-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathMatchSystem.sol
More file actions
378 lines (312 loc) · 12.4 KB
/
MatchSystem.sol
File metadata and controls
378 lines (312 loc) · 12.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
// SPDX-License-Identifier: MIT
pragma solidity >=0.8.24;
import { System } from "@latticexyz/world/src/System.sol";
import { MatchConfig, MatchConfigData } from "../codegen/tables/MatchConfig.sol";
import { MatchPlayers } from "../codegen/tables/MatchPlayers.sol";
import { MatchPool } from "../codegen/tables/MatchPool.sol";
import { PlayerQueue } from "../codegen/tables/PlayerQueue.sol";
import { PlayerStatus, PlayerStatusData } from "../codegen/tables/PlayerStatus.sol";
import { MatchStatus } from "../codegen/tables/MatchStatus.sol";
import { MatchPlayerStatus } from "../codegen/tables/MatchPlayerStatus.sol";
import { MatchPreparationTime } from "../codegen/tables/MatchPreparationTime.sol";
import { MatchPlayerSurrenders } from "../codegen/tables/MatchPlayerSurrenders.sol";
import { SpawnStatus } from "../codegen/tables/SpawnStatus.sol";
import { Player } from "../codegen/tables/Player.sol";
import { MatchPlayer } from "../codegen/tables/MatchPlayer.sol";
import { Inventory } from "../codegen/tables/Inventory.sol";
import { hasPlayerSurrendered } from "../utils/TurnUtils.sol";
import { playerFromAddress } from "../libraries/LibUtils.sol";
import { BUY_PREP_TIME, GOLD_BALANCE, CLIENT_TRIGGER_DELAY } from "../common/constants.sol";
import { MatchStatusTypes, MatchPlayerStatusTypes, PlayerStatusTypes, SpawnStatusTypes } from "../common/types.sol";
import { Errors } from "../common/Errors.sol";
import { IMatchSystem } from "./interfaces/IMatchSystem.sol";
import { LibMatchWinner } from "../libraries/LibMatchWinner.sol";
import { LibMatch } from "../libraries/LibMatch.sol";
import { LibTurn } from "../libraries/LibTurn.sol";
import { LibArray } from "../libraries/LibArray.sol";
import { LibEntity } from "../libraries/LibEntity.sol";
import { LibPlayerStatusType } from "../libraries/types/LibPlayerStatusType.sol";
import { LibMatchStatusType } from "../libraries/types/LibMatchStatusType.sol";
import { LibMatchPlayerStatusType } from "../libraries/types/LibMatchPlayerStatusType.sol";
import { LibSpawnStatusType } from "../libraries/types/LibSpawnStatusType.sol";
import { playerFromAddress } from "../libraries/LibUtils.sol";
import { BaseMatch } from "./base/BaseMatch.sol";
contract MatchSystem is IMatchSystem, BaseMatch, System {
using LibMatch for bytes32;
using LibEntity for address;
using LibEntity for bytes32;
using LibPlayerStatusType for PlayerStatusTypes;
using LibPlayerStatusType for uint8;
using LibMatchStatusType for MatchStatusTypes;
using LibMatchStatusType for uint8;
using LibMatchPlayerStatusType for MatchPlayerStatusTypes;
using LibMatchPlayerStatusType for uint8;
using LibSpawnStatusType for SpawnStatusTypes;
using LibSpawnStatusType for uint8;
modifier onlyIfPlayerAvailable(address player) {
PlayerStatusData memory playerData = PlayerStatus.get(
player.toPlayerEntity()
);
PlayerStatusTypes playerStatus = playerData
.status
.toPlayerStatusTypes();
if (playerStatus.isQueueing()) {
