peerplays_migrated/libraries/chain/game_object.cpp

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/*
* Copyright (c) 2015 Cryptonomex, Inc., and contributors.
*
* The MIT License
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include <graphene/chain/database.hpp>
#include <graphene/chain/game_object.hpp>
#include <graphene/chain/tournament_object.hpp>
#include <graphene/chain/match_object.hpp>
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#include <boost/msm/back/state_machine.hpp>
#include <boost/msm/front/state_machine_def.hpp>
#include <boost/archive/binary_oarchive.hpp>
#include <boost/archive/binary_iarchive.hpp>
#include <boost/msm/back/tools.hpp>
#include <boost/range/algorithm/copy.hpp>
#include <fc/crypto/hash_ctr_rng.hpp>
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namespace graphene { namespace chain {
namespace msm = boost::msm;
namespace mpl = boost::mpl;
namespace
{
// Events
struct initiate_game
{
database& db;
vector<account_id_type> players;
initiate_game(database& db, const vector<account_id_type>& players) :
db(db), players(players)
{}
};
struct game_move
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{
database& db;
const game_move_operation& move;
game_move(database& db, const game_move_operation& move) :
db(db), move(move)
{}
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};
struct timeout
{
database& db;
timeout(database& db) :
db(db)
{}
};
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struct game_state_machine_ : public msm::front::state_machine_def<game_state_machine_>
{
// disable a few state machine features we don't use for performance
typedef int no_exception_thrown;
typedef int no_message_queue;
// States
struct waiting_for_game_to_start : public msm::front::state<> {};
struct expecting_commit_moves : public msm::front::state<>
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{
void set_next_timeout(database& db, game_object& game)
{
const match_object& match_obj = game.match_id(db);
const tournament_object& tournament_obj = match_obj.tournament_id(db);
const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
game.next_timeout = db.head_block_time() + game_options.time_per_commit_move;
}
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void on_entry(const initiate_game& event, game_state_machine_& fsm)
{
game_object& game = *fsm.game_obj;
fc_ilog(fc::logger::get("tournament"),
"game ${id} is now in progress, expecting commit moves",
("id", game.id));
fc_ilog(fc::logger::get("tournament"),
"game ${id} is associtated with match ${match_id}",
("id", game.id)
("match_id", game.match_id));
set_next_timeout(event.db, game);
}
void on_entry(const game_move& event, game_state_machine_& fsm)
{
game_object& game = *fsm.game_obj;
fc_ilog(fc::logger::get("tournament"),
"game ${id} received a commit move, still expecting another commit move",
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("id", game.id));
}
};
struct expecting_reveal_moves : public msm::front::state<>
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{
void set_next_timeout(database& db, game_object& game)
{
const match_object& match_obj = game.match_id(db);
const tournament_object& tournament_obj = match_obj.tournament_id(db);
const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
game.next_timeout = db.head_block_time() + game_options.time_per_reveal_move;
}
void on_entry(const timeout& event, game_state_machine_& fsm)
{
game_object& game = *fsm.game_obj;
fc_ilog(fc::logger::get("tournament"),
"game ${id} timed out waiting for commit moves, now expecting reveal move",
("id", game.id));
set_next_timeout(event.db, game);
}
void on_entry(const game_move& event, game_state_machine_& fsm)
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{
game_object& game = *fsm.game_obj;
if (event.move.move.which() == game_specific_moves::tag<rock_paper_scissors_throw_commit>::value)
{
fc_ilog(fc::logger::get("tournament"),
"game ${id} received a commit move, now expecting reveal moves",
("id", game.id));
set_next_timeout(event.db, game);
}
else
fc_ilog(fc::logger::get("tournament"),
"game ${id} received a reveal move, still expecting reveal moves",
("id", game.id));
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}
};
struct game_complete : public msm::front::state<>
{
void clear_next_timeout(database& db, game_object& game)
{
//const match_object& match_obj = game.match_id(db);
//const tournament_object& tournament_obj = match_obj.tournament_id(db);
