游戏领域区块链应用探索

游戏领域区块链探索

本文节选自电子书《Netkiller Blockchain 手札》

Netkiller Blockchain 手札

本文作者最近在找工作,有意向致电 13113668890

Mr. Neo Chan, 陈景峯(BG7NYT)

中国广东省深圳市龙华新区民治街道溪山美地 518131 +86 13113668890 <netkiller@msn.com>

文档始创于2018-02-10

版权 © 2018 Netkiller(Neo Chan). All rights reserved.

版权声明

转载请与作者联系,转载时请务必标明文章原始出处和作者信息及本声明。

http://www.netkiller.cnhttp://netkiller.github.iohttp://netkiller.sourceforge.net

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http://netkiller.sourceforge.net

微信订阅号 netkiller-ebook (微信扫描二维码)QQ:13721218 请注明“读者”QQ群:128659835 请注明“读者”

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内容摘要

这一部关于区块链开发及运维的电子书。

为什么会写区块链电子书?因为2018年是区块链年。

这本电子书是否会出版(纸质图书)? 不会,因为互联网技术更迭太快,纸质书籍的内容无法实时更新,一本书动辄百元,很快就成为垃圾,你会发现目前市面的上区块链书籍至少是一年前写的,内容已经过时,很多例子无法正确运行。所以我不会出版,电子书的内容会追逐技术发展,及时跟进软件版本的升级,做到内容最新,至少是主流。

这本电子书与其他区块链书籍有什么不同?市面上大部分区块链书籍都是用2/3去讲区块链原理,只要不到 1/3 的干货,干货不够理论来凑,通篇将理论或是大谈特谈区块链行业,这些内容更多是头脑风暴,展望区块链,均无法落地实施。本书与那些书籍完全不同,不讲理论和原理,面向应用落地,注重例子,均是干货。

电子书更新频率?每天都会有新内容加入,更新频率最迟不会超过一周,更新内容请关注 https://github.com/netkiller/netkiller.github.io/commits/master

本文采用碎片化写作,原文会不定期更新,请尽量阅读原文。

http://www.netkiller.cn/blockchain/index.html

您的打赏是我的写作动力:http://www.netkiller.cn/blockchain/donations.html

-------------------------

33.4. 游戏领域区块链探索

如何将区块链嫁接到游戏领域,我做了很多思考,经过分析总结,发现下面几项内容非常适合上链。

上链内容

  • 积分代币 如果说区块链应用于游戏领域,可能99%的人首先会想到是代币,的确游戏领域实施区块链连,代币必不可少。但是区块链不等于代币。
  • 游戏装备
  • 人物属性
  • 关卡任务

下面我们要思考为什么需要将游戏数据放到区块链上,玩游戏的人都知道私服,私人架设游戏服务器,私服上玩游戏遇到最大的问题就是公平性。管理员可以随意调整服务器参数。

私服存在哪些问题呢?

  • 修改游戏装备属性
  • 修改生命与魔法值
  • 关卡参数
  • 人物属性
  • 随意封账号

这是我们在私服上遇到的最大问题,那么官方服务器就公平吗?不一定,对于弱势的玩家只能相信游戏公司的承诺。

有了区块链技术,我们能做什么呢?例如我们将用户装备数据等数据上链,这样保证了装备永远属于玩家

区块链能做什么?

  • “点” 奖励采用代币实现,可以实现流通,兑换,消费等等......
  • 爆出装备立即上链
  • 用户等级属性上链
  • 用户状态上链
  • 关卡数据上链

了凸显公平性,我们采用公链,查询用户数据可以使用接口,也可以直接到公链上查询。

下面详细讲解具体怎么实现。

33.4.1. 游戏代币

传统币 Point (点) 仅仅是一个数字,数字存在数据库中,例如

Username	| Point (Integer)
-----------------------
Neo		| 1000
Jam		| 500

因为仅仅是一个数字,管理员可以随意修改,黑客也可随意修改,例如

update member set point = 1000000000000 where username = 'Neo'	

瞬间就有 1000000000000 点。由于是在数据库中修改,没有日志,不知道谁操作的,可能是开发人员,可以是管理员,也可能是黑客。

如何消费“点呢”,例如消费 100 个点:

update member set point = point - 100 where username = 'Neo'

