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PlayerBook.sol
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PlayerBook.sol
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pragma solidity ^0.4.24;
/*
* -PlayerBook - v0.3.14
* ┌┬┐┌─┐┌─┐┌┬┐ ╦╦ ╦╔═╗╔╦╗ ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
* │ ├┤ ├─┤│││ ║║ ║╚═╗ ║ ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
* ┴ └─┘┴ ┴┴ ┴ ╚╝╚═╝╚═╝ ╩ ┴ ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
* _____ _____
* (, / /) /) /) (, / /) /)
* ┌─┐ / _ (/_ // // / _ // _ __ _(/
* ├─┤ ___/___(/_/(__(_/_(/_(/_ ___/__/_)_(/_(_(_/ (_(_(_
* ┴ ┴ / / .-/ _____ (__ /
* (__ / (_/ (, / /)™
* / __ __ __ __ _ __ __ _ _/_ _ _(/
* ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐ /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
* ├─┘├┬┘│ │ │││ ││ │ (__ / .-/ © Jekyll Island Inc. 2018
* ┴ ┴└─└─┘─┴┘└─┘└─┘ ┴ (_/
* ______ _ ______ _
*====(_____ \=| |===============================(____ \===============| |=============*
* _____) )| | _____ _ _ _____ ____ ____) ) ___ ___ | | _
* | ____/ | | (____ || | | || ___ | / ___) | __ ( / _ \ / _ \ | |_/ )
* | | | | / ___ || |_| || ____|| | | |__) )| |_| || |_| || _ (
*====|_|=======\_)\_____|=\__ ||_____)|_|======|______/==\___/==\___/=|_|=\_)=========*
* (____/
* ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐ ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐
* ║ │ ││││ │ ├┬┘├─┤│ │ ║ │ │ ││├┤ │ Inventor │
* ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴ ╚═╝└─┘─┴┘└─┘ └──────────┘
*/
interface JIincForwarderInterface {
function deposit() external payable returns(bool);
function status() external view returns(address, address, bool);
function startMigration(address _newCorpBank) external returns(bool);
function cancelMigration() external returns(bool);
function finishMigration() external returns(bool);
function setup(address _firstCorpBank) external;
}
interface PlayerBookReceiverInterface {
function receivePlayerInfo(uint256 _pID, address _addr, bytes32 _name, uint256 _laff) external;
function receivePlayerNameList(uint256 _pID, bytes32 _name) external;
}
interface TeamJustInterface {
function requiredSignatures() external view returns(uint256);
function requiredDevSignatures() external view returns(uint256);
function adminCount() external view returns(uint256);
function devCount() external view returns(uint256);
function adminName(address _who) external view returns(bytes32);
function isAdmin(address _who) external view returns(bool);
function isDev(address _who) external view returns(bool);
}
contract PlayerBook {
using NameFilter for string;
using SafeMath for uint256;
JIincForwarderInterface constant private Jekyll_Island_Inc = JIincForwarderInterface(0xdd4950F977EE28D2C132f1353D1595035Db444EE);
TeamJustInterface constant private TeamJust = TeamJustInterface(0x464904238b5CdBdCE12722A7E6014EC1C0B66928);
MSFun.Data private msData;
function multiSigDev(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredDevSignatures(), _whatFunction));}
function deleteProposal(bytes32 _whatFunction) private {MSFun.deleteProposal(msData, _whatFunction);}
function deleteAnyProposal(bytes32 _whatFunction) onlyDevs() public {MSFun.deleteProposal(msData, _whatFunction);}
function checkData(bytes32 _whatFunction) onlyDevs() public view returns(bytes32, uint256) {return(MSFun.checkMsgData(msData, _whatFunction), MSFun.checkCount(msData, _whatFunction));}
function checkSignersByAddress(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyDevs() public view returns(address, address, address) {return(MSFun.checkSigner(msData, _whatFunction, _signerA), MSFun.checkSigner(msData, _whatFunction, _signerB), MSFun.checkSigner(msData, _whatFunction, _signerC));}
function checkSignersByName(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyDevs() public view returns(bytes32, bytes32, bytes32) {return(TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerA)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerB)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerC)));}
//==============================================================================
// _| _ _|_ _ _ _ _|_ _ .
// (_|(_| | (_| _\(/_ | |_||_) .