//const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
game.next_timeout = fc::optional<fc::time_point_sec>();
}
void on_entry(const timeout& event, game_state_machine_& fsm)
{
game_object& game = *fsm.game_obj;
fc_ilog(fc::logger::get("tournament"),
"timed out waiting for commits or reveals, game ${id} is complete",
("id", game.id));
game.make_automatic_moves(event.db);
game.determine_winner(event.db);
clear_next_timeout(event.db, game);
}
void on_entry(const game_move& event, game_state_machine_& fsm)
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{
game_object& game = *fsm.game_obj;
fc_ilog(fc::logger::get("tournament"),
"received a reveal move, game ${id} is complete",
("id", fsm.game_obj->id));
// if one player didn't commit a move we might need to make their "insurance" move now
game.make_automatic_moves(event.db);
game.determine_winner(event.db);
clear_next_timeout(event.db, game);
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}
};
typedef waiting_for_game_to_start initial_state;
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typedef game_state_machine_ x; // makes transition table cleaner
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// Guards
bool already_have_other_commit(const game_move& event)
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{
auto iter = std::find(game_obj->players.begin(), game_obj->players.end(),
event.move.player_account_id);
unsigned player_index = std::distance(game_obj->players.begin(), iter);
// hard-coded here for two-player games
unsigned other_player_index = player_index == 0 ? 1 : 0;
const rock_paper_scissors_game_details& game_details = game_obj->game_details.get<rock_paper_scissors_game_details>();
return game_details.commit_moves.at(other_player_index).valid();
}
bool now_have_reveals_for_all_commits(const game_move& event)
{
auto iter = std::find(game_obj->players.begin(), game_obj->players.end(),
event.move.player_account_id);
unsigned this_reveal_index = std::distance(game_obj->players.begin(), iter);
const rock_paper_scissors_game_details& game_details = game_obj->game_details.get<rock_paper_scissors_game_details>();
for (unsigned i = 0; i < game_details.commit_moves.size(); ++i)
if (game_details.commit_moves[i] && !game_details.reveal_moves[i] && i != this_reveal_index)
return false;
return true;
}
bool have_at_least_one_commit_move(const timeout& event)
{
const rock_paper_scissors_game_details& game_details = game_obj->game_details.get<rock_paper_scissors_game_details>();
return game_details.commit_moves[0] || game_details.commit_moves[1];
}
void apply_commit_move(const game_move& event)
{
auto iter = std::find(game_obj->players.begin(), game_obj->players.end(),
event.move.player_account_id);
unsigned player_index = std::distance(game_obj->players.begin(), iter);
rock_paper_scissors_game_details& details = game_obj->game_details.get<rock_paper_scissors_game_details>();
details.commit_moves[player_index] = event.move.move.get<rock_paper_scissors_throw_commit>();
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}
void apply_reveal_move(const game_move& event)
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{
auto iter = std::find(game_obj->players.begin(), game_obj->players.end(),
event.move.player_account_id);
unsigned player_index = std::distance(game_obj->players.begin(), iter);
rock_paper_scissors_game_details& details = game_obj->game_details.get<rock_paper_scissors_game_details>();
details.reveal_moves[player_index] = event.move.move.get<rock_paper_scissors_throw_reveal>();
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}
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void start_next_game(const game_complete& event)
{
fc_ilog(fc::logger::get("tournament"),
"In start_next_game action");
}
// Transition table for tournament
struct transition_table : mpl::vector<
// Start Event Next Action Guard
// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
_row < waiting_for_game_to_start, initiate_game, expecting_commit_moves >,
// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
a_row < expecting_commit_moves, game_move, expecting_commit_moves, &x::apply_commit_move >,
row < expecting_commit_moves, game_move, expecting_reveal_moves, &x::apply_commit_move, &x::already_have_other_commit >,
_row < expecting_commit_moves, timeout, game_complete >,
g_row < expecting_commit_moves, timeout, expecting_reveal_moves, &x::have_at_least_one_commit_move >,
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
