
mapping(address => uint) private playerToActiveGame;
// Mapping from game ID to game state
mapping(uint => GameState) private games;
// Array to track all game IDs (for enumeration)
uint[] private gameIds;
// Counter for generating unique game IDs
uint private nextGameId = 1;
// Array to store completed games
GameState[] private pastGames; GameState[] private pastGames;
GameState[] private activeGames;
// ------------------------- Registration ------------------------- // // ------------------------- Registration ------------------------- //
modifier validBet() { modifier validBet(uint gameId) {
require(msg.value >= BET_MIN, "Minimum bet not met"); require(msg.value >= BET_MIN, "Minimum bet not met");
require( require(
currentGame.initialBet == 0 || msg.value >= currentGame.initialBet, games[gameId].initialBet == 0 ||
msg.value >= games[gameId].initialBet,
"Bet value too low" "Bet value too low"
); );
_; _;
} }
modifier notAlreadyRegistered() { modifier notAlreadyInGame() {
require( require(
msg.sender != currentGame.playerA.addr && playerToActiveGame[msg.sender] == 0,
msg.sender != currentGame.playerB.addr, "Player already in an active game"
"Player already registered"
); );
_; _;
} }
// Register a player. // Register a player to an existing game or create a new game.
// Return player's ID upon successful registration. // If gameId is 0, player will join or create the first available game.
function register() // Return player's ID and game ID upon successful registration.
function register(
uint gameId
)
public public
payable payable
validBet validBet(gameId)
notAlreadyRegistered notAlreadyInGame
returns (uint) returns (uint playerId, uint returnGameId)
{ {
if (currentGame.playerA.addr == address(0x0)) { // If gameId is 0, find an open game or create a new one
currentGame.playerA.addr = payable(msg.sender); if (gameId == 0) {
currentGame.initialBet = msg.value; gameId = findOrCreateGame();
return 1;
} else if (currentGame.playerB.addr == address(0x0)) {
currentGame.playerB.addr = payable(msg.sender);
return 2;
} }
return 0;
require(games[gameId].isActive, "Game is not active");
GameState storage game = games[gameId];
if (game.playerA.addr == address(0x0)) {
game.playerA.addr = payable(msg.sender);
game.initialBet = msg.value;
playerToActiveGame[msg.sender] = gameId;
return (1, gameId);
} else if (game.playerB.addr == address(0x0)) {
require(
msg.sender != game.playerA.addr,
"Cannot play against yourself"
);
game.playerB.addr = payable(msg.sender);
playerToActiveGame[msg.sender] = gameId;
return (2, gameId);
}
revert("Game is full");
}
// Find an open game or create a new one
function findOrCreateGame() private returns (uint) {
// Look for a game with only one player
for (uint i = 0; i < gameIds.length; i++) {
uint gId = gameIds[i];
GameState storage game = games[gId];
if (
game.isActive &&
game.playerA.addr != address(0x0) &&
game.playerB.addr == address(0x0)
) {
return gId;
}
}
// No open game found, create a new one
return createNewGame();
}
// Create a new game
function createNewGame() private returns (uint) {
uint gameId = nextGameId;
nextGameId++;
games[gameId].gameId = gameId;
games[gameId].isActive = true;
gameIds.push(gameId);
return gameId;
} }
// ------------------------- Commit ------------------------- // // ------------------------- Commit ------------------------- //
modifier isRegistered() { modifier isRegistered() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require( require(
msg.sender == currentGame.playerA.addr || msg.sender == games[gameId].playerA.addr ||
msg.sender == currentGame.playerB.addr, msg.sender == games[gameId].playerB.addr,
"Player not registered" "Player not registered in this game"
); );
_; _;
} }
@@ -95,21 +159,24 @@ contract Game {
// Save player's encrypted move. encrMove must be "<1|2|3>-password" hashed with sha256. // Save player's encrypted move. encrMove must be "<1|2|3>-password" hashed with sha256.