revert Errors.PlayerAlreadyInQueue();
}
if (playerStatus.isPlaying()) {
revert Errors.PlayerHasOngoingMatch();
}
_;
}
function joinQueue(
bytes32 _boardEntity,
bytes32 _modeEntity
) public override onlyIfPlayerAvailable(_msgSender()) {
bytes32 playerEntity = _msgSender().toPlayerEntity();
PlayerStatus.setStatus(
playerEntity,
PlayerStatusTypes.Queueing.toUint8()
);
bytes32 queueEntity = _boardEntity.toQueueEntity(_modeEntity);
PlayerQueue.setValue(playerEntity, queueEntity);
MatchPool.push(queueEntity, playerEntity);
_tryCreateMatch(queueEntity, _boardEntity, _modeEntity, false);
}
function leave() public override {
bytes32 playerEntity = _msgSender().toPlayerEntity();
PlayerStatusData memory playerStatusData = PlayerStatus.get(
playerEntity
);
PlayerStatusTypes playerStatus = playerStatusData
.status
.toPlayerStatusTypes();
bytes32 matchEntity = playerStatusData.matchEntity;
MatchStatusTypes matchStatus = MatchStatus
.get(matchEntity)
.toMatchStatusTypes();
_requirePlayerIsInQueueOrMatch(playerStatus);
if (playerStatus.isQueueing()) {
bytes32 queueEntity = PlayerQueue.get(playerEntity);
_leaveQueue(queueEntity, playerEntity);
} else if (playerStatus.isPlaying() && matchStatus.isGameInProgress()) {
_cancelMatch(matchEntity);
} else if (playerStatus.isPlaying() && matchStatus.isActive()) {
_surrenderOrCancel(matchEntity, playerStatusData.matchPlayerEntity);
}
}
function setPlayerReadyAndStart(
bytes32 _matchEntity
)
public
override
onlyMatchPreparingState(_matchEntity)
onlyMatchPlayer(_matchEntity, _msgSender())
{
bytes32 matchPlayerEntity = MatchPlayer.get(_matchEntity, _msgSender());
bool isPlayerReady = MatchPlayerStatus
.get(_matchEntity, matchPlayerEntity)
.toMatchPlayerStatusTypes()
.isPlayerReady();
if (isPlayerReady) {
revert Errors.PlayerAlreadyReady();
}
MatchPlayerStatus.set(
_matchEntity,
matchPlayerEntity,
MatchPlayerStatusTypes.Ready.toUint8()
);
bytes32[] memory matchPlayerEntities = MatchPlayers.get(_matchEntity);
bool allPlayersReady = true;
for (uint256 i = 0; i < matchPlayerEntities.length; i++) {
bool isReady = MatchPlayerStatus
.get(_matchEntity, matchPlayerEntities[i])
.toMatchPlayerStatusTypes()
.isPlayerReady();
if (!isReady) {
allPlayersReady = false;
break;
}
}
if (allPlayersReady) {
for (uint256 i = 0; i < matchPlayerEntities.length; i++) {
Inventory.setBalance(
_matchEntity,
matchPlayerEntities[i],
GOLD_BALANCE
);
}
MatchStatus.set(_matchEntity, MatchStatusTypes.Active.toUint8());
MatchPreparationTime.set(
_matchEntity,
block.timestamp + BUY_PREP_TIME
);
}
}
function claimVictory(
bytes32 _matchEntity
)
public
override
onlyActiveMatch(_matchEntity)
onlyMatchPlayer(_matchEntity, _msgSender())
{
_claimVictory(_matchEntity);
}
function _tryCreateMatch(
bytes32 queueEntity,
bytes32 boardEntity,
bytes32 modeEntity,
bool isPrivate
) internal {
bytes32[] memory players = MatchPool.getPlayers(queueEntity);
if (players.length < 2) {
return;
}
// Generate match entity
/// NOTE: if in case the players send multiple transactions with same details below,
/// it would generate the same match entity.
/// However, they will be prevented by `PlayerHasOngoingMatch()` custom error
/// before they can get here.
