mirror of
https://github.com/averel10/crypto_clash.git
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draft of new mode
This commit is contained in:
@@ -40,6 +40,7 @@ contract Game {
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uint initialBet;
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uint gameId;
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bool isActive;
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string gameMode; // "classic" for this contract
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}
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// Mapping from game ID to game state
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@@ -112,6 +113,7 @@ contract Game {
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games[gameId].gameId = gameId;
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games[gameId].isActive = true;
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games[gameId].gameMode = "classic";
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gameIds.push(gameId);
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return gameId;
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@@ -454,7 +456,8 @@ contract Game {
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uint initialBet,
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Outcomes outcome,
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bool isActive,
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uint returnGameId
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uint returnGameId,
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string memory gameMode
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)
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{
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GameState storage game = games[gameId];
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@@ -465,7 +468,8 @@ contract Game {
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game.initialBet,
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game.outcome,
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game.isActive,
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game.gameId
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game.gameId,
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game.gameMode
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);
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}
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709
crypto_clash_contract/contracts/GameMinusOne.sol
Normal file
709
crypto_clash_contract/contracts/GameMinusOne.sol
Normal file
@@ -0,0 +1,709 @@
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// SPDX-License-Identifier: MIT
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pragma solidity >=0.7.3;
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contract GameMinusOne {
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uint public constant BET_MIN = 1e16; // The minimum bet (0.01 ETH)
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uint public constant REVEAL_TIMEOUT = 10 minutes; // Max delay of revelation phase
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uint public constant COMMIT_TIMEOUT = 10 minutes; // Max delay of commit phase
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uint public constant WITHDRAW_TIMEOUT = 10 minutes; // Max delay for withdrawal phase
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enum Moves {
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None,
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Rock,
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Paper,
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Scissors
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}
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enum Outcomes {
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None,
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PlayerA,
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PlayerB,
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Draw,
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PlayerATimeout,
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PlayerBTimeout
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} // Possible outcomes
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enum GamePhase {
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Registration, // Waiting for players
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InitialCommit, // Players commit 2 moves each
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FirstReveal, // Players reveal both moves
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Withdrawal, // Players choose which move to withdraw
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FinalCommit, // Players commit their remaining move again (for fairness)
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FinalReveal, // Players reveal final move
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Completed // Game finished
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}
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struct Player {
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address payable addr;
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uint bet;
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// Initial phase - 2 moves
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bytes32 encrMove1;
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bytes32 encrMove2;
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Moves move1;
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Moves move2;
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// Withdrawal phase
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uint withdrawnMoveIndex; // 1 or 2
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// Final phase
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bytes32 encrFinalMove;
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Moves finalMove;
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string nickname;
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}
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struct GameState {
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Player playerA;
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Player playerB;
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Outcomes outcome;
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GamePhase phase;
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uint firstCommit;
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uint firstReveal;
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uint firstWithdraw;
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uint firstFinalCommit;
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uint firstFinalReveal;
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uint initialBet;
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uint gameId;
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bool isActive;
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string gameMode; // "minusone" for this contract
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}
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// Mapping from game ID to game state
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mapping(uint => GameState) private games;
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// Array to track all game IDs (for enumeration)
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uint[] private gameIds;
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// Counter for generating unique game IDs
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uint private nextGameId = 1;
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// ------------------------- Registration ------------------------- //
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modifier validBet(uint gameId) {
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require(msg.value >= BET_MIN, "Minimum bet not met");
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require(
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games[gameId].initialBet == 0 ||
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msg.value == games[gameId].initialBet,
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"Bet value must match initial bet"
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);
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_;
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}
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// Register a player to an existing game or create a new game.
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// If gameId is 0, player will join or create the first available game.
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// Return player's ID and game ID upon successful registration.