// Return 'true' if move was valid, 'false' otherwise. // Return 'true' if move was valid, 'false' otherwise.
function play(bytes32 encrMove) public isRegistered returns (bool) { function play(bytes32 encrMove) public isRegistered returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
GameState storage game = games[gameId];
// Basic sanity checks with explicit errors to help debugging // Basic sanity checks with explicit errors to help debugging
require(encrMove != bytes32(0), "Encrypted move cannot be zero"); require(encrMove != bytes32(0), "Encrypted move cannot be zero");
// Ensure the caller hasn't already committed a move // Ensure the caller hasn't already committed a move
if (msg.sender == currentGame.playerA.addr) { if (msg.sender == game.playerA.addr) {
require( require(
currentGame.playerA.encrMove == bytes32(0), game.playerA.encrMove == bytes32(0),
"Player A already committed" "Player A already committed"
); );
currentGame.playerA.encrMove = encrMove; game.playerA.encrMove = encrMove;
} else if (msg.sender == currentGame.playerB.addr) { } else if (msg.sender == game.playerB.addr) {
require( require(
currentGame.playerB.encrMove == bytes32(0), game.playerB.encrMove == bytes32(0),
"Player B already committed" "Player B already committed"
); );
currentGame.playerB.encrMove = encrMove; game.playerB.encrMove = encrMove;
} else { } else {
revert("Caller not registered"); revert("Caller not registered");
} }
@@ -119,9 +186,11 @@ contract Game {
// ------------------------- Reveal ------------------------- // // ------------------------- Reveal ------------------------- //
modifier commitPhaseEnded() { modifier commitPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require( require(
currentGame.playerA.encrMove != bytes32(0) && games[gameId].playerA.encrMove != bytes32(0) &&
currentGame.playerB.encrMove != bytes32(0), games[gameId].playerB.encrMove != bytes32(0),
"Commit phase not ended" "Commit phase not ended"
); );
_; _;
@@ -132,6 +201,9 @@ contract Game {
function reveal( function reveal(
string memory clearMove string memory clearMove
) public isRegistered commitPhaseEnded returns (Moves) { ) public isRegistered commitPhaseEnded returns (Moves) {
uint gameId = playerToActiveGame[msg.sender];
GameState storage game = games[gameId];
bytes32 encrMove = sha256(abi.encodePacked(clearMove)); // Hash of clear input (= "move-password") bytes32 encrMove = sha256(abi.encodePacked(clearMove)); // Hash of clear input (= "move-password")
Moves move = Moves(getFirstChar(clearMove)); // Actual move (Rock / Paper / Scissors) Moves move = Moves(getFirstChar(clearMove)); // Actual move (Rock / Paper / Scissors)
@@ -140,22 +212,20 @@ contract Game {
// If hashes match, clear move is saved // If hashes match, clear move is saved
if ( if (
msg.sender == currentGame.playerA.addr && msg.sender == game.playerA.addr && encrMove == game.playerA.encrMove
encrMove == currentGame.playerA.encrMove
) { ) {
currentGame.playerA.move = move; game.playerA.move = move;
} else if ( } else if (
msg.sender == currentGame.playerB.addr && msg.sender == game.playerB.addr && encrMove == game.playerB.encrMove
encrMove == currentGame.playerB.encrMove
) { ) {
currentGame.playerB.move = move; game.playerB.move = move;
} else { } else {
return Moves.None; return Moves.None;
} }
// Timer starts after first revelation from one of the player // Timer starts after first revelation from one of the player
if (currentGame.firstReveal == 0) { if (game.firstReveal == 0) {
currentGame.firstReveal = block.timestamp; game.firstReveal = block.timestamp;
} }
return move; return move;
@@ -183,11 +253,14 @@ contract Game {
// ------------------------- Result ------------------------- // // ------------------------- Result ------------------------- //
modifier revealPhaseEnded() { modifier revealPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require( require(
(currentGame.playerA.move != Moves.None && (games[gameId].playerA.move != Moves.None &&
currentGame.playerB.move != Moves.None) || games[gameId].playerB.move != Moves.None) ||
(currentGame.firstReveal != 0 && (games[gameId].firstReveal != 0 &&
block.timestamp > currentGame.firstReveal + REVEAL_TIMEOUT), block.timestamp >
games[gameId].firstReveal + REVEAL_TIMEOUT),
"Reveal phase not ended" "Reveal phase not ended"
); );
_; _;
@@ -196,25 +269,24 @@ contract Game {
// Compute the outcome and pay the winner(s). // Compute the outcome and pay the winner(s).
