Solidity学习记录——第四章
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Solidity学习记录
第一章 创建生产僵尸的工厂
第二章 设置僵尸的攻击功能
第三章 编写DAPP所需的基础理论
第四章 完善僵尸功能
前言
国庆假期,事情比较多,更新拖了两天,请见谅。一、本章主要目的
在之前的课程,我们学习了Solidity的大部分知识,本章我们学习 payable 函数,学习如何开发可以接收其他玩家付款的DApp,并学习通过函数修饰符来完善我们的程序。
二、学习过程
1.本节课程知识点
1、payable 修饰符
payable 方法是让 Solidity 和以太坊变得如此酷的一部分 —— 它们是一种可以接收以太的特殊函数。在以太坊中, 因为钱 (Ether), 数据 (transaction payload), 以及合约代码本身都存在于以太坊。你可以在同时调用函数 并付钱给另外一个合约。如果一个函数没标记为payable, 当用户尝试发送以太时,函数将拒绝事务。
2、msg.value 是一种可以查看向合约发送了多少以太的方法,常用msg.value == XXX 来表示。如果把事务想象成一个信封,你发送到函数的参数就是信的内容。 添加一个 value 很像在信封里面放钱 —— 信件内容和钱同时发送给了接收者。
3、我们可以通过 transfer 向任何以太坊地址付钱。提现写法:
contract GetPaid is Ownable {
function withdraw() external onlyOwner {
owner.transfer(this.balance);
}
}
4、Solidity 中最好的随机数生成器是 keccak256 哈希函数。但这个方法很容易被不诚实的节点攻击。
5、Solidity 的 keccak256 被攻击原理:
在以太坊上, 当你在和一个合约上调用函数的时候, 你会把它广播给一个节点或者在网络上的 transaction 节点们。 网络上的节点将收集很多事务, 试着成为第一个解决计算密集型数学问题的人,作为“工作证明”,然后将“工作证明”(Proof of Work, PoW)和事务一起作为一个 block 发布在网络上。
一旦一个节点解决了一个PoW, 其他节点就会停止尝试解决这个 PoW, 并验证其他节点的事务列表是有效的,然后接受这个节点转而尝试解决下一个节点。
这就让我们的随机数函数变得可利用了
如果运行一个节点,可以 只对我自己的节点 发布一个事务,且 不分享它 。 如果不是我想要的结果,我就不把这个事务包含进我要解决的下一个区块中去。我可以一直运行这个方法,直到获得了我想要的结果(类似于手游弱联网(并非实时监测是否联网)游戏,通过断网的方式来不断刷新出自己想要的东西,如:抽卡,掉落的稀有的物品等)。
2.最终代码
代码如下:
ownable.sol
//this is ownable.sol
pragma solidity ^0.4.19;
/**
* @title Ownable
* @dev The Ownable contract has an owner address, and provides basic authorization control
* functions, this simplifies the implementation of "user permissions".
*/
contract Ownable {
address private _owner;
event OwnershipTransferred(
address indexed previousOwner,
address indexed newOwner
);
/**
* @dev The Ownable constructor sets the original `owner` of the contract to the sender
* account.
*/
constructor() internal {
_owner = msg.sender;
emit OwnershipTransferred(address(0), _owner);
}
/**
* @return the address of the owner.
*/
function owner() public view returns(address) {
return _owner;
}
/**
* @dev Throws if called by any account other than the owner.
*/
modifier onlyOwner() {
require(isOwner());
_;
}
/**
* @return true if `msg.sender` is the owner of the contract.
*/
function isOwner() public view returns(bool) {
return msg.sender == _owner;
}
/**
* @dev Allows the current owner to relinquish control of the contract.
* @notice Renouncing to ownership will leave the contract without an owner.
* It will not be possible to call the functions with the `onlyOwner`
* modifier anymore.
*/
function renounceOwnership() public onlyOwner {
emit OwnershipTransferred(_owner, address(0));
_owner = address(0);
}
/**
* @dev Allows the current owner to transfer control of the contract to a newOwner.
* @param newOwner The address to transfer ownership to.
*/
function transferOwnership(address newOwner) public onlyOwner {
_transferOwnership(newOwner);
}
/**
* @dev Transfers control of the contract to a newOwner.
* @param newOwner The address to transfer ownership to.
