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.
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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
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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; } }