_row < expecting_reveal_moves, timeout, game_complete >,
a_row < expecting_reveal_moves, game_move, expecting_reveal_moves, &x::apply_reveal_move >,
row < expecting_reveal_moves, game_move, game_complete, &x::apply_reveal_move, &x::now_have_reveals_for_all_commits >
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// +-------------------------------+-------------------------+----------------------------+---------------------+----------------------+
//a_row < game_in_progress, game_complete, game_in_progress, &x::start_next_game >,
//g_row < game_in_progress, game_complete, game_complete, &x::was_final_game >
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// +---------------------------+-----------------------------+----------------------------+---------------------+----------------------+
> {};
game_object* game_obj;
game_state_machine_(game_object* game_obj) : game_obj(game_obj) {}
};
typedef msm::back::state_machine<game_state_machine_> game_state_machine;
}
class game_object::impl {
public:
game_state_machine state_machine;
impl(game_object* self) : state_machine(self) {}
};
game_object::game_object() :
my(new impl(this))
{
}
game_object::game_object(const game_object& rhs) :
graphene::db::abstract_object<game_object>(rhs),
match_id(rhs.match_id),
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players(rhs.players),
winners(rhs.winners),
game_details(rhs.game_details),
next_timeout(rhs.next_timeout),
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my(new impl(this))
{
my->state_machine = rhs.my->state_machine;
my->state_machine.game_obj = this;
}
game_object& game_object::operator=(const game_object& rhs)
{
//graphene::db::abstract_object<game_object>::operator=(rhs);
id = rhs.id;
match_id = rhs.match_id;
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players = rhs.players;
winners = rhs.winners;
game_details = rhs.game_details;
next_timeout = rhs.next_timeout;
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my->state_machine = rhs.my->state_machine;
my->state_machine.game_obj = this;
return *this;
}
game_object::~game_object()
{
}
bool verify_game_state_constants()
{
unsigned error_count = 0;
typedef msm::back::generate_state_set<game_state_machine::stt>::type all_states;
static char const* filled_state_names[mpl::size<all_states>::value];
mpl::for_each<all_states,boost::msm::wrap<mpl::placeholders::_1> >
(msm::back::fill_state_names<game_state_machine::stt>(filled_state_names));
for (unsigned i = 0; i < mpl::size<all_states>::value; ++i)
{
try
{
// this is an approximate test, the state name provided by typeinfo will be mangled, but should
// at least contain the string we're looking for
const char* fc_reflected_value_name = fc::reflector<game_state>::to_string((game_state)i);
if (!strcmp(fc_reflected_value_name, filled_state_names[i]))
fc_elog(fc::logger::get("game"),
"Error, state string misgame between fc and boost::msm for int value ${int_value}: boost::msm -> ${boost_string}, fc::reflect -> ${fc_string}",
("int_value", i)("boost_string", filled_state_names[i])("fc_string", fc_reflected_value_name));
}
catch (const fc::bad_cast_exception&)
{
fc_elog(fc::logger::get("game"),
"Error, no reflection for value ${int_value} in enum game_state",
("int_value", i));
++error_count;
}
}
return error_count == 0;
}
game_state game_object::get_state() const
{
static bool state_constants_are_correct = verify_game_state_constants();
(void)&state_constants_are_correct;
game_state state = (game_state)my->state_machine.current_state()[0];
return state;
}
void game_object::evaluate_move_operation(const database& db, const game_move_operation& op) const
{
//const match_object& match_obj = match_id(db);
if (game_details.which() == game_specific_details::tag<rock_paper_scissors_game_details>::value)
{
if (op.move.which() == game_specific_moves::tag<rock_paper_scissors_throw_commit>::value)
{
// Is this move made by a player in the match
auto iter = std::find(players.begin(), players.end(),
op.player_account_id);
if (iter == players.end())
FC_THROW("Player ${account_id} is not a player in game ${game}",
("account_id", op.player_account_id)
("game", id));
unsigned player_index = std::distance(players.begin(), iter);
//const rock_paper_scissors_throw_commit& commit = op.move.get<rock_paper_scissors_throw_commit>();
// are we expecting commits?
if (get_state() != game_state::expecting_commit_moves)
FC_THROW("Game ${game} is not accepting any commit moves", ("game", id));
// has this player committed already?
