Files
crypto_clash/crypto_clash_contract/contracts/Game.sol
2025-11-14 20:48:17 +01:00

513 lines
15 KiB
Solidity

// SPDX-License-Identifier: MIT
pragma solidity >=0.7.3;
contract Game {
uint public constant BET_MIN = 1e16; // The minimum bet (1 BLD)
uint public constant REVEAL_TIMEOUT = 10 minutes; // Max delay of revelation phase
enum Moves {
None,
Rock,
Paper,
Scissors
}
enum Outcomes {
None,
PlayerA,
PlayerB,
Draw
} // Possible outcomes
struct Player {
address payable addr;
uint bet;
bytes32 encrMove;
Moves move;
string nickname;
}
struct GameState {
Player playerA;
Player playerB;
Outcomes outcome;
uint firstReveal;
uint initialBet;
uint gameId;
bool isActive;
}
// 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;
// ------------------------- Registration ------------------------- //
modifier validBet(uint gameId) {
require(msg.value >= BET_MIN, "Minimum bet not met");
require(
games[gameId].initialBet == 0 ||
msg.value >= games[gameId].initialBet,
"Bet value too low"
);
_;
}
modifier notAlreadyInGame() {
require(
playerToActiveGame[msg.sender] == 0,
"Player already in an active game"
);
_;
}
// Register a player to an existing game or create a new game.
// If gameId is 0, player will join or create the first available game.
// Return player's ID and game ID upon successful registration.
function register(
uint gameId
)
public
payable
validBet(gameId)
notAlreadyInGame
returns (uint playerId, uint returnGameId)
{
// If gameId is 0, find an open game or create a new one
if (gameId == 0) {
gameId = findOrCreateGame();
}
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 ------------------------- //
modifier isRegistered() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require(
msg.sender == games[gameId].playerA.addr ||
msg.sender == games[gameId].playerB.addr,
"Player not registered in this game"
);
_;
}
// Save player's encrypted move. encrMove must be "<1|2|3>-password" hashed with sha256.
// Return 'true' if move was valid, 'false' otherwise.
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
require(encrMove != bytes32(0), "Encrypted move cannot be zero");
// Ensure the caller hasn't already committed a move
if (msg.sender == game.playerA.addr) {
require(
game.playerA.encrMove == bytes32(0),
"Player A already committed"
);
game.playerA.encrMove = encrMove;
} else if (msg.sender == game.playerB.addr) {
require(
game.playerB.encrMove == bytes32(0),
"Player B already committed"
);
game.playerB.encrMove = encrMove;
} else {
revert("Caller not registered");
}
return true;
}
// ------------------------- Reveal ------------------------- //
modifier commitPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require(
games[gameId].playerA.encrMove != bytes32(0) &&
games[gameId].playerB.encrMove != bytes32(0),
"Commit phase not ended"
);
_;
}
// Compare clear move given by the player with saved encrypted move.
// Return clear move upon success, 'Moves.None' otherwise.
function reveal(
string memory clearMove
) 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")
Moves move = Moves(getFirstChar(clearMove)); // Actual move (Rock / Paper / Scissors)
// If move invalid, exit
require(move != Moves.None, "Invalid move");
// If hashes match, clear move is saved
if (
msg.sender == game.playerA.addr && encrMove == game.playerA.encrMove
) {
game.playerA.move = move;
} else if (
msg.sender == game.playerB.addr && encrMove == game.playerB.encrMove
) {
game.playerB.move = move;
} else {
return Moves.None;
}
// Timer starts after first revelation from one of the player
if (game.firstReveal == 0) {
game.firstReveal = block.timestamp;
}
return move;
}
// Return first character of a given string.
// Returns 0 if the string is empty or the first character is not '1','2' or '3'.
function getFirstChar(string memory str) private pure returns (uint) {
bytes memory b = bytes(str);
if (b.length == 0) {
return 0;
}
bytes1 firstByte = b[0];
if (firstByte == 0x31) {
return 1;
} else if (firstByte == 0x32) {
return 2;
} else if (firstByte == 0x33) {
return 3;
} else {
return 0;
}
}
// ------------------------- Result ------------------------- //
modifier revealPhaseEnded() {
uint gameId = playerToActiveGame[msg.sender];
require(gameId != 0, "Player not in any active game");
require(
(games[gameId].playerA.move != Moves.None &&
games[gameId].playerB.move != Moves.None) ||
(games[gameId].firstReveal != 0 &&
block.timestamp >
games[gameId].firstReveal + REVEAL_TIMEOUT),
"Reveal phase not ended"
);
_;
}
// Compute the outcome and pay the winner(s).
// Return the outcome.
function getOutcome() public revealPhaseEnded returns (Outcomes) {
uint gameId = playerToActiveGame[msg.sender];
GameState storage game = games[gameId];
// Only calculate outcome once
require(game.outcome == Outcomes.None, "Outcome already determined");
Outcomes outcome;
if (game.playerA.move == game.playerB.move) {
outcome = Outcomes.Draw;
} else if (
(game.playerA.move == Moves.Rock &&
game.playerB.move == Moves.Scissors) ||
(game.playerA.move == Moves.Paper &&
game.playerB.move == Moves.Rock) ||
(game.playerA.move == Moves.Scissors &&
game.playerB.move == Moves.Paper) ||
(game.playerA.move != Moves.None && game.playerB.move == Moves.None)
) {
outcome = Outcomes.PlayerA;
} else {
outcome = Outcomes.PlayerB;
}
// Store the outcome permanently before resetting
game.outcome = outcome;
address payable addrA = game.playerA.addr;
address payable addrB = game.playerB.addr;
uint betPlayerA = game.initialBet;
// 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);
return outcome;
}
// Pay the winner(s).
function pay(
address payable addrA,
address payable addrB,
uint betPlayerA,
Outcomes outcome
) private {
if (outcome == Outcomes.PlayerA) {
addrA.transfer(address(this).balance);
} else if (outcome == Outcomes.PlayerB) {
addrB.transfer(address(this).balance);
} else {
addrA.transfer(betPlayerA);
addrB.transfer(address(this).balance);
}
}
// Reset a specific game.
function resetGame(uint gameId) private {
GameState storage game = games[gameId];
// Clear player mappings
if (game.playerA.addr != address(0x0)) {
playerToActiveGame[game.playerA.addr] = 0;
}
if (game.playerB.addr != address(0x0)) {
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 ------------------------- //
// Return contract balance
function getContractBalance() public view returns (uint) {
return address(this).balance;
}
// Return player's ID in their active game
function whoAmI() public view returns (uint) {
uint gameId = playerToActiveGame[msg.sender];
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 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.
function bothPlayed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
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.
function bothRevealed() public view returns (bool) {
uint gameId = playerToActiveGame[msg.sender];
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.
function playerARevealed() public view returns (bool) {
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.
function playerBRevealed() public view returns (bool) {
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.
function revealTimeLeft() public view returns (int) {
uint gameId = playerToActiveGame[msg.sender];
if (gameId == 0) return int(REVEAL_TIMEOUT);
GameState storage game = games[gameId];
if (game.firstReveal != 0) {
return int((game.firstReveal + REVEAL_TIMEOUT) - block.timestamp);
}
return int(REVEAL_TIMEOUT);
}
function getLastWinner() public view returns (Outcomes) {
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
);
}
}