传统币“点”,只是一个数字做加法和减法运算,安全性主要依赖于开发团队的能(期望别出BUG),运维团队的能力(被别黑客攻击),以及DBA(数据库管理员)的节操。

审计全靠开发人员打印出的日志。

现在我们再看看数字货币,跟很多朋友聊天中发现,他们还没有理解什么是币,他们认为数字代币花掉就没了(消失了),然后通过挖矿不停的产生新币,这种理解完全错误。

数字币是这样运作的,首先发行时设置了币的总量例如 1000000,然后将所有代币存入发行者账号,例如 account 1

account			| coin
---------------------------------
account1     	| 1000000
account2     	| 0
account3     	| 0
account4     	| 0
account5     	| 0				

现在 account2 游戏在线1小时奖励 10 个币,系统从账号account1转账5个币给 account2

account			| coin
---------------------------------
account1     	| 999990
account2     	| 10
account3     	| 0
account4     	| 0
account5     	| 0				

以此类推,从 account1 转账给其他账号。

account			| coin
---------------------------------
account1     	| 999960
account2     	| 10
account3     	| 10
account4     	| 10
account5     	| 10			

现在 account3 消费 5个币买了装备。从 account3 转 5 个币到 account1

account			| coin
---------------------------------
account1     	| 999965
account2     	| 10
account3     	| 5
account4     	| 10
account5     	| 10			

现在你应该看懂了把,代币是流通的,总量是不变的。account1 账号负责币的发行,回收等等工作。

同时任何转账将产生区块,历史数据永久记录。

下面是一个高级代币合约,地址https://github.com/ibook/NetkillerAdvancedToken

pragma solidity ^0.4.20;

/******************************************/
/*       Netkiller ADVANCED TOKEN         */
/******************************************/
/* Author netkiller <netkiller@msn.com>   */
/* Home http://www.netkiller.cn           */
/* Version 2018-03-05                     */
/* Version 2018-03-06 - Add Global lock   */
/******************************************/

interface tokenRecipient { function receiveApproval(address _from, uint256 _value, address _token, bytes _extraData) public; }

contract NetkillerAdvancedToken {
    address public owner;
    // Public variables of the token
    string public name;
    string public symbol;
    uint8 public decimals = 2;
    // 18 decimals is the strongly suggested default, avoid changing it
    uint256 public totalSupply;
    
    uint256 public sellPrice;
    uint256 public buyPrice;

    // This creates an array with all balances
    mapping (address => uint256) public balanceOf;
    mapping (address => mapping (address => uint256)) public allowance;

    // This generates a public event on the blockchain that will notify clients
    event Transfer(address indexed from, address indexed to, uint256 value);

    // This notifies clients about the amount burnt
    event Burn(address indexed from, uint256 value);
    event Approval(address indexed owner, address indexed spender, uint256 value);
    
    mapping (address => bool) public frozenAccount;

    /* This generates a public event on the blockchain that will notify clients */
    event FrozenFunds(address target, bool frozen);

    bool lock = true;

    /**
     * Constrctor function
     *
     * Initializes contract with initial supply tokens to the creator of the contract
     */
    function NetkillerAdvancedToken(
        uint256 initialSupply,
        string tokenName,
        string tokenSymbol
    ) public {
        owner = msg.sender;
        totalSupply = initialSupply * 10 ** uint256(decimals);  // Update total supply with the decimal amount
        balanceOf[msg.sender] = totalSupply;                // Give the creator all initial tokens
        name = tokenName;                                   // Set the name for display purposes
        symbol = tokenSymbol;                               // Set the symbol for display purposes
    }

    modifier onlyOwner {
        require(msg.sender == owner);
        _;
    }

    modifier isLock {
        require(!lock);
	_;
    }
    
    function setLock(bool _lock) onlyOwner {
        lock = _lock;
    }

    function transferOwnership(address newOwner) onlyOwner public {
        owner = newOwner;
    }
 