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function register(
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uint gameId,
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string memory nickname
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)
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public
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payable
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validBet(gameId)
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returns (uint playerId, uint returnGameId)
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{
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// If gameId is 0, find an open game or create a new one
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if (gameId == 0) {
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gameId = createNewGame();
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}
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require(games[gameId].isActive, "Game is not active");
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require(games[gameId].phase == GamePhase.Registration, "Game already started");
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require(bytes(nickname).length > 0, "Nickname cannot be empty");
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require(bytes(nickname).length <= 20, "Nickname too long (max 20 characters)");
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GameState storage game = games[gameId];
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if (game.playerA.addr == address(0x0)) {
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game.playerA.addr = payable(msg.sender);
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game.playerA.nickname = nickname;
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game.initialBet = msg.value;
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return (1, gameId);
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} else if (game.playerB.addr == address(0x0)) {
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require(
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msg.sender != game.playerA.addr,
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"Cannot play against yourself"
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);
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game.playerB.addr = payable(msg.sender);
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game.playerB.nickname = nickname;
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// Both players registered, automatically start the game
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game.phase = GamePhase.InitialCommit;
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return (2, gameId);
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}
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revert("Game is full");
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}
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// Create a new game
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function createNewGame() private returns (uint) {
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uint gameId = nextGameId;
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nextGameId++;
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games[gameId].gameId = gameId;
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games[gameId].isActive = true;
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games[gameId].phase = GamePhase.Registration;
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games[gameId].gameMode = "minusone";
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gameIds.push(gameId);
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return gameId;
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}
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// ------------------------- Initial Commit (2 moves) ------------------------- //
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modifier isRegistered(uint gameId) {
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require(gameId != 0, "Invalid game ID");
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require(
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msg.sender == games[gameId].playerA.addr ||
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msg.sender == games[gameId].playerB.addr,
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"Player not registered in this game"
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);
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_;
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}
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// Commit two moves for the initial phase
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// encrMove1 and encrMove2 must be "<1|2|3>-password" hashed with keccak256
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function commitInitialMoves(uint gameId, bytes32 encrMove1, bytes32 encrMove2)
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public
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isRegistered(gameId)
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returns (bool)
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{
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GameState storage game = games[gameId];
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require(game.isActive, "Game is no longer active");
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require(game.phase == GamePhase.InitialCommit, "Not in initial commit phase");
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require(encrMove1 != bytes32(0) && encrMove2 != bytes32(0), "Encrypted moves cannot be zero");
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require(encrMove1 != encrMove2, "Both moves must be different");
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// Check timeout
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if (game.firstCommit != 0) {
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require(block.timestamp <= game.firstCommit + COMMIT_TIMEOUT, "Commit phase timeout expired");
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}
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// Track first commit timestamp
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if (game.firstCommit == 0) {
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game.firstCommit = block.timestamp;
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}
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// Store encrypted moves
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if (msg.sender == game.playerA.addr) {
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require(game.playerA.encrMove1 == bytes32(0), "Player A already committed");
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game.playerA.encrMove1 = encrMove1;
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game.playerA.encrMove2 = encrMove2;
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} else if (msg.sender == game.playerB.addr) {
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require(game.playerB.encrMove1 == bytes32(0), "Player B already committed");
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game.playerB.encrMove1 = encrMove1;
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game.playerB.encrMove2 = encrMove2;
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} else {
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revert("Caller not registered");
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}
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// Check if both players have committed, advance to reveal phase
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if (game.playerA.encrMove1 != bytes32(0) && game.playerB.encrMove1 != bytes32(0)) {
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game.phase = GamePhase.FirstReveal;
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game.firstReveal = 0; // Reset for reveal phase
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}
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return true;
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}
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// ------------------------- First Reveal (2 moves) ------------------------- //
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// Reveal both initial moves
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// clearMove1 and clearMove2 must be the original strings used for hashing
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function revealInitialMoves(uint gameId, string memory clearMove1, string memory clearMove2)
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public
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isRegistered(gameId)
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returns (Moves, Moves)
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{
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GameState storage game = games[gameId];
