pragma solidity ^0.5.0; import "./GameChannelConflict.sol"; /** * @title Game Channel * @author dicether */ contract GameChannel is GameChannelConflict { /** * @dev contract constructor * @param _serverAddress Server address. * @param _minStake Min value user needs to deposit to create game session. * @param _maxStake Max value user can deposit to create game session. * @param _conflictResAddress Conflict resolution contract address. * @param _houseAddress House address to move profit to. * @param _chainId Chain id for signature domain. */ constructor( address _serverAddress, uint128 _minStake, uint128 _maxStake, address _conflictResAddress, address payable _houseAddress, uint _chainId ) public GameChannelConflict(_serverAddress, _minStake, _maxStake, _conflictResAddress, _houseAddress, _chainId) { // nothing to do } /** * @notice Create games session request. msg.value needs to be valid stake value. * @param _userEndHash Last entry of users' hash chain. * @param _previousGameId User's previous game id, initial 0. * @param _createBefore Game can be only created before this timestamp. * @param _serverEndHash Last entry of server's hash chain. * @param _serverSig Server signature. See verifyCreateSig */ function createGame( bytes32 _userEndHash, uint _previousGameId, uint _createBefore, bytes32 _serverEndHash, bytes memory _serverSig ) public payable onlyValidValue onlyValidHouseStake(activeGames + 1) onlyNotPaused { uint previousGameId = userGameId[msg.sender]; Game storage game = gameIdGame[previousGameId]; require(game.status == GameStatus.ENDED, "prev game not ended"); require(previousGameId == _previousGameId, "inv gamePrevGameId"); require(block.timestamp < _createBefore, "expired"); verifyCreateSig(msg.sender, _previousGameId, _createBefore, _serverEndHash, _serverSig); uint gameId = gameIdCntr++; userGameId[msg.sender] = gameId; Game storage newGame = gameIdGame[gameId]; newGame.stake = uint128(msg.value); // It's safe to cast msg.value as it is limited, see onlyValidValue newGame.status = GameStatus.ACTIVE; activeGames = activeGames.add(1); // It's safe to cast msg.value as it is limited, see onlyValidValue emit LogGameCreated(msg.sender, gameId, uint128(msg.value), _serverEndHash, _userEndHash); } /** * @dev Regular end game session. Used if user and house have both * accepted current game session state. * The game session with gameId _gameId is closed * and the user paid out. This functions is called by the server after * the user requested the termination of the current game session. * @param _roundId Round id of bet. * @param _balance Current balance. * @param _serverHash Hash of server's seed for this bet. * @param _userHash Hash of user's seed for this bet. * @param _gameId Game session id. * @param _contractAddress Address of this contract. * @param _userAddress Address of user. * @param _userSig User's signature of this bet. */ function serverEndGame( uint32 _roundId, int _balance, bytes32 _serverHash, bytes32 _userHash, uint _gameId, address _contractAddress, address payable _userAddress, bytes memory _userSig ) public onlyServer { verifySig( _roundId, 0, 0, 0, _balance, _serverHash, _userHash, _gameId, _contractAddress, _userSig, _userAddress ); regularEndGame(_userAddress, _roundId, _balance, _gameId, _contractAddress); } /** * @notice Regular end game session. Normally not needed as server ends game (@see serverEndGame). * Can be used by user if server does not end game session. * @param _roundId Round id of bet. * @param _balance Current balance. * @param _serverHash Hash of server's seed for this bet. * @param _userHash Hash of user's seed for this bet. * @param _gameId Game session id. * @param _contractAddress Address of this contract. * @param _serverSig Server's signature of this bet. */ function userEndGame( uint32 _roundId, int _balance, bytes32 _serverHash, bytes32 _userHash, uint _gameId, address _contractAddress, bytes memory _serverSig ) public { verifySig( _roundId, 0, 0, 0, _balance, _serverHash, _userHash, _gameId, _contractAddress, _serverSig, serverAddress ); regularEndGame(msg.sender, _roundId, _balance, _gameId, _contractAddress); } /** * @dev Verify server signature. * @param _userAddress User's address. * @param _previousGameId User's previous game id, initial 0. * @param _createBefore Game can be only created before this timestamp. * @param _serverEndHash Last entry of server's hash chain. * @param _serverSig Server signature. */ function verifyCreateSig( address _userAddress, uint _previousGameId, uint _createBefore, bytes32 _serverEndHash, bytes memory _serverSig ) private view { address contractAddress = address(this); bytes32 hash = keccak256(abi.encodePacked( contractAddress, _userAddress, _previousGameId, _createBefore, _serverEndHash )); verify(hash, _serverSig, serverAddress); } /** * @dev Regular end game session implementation. Used if user and house have both * accepted current game session state. The game session with gameId _gameId is closed * and the user paid out. * @param _userAddress Address of user. * @param _balance Current balance. * @param _gameId Game session id. * @param _contractAddress Address of this contract. */ function regularEndGame( address payable _userAddress, uint32 _roundId, int _balance, uint _gameId, address _contractAddress ) private { uint gameId = userGameId[_userAddress]; Game storage game = gameIdGame[gameId]; int maxBalance = conflictRes.maxBalance(); int gameStake = game.stake; require(_gameId == gameId, "inv gameId"); require(_roundId > 0, "inv roundId"); // save to cast as game.stake hash fixed range require(-gameStake <= _balance && _balance <= maxBalance, "inv balance"); require(game.status == GameStatus.ACTIVE, "inv status"); assert(_contractAddress == address(this)); closeGame(game, gameId, _roundId, _userAddress, ReasonEnded.REGULAR_ENDED, _balance); } }