    /* Internal transfer, only can be called by this contract */
    function _transfer(address _from, address _to, uint _value) isLock internal {
        require (_to != 0x0);                               // Prevent transfer to 0x0 address. Use burn() instead
        require (balanceOf[_from] >= _value);               // Check if the sender has enough
        require (balanceOf[_to] + _value > balanceOf[_to]); // Check for overflows
        require(!frozenAccount[_from]);                     // Check if sender is frozen
        require(!frozenAccount[_to]);                       // Check if recipient is frozen
        balanceOf[_from] -= _value;                         // Subtract from the sender
        balanceOf[_to] += _value;                           // Add the same to the recipient
        Transfer(_from, _to, _value);
    }

    /**
     * Transfer tokens
     *
     * Send `_value` tokens to `_to` from your account
     *
     * @param _to The address of the recipient
     * @param _value the amount to send
     */
    function transfer(address _to, uint256 _value) public {
        _transfer(msg.sender, _to, _value);
    }

    /**
     * Transfer tokens from other address
     *
     * Send `_value` tokens to `_to` in behalf of `_from`
     *
     * @param _from The address of the sender
     * @param _to The address of the recipient
     * @param _value the amount to send
     */
    function transferFrom(address _from, address _to, uint256 _value) public returns (bool success) {
        require(_value <= allowance[_from][msg.sender]);     // Check allowance
        allowance[_from][msg.sender] -= _value;
        _transfer(_from, _to, _value);
        return true;
    }

    /**
     * Set allowance for other address
     *
     * Allows `_spender` to spend no more than `_value` tokens in your behalf
     *
     * @param _spender The address authorized to spend
     * @param _value the max amount they can spend
     */
    function approve(address _spender, uint256 _value) public
        returns (bool success) {
        allowance[msg.sender][_spender] = _value;
        Approval(msg.sender, _spender, _value);
        return true;
    }

    /**
     * Set allowance for other address and notify
     *
     * Allows `_spender` to spend no more than `_value` tokens in your behalf, and then ping the contract about it
     *
     * @param _spender The address authorized to spend
     * @param _value the max amount they can spend
     * @param _extraData some extra information to send to the approved contract
     */
    function approveAndCall(address _spender, uint256 _value, bytes _extraData)
        public
        returns (bool success) {
        tokenRecipient spender = tokenRecipient(_spender);
        if (approve(_spender, _value)) {
            spender.receiveApproval(msg.sender, _value, this, _extraData);
            return true;
        }
    }

    /**
     * Destroy tokens
     *
     * Remove `_value` tokens from the system irreversibly
     *
     * @param _value the amount of money to burn
     */
    function burn(uint256 _value) onlyOwner public returns (bool success) {
        require(balanceOf[msg.sender] >= _value);   // Check if the sender has enough
        balanceOf[msg.sender] -= _value;            // Subtract from the sender
        totalSupply -= _value;                      // Updates totalSupply
        Burn(msg.sender, _value);
        return true;
    }

    /**
     * Destroy tokens from other account
     *
     * Remove `_value` tokens from the system irreversibly on behalf of `_from`.
     *
     * @param _from the address of the sender
     * @param _value the amount of money to burn
     */
    function burnFrom(address _from, uint256 _value) onlyOwner public returns (bool success) {
        require(balanceOf[_from] >= _value);                // Check if the targeted balance is enough
        require(_value <= allowance[_from][msg.sender]);    // Check allowance
        balanceOf[_from] -= _value;                         // Subtract from the targeted balance
        allowance[_from][msg.sender] -= _value;             // Subtract from the sender's allowance
        totalSupply -= _value;                              // Update totalSupply
        Burn(_from, _value);
        return true;
    }

    /// @notice Create `mintedAmount` tokens and send it to `target`
    /// @param target Address to receive the tokens
    /// @param mintedAmount the amount of tokens it will receive
    function mintToken(address target, uint256 mintedAmount) onlyOwner public {
        balanceOf[target] += mintedAmount;
        totalSupply += mintedAmount;
        Transfer(0, this, mintedAmount);
        Transfer(this, target, mintedAmount);
    }

    /// @notice `freeze? Prevent | Allow` `target` from sending & receiving tokens
    /// @param target Address to be frozen
    /// @param freeze either to freeze it or not
    function freezeAccount(address target, bool freeze) onlyOwner public {
        frozenAccount[target] = freeze;
        FrozenFunds(target, freeze);
    }