// Return the outcome. // Return the outcome.
function getOutcome() public revealPhaseEnded returns (Outcomes) { function getOutcome() public revealPhaseEnded returns (Outcomes) {
uint gameId = playerToActiveGame[msg.sender];
GameState storage game = games[gameId];
// Only calculate outcome once // Only calculate outcome once
require( require(game.outcome == Outcomes.None, "Outcome already determined");
currentGame.outcome == Outcomes.None,
"Outcome already determined"
);
Outcomes outcome; Outcomes outcome;
if (currentGame.playerA.move == currentGame.playerB.move) { if (game.playerA.move == game.playerB.move) {
outcome = Outcomes.Draw; outcome = Outcomes.Draw;
} else if ( } else if (
(currentGame.playerA.move == Moves.Rock && (game.playerA.move == Moves.Rock &&
currentGame.playerB.move == Moves.Scissors) || game.playerB.move == Moves.Scissors) ||
(currentGame.playerA.move == Moves.Paper && (game.playerA.move == Moves.Paper &&
currentGame.playerB.move == Moves.Rock) || game.playerB.move == Moves.Rock) ||
(currentGame.playerA.move == Moves.Scissors && (game.playerA.move == Moves.Scissors &&
currentGame.playerB.move == Moves.Paper) || game.playerB.move == Moves.Paper) ||
(currentGame.playerA.move != Moves.None && (game.playerA.move != Moves.None && game.playerB.move == Moves.None)
currentGame.playerB.move == Moves.None)
) { ) {
outcome = Outcomes.PlayerA; outcome = Outcomes.PlayerA;
} else { } else {
@@ -222,12 +294,17 @@ contract Game {
} }
// Store the outcome permanently before resetting // Store the outcome permanently before resetting
currentGame.outcome = outcome; game.outcome = outcome;
address payable addrA = currentGame.playerA.addr; address payable addrA = game.playerA.addr;
address payable addrB = currentGame.playerB.addr; address payable addrB = game.playerB.addr;
uint betPlayerA = currentGame.initialBet; uint betPlayerA = game.initialBet;
reset(); // Reset game before paying to avoid reentrancy attacks
// Move game to past games before resetting
pastGames.push(game);
// Reset and cleanup
resetGame(gameId); // Reset game before paying to avoid reentrancy attacks
pay(addrA, addrB, betPlayerA, outcome); pay(addrA, addrB, betPlayerA, outcome);
return outcome; return outcome;
@@ -240,31 +317,33 @@ contract Game {
uint betPlayerA, uint betPlayerA,
Outcomes outcome Outcomes outcome
) private { ) private {
// Uncomment lines below if you need to adjust the gas limit
if (outcome == Outcomes.PlayerA) { if (outcome == Outcomes.PlayerA) {
addrA.transfer(address(this).balance); addrA.transfer(address(this).balance);
// addrA.call.value(address(this).balance).gas(1000000)("");
} else if (outcome == Outcomes.PlayerB) { } else if (outcome == Outcomes.PlayerB) {
addrB.transfer(address(this).balance); addrB.transfer(address(this).balance);
// addrB.call.value(address(this).balance).gas(1000000)("");
} else { } else {
addrA.transfer(betPlayerA); addrA.transfer(betPlayerA);
addrB.transfer(address(this).balance); addrB.transfer(address(this).balance);
// addrA.call.value(betPlayerA).gas(1000000)("");
// addrB.call.value(address(this).balance).gas(1000000)("");
} }
} }
// Reset the game. // Reset a specific game.
function reset() private { function resetGame(uint gameId) private {
currentGame.initialBet = 0; GameState storage game = games[gameId];
currentGame.firstReveal = 0;
currentGame.playerA.addr = payable(address(0x0)); // Clear player mappings
currentGame.playerB.addr = payable(address(0x0)); if (game.playerA.addr != address(0x0)) {
currentGame.playerA.encrMove = 0x0; playerToActiveGame[game.playerA.addr] = 0;
currentGame.playerB.encrMove = 0x0; }
currentGame.playerA.move = Moves.None; if (game.playerB.addr != address(0x0)) {
currentGame.playerB.move = Moves.None; playerToActiveGame[game.playerB.addr] = 0;
}
// Mark game as inactive
game.isActive = false;
// Note: We keep the game data in the mapping for reference
// but players are now free to join other games
} }
// ------------------------- Helpers ------------------------- // // ------------------------- Helpers ------------------------- //
@@ -274,51 +353,160 @@ contract Game {
return address(this).balance; return address(this).balance;
} }
// Return player's ID // Return player's ID in their active game
function whoAmI() public view returns (uint) { function whoAmI() public view returns (uint) {
if (msg.sender == currentGame.playerA.addr) { uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) {
return 0;
}
GameState storage game = games[gameId];
if (msg.sender == game.playerA.addr) {
return 1; return 1;
} else if (msg.sender == currentGame.playerB.addr) { } else if (msg.sender == game.playerB.addr) {
return 2; return 2;
} else { } else {
return 0; return 0;
} }
} }
// Get the active game ID for the caller
function getMyActiveGameId() public view returns (uint) {
return playerToActiveGame[msg.sender];
}
// Return 'true' if both players have commited a move, 'false' otherwise. // Return 'true' if both players have commited a move, 'false' otherwise.
