static void MutateTxAddInput(CMutableTransaction& tx, const std::string& strInput) { std::vector<std::string> vStrInputParts; boost::split(vStrInputParts, strInput, boost::is_any_of(":")); // separate TXID:VOUT in string if (vStrInputParts.size()<2) throw std::runtime_error("TX input missing separator"); // extract and validate TXID std::string strTxid = vStrInputParts[0]; if ((strTxid.size() != 64) || !IsHex(strTxid)) throw std::runtime_error("invalid TX input txid"); uint256 txid(uint256S(strTxid)); static const unsigned int minTxOutSz = 9; static const unsigned int maxVout = MAX_BLOCK_WEIGHT / (WITNESS_SCALE_FACTOR * minTxOutSz); // extract and validate vout std::string strVout = vStrInputParts[1]; int vout = atoi(strVout); if ((vout < 0) || (vout > (int)maxVout)) throw std::runtime_error("invalid TX input vout"); // extract the optional sequence number uint32_t nSequenceIn=std::numeric_limits<unsigned int>::max(); if (vStrInputParts.size() > 2) nSequenceIn = std::stoul(vStrInputParts[2]); // append to transaction input list CTxIn txin(txid, vout, CScript(), nSequenceIn); tx.vin.push_back(txin); }
static void MutateTxAddInput(CMutableTransaction& tx, const std::string& strInput) { // separate TXID:VOUT in string size_t pos = strInput.find(':'); if ((pos == std::string::npos) || (pos == 0) || (pos == (strInput.size() - 1))) throw std::runtime_error("TX input missing separator"); // extract and validate TXID std::string strTxid = strInput.substr(0, pos); if ((strTxid.size() != 64) || !IsHex(strTxid)) throw std::runtime_error("invalid TX input txid"); uint256 txid(uint256S(strTxid)); // extract and validate vout std::string strVout = strInput.substr(pos + 1, std::string::npos); int vout = atoi(strVout); if (vout < 0) throw std::runtime_error("invalid TX input vout"); // append to transaction input list CTxIn txin(txid, vout); tx.vin.push_back(txin); }
bool CreateGameTransactions (const CCoinsView& view, unsigned nHeight, const StepResult& stepResult, std::vector<CTransaction>& vGameTx) { vGameTx.clear (); /* Destroy name-coins of killed players. */ bool haveTxKills = false; CMutableTransaction txKills; txKills.SetGameTx (); const PlayerSet& killedPlayers = stepResult.GetKilledPlayers (); const KilledByMap& killedBy = stepResult.GetKilledBy (); txKills.vin.reserve (killedPlayers.size ()); BOOST_FOREACH(const PlayerID &victim, killedPlayers) { const valtype vchName = ValtypeFromString (victim); CNameData data; if (!view.GetName (vchName, data)) return error ("Game engine killed a non-existing player %s", victim.c_str ()); CTxIn txin(data.getUpdateOutpoint ()); /* List all killers, if player was simultaneously killed by several other players. If the reason was not KILLED_DESTRUCT, handle it also. If multiple reasons apply, the game tx is constructed for the first reason according to the ordering inside of KilledByMap. (Which in turn is determined by the enum values for KILLED_*.) */ typedef KilledByMap::const_iterator Iter; const std::pair<Iter, Iter> iters = killedBy.equal_range (victim); if (iters.first == iters.second) return error ("No reason for killed player %s", victim.c_str ()); const KilledByInfo::Reason reason = iters.first->second.reason; /* Unless we have destruct, there should be exactly one entry with the "first" reason. There may be multiple entries for different reasons, for instance, killed by poison and staying in spawn area at the same time. */ { Iter it = iters.first; ++it; if (reason != KilledByInfo::KILLED_DESTRUCT && it != iters.second && reason == it->second.reason) return error ("Multiple same-reason, non-destruct killed-by" " entries for %s", victim.c_str ()); } switch (reason) { case KilledByInfo::KILLED_DESTRUCT: txin.scriptSig << vchName << GAMEOP_KILLED_BY; for (Iter it = iters.first; it != iters.second; ++it) { if (it->second.reason != KilledByInfo::KILLED_DESTRUCT) { assert (it != iters.first); break; } txin.scriptSig << ValtypeFromString (it->second.killer.ToString ()); } break; case KilledByInfo::KILLED_SPAWN: txin.scriptSig << vchName << GAMEOP_KILLED_BY; break; case KilledByInfo::KILLED_POISON: txin.scriptSig << vchName << GAMEOP_KILLED_POISON; break; default: assert (false); } txKills.vin.push_back (txin); haveTxKills = true; } if (haveTxKills) { const CTransaction tx(txKills); assert (tx.IsGameTx () && !tx.IsBountyTx ()); vGameTx.push_back (tx); } /* Pay bounties to the players who collected them. The transaction inputs are just "dummy" containing informational messages. */ bool haveTxBounties = false; CMutableTransaction txBounties; txBounties.SetGameTx (); txBounties.vin.reserve (stepResult.bounties.size ()); txBounties.vout.reserve (stepResult.bounties.size ()); BOOST_FOREACH(const CollectedBounty& bounty, stepResult.bounties) { const valtype vchName = ValtypeFromString (bounty.character.player); CNameData data; if (!view.GetName (vchName, data)) return error ("Game engine created bounty for non-existing player"); CTxOut txout; txout.nValue = bounty.loot.nAmount; if (!bounty.address.empty ()) { /* Player-provided addresses are validated before accepting them, so failing here is ok. */ CBitcoinAddress addr(bounty.address); if (!addr.IsValid ()) return error ("Failed to set player-provided address for bounty"); txout.scriptPubKey = GetScriptForDestination (addr.Get ()); } else txout.scriptPubKey = data.getAddress (); txBounties.vout.push_back (txout); CTxIn txin; if (bounty.loot.IsRefund ()) txin.scriptSig << vchName << GAMEOP_REFUND << bounty.character.index << bounty.loot.GetRefundHeight (); else txin.scriptSig << vchName << GAMEOP_COLLECTED_BOUNTY << bounty.character.index << bounty.loot.firstBlock << bounty.loot.lastBlock << bounty.loot.collectedFirstBlock << bounty.loot.collectedLastBlock; txBounties.vin.push_back (txin); haveTxBounties = true; } if (haveTxBounties) { const CTransaction tx(txBounties); assert (tx.IsGameTx () && tx.IsBountyTx ()); vGameTx.push_back (tx); } /* Print log chatter. */ if (haveTxKills || haveTxBounties) { LogPrint ("game", "Game transactions @%d:\n", nHeight); if (haveTxKills) LogPrint ("game", " kills: %s\n", txKills.GetHash ().ToString ()); if (haveTxBounties) LogPrint ("game", " bounties: %s\n", txBounties.GetHash ().ToString ()); } return true; }