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require(game.isActive, "Game is no longer active");
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require(game.phase == GamePhase.FirstReveal, "Not in first reveal phase");
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// Check timeout
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if (game.firstReveal != 0) {
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require(block.timestamp <= game.firstReveal + REVEAL_TIMEOUT, "Reveal phase timeout expired");
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}
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bytes32 encrMove1 = keccak256(abi.encodePacked(clearMove1));
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bytes32 encrMove2 = keccak256(abi.encodePacked(clearMove2));
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Moves move1 = Moves(getFirstChar(clearMove1));
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Moves move2 = Moves(getFirstChar(clearMove2));
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require(move1 != Moves.None && move2 != Moves.None, "Invalid moves");
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require(move1 != move2, "Both moves must be different");
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// Verify and store moves
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if (msg.sender == game.playerA.addr) {
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require(encrMove1 == game.playerA.encrMove1 && encrMove2 == game.playerA.encrMove2,
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"Hash mismatch for Player A");
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game.playerA.move1 = move1;
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game.playerA.move2 = move2;
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} else if (msg.sender == game.playerB.addr) {
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require(encrMove1 == game.playerB.encrMove1 && encrMove2 == game.playerB.encrMove2,
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"Hash mismatch for Player B");
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game.playerB.move1 = move1;
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game.playerB.move2 = move2;
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} else {
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revert("Caller not registered");
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}
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// Start reveal timer on first reveal
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if (game.firstReveal == 0) {
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game.firstReveal = block.timestamp;
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}
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// Check if both players have revealed, advance to withdrawal phase
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if (game.playerA.move1 != Moves.None && game.playerB.move1 != Moves.None) {
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game.phase = GamePhase.Withdrawal;
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game.firstWithdraw = 0; // Reset for withdrawal phase
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}
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return (move1, move2);
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}
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// ------------------------- Withdrawal Phase ------------------------- //
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// Choose which move to withdraw (1 or 2)
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function withdrawMove(uint gameId, uint moveIndex)
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public
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isRegistered(gameId)
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returns (bool)
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{
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GameState storage game = games[gameId];
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require(game.isActive, "Game is no longer active");
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require(game.phase == GamePhase.Withdrawal, "Not in withdrawal phase");
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require(moveIndex == 1 || moveIndex == 2, "Move index must be 1 or 2");
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// Check timeout
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if (game.firstWithdraw != 0) {
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require(block.timestamp <= game.firstWithdraw + WITHDRAW_TIMEOUT, "Withdrawal phase timeout expired");
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}
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// Store withdrawal choice
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if (msg.sender == game.playerA.addr) {
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require(game.playerA.withdrawnMoveIndex == 0, "Player A already withdrew");
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game.playerA.withdrawnMoveIndex = moveIndex;
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} else if (msg.sender == game.playerB.addr) {
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require(game.playerB.withdrawnMoveIndex == 0, "Player B already withdrew");
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game.playerB.withdrawnMoveIndex = moveIndex;
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} else {
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revert("Caller not registered");
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}
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// Start withdrawal timer on first withdrawal
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if (game.firstWithdraw == 0) {
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game.firstWithdraw = block.timestamp;
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}
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// Check if both players have withdrawn, advance to final commit phase
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if (game.playerA.withdrawnMoveIndex != 0 && game.playerB.withdrawnMoveIndex != 0) {
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game.phase = GamePhase.FinalCommit;
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game.firstFinalCommit = 0; // Reset for final commit
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}
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return true;
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}
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// ------------------------- Final Commit (remaining move) ------------------------- //
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// Commit the remaining move again (for fairness and to prevent cheating)
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function commitFinalMove(uint gameId, bytes32 encrFinalMove)
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public
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isRegistered(gameId)
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returns (bool)
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{
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GameState storage game = games[gameId];
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require(game.isActive, "Game is no longer active");
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require(game.phase == GamePhase.FinalCommit, "Not in final commit phase");
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require(encrFinalMove != bytes32(0), "Encrypted move cannot be zero");
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// Check timeout
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if (game.firstFinalCommit != 0) {
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require(block.timestamp <= game.firstFinalCommit + COMMIT_TIMEOUT, "Final commit timeout expired");
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}
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// Store encrypted final move
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if (msg.sender == game.playerA.addr) {
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require(game.playerA.encrFinalMove == bytes32(0), "Player A already committed final move");
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game.playerA.encrFinalMove = encrFinalMove;
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} else if (msg.sender == game.playerB.addr) {
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require(game.playerB.encrFinalMove == bytes32(0), "Player B already committed final move");
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game.playerB.encrFinalMove = encrFinalMove;
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} else {
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revert("Caller not registered");
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}
