feat: add send message to players with runtime.Notify

This commit is contained in:
Mihail Pestrikov 2025-01-19 23:29:17 +00:00
parent 03977ecd64
commit fb18553355

468
room_contract.go Normal file
View file

@ -0,0 +1,468 @@
package contracts
import (
"fmt"
"github.com/google/uuid"
"github.com/nspcc-dev/neo-go/pkg/interop"
"github.com/nspcc-dev/neo-go/pkg/interop/native/std"
"github.com/nspcc-dev/neo-go/pkg/interop/runtime"
"github.com/nspcc-dev/neo-go/pkg/interop/storage"
"sort"
)
var notificationName string
// init initializes notificationName before calling any other smart-contract method
func init() {
notificationName = "Hello world!"
}
// RuntimeNotify sends runtime notification with "Hello world!" name
func RuntimeNotify(args []any) {
runtime.Notify(notificationName, args)
}
// CONSTANTS
const (
RoomStatusWaiting = "waiting" // Waiting for the game to start, players are joining
RoomStatusGaming = "gaming" // In this phase, players are ready, but the question hasn't been asked yet
RoomStatusAnswering = "answering" // Phase when the round has started and the question has been asked, players can submit answers
RoomStatusVoting = "voting" // Voting phase, where players select the best answer from the options
RoomStatusFinished = "finished" // Game is finished, and results have been determined
)
// STRUCTS
type Room struct {
Id string
Host interop.Hash160
Status string
PrizePool int
RoundWinnersCount int
GameWinnersCount int
Players []Player
Rounds []Round
}
type Round struct {
Question string
Answers []Answer
}
type Answer struct {
Wallet interop.Hash160
Content string
Votes []interop.Hash160 // Wallets who voted for answer
}
type Player struct {
Wallet interop.Hash160
RoundsWon int
IsReady bool
IsVotedToFinish bool
}
// GLOBAL PRIVATE METHODS FOR ROOM
func getSender() interop.Hash160 {
return runtime.GetScriptContainer().Sender
}
// Function to set room in storage with serialize
func setRoom(ctx storage.Context, room *Room) {
var serializedRoom = std.Serialize(room)
storage.Put(ctx, "room:"+room.Id, serializedRoom)
}
// Function to get room from storage with deserialize
func getRoom(ctx storage.Context, roomId string) Room {
var roomData = storage.Get(ctx, "room:"+roomId)
if roomData == nil {
panic(fmt.Sprintf("Room with roomId=%s not found", roomId))
}
var room = std.Deserialize(roomData.([]byte)).(Room)
return room
}
// Function to send message to players, event is recorded in blockchain
// Could be read through getapplicationlog or RPC call
func sendMessageToPlayers(notificationName, message string) {
runtime.Notify(notificationName, message)
}
// MAIN METHODS TO PLAY IN GAME
func CreateRoom(host interop.Hash160, RoundWinnersCount, GameWinnersCount int) string {
var ctx = storage.GetContext()
var id = uuid.NewString()
var room = Room{
Id: id,
Host: host,
Status: RoomStatusWaiting,
PrizePool: 0,
RoundWinnersCount: RoundWinnersCount,
GameWinnersCount: GameWinnersCount,
Players: []Player{},
Rounds: []Round{},
}
// todo: Добавить списание токенов за создание комнаты
setRoom(ctx, &room)
return id
}
func JoinRoom(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
var wallet = getSender()
if room.Host.Equals(wallet) || room.Status != RoomStatusWaiting {
return false // Host can not be player, player cannot join started room
}
for _, player := range room.Players {
if player.Wallet.Equals(wallet) {
return false // Player already joined room
}
}
// todo: Добавить списание токенов за вход в комнату
var player = Player{
Wallet: wallet,
RoundsWon: 0,
IsReady: false,
IsVotedToFinish: false,
}
room.Players = append(room.Players, player)
setRoom(ctx, &room)
return true
}
func ConfirmReadiness(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
var wallet = getSender()
for i, p := range room.Players {
if p.Wallet.Equals(wallet) {
if p.IsReady {
return false // Player is already ready
}
room.Players[i].IsReady = true
setRoom(ctx, &room)
return true
}
}
return false // Player not found in the room
}