const rock_paper_scissors_game_details& details = game_details.get<rock_paper_scissors_game_details>();
if (details.commit_moves.at(player_index))
FC_THROW("Player ${account_id} has already committed their move for game ${game}",
("account_id", op.player_account_id)
("game", id));
// if all the above checks pass, then the move is accepted
}
else if (op.move.which() == game_specific_moves::tag<rock_paper_scissors_throw_reveal>::value)
{
// Is this move made by a player in the match
auto iter = std::find(players.begin(), players.end(),
op.player_account_id);
if (iter == players.end())
FC_THROW("Player ${account_id} is not a player in game ${game}",
("account_id", op.player_account_id)
("game", id));
unsigned player_index = std::distance(players.begin(), iter);
// has this player committed already?
const rock_paper_scissors_game_details& details = game_details.get<rock_paper_scissors_game_details>();
if (!details.commit_moves.at(player_index))
FC_THROW("Player ${account_id} cannot reveal a move which they did not commit in game ${game}",
("account_id", op.player_account_id)
("game", id));
// are we expecting reveals?
if (get_state() != game_state::expecting_reveal_moves)
FC_THROW("Game ${game} is not accepting any reveal moves", ("game", id));
const rock_paper_scissors_throw_commit& commit = *details.commit_moves.at(player_index);
const rock_paper_scissors_throw_reveal& reveal = op.move.get<rock_paper_scissors_throw_reveal>();
// does the reveal match the commit?
rock_paper_scissors_throw reconstructed_throw;
reconstructed_throw.nonce1 = commit.nonce1;
reconstructed_throw.nonce2 = reveal.nonce2;
reconstructed_throw.gesture = reveal.gesture;
fc::sha256 reconstructed_hash = reconstructed_throw.calculate_hash();
if (commit.throw_hash != reconstructed_hash)
FC_THROW("Reveal does not match commit's hash of ${commit_hash}",
("commit_hash", commit.throw_hash));
// is the throw valid for this game
const match_object& match_obj = match_id(db);
const tournament_object& tournament_obj = match_obj.tournament_id(db);
const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
if ((unsigned)reveal.gesture >= game_options.number_of_gestures)
FC_THROW("Gesture ${gesture_int} is not valid for this game", ("gesture", (unsigned)reveal.gesture));
// if all the above checks pass, then the move is accepted
}
else
FC_THROW("The only valid moves in a rock-paper-scissors game are commit and reveal, not ${type}",
("type", op.move.which()));
}
else
FC_THROW("Game of type ${type} not supported", ("type", game_details.which()));
}
void game_object::make_automatic_moves(database& db)
{
rock_paper_scissors_game_details& rps_game_details = game_details.get<rock_paper_scissors_game_details>();
unsigned players_without_commit_moves = 0;
bool no_player_has_reveal_move = true;
for (unsigned i = 0; i < 2; ++i)
{
if (!rps_game_details.commit_moves[i])
++players_without_commit_moves;
if (rps_game_details.reveal_moves[i])
no_player_has_reveal_move = false;
}
if (players_without_commit_moves || no_player_has_reveal_move)
{
const match_object& match_obj = match_id(db);
const tournament_object& tournament_obj = match_obj.tournament_id(db);
const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
if (game_options.insurance_enabled)
{
for (unsigned i = 0; i < 2; ++i)
{
if (!rps_game_details.commit_moves[i] ||
no_player_has_reveal_move)
{
struct rock_paper_scissors_throw_reveal reveal;
reveal.nonce2 = 0;
reveal.gesture = (rock_paper_scissors_gesture)db.get_random_bits(game_options.number_of_gestures);
rps_game_details.reveal_moves[i] = reveal;
ilog("Player ${player} failed to commit a move, generating a random move for him: ${gesture}",
("player", i)("gesture", reveal.gesture));
}
}
}
}
}
void game_object::determine_winner(database& db)
{
// we now know who played what, figure out if we have a winner
const rock_paper_scissors_game_details& rps_game_details = game_details.get<rock_paper_scissors_game_details>();
if (rps_game_details.reveal_moves[0] && rps_game_details.reveal_moves[1] &&