function bothPlayed() public view returns (bool) { function bothPlayed() public view returns (bool) {
return (currentGame.playerA.encrMove != 0x0 && uint gameId = playerToActiveGame[msg.sender];
currentGame.playerB.encrMove != 0x0); if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.encrMove != 0x0 && game.playerB.encrMove != 0x0);
} }
// Return 'true' if both players have revealed their move, 'false' otherwise. // Return 'true' if both players have revealed their move, 'false' otherwise.
function bothRevealed() public view returns (bool) { function bothRevealed() public view returns (bool) {
return (currentGame.playerA.move != Moves.None && uint gameId = playerToActiveGame[msg.sender];
currentGame.playerB.move != Moves.None); if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.move != Moves.None &&
game.playerB.move != Moves.None);
} }
// Return 'true' if player A has revealed their move, 'false' otherwise. // Return 'true' if player A has revealed their move, 'false' otherwise.
function playerARevealed() public view returns (bool) { function playerARevealed() public view returns (bool) {
return (currentGame.playerA.move != Moves.None); uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerA.move != Moves.None);
} }
// Return 'true' if player B has revealed their move, 'false' otherwise. // Return 'true' if player B has revealed their move, 'false' otherwise.
function playerBRevealed() public view returns (bool) { function playerBRevealed() public view returns (bool) {
return (currentGame.playerB.move != Moves.None); uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return false;
GameState storage game = games[gameId];
return (game.playerB.move != Moves.None);
} }
// Return time left before the end of the revelation phase. // Return time left before the end of the revelation phase.
function revealTimeLeft() public view returns (int) { function revealTimeLeft() public view returns (int) {
if (currentGame.firstReveal != 0) { uint gameId = playerToActiveGame[msg.sender];
return if (gameId == 0) return int(REVEAL_TIMEOUT);
int(
(currentGame.firstReveal + REVEAL_TIMEOUT) - block.timestamp GameState storage game = games[gameId];
); if (game.firstReveal != 0) {
return int((game.firstReveal + REVEAL_TIMEOUT) - block.timestamp);
} }
return int(REVEAL_TIMEOUT); return int(REVEAL_TIMEOUT);
} }
function getLastWinner() public view returns (Outcomes) { function getLastWinner() public view returns (Outcomes) {
return currentGame.outcome; uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return Outcomes.None;
return games[gameId].outcome;
}
// ------------------------- Game Management ------------------------- //
// Get details of a specific game (for viewing any game)
function getGameDetails(
uint gameId
)
public
view
returns (
address playerAAddr,
address playerBAddr,
uint initialBet,
Outcomes outcome,
bool isActive
)
{
GameState storage game = games[gameId];
require(game.gameId != 0, "Game does not exist");
return (
game.playerA.addr,
game.playerB.addr,
game.initialBet,
game.outcome,
game.isActive
);
}
// Get all active game IDs
function getActiveGameIds() public view returns (uint[] memory) {
uint activeCount = 0;
// Count active games
for (uint i = 0; i < gameIds.length; i++) {
if (games[gameIds[i]].isActive) {
activeCount++;
}
}
// Build array of active game IDs
uint[] memory activeIds = new uint[](activeCount);
uint index = 0;
for (uint i = 0; i < gameIds.length; i++) {
if (games[gameIds[i]].isActive) {
activeIds[index] = gameIds[i];
index++;
}
}
return activeIds;
}
// Get number of past games
function getPastGamesCount() public view returns (uint) {
return pastGames.length;
}
// Get details of a past game by index
function getPastGame(
uint index
)
public
view
returns (
address playerAAddr,
address playerBAddr,
uint initialBet,
Outcomes outcome
)
{
require(index < pastGames.length, "Index out of bounds");
GameState storage game = pastGames[index];
return (
game.playerA.addr,
game.playerB.addr,
game.initialBet,
game.outcome
);
} }
} }

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@@ -0,0 +1,168 @@
# Multi-Game Implementation Summary
![Image of Game Loop](res/Gameloop.jpg)
## Overview
The Game smart contract has been updated to support multiple concurrent games. Each player can participate in only one active game at a time, and games are identified by unique game IDs and tracked by player addresses.