//=============================|================================================
uint256 public registrationFee_ = 10 finney; // price to register a name
mapping(uint256 => PlayerBookReceiverInterface) public games_; // mapping of our game interfaces for sending your account info to games
mapping(address => bytes32) public gameNames_; // lookup a games name
mapping(address => uint256) public gameIDs_; // lokup a games ID
uint256 public gID_; // total number of games
uint256 public pID_; // total number of players
mapping (address => uint256) public pIDxAddr_; // (addr => pID) returns player id by address
mapping (bytes32 => uint256) public pIDxName_; // (name => pID) returns player id by name
mapping (uint256 => Player) public plyr_; // (pID => data) player data
mapping (uint256 => mapping (bytes32 => bool)) public plyrNames_; // (pID => name => bool) list of names a player owns. (used so you can change your display name amoungst any name you own)
mapping (uint256 => mapping (uint256 => bytes32)) public plyrNameList_; // (pID => nameNum => name) list of names a player owns
struct Player {
address addr;
bytes32 name;
uint256 laff;
uint256 names;
}
//==============================================================================
// _ _ _ __|_ _ __|_ _ _ .
// (_(_)| |_\ | | |_|(_ | (_)| . (initial data setup upon contract deploy)
//==============================================================================
constructor()
public
{
// premine the dev names (sorry not sorry)
// No keys are purchased with this method, it's simply locking our addresses,
// PID's and names for referral codes.
plyr_[1].addr = 0x8e0d985f3Ec1857BEc39B76aAabDEa6B31B67d53;
plyr_[1].name = "justo";
plyr_[1].names = 1;
pIDxAddr_[0x8e0d985f3Ec1857BEc39B76aAabDEa6B31B67d53] = 1;
pIDxName_["justo"] = 1;
plyrNames_[1]["justo"] = true;
plyrNameList_[1][1] = "justo";
plyr_[2].addr = 0x8b4DA1827932D71759687f925D17F81Fc94e3A9D;
plyr_[2].name = "mantso";
plyr_[2].names = 1;
pIDxAddr_[0x8b4DA1827932D71759687f925D17F81Fc94e3A9D] = 2;
pIDxName_["mantso"] = 2;
plyrNames_[2]["mantso"] = true;
plyrNameList_[2][1] = "mantso";
plyr_[3].addr = 0x7ac74Fcc1a71b106F12c55ee8F802C9F672Ce40C;
plyr_[3].name = "sumpunk";
plyr_[3].names = 1;
pIDxAddr_[0x7ac74Fcc1a71b106F12c55ee8F802C9F672Ce40C] = 3;
pIDxName_["sumpunk"] = 3;
plyrNames_[3]["sumpunk"] = true;
plyrNameList_[3][1] = "sumpunk";
plyr_[4].addr = 0x18E90Fc6F70344f53EBd4f6070bf6Aa23e2D748C;
plyr_[4].name = "inventor";
plyr_[4].names = 1;
pIDxAddr_[0x18E90Fc6F70344f53EBd4f6070bf6Aa23e2D748C] = 4;
pIDxName_["inventor"] = 4;
plyrNames_[4]["inventor"] = true;
plyrNameList_[4][1] = "inventor";
pID_ = 4;
}
//==============================================================================
// _ _ _ _|. |`. _ _ _ .
// | | |(_)(_||~|~|(/_| _\ . (these are safety checks)
//==============================================================================
/**
* @dev prevents contracts from interacting with fomo3d
*/
modifier isHuman() {
address _addr = msg.sender;
uint256 _codeLength;
assembly {_codeLength := extcodesize(_addr)}
require(_codeLength == 0, "sorry humans only");
_;
}
modifier onlyDevs()
{
require(TeamJust.isDev(msg.sender) == true, "msg sender is not a dev");
_;
}
modifier isRegisteredGame()
{
require(gameIDs_[msg.sender] != 0);
_;
}
//==============================================================================
// _ _ _ _|_ _ .
// (/_\/(/_| | | _\ .
//==============================================================================
// fired whenever a player registers a name
event onNewName
(
uint256 indexed playerID,
address indexed playerAddress,
bytes32 indexed playerName,
bool isNewPlayer,
uint256 affiliateID,
address affiliateAddress,
bytes32 affiliateName,
uint256 amountPaid,
uint256 timeStamp
);
//==============================================================================
// _ _ _|__|_ _ _ _ .
// (_|(/_ | | (/_| _\ . (for UI & viewing things on etherscan)
//=====_|=======================================================================
function checkIfNameValid(string _nameStr)
public
view
returns(bool)
{
bytes32 _name = _nameStr.nameFilter();
if (pIDxName_[_name] == 0)
return (true);
else
return (false);
}
//==============================================================================
// _ |_ |. _ |` _ __|_. _ _ _ .
// |_)|_||_)||(_ ~|~|_|| |(_ | |(_)| |_\ . (use these to interact with contract)
//====|=========================================================================
/**
* @dev registers a name. UI will always display the last name you registered.
* but you will still own all previously registered names to use as affiliate
* links.
* - must pay a registration fee.