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// Start final commit timer on first commit
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if (game.firstFinalCommit == 0) {
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game.firstFinalCommit = block.timestamp;
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}
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// Check if both players have committed, advance to final reveal phase
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if (game.playerA.encrFinalMove != bytes32(0) && game.playerB.encrFinalMove != bytes32(0)) {
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game.phase = GamePhase.FinalReveal;
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game.firstFinalReveal = 0; // Reset for final reveal
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}
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return true;
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}
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// ------------------------- Final Reveal ------------------------- //
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// Reveal the final move and determine winner
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function revealFinalMove(uint gameId, string memory clearFinalMove)
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public
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isRegistered(gameId)
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returns (Moves)
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{
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GameState storage game = games[gameId];
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require(game.isActive, "Game is no longer active");
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require(game.phase == GamePhase.FinalReveal, "Not in final reveal phase");
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// Check timeout
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if (game.firstFinalReveal != 0) {
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require(block.timestamp <= game.firstFinalReveal + REVEAL_TIMEOUT, "Final reveal timeout expired");
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}
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bytes32 encrFinalMove = keccak256(abi.encodePacked(clearFinalMove));
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Moves finalMove = Moves(getFirstChar(clearFinalMove));
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require(finalMove != Moves.None, "Invalid move");
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// Verify and store final move
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if (msg.sender == game.playerA.addr) {
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require(encrFinalMove == game.playerA.encrFinalMove, "Hash mismatch for Player A final move");
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// Verify this is the non-withdrawn move
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Moves expectedMove = game.playerA.withdrawnMoveIndex == 1 ? game.playerA.move2 : game.playerA.move1;
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require(finalMove == expectedMove, "Final move must be the non-withdrawn move");
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game.playerA.finalMove = finalMove;
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} else if (msg.sender == game.playerB.addr) {
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require(encrFinalMove == game.playerB.encrFinalMove, "Hash mismatch for Player B final move");
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// Verify this is the non-withdrawn move
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Moves expectedMove = game.playerB.withdrawnMoveIndex == 1 ? game.playerB.move2 : game.playerB.move1;
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require(finalMove == expectedMove, "Final move must be the non-withdrawn move");
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game.playerB.finalMove = finalMove;
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} else {
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revert("Caller not registered");
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}
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// Start final reveal timer on first reveal
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if (game.firstFinalReveal == 0) {
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game.firstFinalReveal = block.timestamp;
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}
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// Check if both players have revealed final moves, determine outcome
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if (game.playerA.finalMove != Moves.None && game.playerB.finalMove != Moves.None) {
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determineOutcome(gameId);
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}
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return finalMove;
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}
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// Determine the final outcome based on both players' final moves
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function determineOutcome(uint gameId) private {
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GameState storage game = games[gameId];
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if (game.playerA.finalMove == game.playerB.finalMove) {
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game.outcome = Outcomes.Draw;
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} else if (
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(game.playerA.finalMove == Moves.Rock && game.playerB.finalMove == Moves.Scissors) ||
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(game.playerA.finalMove == Moves.Paper && game.playerB.finalMove == Moves.Rock) ||
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(game.playerA.finalMove == Moves.Scissors && game.playerB.finalMove == Moves.Paper)
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) {
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game.outcome = Outcomes.PlayerA;
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} else {
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game.outcome = Outcomes.PlayerB;
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}
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game.phase = GamePhase.Completed;
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}
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// Return first character of a given string.
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// Returns 0 if the string is empty or the first character is not '1','2' or '3'.
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function getFirstChar(string memory str) private pure returns (uint) {
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bytes memory b = bytes(str);
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if (b.length == 0) {
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return 0;
|
||||
}
|
||||
bytes1 firstByte = b[0];
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||||
if (firstByte == 0x31) {
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return 1;
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||||
} else if (firstByte == 0x32) {
|
||||
return 2;
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||||
} else if (firstByte == 0x33) {
|
||||
return 3;
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||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// ------------------------- Result ------------------------- //
|
||||
|
||||
// Compute the outcome and pay the winner(s).
|
||||
// Return the outcome.
|
||||
function getOutcome(uint gameId) public returns (Outcomes) {
|
||||
GameState storage game = games[gameId];
|
||||
|
||||
require(game.isActive, "Game is not active");
|
||||
require(game.phase == GamePhase.Completed, "Game not completed yet");
|
||||
require(game.outcome != Outcomes.None, "Outcome not yet determined");
|
||||
|
||||
address payable addrA = game.playerA.addr;
|
||||
address payable addrB = game.playerB.addr;
|
||||
uint betPlayerA = game.initialBet;
|
||||
|
||||
// Reset and cleanup
|
||||
resetGame(gameId); // Reset game before paying to avoid reentrancy attacks
|
||||
pay(addrA, addrB, betPlayerA, game.outcome);
|
||||
|
||||
return game.outcome;
|
||||
}
|
||||
|
||||
// Pay the winner(s).
|
||||
function pay(
|
||||
address payable addrA,
|
||||
address payable addrB,
|
||||
uint betPlayerA,
|
||||
Outcomes outcome
|
||||
) private {
|
||||
if (outcome == Outcomes.PlayerA) {
|
||||
addrA.transfer(betPlayerA * 2);
|
||||
} else if (outcome == Outcomes.PlayerB) {
|
||||
addrB.transfer(betPlayerA * 2);
|
||||
} else {
|
||||
addrA.transfer(betPlayerA);
|
||||
addrB.transfer(betPlayerA);
|
||||
}
|
||||
}
|
||||
|
||||
// Pay to one player and slash the other (timeout resolution).