    /// @notice Allow users to buy tokens for `newBuyPrice` eth and sell tokens for `newSellPrice` eth
    /// @param newSellPrice Price the users can sell to the contract
    /// @param newBuyPrice Price users can buy from the contract
    function setPrices(uint256 newSellPrice, uint256 newBuyPrice) onlyOwner public {
        sellPrice = newSellPrice;
        buyPrice = newBuyPrice;
    }

    /// @notice Buy tokens from contract by sending ether
    function buy() payable public {
        uint amount = msg.value / buyPrice;               // calculates the amount
        _transfer(this, msg.sender, amount);              // makes the transfers
    }

    /// @notice Sell `amount` tokens to contract
    /// @param amount amount of tokens to be sold
    function sell(uint256 amount) public {
        require(this.balance >= amount * sellPrice);      // checks if the contract has enough ether to buy
        _transfer(msg.sender, this, amount);              // makes the transfers
        msg.sender.transfer(amount * sellPrice);          // sends ether to the seller. It's important to do this last to avoid recursion attacks
    }
    
  function transfer(address _to, uint256 _value, bytes _data) public returns (bool) {
    require(_to != address(this));
    transfer(_to, _value);
    require(_to.call(_data));
    return true;
  }

  function transferFrom(address _from, address _to, uint256 _value, bytes _data) public returns (bool) {
    require(_to != address(this));

    transferFrom(_from, _to, _value);

    require(_to.call(_data));
    return true;
  }

  function approve(address _spender, uint256 _value, bytes _data) public returns (bool) {
    require(_spender != address(this));

    approve(_spender, _value);

    require(_spender.call(_data));

    return true;
  }
    
}

这个代币合约实现了,增发,减持,全局锁,账号冻结/解冻 等等功能。

33.4.2. 玩家属性与游戏装备

下面的合约实现了游戏玩家上链,上链信息有玩家属性,例如肤色,眼睛,头发,血统等等。身上的穿戴物品包括武器等等。

pragma solidity ^0.4.20;

contract Player {

    address public owner;
    
    string name;
    bool lock = false;	//合约锁
    uint number = 1;
    uint attr_number = 1;
    
    mapping (address  => string) guestbook; //客户留言本	

	struct Attribute {
        string key;		// 属性的名字
        string value;	// 属性值
        
    }
    mapping (uint  => Attribute) attribute;

    struct Wear {
        string name;        // 装备名
        string desciption;  // 信息
        string attribute;   // 属性,存储json 数据。例如生命+10,魔法+5,冰冻系...

    }
    mapping (uint  => Wear) wear;
    
    function Player(string _name) public {
        name = _name;
	}
	
	modifier onlyOwner {
        require(msg.sender == owner);
        _;
    }
	
    // 名称
    function getName() public view returns(string){
        return name;
    }
    function setLock(bool _lock) onlyOwner public {
        lock = _lock;
    }
     // 增加人物属性,例如肤色,眼睛,头发等等
    function putAttribute(string _key, string _value) onlyOwner public{
        if(lock == false){
        		Attribute memory item = Attribute(_key, _value);
        		attribute[attr_number] = item;
        		attr_number = attr_number + 1;
        }
    }

	// 获得属性
    function getAttribute(uint _attr_number) public view returns(string, string) {
        require(_attr_number < attr_number);
        Attribute memory item = attribute[_attr_number];
        
		return (item.key, item.value);
	}
    
    // 增加装备信息,穿戴物品,武器,
    function putWear(string _name, string _description, string _attribute ) onlyOwner public{
        if(lock == false){
            Wear memory node = Wear(_name,_description,_attribute);
            wear[number] = node;
            number = number + 1;
            lock = true;
        }
    }

	// 获得信息
    function getWear(uint _number) public view returns(string, string, string) {
        require(_number < number);

        Wear memory item = wear[_number];
        
		return (item.name, item.desciption, item.attribute);
	}
	
	// 数量
	function getWearCount() public view returns(uint){
	    return number;
	}
    
    // 客户留言
    function addGuestbook(address _owner, string message) onlyOwner public{
	    guestbook[_owner] = message;
	}
}		
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