## Key Changes
### 1. Data Structure Updates
**Previous Structure:**
- Single `currentGame` variable
**New Structure:**
See [Data Structure Diagram](data-structure-diagram.md) for visual representation.
```solidity
// Mapping from player address to their active game ID
mapping(address => uint) private playerToActiveGame;
// Mapping from game ID to game state
mapping(uint => GameState) private games;
// Array to track all game IDs (for enumeration)
uint[] private gameIds;
// Counter for generating unique game IDs
uint private nextGameId = 1;
// Array to store completed games
GameState[] private pastGames;
```
**GameState struct updated with:**
- `uint gameId` - Unique identifier for each game
- `bool isActive` - Flag to track if game is currently active
### 2. Registration System
**New `register(uint gameId)` function:**
- If `gameId = 0`: Automatically finds an open game or creates a new one
- If `gameId > 0`: Joins the specified game (if valid and has space)
- Returns both player ID (1 or 2) and the game ID
- Enforces one active game per address
**Helper functions:**
- `findOrCreateGame()` - Finds a game with one player or creates new game
- `createNewGame()` - Creates a new game with unique ID
### 3. Game Flow Updates
All game functions now work with the player's active game:
- **`play(bytes32 encrMove)`** - Commits move to player's active game
- **`reveal(string memory clearMove)`** - Reveals move in player's active game
- **`getOutcome()`** - Calculates outcome for player's active game
### 4. Game Lifecycle
**Active Games:**
- Players are automatically assigned to their active game via `playerToActiveGame` mapping
- All modifiers check the player's active game ID
**Game Completion:**
- When `getOutcome()` is called:
1. Game outcome is calculated
2. Game is moved to `pastGames` array
3. `resetGame()` clears player mappings and marks game as inactive
4. Winners are paid
5. Players are free to join new games
### 5. New Helper Functions
**Game Management:**
- `getMyActiveGameId()` - Returns caller's active game ID
- `getGameDetails(uint gameId)` - View any game's details
- `getActiveGameIds()` - Returns array of all active game IDs
- `getPastGamesCount()` - Returns number of completed games
- `getPastGame(uint index)` - Returns details of a past game
**Updated Helper Functions:**
All existing helper functions now operate on the caller's active game:
- `whoAmI()` - Returns player ID in their active game
- `bothPlayed()` - Checks if both players committed in caller's game
- `bothRevealed()` - Checks if both players revealed in caller's game
- `playerARevealed()` - Check player A status in caller's game
- `playerBRevealed()` - Check player B status in caller's game
- `revealTimeLeft()` - Time remaining in caller's game
- `getLastWinner()` - Outcome of caller's game
## Usage Examples
### Example 1: Auto-join or create game
```solidity
// Player registers with gameId = 0 to auto-find/create game
(uint playerId, uint gameId) = game.register{value: 0.01 ether}(0);
// Returns: (1, 1) if creating new game, or (2, X) if joining existing game
```
### Example 2: Join specific game
```solidity
// Player joins game ID 5
(uint playerId, uint gameId) = game.register{value: 0.01 ether}(5);
// Returns: (2, 5) if successful
```
### Example 3: Query active games
```solidity
// Get all active game IDs
uint[] memory activeGames = game.getActiveGameIds();
// Check details of a specific game
(address playerA, address playerB, uint bet, Outcomes outcome, bool isActive)
= game.getGameDetails(gameId);
```
### Example 4: View game history
```solidity
// Get number of completed games
uint totalPastGames = game.getPastGamesCount();
// Get details of a specific past game
(address playerA, address playerB, uint bet, Outcomes outcome)
= game.getPastGame(0);
```
## Benefits
1. **Concurrent Games**: Multiple games can run simultaneously
2. **Player Isolation**: Each player can only be in one game at a time
3. **Game Tracking**: All games are tracked with unique IDs
4. **History**: Completed games are preserved in `pastGames`
5. **Flexibility**: Players can auto-join available games or specify game IDs
6. **Backwards Compatible**: Existing game flow (commit-reveal-outcome) unchanged
## Security Considerations
1. **Reentrancy Protection**: Payment happens after game state is reset
2. **One Game Per Address**: Enforced via `notAlreadyInGame` modifier
3. **Game Isolation**: Players can only interact with their active game
4. **State Consistency**: Game marked inactive before clearing mappings
## Migration Notes
**Breaking Changes:**
- `register()` now returns `(uint playerId, uint gameId)` instead of just `uint playerId`
- `register()` now requires a `uint gameId` parameter (use 0 for auto-join)
**Non-Breaking:**
- All other function signatures remain the same
- Existing game flow unchanged

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@@ -0,0 +1,257 @@
# Game Contract Data Structure Diagram
## Overview
This diagram illustrates how the Game contract manages multiple concurrent games using mappings and arrays.