* - name must be unique
* - names will be converted to lowercase
* - name cannot start or end with a space
* - cannot have more than 1 space in a row
* - cannot be only numbers
* - cannot start with 0x
* - name must be at least 1 char
* - max length of 32 characters long
* - allowed characters: a-z, 0-9, and space
* -functionhash- 0x921dec21 (using ID for affiliate)
* -functionhash- 0x3ddd4698 (using address for affiliate)
* -functionhash- 0x685ffd83 (using name for affiliate)
* @param _nameString players desired name
* @param _affCode affiliate ID, address, or name of who refered you
* @param _all set to true if you want this to push your info to all games
* (this might cost a lot of gas)
*/
function registerNameXID(string _nameString, uint256 _affCode, bool _all)
isHuman()
public
payable
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// filter name + condition checks
bytes32 _name = NameFilter.nameFilter(_nameString);
// set up address
address _addr = msg.sender;
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given, no new affiliate code was given, or the
// player tried to use their own pID as an affiliate code, lolz
if (_affCode != 0 && _affCode != plyr_[_pID].laff && _affCode != _pID)
{
// update last affiliate
plyr_[_pID].laff = _affCode;
} else if (_affCode == _pID) {
_affCode = 0;
}
// register name
registerNameCore(_pID, _addr, _affCode, _name, _isNewPlayer, _all);
}
function registerNameXaddr(string _nameString, address _affCode, bool _all)
isHuman()
public
payable
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// filter name + condition checks
bytes32 _name = NameFilter.nameFilter(_nameString);
// set up address
address _addr = msg.sender;
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given or player tried to use their own, lolz
uint256 _affID;
if (_affCode != address(0) && _affCode != _addr)
{
// get affiliate ID from aff Code
_affID = pIDxAddr_[_affCode];
// if affID is not the same as previously stored
if (_affID != plyr_[_pID].laff)
{
// update last affiliate
plyr_[_pID].laff = _affID;
}
}
// register name
registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
}
function registerNameXname(string _nameString, bytes32 _affCode, bool _all)
isHuman()
public
payable
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// filter name + condition checks
bytes32 _name = NameFilter.nameFilter(_nameString);
// set up address
address _addr = msg.sender;
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given or player tried to use their own, lolz
uint256 _affID;
if (_affCode != "" && _affCode != _name)
{
// get affiliate ID from aff Code
_affID = pIDxName_[_affCode];
// if affID is not the same as previously stored
if (_affID != plyr_[_pID].laff)
{
// update last affiliate
plyr_[_pID].laff = _affID;
}
}
// register name
registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
}
/**
* @dev players, if you registered a profile, before a game was released, or
* set the all bool to false when you registered, use this function to push
* your profile to a single game. also, if you've updated your name, you
* can use this to push your name to games of your choosing.
* -functionhash- 0x81c5b206
* @param _gameID game id
*/
function addMeToGame(uint256 _gameID)
isHuman()
public
{
require(_gameID <= gID_, "silly player, that game doesn't exist yet");
address _addr = msg.sender;
uint256 _pID = pIDxAddr_[_addr];
require(_pID != 0, "hey there buddy, you dont even have an account");
uint256 _totalNames = plyr_[_pID].names;
// add players profile and most recent name
games_[_gameID].receivePlayerInfo(_pID, _addr, plyr_[_pID].name, plyr_[_pID].laff);
// add list of all names
if (_totalNames > 1)
for (uint256 ii = 1; ii <= _totalNames; ii++)
games_[_gameID].receivePlayerNameList(_pID, plyrNameList_[_pID][ii]);
}
/**
* @dev players, use this to push your player profile to all registered games.
* -functionhash- 0x0c6940ea
*/
function addMeToAllGames()
isHuman()
public
{
address _addr = msg.sender;
uint256 _pID = pIDxAddr_[_addr];
require(_pID != 0, "hey there buddy, you dont even have an account");
uint256 _laff = plyr_[_pID].laff;
uint256 _totalNames = plyr_[_pID].names;
bytes32 _name = plyr_[_pID].name;
for (uint256 i = 1; i <= gID_; i++)
{
games_[i].receivePlayerInfo(_pID, _addr, _name, _laff);
if (_totalNames > 1)
for (uint256 ii = 1; ii <= _totalNames; ii++)
games_[i].receivePlayerNameList(_pID, plyrNameList_[_pID][ii]);
}
}
/**
* @dev players use this to change back to one of your old names. tip, you'll
* still need to push that info to existing games.
* -functionhash- 0xb9291296
* @param _nameString the name you want to use
*/
function useMyOldName(string _nameString)
isHuman()
public
{
// filter name, and get pID
bytes32 _name = _nameString.nameFilter();
uint256 _pID = pIDxAddr_[msg.sender];
// make sure they own the name
require(plyrNames_[_pID][_name] == true, "umm... thats not a name you own");
// update their current name
plyr_[_pID].name = _name;
}
//==============================================================================
// _ _ _ _ | _ _ . _ .
