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223 lines
15 KiB
Markdown
223 lines
15 KiB
Markdown
# Game Contract Data Structure Diagram
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## Overview
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This diagram illustrates how the Game contract manages multiple concurrent Rock-Paper-Scissors games using mappings, arrays, and structs.
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## Data Structure Visualization
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```
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┌─────────────────────────────────────────────────────────────────────────────┐
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│ GAME CONTRACT STATE │
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└─────────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────────┐
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│ 1. games (mapping: uint => GameState) │
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│ Maps game ID to the complete game state │
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├─────────────────────────────────────────────────────────────────────────────┤
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│ │
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│ Game ID Game State │
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│ ┌───────┐ ┌──────────────────────────────────────┐ │
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│ │ 1 │ ───────────→ │ GameState { │ │
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│ └───────┘ │ gameId: 1 │ │
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│ │ isActive: true │ │
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│ │ firstReveal: 0 │ │
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│ │ initialBet: 0.01 ETH │ │
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│ │ outcome: None │ │
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│ │ playerA: Player { │ │
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│ │ addr: 0xABC...123 │ │
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│ │ bet: 0.01 ETH │ │
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│ │ encrMove: 0x4f2a... │ │
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│ │ move: None │ │
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│ │ nickname: "Alice" │ │
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│ │ } │ │
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│ │ playerB: Player { │ │
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│ │ addr: 0xDEF...456 │ │
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│ │ bet: 0.01 ETH │ │
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│ │ encrMove: 0x8b3c... │ │
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│ │ move: None │ │
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│ │ nickname: "Bob" │ │
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│ │ } │ │
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│ │ } │ │
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│ └──────────────────────────────────────┘ │
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│ │
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│ ┌───────┐ ┌──────────────────────────────────────┐ │
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│ │ 2 │ ───────────→ │ GameState { │ │
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│ └───────┘ │ gameId: 2 │ │
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│ │ isActive: true │ │
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│ │ playerA: { addr: 0xGHI...789 } │ │
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│ │ playerB: { addr: 0x000...000 } │ │
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│ │ (waiting for playerB) │ │
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│ │ ... │ │
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│ │ } │ │
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│ └──────────────────────────────────────┘ │
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└─────────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────────┐
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│ 2. gameIds (array: uint[]) │
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│ Tracks all game IDs ever created (for enumeration) │
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├─────────────────────────────────────────────────────────────────────────────┤
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│ │
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│ Index: 0 1 2 3 4 │
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│ ┌───┐ ┌───┐ ┌───┐ ┌───┐ ┌───┐ │
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│ Value: │ 1 │ │ 2 │ │ 3 │ │ 4 │ │ 5 │ ... │
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│ └───┘ └───┘ └───┘ └───┘ └───┘ │
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│ │
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│ Entries are never removed (enables iteration over all games) │
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│ Use isActive flag to distinguish active from completed games │
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└─────────────────────────────────────────────────────────────────────────────┘
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┌─────────────────────────────────────────────────────────────────────────────┐
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│ 3. nextGameId (uint counter) │
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│ Auto-incrementing counter for unique game IDs │
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├─────────────────────────────────────────────────────────────────────────────┤
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│ │
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│ Current Value: 6 ──→ Next game created will have ID = 6 │
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│ │
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│ Increments with each new game: createNewGame() │
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│ Starts at 1 and never resets (prevents ID collisions) │
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└─────────────────────────────────────────────────────────────────────────────┘
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```
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## Flow Diagram: Player Lifecycle
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```
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┌──────────────────────────────────────────────────────────────────────────┐
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│ PLAYER GAME LIFECYCLE │
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└──────────────────────────────────────────────────────────────────────────┘
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Player: 0xABC...123 (msg.sender)
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│
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│ register(gameId, {value: 0.01 ETH})
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↓
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┌─────────────────────────────────────────────────────┐
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│ 1. Register with Game │
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│ - If gameId == 0: createNewGame() │
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│ - Validate bet >= BET_MIN (0.01 ETH) │
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│ - If playerA slot empty: become playerA │
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│ - Else if playerB slot empty: become playerB │
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│ - Else: revert "Game is full" │
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└─────────────────────────────────────────────────────┘
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│
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↓
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┌─────────────────────────────────────────────────────┐
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│ 2. Commit Phase │
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│ play(gameId, encrMove) │
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│ - Store encrypted move for player │
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│ - Wait for both players to commit │