func StartGame(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
if !room.Host.Equals(getSender()) || room.Status != RoomStatusWaiting || len(room.Players) <= room.RoundWinnersCount {
return false // Only host can start game, room status must be waiting and players count must be > count winners
}
for _, player := range room.Players {
if !player.IsReady {
return false // If any player is not ready, the game can not be started
}
}
room.Status = RoomStatusGaming
setRoom(ctx, &room)
return true
}
func AskQuestion(roomId string, question string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
if !room.Host.Equals(getSender()) || room.Status != RoomStatusGaming {
return false // Only host can ask question, room status must be gaming
}
var round = Round{
Question: question,
Answers: []Answer{},
}
room.Rounds = append(room.Rounds, round)
room.Status = RoomStatusAnswering
sendMessageToPlayers("RoundQuestion", question)
// todo: Не забыть про nns
// todo: Добавить списание токенов за создание вопроса
setRoom(ctx, &room)
return true
}
func roomContainsPlayer(players []Player, wallet interop.Hash160) bool {
for _, player := range players {
if player.Wallet.Equals(wallet) {
return true
}
}
return false
}
func SendAnswer(roomId string, text string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
var wallet = getSender()
if !roomContainsPlayer(room.Players, wallet) || room.Status != RoomStatusAnswering {
return false // Only player can send content, room status must be answering
}
// todo: Добавить списание токенов за добавление ответа
var round = room.Rounds[len(room.Rounds)-1]
for _, answer := range round.Answers {
if answer.Wallet.Equals(wallet) {
return false // Player cannot send answer twice
}
}
var answer = Answer{
Wallet: wallet,
Content: text,
Votes: []interop.Hash160{},
}
round.Answers = append(round.Answers, answer)
room.Rounds[len(room.Rounds)-1] = round
setRoom(ctx, &room)
return true
}
func EndQuestion(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
if !room.Host.Equals(getSender()) || room.Status != RoomStatusAnswering {
return false // Only host can end question, room status must be answering
}
room.Status = RoomStatusVoting
var round = room.Rounds[len(room.Rounds)-1]
var result string
for i, answer := range round.Answers {
result += fmt.Sprintf("index:%d, player:%s, answer:%s\n", i, answer.Wallet, answer.Content)
} // todo: нужно проверить нормально ли всё с \n в логах
sendMessageToPlayers("RoundAnswers", result)
setRoom(ctx, &room)
return true
}
func VoteAnswer(roomId string, answerIdx int) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
var wallet = getSender()
if room.Host.Equals(wallet) || room.Status != RoomStatusVoting {
return false // Only player can choose answer, room status must be voting
}
var round = room.Rounds[len(room.Rounds)-1]
if !(0 <= answerIdx && answerIdx < len(round.Answers)) || round.Answers[answerIdx].Wallet.Equals(wallet) {
return false // answerIdx is incorrect and player cannot vote for himself
}
for _, votedWallet := range round.Answers[answerIdx].Votes {
if votedWallet.Equals(wallet) {
return false // Player cannot vote twice for one answer
}
}
round.Answers[answerIdx].Votes = append(round.Answers[answerIdx].Votes, wallet)
setRoom(ctx, &room)
return true
}
func chooseWonAnswers(round Round, RoundWinnersCount int) []Answer {
var wonAnswers []Answer
var answers = round.Answers
sort.Slice(answers, func(a, b int) bool {
return len(answers[a].Votes) > len(answers[b].Votes)
})
if RoundWinnersCount > len(round.Answers) {
return round.Answers
}
if RoundWinnersCount == 1 {
return []Answer{answers[0]}
}
// Choose wonAnswers from sorted answers. If the current answer has the same number of votes as the previous one,
// we add it to the wonAnswers list. We increase the number of wonAnswers if there are multiple answers with the same
// number of votes, as in cases where there are 5 answers with equal votes and RoundWinnersCount is 3, all should be included.