## Data Structure Visualization
```
┌─────────────────────────────────────────────────────────────────────────────┐
│ GAME CONTRACT STATE │
└─────────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────────┐
│ 1. playerToActiveGame (mapping: address => uint) │
│ Maps each player address to their active game ID │
├─────────────────────────────────────────────────────────────────────────────┤
│ │
│ Player Address → Game ID │
│ ┌──────────────────┐ ┌───────┐ │
│ │ 0xABC...123 │ ──────→ │ 1 │ │
│ └──────────────────┘ └───────┘ │
│ │
│ ┌──────────────────┐ ┌───────┐ │
│ │ 0xDEF...456 │ ──────→ │ 1 │ (same game) │
│ └──────────────────┘ └───────┘ │
│ │
│ ┌──────────────────┐ ┌───────┐ │
│ │ 0xGHI...789 │ ──────→ │ 2 │ │
│ └──────────────────┘ └───────┘ │
│ │
│ ┌──────────────────┐ ┌───────┐ │
│ │ 0xJKL...012 │ ──────→ │ 0 │ (no active game) │
│ └──────────────────┘ └───────┘ │
└─────────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────────┐
│ 2. games (mapping: uint => GameState) │
│ Maps game ID to the complete game state │
├─────────────────────────────────────────────────────────────────────────────┤
│ │
│ Game ID Game State │
│ ┌───────┐ ┌────────────────────────────────────┐ │
│ │ 1 │ ───────────→ │ GameState { │ │
│ └───────┘ │ gameId: 1 │ │
│ │ isActive: true │ │
│ │ playerA: { │ │
│ │ addr: 0xABC...123 │ │
│ │ bet: 0.01 ETH │ │
│ │ encrMove: 0x4f2a... │ │
│ │ move: Rock │ │
│ │ } │ │
│ │ playerB: { │ │
│ │ addr: 0xDEF...456 │ │
│ │ bet: 0.01 ETH │ │
│ │ encrMove: 0x8b3c... │ │
│ │ move: Paper │ │
│ │ } │ │
│ │ outcome: PlayerB │ │
│ │ firstReveal: 1699876543 │ │
│ │ initialBet: 0.01 ETH │ │
│ │ } │ │
│ └────────────────────────────────────┘ │
│ │
│ ┌───────┐ ┌────────────────────────────────────┐ │
│ │ 2 │ ───────────→ │ GameState { │ │
│ └───────┘ │ gameId: 2 │ │
│ │ isActive: true │ │
│ │ playerA: { addr: 0xGHI...789 } │ │
│ │ playerB: { addr: 0x000...000 } │ │
│ │ outcome: None │ │
│ │ ... │ │
│ │ } │ │
│ └────────────────────────────────────┘ │
└─────────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────────┐
│ 3. gameIds (array: uint[]) │
│ Tracks all game IDs for enumeration │
├─────────────────────────────────────────────────────────────────────────────┤
│ │
│ Index: 0 1 2 3 4 │
│ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ │
│ Value: │ 1 │ │ 2 │ │ 3 │ │ 4 │ │ 5 │ ... │
│ └───┘ └───┘ └───┘ └───┘ └───┘ │
│ │
│ Used to iterate over all games (active and inactive) │
└─────────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────────┐
│ 4. pastGames (array: GameState[]) │
│ Stores completed games for historical reference │
├─────────────────────────────────────────────────────────────────────────────┤
│ │
│ Index: 0 1 │
│ ┌─────────────────────┐ ┌─────────────────────┐ │
│ │ GameState { │ │ GameState { │ │
│ │ gameId: 1 │ │ gameId: 3 │ │
│ │ isActive: false │ │ isActive: false │ │
│ │ playerA: ... │ │ playerA: ... │ │
│ │ playerB: ... │ │ playerB: ... │ │
│ │ outcome: PlayerB │ │ outcome: Draw │ │
│ │ } │ │ } │ │
│ └─────────────────────┘ └─────────────────────┘ │
│ │
│ Grows as games are completed via getOutcome() │
└─────────────────────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────────────────────┐
│ 5. nextGameId (uint counter) │
│ Auto-incrementing counter for unique game IDs │
├─────────────────────────────────────────────────────────────────────────────┤
│ │