|
||||
function payWithSlash(
|
||||
address payable winner,
|
||||
address payable loser,
|
||||
uint betAmount
|
||||
) private {
|
||||
// Winner gets both bets
|
||||
winner.transfer(betAmount * 2);
|
||||
// Loser gets nothing (slashed)
|
||||
}
|
||||
|
||||
// Reset a specific game.
|
||||
function resetGame(uint gameId) private {
|
||||
GameState storage game = games[gameId];
|
||||
|
||||
// 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 ------------------------- //
|
||||
|
||||
// Return contract balance
|
||||
function getContractBalance() public view returns (uint) {
|
||||
return address(this).balance;
|
||||
}
|
||||
|
||||
// Return player's ID in their active game
|
||||
function whoAmI(uint gameId) public view returns (uint) {
|
||||
if (gameId == 0) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
GameState storage game = games[gameId];
|
||||
if (msg.sender == game.playerA.addr) {
|
||||
return 1;
|
||||
} else if (msg.sender == game.playerB.addr) {
|
||||
return 2;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Get the current phase of the game
|
||||
function getGamePhase(uint gameId) public view returns (GamePhase) {
|
||||
return games[gameId].phase;
|
||||
}
|
||||
|
||||
// Get time remaining in current phase
|
||||
function getTimeLeft(uint gameId) public view returns (int) {
|
||||
if (gameId == 0) return 0;
|
||||
|
||||
GameState storage game = games[gameId];
|
||||
|
||||
if (game.phase == GamePhase.InitialCommit && game.firstCommit != 0) {
|
||||
uint deadline = game.firstCommit + COMMIT_TIMEOUT;
|
||||
if (block.timestamp >= deadline) return 0;
|
||||
return int(deadline - block.timestamp);
|
||||
} else if (game.phase == GamePhase.FirstReveal && game.firstReveal != 0) {
|
||||
uint deadline = game.firstReveal + REVEAL_TIMEOUT;
|
||||
if (block.timestamp >= deadline) return 0;
|
||||
return int(deadline - block.timestamp);
|
||||
} else if (game.phase == GamePhase.Withdrawal && game.firstWithdraw != 0) {
|
||||
uint deadline = game.firstWithdraw + WITHDRAW_TIMEOUT;
|
||||
if (block.timestamp >= deadline) return 0;
|
||||
return int(deadline - block.timestamp);
|
||||
} else if (game.phase == GamePhase.FinalCommit && game.firstFinalCommit != 0) {
|
||||
uint deadline = game.firstFinalCommit + COMMIT_TIMEOUT;
|
||||
if (block.timestamp >= deadline) return 0;
|
||||
return int(deadline - block.timestamp);
|
||||
} else if (game.phase == GamePhase.FinalReveal && game.firstFinalReveal != 0) {
|
||||
uint deadline = game.firstFinalReveal + REVEAL_TIMEOUT;
|
||||
if (block.timestamp >= deadline) return 0;
|
||||
return int(deadline - block.timestamp);
|
||||
}
|
||||
|
||||
return int(COMMIT_TIMEOUT); // Default timeout
|
||||
}
|
||||
|
||||
// Resolve a game that has timed out
|
||||
function resolveTimeout(uint gameId) public isRegistered(gameId) {
|
||||
GameState storage game = games[gameId];
|
||||
require(game.isActive, "Game is not active");
|
||||
|
||||
address caller = msg.sender;
|
||||
address payable winner = payable(caller);
|
||||
|
||||
bool timeoutOccurred = false;
|
||||
|
||||
// Check for timeout in various phases
|
||||
if (game.phase == GamePhase.InitialCommit && game.firstCommit != 0) {
|
||||
if (block.timestamp > game.firstCommit + COMMIT_TIMEOUT) {
|
||||
// Player who didn't commit loses
|
||||
if (caller == game.playerA.addr && game.playerB.encrMove1 == bytes32(0)) {
|
||||
game.outcome = Outcomes.PlayerA;
|
||||
timeoutOccurred = true;
|
||||
} else if (caller == game.playerB.addr && game.playerA.encrMove1 == bytes32(0)) {
|
||||
game.outcome = Outcomes.PlayerB;
|
||||
timeoutOccurred = true;
|
||||
}
|
||||
}
|
||||
} else if (game.phase == GamePhase.FirstReveal && game.firstReveal != 0) {
|
||||
if (block.timestamp > game.firstReveal + REVEAL_TIMEOUT) {