var lastVote = len(answers[0].Votes)
wonAnswers = append(wonAnswers, answers[0])
for i := 1; i < len(answers) && len(wonAnswers) < RoundWinnersCount; i++ {
var currentVote = len(answers[i].Votes)
if lastVote == currentVote {
RoundWinnersCount++ // todo: Могут возникнуть проблемы, надо протестировать
}
lastVote = currentVote
wonAnswers = append(wonAnswers, answers[i])
}
return wonAnswers
}
// GetRoundWinner todo(-): Нам сказали, что ссылку на другой контракт нельзя чисто, используем nns
// GetRoundWinner todo: Разные реализации распределения наград можно реализовать в контракте с деньгами
func GetRoundWinner(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
if !room.Host.Equals(getSender()) || room.Status != RoomStatusVoting {
return false // Only host can get winner, room status must be voting
}
var round = room.Rounds[len(room.Rounds)-1]
if len(round.Answers) == 0 {
return false // Zero winners, because no answer
}
var wonAnswers = chooseWonAnswers(round, room.RoundWinnersCount)
var players = room.Players
for _, answer := range wonAnswers {
for _, player := range players {
if answer.Wallet.Equals(player.Wallet) {
player.RoundsWon++
break
}
}
}
room.Players = players
var result string
for i, answer := range wonAnswers {
result += fmt.Sprintf("place:%d, winner:%s, votes:%s\n", i, answer.Wallet, answer.Votes)
}
sendMessageToPlayers("RoundWinners", result)
// todo: Отправка награды победителям
room.Status = RoomStatusGaming // Next game cycle available to AskQuestion
setRoom(ctx, &room)
return true
}
func automaticFinishGame(ctx storage.Context, room *Room, voted int) bool {
if voted != len(room.Players) {
return false // All players must have voted to finish the game
}
return finishGame(ctx, room)
}
func VoteToFinishGame(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
var wallet = getSender()
if room.Host.Equals(wallet) {
return false // Host cannot vote to finish game
}
var voted = 0
var isFound = false
for i, p := range room.Players {
if p.Wallet.Equals(wallet) {
if p.IsVotedToFinish {
return false // Player has already voted to finish the game
}
room.Players[i].IsVotedToFinish = true
isFound = true
}
if p.IsVotedToFinish {
voted++ // Count voted players to finish the game
}
}
if !isFound {
return false // Player was not found in the room
}
// todo: Можно добавить notify для уведомления, сколько людей проголосовало за завершение игры
return automaticFinishGame(ctx, &room, voted)
}
func ManuallyFinishGame(roomId string) bool {
var ctx = storage.GetContext()
var room = getRoom(ctx, roomId)
if !room.Host.Equals(getSender()) || room.Status != RoomStatusGaming {
return false // Only host can finish game, room status must be gaming
}
return finishGame(ctx, &room)
}
func finishGame(ctx storage.Context, room *Room) bool {
var winners = getGameWinner(room)
// todo: Отправка награды победителям и хосту
// todo: Нотификация результатов всей игры
room.Status = RoomStatusFinished
setRoom(ctx, room)
return true
}
// todo: @vr61v /check
func getGameWinner(room *Room) []Player {
var players = room.Players
var winners []Player
var GameWinnersCount = room.GameWinnersCount
sort.Slice(players, func(a, b int) bool {
return players[a].RoundsWon > players[b].RoundsWon
})
if GameWinnersCount > len(room.Players) {
return room.Players
}
if GameWinnersCount == 1 {
return []Player{players[0]}
}
var lastWinner = players[0].RoundsWon
winners = append(winners, players[0])
for i := 1; i < len(players) && len(winners) < GameWinnersCount; i++ {
var currentVote = players[i].RoundsWon
if lastWinner == currentVote {
GameWinnersCount++ // todo: Могут возникнуть проблемы, надо протестировать
}
lastWinner = currentVote
winners = append(winners, players[i])
}
return winners
}
/* todo: Логика выкидывания игрока из игры, если пропускает несколько вопросов подряд -
* делаем булевый флаг по которому определяем, активен игрок или нет.
*/