rps_game_details.reveal_moves[0]->gesture == rps_game_details.reveal_moves[1]->gesture)
ilog("The game was a tie, both players threw ${gesture}", ("gesture", rps_game_details.reveal_moves[0]->gesture));
else
{
const match_object& match_obj = match_id(db);
const tournament_object& tournament_obj = match_obj.tournament_id(db);
const rock_paper_scissors_game_options& game_options = tournament_obj.options.game_options.get<rock_paper_scissors_game_options>();
if (rps_game_details.reveal_moves[0] && rps_game_details.reveal_moves[1])
{
unsigned winner = ((((int)rps_game_details.reveal_moves[0]->gesture -
(int)rps_game_details.reveal_moves[1]->gesture +
game_options.number_of_gestures) % game_options.number_of_gestures) + 1) % 2;
ilog("${gesture1} vs ${gesture2}, ${winner} wins",
("gesture1", rps_game_details.reveal_moves[1]->gesture)
("gesture2", rps_game_details.reveal_moves[0]->gesture)
("winner", rps_game_details.reveal_moves[winner]->gesture));
winners.insert(players[winner]);
}
else if (rps_game_details.reveal_moves[0])
{
ilog("Player 1 didn't commit or reveal their move, player 0 wins");
winners.insert(players[0]);
}
else if (rps_game_details.reveal_moves[1])
{
ilog("Player 0 didn't commit or reveal their move, player 1 wins");
winners.insert(players[1]);
}
else
{
ilog("Neither player made a move, both players lose");
}
}
const match_object& match_obj = match_id(db);
db.modify(match_obj, [&](match_object& match) {
match.on_game_complete(db, *this);
});
}
void game_object::on_move(database& db, const game_move_operation& op)
{
my->state_machine.process_event(game_move(db, op));
}
void game_object::on_timeout(database& db)
{
my->state_machine.process_event(timeout(db));
}
void game_object::start_game(database& db, const std::vector<account_id_type>& players)
{
my->state_machine.process_event(initiate_game(db, players));
}
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void game_object::pack_impl(std::ostream& stream) const
{
boost::archive::binary_oarchive oa(stream, boost::archive::no_header|boost::archive::no_codecvt|boost::archive::no_xml_tag_checking);
oa << my->state_machine;
}
void game_object::unpack_impl(std::istream& stream)
{
boost::archive::binary_iarchive ia(stream, boost::archive::no_header|boost::archive::no_codecvt|boost::archive::no_xml_tag_checking);
ia >> my->state_machine;
}
} } // graphene::chain
namespace fc {
// Manually reflect game_object to variant to properly reflect "state"
void to_variant(const graphene::chain::game_object& game_obj, fc::variant& v)
{
fc_elog(fc::logger::get("tournament"), "In game_obj to_variant");
elog("In game_obj to_variant");
fc::mutable_variant_object o;
o("id", game_obj.id)
("match_id", game_obj.match_id)
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("players", game_obj.players)
("winners", game_obj.winners)
("game_details", game_obj.game_details)
("next_timeout", game_obj.next_timeout)
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("state", game_obj.get_state());
v = o;
}
// Manually reflect game_object to variant to properly reflect "state"
void from_variant(const fc::variant& v, graphene::chain::game_object& game_obj)
{
fc_elog(fc::logger::get("tournament"), "In game_obj from_variant");
game_obj.id = v["id"].as<graphene::chain::game_id_type>();
game_obj.match_id = v["match_id"].as<graphene::chain::match_id_type>();
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game_obj.players = v["players"].as<std::vector<graphene::chain::account_id_type> >();
game_obj.winners = v["winners"].as<flat_set<graphene::chain::account_id_type> >();
game_obj.game_details = v["game_details"].as<graphene::chain::game_specific_details>();
game_obj.next_timeout = v["next_timeout"].as<fc::optional<time_point_sec> >();
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graphene::chain::game_state state = v["state"].as<graphene::chain::game_state>();
const_cast<int*>(game_obj.my->state_machine.current_state())[0] = (int)state;
}
} //end namespace fc