|
||||
// Player who didn't reveal loses
|
||||
if (caller == game.playerA.addr && game.playerB.move1 == Moves.None) {
|
||||
game.outcome = Outcomes.PlayerA;
|
||||
timeoutOccurred = true;
|
||||
} else if (caller == game.playerB.addr && game.playerA.move1 == Moves.None) {
|
||||
game.outcome = Outcomes.PlayerB;
|
||||
timeoutOccurred = true;
|
||||
}
|
||||
}
|
||||
} else if (game.phase == GamePhase.Withdrawal && game.firstWithdraw != 0) {
|
||||
if (block.timestamp > game.firstWithdraw + WITHDRAW_TIMEOUT) {
|
||||
// Player who didn't withdraw loses
|
||||
if (caller == game.playerA.addr && game.playerB.withdrawnMoveIndex == 0) {
|
||||
game.outcome = Outcomes.PlayerA;
|
||||
timeoutOccurred = true;
|
||||
} else if (caller == game.playerB.addr && game.playerA.withdrawnMoveIndex == 0) {
|
||||
game.outcome = Outcomes.PlayerB;
|
||||
timeoutOccurred = true;
|
||||
}
|
||||
}
|
||||
} else if (game.phase == GamePhase.FinalCommit && game.firstFinalCommit != 0) {
|
||||
if (block.timestamp > game.firstFinalCommit + COMMIT_TIMEOUT) {
|
||||
// Player who didn't commit final move loses
|
||||
if (caller == game.playerA.addr && game.playerB.encrFinalMove == bytes32(0)) {
|
||||
game.outcome = Outcomes.PlayerA;
|
||||
timeoutOccurred = true;
|
||||
} else if (caller == game.playerB.addr && game.playerA.encrFinalMove == bytes32(0)) {
|
||||
game.outcome = Outcomes.PlayerB;
|
||||
timeoutOccurred = true;
|
||||
}
|
||||
}
|
||||
} else if (game.phase == GamePhase.FinalReveal && game.firstFinalReveal != 0) {
|
||||
if (block.timestamp > game.firstFinalReveal + REVEAL_TIMEOUT) {
|
||||
// Player who didn't reveal final move loses
|
||||
if (caller == game.playerA.addr && game.playerB.finalMove == Moves.None) {
|
||||
game.outcome = Outcomes.PlayerA;
|
||||
timeoutOccurred = true;
|
||||
} else if (caller == game.playerB.addr && game.playerA.finalMove == Moves.None) {
|
||||
game.outcome = Outcomes.PlayerB;
|
||||
timeoutOccurred = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
require(timeoutOccurred, "No timeout has occurred or caller is not the non-offending player");
|
||||
|
||||
address payable loser = winner == game.playerA.addr ? game.playerB.addr : game.playerA.addr;
|
||||
|
||||
// Reset game
|
||||
resetGame(gameId);
|
||||
|
||||
// Pay winner and slash offender
|
||||
payWithSlash(winner, loser, game.initialBet);
|
||||
}
|
||||
|
||||
// ------------------------- Game Management ------------------------- //
|
||||
|
||||
// Get details of a specific game (for viewing any game)
|
||||
function getGameDetails(
|
||||
uint gameId
|
||||
)
|
||||
public
|
||||
view
|
||||
returns (
|
||||
Player memory playerA,
|
||||
Player memory playerB,
|
||||
uint initialBet,
|
||||
Outcomes outcome,
|
||||
GamePhase phase,
|
||||
bool isActive,
|
||||
uint returnGameId,
|
||||
string memory gameMode
|
||||
)
|
||||
{
|
||||
GameState storage game = games[gameId];
|
||||
require(game.gameId != 0, "Game does not exist");
|
||||
return (
|
||||
game.playerA,
|
||||
game.playerB,
|
||||
game.initialBet,
|
||||
game.outcome,
|
||||
game.phase,
|
||||
game.isActive,
|
||||
game.gameId,
|
||||
game.gameMode
|
||||
);
|
||||
}
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Advance game to initial commit phase (called automatically after both players register)
|
||||
function startGame(uint gameId) public {
|
||||
GameState storage game = games[gameId];
|
||||
require(game.isActive, "Game is not active");
|
||||
require(game.phase == GamePhase.Registration, "Game already started");
|
||||
require(game.playerA.addr != address(0) && game.playerB.addr != address(0), "Both players must be registered");
|
||||
|
||||
game.phase = GamePhase.InitialCommit;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user