│ Current Value: 6 ──→ Next game created will have ID = 6 │
│ │
│ Increments with each new game: createNewGame() │
└─────────────────────────────────────────────────────────────────────────────┘
```
## Flow Diagram: Player Lifecycle
```
┌──────────────────────────────────────────────────────────────────────────┐
│ PLAYER GAME LIFECYCLE │
└──────────────────────────────────────────────────────────────────────────┘
Player: 0xABC...123
│ register(0)
┌─────────────────────────────────────┐
│ 1. Check playerToActiveGame │
│ 0xABC...123 → 0 (not in game) │
└─────────────────────────────────────┘
┌─────────────────────────────────────┐
│ 2. findOrCreateGame() │
│ - Search for open game │
│ - Or create new game ID: 1 │
└─────────────────────────────────────┘
┌─────────────────────────────────────┐
│ 3. Update mappings │
│ playerToActiveGame[0xABC] = 1 │
│ games[1].playerA = 0xABC...123 │
│ games[1].isActive = true │
│ gameIds.push(1) │
└─────────────────────────────────────┘
│ play(encrMove) → reveal(clearMove)
┌─────────────────────────────────────┐
│ 4. Game progresses │
│ Both players commit & reveal │
└─────────────────────────────────────┘
│ getOutcome()
┌─────────────────────────────────────┐
│ 5. Game completion │
│ - Calculate winner │
│ - pastGames.push(games[1]) │
│ - playerToActiveGame[0xABC] = 0 │
│ - playerToActiveGame[0xDEF] = 0 │
│ - games[1].isActive = false │
│ - Pay winners │
└─────────────────────────────────────┘
Player can register for new game
```
## Relationship Diagram
```
┌───────────────────────────────┐
│ Player Addresses │
│ (External participants) │
└──────────────┬────────────────┘
playerToActiveGame
│ (mapping)
┌───────────────────────────────┐
│ Game IDs │
│ (1, 2, 3, 4, 5...) │
└──────────────┬────────────────┘
┌──────────────┴────────────────┐
│ │
games (mapping) gameIds (array)
│ │
↓ ↓
┌─────────────────────┐ ┌────────────────┐
│ GameState Objects │ │ For iteration │
│ - Player data │ │ over all games│
│ - Moves │ └────────────────┘
│ - Outcomes │
│ - isActive flag │
└──────────┬──────────┘
When game completes (isActive = false)
┌──────────────────────┐
│ pastGames array │
│ (Historical record) │
└──────────────────────┘
```
## Key Relationships
1. **playerToActiveGame → games**:
- A player's address maps to a game ID
- That game ID is used to access the full game state in `games` mapping
2. **gameIds array**:
- Maintains list of all game IDs ever created
- Enables iteration over games (e.g., `getActiveGameIds()`)
- Never removes entries, only marks games inactive
3. **pastGames array**:
- Snapshot of completed games
- Grows with each completed game
- Provides historical game data
4. **nextGameId counter**:
- Ensures unique game IDs
- Increments with each new game
- Never resets, preventing ID collisions
## Data Flow Example: Two Players Join Game
```
Step 1: Player A registers
playerToActiveGame[PlayerA] = 0 → 1
games[1] = { playerA: PlayerA, playerB: null, isActive: true }
gameIds = [1]
Step 2: Player B joins same game
playerToActiveGame[PlayerB] = 0 → 1
games[1] = { playerA: PlayerA, playerB: PlayerB, isActive: true }
gameIds = [1] (unchanged)
Step 3: Game completes
pastGames.push(games[1]) → pastGames[0] = games[1]
playerToActiveGame[PlayerA] = 1 → 0
playerToActiveGame[PlayerB] = 1 → 0
games[1].isActive = true → false
gameIds = [1] (unchanged, but game is inactive)
```

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