示例#1
0
void
CNameTxUndo::fromOldState (const valtype& nm, const CCoinsView& view)
{
  name = nm;
  isNew = !view.GetName (name, oldData);
}
示例#2
0
文件: tx.cpp 项目: fsb4000/huntercore
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;
}