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└─────────────────────────────────────────────────────┘
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│
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│ (once both players committed)
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↓
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┌─────────────────────────────────────────────────────┐
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│ 3. Reveal Phase │
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│ reveal(gameId, "move-password") │
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│ - Hash and verify move │
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│ - Store clear move │
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│ - Start firstReveal timer on first reveal │
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│ - Auto-calculate outcome if both revealed │
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└─────────────────────────────────────────────────────┘
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│
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│ (once both players revealed OR timeout reached)
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↓
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┌─────────────────────────────────────────────────────┐
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│ 4. Game completion │
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│ getOutcome(gameId) │
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│ - Verify reveal phase ended │
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│ - Mark game as inactive │
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│ - Transfer winnings (2x bet for winner, │
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│ 1x bet each for draw) │
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│ - Return outcome (PlayerA/PlayerB/Draw) │
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└─────────────────────────────────────────────────────┘
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│
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↓
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Player can register for new game
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```
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## Relationship Diagram
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```
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┌───────────────────────────────┐
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│ Game IDs │
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│ (1, 2, 3, 4, 5...) │
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└──────────────┬────────────────┘
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│
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┌──────────────┴────────────────┐
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│ │
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games (mapping) gameIds (array)
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│ │
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↓ ↓
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┌─────────────────────┐ ┌────────────────┐
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│ GameState Objects │ │ For iteration │
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│ - Player data │ │ over all games│
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│ - Moves │ │ (active/ │
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│ - Outcomes │ │ inactive) │
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│ - isActive flag │ └────────────────┘
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│ - Timestamps │
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└─────────────────────┘
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```
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## Key Relationships
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1. **gameIds array → games mapping**:
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- `gameIds` maintains a list of all game IDs created
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- Each ID in `gameIds[i]` can be used to look up the game state: `games[gameIds[i]]`
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- Enables iteration over all games regardless of active status
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2. **GameState structure**:
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- Each game has exactly 2 players (playerA and playerB)
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- Players are stored as `Player` structs with address, bet amount, moves, and nickname
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- The `isActive` flag indicates if the game is ongoing or completed
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- `outcome` is calculated when both players reveal or after reveal timeout
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3. **nextGameId counter**:
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- Ensures unique game IDs across all games
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- Increments with each new game creation
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- Never resets, preventing ID collisions even in long-running contracts
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## Data Flow Example: Two Players Join Game
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```
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Step 1: Player A registers with gameId=0 (create new game)
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createNewGame() → gameId = 1, nextGameId = 2
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games[1] = {
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gameId: 1,
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isActive: true,
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playerA: { addr: PlayerA, bet: 0.01 ETH, encrMove: 0, move: None, nickname: "" },
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playerB: { addr: 0x0, bet: 0, encrMove: 0, move: None, nickname: "" },
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outcome: None,
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firstReveal: 0,
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initialBet: 0
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}
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gameIds = [1]
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Step 2: Player B joins game 1
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games[1] = {
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gameId: 1,
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isActive: true,
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playerA: { addr: PlayerA, bet: 0.01 ETH, ... },
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playerB: { addr: PlayerB, bet: 0.01 ETH, ... },
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outcome: None,
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...
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}
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gameIds = [1] (unchanged - game ID already exists)
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Step 3: Players commit moves
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game.playerA.encrMove = hash("1-password")
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game.playerB.encrMove = hash("2-password")
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Step 4: Players reveal moves
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game.playerA.move = Rock (1)
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game.playerB.move = Paper (2)
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game.firstReveal = block.timestamp
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game.outcome = PlayerB (Paper beats Rock)
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Step 5: Game completes via getOutcome()
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games[1].isActive = false
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Transfer 0.02 ETH to PlayerB
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gameIds = [1] (unchanged - game ID remains for historical reference)
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```
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