bytes32 matchEntity = keccak256(
abi.encodePacked(
block.timestamp,
queueEntity,
players[0],
players[1]
)
);
matchEntity.createMatch(boardEntity, modeEntity, isPrivate, players);
_removeFromQueue(queueEntity, players[0]);
_removeFromQueue(queueEntity, players[1]);
}
function _requirePlayerIsInQueueOrMatch(
PlayerStatusTypes playerStatus
) internal pure {
if (playerStatus.isNone()) {
revert Errors.NotInQueueOrMatch();
}
}
function _isOpponentActive(
bytes32 matchEntity,
bytes32 matchPlayerEntity
) internal view returns (bool, bytes32) {
bytes32 opponent = _getPlayerOpponentEntity(
matchEntity,
matchPlayerEntity
);
SpawnStatusTypes opponentStatus = SpawnStatus
.get(matchEntity, opponent)
.toSpawnStatusTypes();
bool isOpponentActive = SpawnStatus
.get(matchEntity, matchPlayerEntity)
.toSpawnStatusTypes()
.isOpponentActive(matchEntity, opponentStatus);
return (isOpponentActive, opponent);
}
function _getPlayerOpponentEntity(
bytes32 matchEntity,
bytes32 matchPlayerEntity
) internal view returns (bytes32) {
bytes32[] memory matchPlayerEntities = MatchPlayers.get(matchEntity);
return
matchPlayerEntities[0] == matchPlayerEntity
? matchPlayerEntities[1]
: matchPlayerEntities[0];
}
function _isPreparationPhaseOver(
bytes32 matchEntity
) internal view returns (bool) {
uint256 prepTime = MatchPreparationTime.get(matchEntity);
// @note this delay is same for the client side to call leave function
// and expect that if two players didnt make any commitment then leave the match
// the expected behavior is to cancel the match, and same for claimVictory
return block.timestamp > prepTime - CLIENT_TRIGGER_DELAY;
}
function _requireSpawnStatusNotNone(
bytes32 matchEntity,
bytes32 matchPlayerEntity
) internal view {
if (
SpawnStatus
.get(matchEntity, matchPlayerEntity)
.toSpawnStatusTypes()
.isNone()
) {
revert Errors.PlayerSpawnStatusNone();
}
}
function _removeFromQueue(
bytes32 queueEntity,
bytes32 playerEntity
) internal {
bytes32[] memory players = MatchPool.getPlayers(queueEntity);
bytes32[] memory arrs = LibArray.filter(players, playerEntity);
MatchPool.setPlayers(queueEntity, arrs);
PlayerQueue.setValue(playerEntity, bytes32(0));
}
function _claimVictory(bytes32 matchEntity) internal {
bytes32 matchPlayerEntity = playerFromAddress(
matchEntity,
_msgSender()
);
_requireSpawnStatusNotNone(matchEntity, matchPlayerEntity);
(bool isActive, bytes32 opponent) = _isOpponentActive(
matchEntity,
matchPlayerEntity
);
if (isActive) {
revert Errors.OpponentActive();
}
_setMatchWinnerAfterSurrender(matchEntity, opponent, matchPlayerEntity);
}
function _leaveQueue(bytes32 queueEntity, bytes32 playerEntity) internal {
_removeFromQueue(queueEntity, playerEntity);
PlayerStatus.setStatus(playerEntity, PlayerStatusTypes.None.toUint8());
}
function _cancelMatch(bytes32 matchEntity) internal {
LibMatch.cancelMatch(matchEntity);
}
function _surrenderOrCancel(
bytes32 matchEntity,
bytes32 matchPlayerEntity
) internal {
SpawnStatusTypes playerStatus = SpawnStatus
.get(matchEntity, matchPlayerEntity)
.toSpawnStatusTypes();
bytes32 opponentEntity = _getPlayerOpponentEntity(
matchEntity,
matchPlayerEntity
);
SpawnStatusTypes opponentStatus = SpawnStatus
.get(matchEntity, opponentEntity)
.toSpawnStatusTypes();
bool isPrepTimeOver = _isPreparationPhaseOver(matchEntity);
if (
isPrepTimeOver &&
playerStatus == opponentStatus &&
playerStatus < SpawnStatusTypes.Ready
) {
_cancelMatch(matchEntity);
} else {
// Prevent surrender if the opponent is inactive after the prep phase
// (commit and reveal phases), and the player accidentally clicks leave.
if (isPrepTimeOver && playerStatus > opponentStatus) {
_claimVictory(matchEntity);
} else {
_setMatchWinnerAfterSurrender(
matchEntity,
matchPlayerEntity,
opponentEntity
);
}
}
}
function _setMatchWinnerAfterSurrender(
bytes32 matchEntity,
bytes32 surrenderingPlayerEntity,
bytes32 winnerPlayerEntity
) internal {
MatchPlayerSurrenders.set(matchEntity, surrenderingPlayerEntity, true);
LibMatchWinner.setWinner(matchEntity, winnerPlayerEntity);
}
}