*/
function _transferOwnership(address newOwner) internal {
require(newOwner != address(0));
emit OwnershipTransferred(_owner, newOwner);
_owner = newOwner;
}
}
zombiefactory.sol
//this is zombiefactory.sol
pragma solidity ^0.4.19;
import "./ownable.sol";
contract ZombieFactory is Ownable {
event NewZombie(uint zombieId, string name, uint dna);
uint dnaDigits = 16;
uint dnaModulus = 10 ** dnaDigits;
uint cooldownTime = 1 days;
struct Zombie {
string name;
uint dna;
uint32 level;
uint32 readyTime;
uint16 winCount;
uint16 lossCount;
}
Zombie[] public zombies;
mapping (uint => address) public zombieToOwner;
mapping (address => uint) ownerZombieCount;
function _createZombie(string _name, uint _dna) internal {
uint id = zombies.push(Zombie(_name, _dna, 1, uint32(now + cooldownTime), 0, 0)) - 1;
zombieToOwner[id] = msg.sender;
ownerZombieCount[msg.sender]++;
emit NewZombie(id, _name, _dna);
}
function _generateRandomDna(string _str) private view returns (uint) {
uint rand = uint(keccak256(abi.encodePacked(_str)));
return rand % dnaModulus;
}
function createRandomZombie(string _name) public {
require(ownerZombieCount[msg.sender] == 0);
uint randDna = _generateRandomDna(_name);
randDna = randDna - randDna % 100;
_createZombie(_name, randDna);
}
}
zombiefeeding.sol
//this is zombiefeeding.sol
pragma solidity ^0.4.19;
import "./zombiefactory.sol";
contract KittyInterface {
function getKitty(uint256 _id) external view returns (
bool isGestating,
bool isReady,
uint256 cooldownIndex,
uint256 nextActionAt,
uint256 siringWithId,
uint256 birthTime,
uint256 matronId,
uint256 sireId,
uint256 generation,
uint256 genes
);
}
contract ZombieFeeding is ZombieFactory {
KittyInterface kittyContract;
modifier ownerOf(uint _zombieId) {
require(msg.sender == zombieToOwner[_zombieId]);
_;
}
function setKittyContractAddress(address _address) external onlyOwner {
kittyContract = KittyInterface(_address);
}
function _triggerCooldown(Zombie storage _zombie) internal {
_zombie.readyTime = uint32(now + cooldownTime);
}
function _isReady(Zombie storage _zombie) internal view returns (bool) {
return (_zombie.readyTime <= now);
}
function feedAndMultiply(uint _zombieId, uint _targetDna, string _species) internal ownerOf(_zombieId) {
Zombie storage myZombie = zombies[_zombieId];
require(_isReady(myZombie));
_targetDna = _targetDna % dnaModulus;
uint newDna = (myZombie.dna + _targetDna) / 2;
if (keccak256(abi.encodePacked(_species)) == keccak256(abi.encodePacked("kitty"))) {
newDna = newDna - newDna % 100 + 99;
}
_createZombie("NoName", newDna);
_triggerCooldown(myZombie);
}
function feedOnKitty(uint _zombieId, uint _kittyId) public {
uint kittyDna;
(,,,,,,,,,kittyDna) = kittyContract.getKitty(_kittyId);
feedAndMultiply(_zombieId, kittyDna, "kitty");
}
}
zombiehelper.sol
//this is zombiehelper.sol
pragma solidity ^0.4.19;
import "./zombiefeeding.sol";
contract ZombieHelper is ZombieFeeding {
uint levelUpFee = 0.001 ether;
modifier aboveLevel(uint _level, uint _zombieId) {
require(zombies[_zombieId].level >= _level);
_;
}
function withdraw() external onlyOwner {
address _owner = owner();
_owner.transfer(address(this).balance);
}
function setLevelUpFee(uint _fee) external onlyOwner {
levelUpFee = _fee;
}
function levelUp(uint _zombieId) external payable {
require(msg.value == levelUpFee);
zombies[_zombieId].level++;
}
function changeName(uint _zombieId, string _newName) external aboveLevel(2, _zombieId) ownerOf(_zombieId) {
zombies[_zombieId].name = _newName;
}
function changeDna(uint _zombieId, uint _newDna) external aboveLevel(20, _zombieId) ownerOf(_zombieId) {
zombies[_zombieId].dna = _newDna;
}
function getZombiesByOwner(address _owner) external view returns(uint[]) {
uint[] memory result = new uint[](ownerZombieCount[_owner]);
uint counter = 0;
for (uint i = 0; i < zombies.length; i++) {
if (zombieToOwner[i] == _owner) {
result[counter] = i;
counter++;
}
}
return result;
}
}
zombieattack.sol
//this is zombiehelper.sol
pragma solidity ^0.4.19;
import "./zombiehelper.sol";
contract ZombieAttack is ZombieHelper {
uint randNonce = 0;
uint attackVictoryProbability = 70;
function randMod(uint _modulus) internal returns(uint) {
randNonce++;
return uint(keccak256(abi.encodePacked(now, msg.sender, randNonce))) % _modulus;
}
function attack(uint _zombieId, uint _targetId) external ownerOf(_zombieId) {
Zombie storage myZombie = zombies[_zombieId];
Zombie storage enemyZombie = zombies[_targetId];
uint rand = randMod(100);
if (rand <= attackVictoryProbability) {
myZombie.winCount++;
myZombie.level++;
enemyZombie.lossCount++;
feedAndMultiply(_zombieId, enemyZombie.dna, "zombie");
} else {
myZombie.lossCount++;
enemyZombie.winCount++;
_triggerCooldown(myZombie);
}
}
}
总结
本章知识点比较少,大部分是使用之前的知识内容,本章重点知识只有两个:
1.可以使用 payable 来付款,value 用来表示付多少钱,transfer 用来转账(可以转给任何人)。
2.keccak256 函数是不安全的,有一个随机数方法是利用 oracle 来访问以太坊区块链之外的随机数函数。
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