// (_(_)| (/_ |(_)(_||(_ .
//=====================_|=======================================================
function registerNameCore(uint256 _pID, address _addr, uint256 _affID, bytes32 _name, bool _isNewPlayer, bool _all)
private
{
// if names already has been used, require that current msg sender owns the name
if (pIDxName_[_name] != 0)
require(plyrNames_[_pID][_name] == true, "sorry that names already taken");
// add name to player profile, registry, and name book
plyr_[_pID].name = _name;
pIDxName_[_name] = _pID;
if (plyrNames_[_pID][_name] == false)
{
plyrNames_[_pID][_name] = true;
plyr_[_pID].names++;
plyrNameList_[_pID][plyr_[_pID].names] = _name;
}
// registration fee goes directly to community rewards
Jekyll_Island_Inc.deposit.value(address(this).balance)();
// push player info to games
if (_all == true)
for (uint256 i = 1; i <= gID_; i++)
games_[i].receivePlayerInfo(_pID, _addr, _name, _affID);
// fire event
emit onNewName(_pID, _addr, _name, _isNewPlayer, _affID, plyr_[_affID].addr, plyr_[_affID].name, msg.value, now);
}
//==============================================================================
// _|_ _ _ | _ .
// | (_)(_)|_\ .
//==============================================================================
function determinePID(address _addr)
private
returns (bool)
{
if (pIDxAddr_[_addr] == 0)
{
pID_++;
pIDxAddr_[_addr] = pID_;
plyr_[pID_].addr = _addr;
// set the new player bool to true
return (true);
} else {
return (false);
}
}
//==============================================================================
// _ _|_ _ _ _ _ | _ _ || _ .
// (/_>< | (/_| | |(_|| (_(_|||_\ .
//==============================================================================
function getPlayerID(address _addr)
isRegisteredGame()
external
returns (uint256)
{
determinePID(_addr);
return (pIDxAddr_[_addr]);
}
function getPlayerName(uint256 _pID)
external
view
returns (bytes32)
{
return (plyr_[_pID].name);
}
function getPlayerLAff(uint256 _pID)
external
view
returns (uint256)
{
return (plyr_[_pID].laff);
}
function getPlayerAddr(uint256 _pID)
external
view
returns (address)
{
return (plyr_[_pID].addr);
}
function getNameFee()
external
view
returns (uint256)
{
return(registrationFee_);
}
function registerNameXIDFromDapp(address _addr, bytes32 _name, uint256 _affCode, bool _all)
isRegisteredGame()
external
payable
returns(bool, uint256)
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given, no new affiliate code was given, or the
// player tried to use their own pID as an affiliate code, lolz
uint256 _affID = _affCode;
if (_affID != 0 && _affID != plyr_[_pID].laff && _affID != _pID)
{
// update last affiliate
plyr_[_pID].laff = _affID;
} else if (_affID == _pID) {
_affID = 0;
}
// register name
registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
return(_isNewPlayer, _affID);
}
function registerNameXaddrFromDapp(address _addr, bytes32 _name, address _affCode, bool _all)
isRegisteredGame()
external
payable
returns(bool, uint256)
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given or player tried to use their own, lolz
uint256 _affID;
if (_affCode != address(0) && _affCode != _addr)
{
// get affiliate ID from aff Code
_affID = pIDxAddr_[_affCode];
// if affID is not the same as previously stored
if (_affID != plyr_[_pID].laff)
{
// update last affiliate
plyr_[_pID].laff = _affID;
}
}
// register name
registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
return(_isNewPlayer, _affID);
}
function registerNameXnameFromDapp(address _addr, bytes32 _name, bytes32 _affCode, bool _all)
isRegisteredGame()
external
payable
returns(bool, uint256)
{
// make sure name fees paid
require (msg.value >= registrationFee_, "umm..... you have to pay the name fee");
// set up our tx event data and determine if player is new or not
bool _isNewPlayer = determinePID(_addr);
// fetch player id
uint256 _pID = pIDxAddr_[_addr];
// manage affiliate residuals
// if no affiliate code was given or player tried to use their own, lolz
uint256 _affID;
if (_affCode != "" && _affCode != _name)
{
// get affiliate ID from aff Code
_affID = pIDxName_[_affCode];
// if affID is not the same as previously stored
if (_affID != plyr_[_pID].laff)
{
// update last affiliate
plyr_[_pID].laff = _affID;
}
}
// register name
registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
return(_isNewPlayer, _affID);
}
//==============================================================================
// _ _ _|_ _ .
// _\(/_ | |_||_) .
//=============|================================================================
function addGame(address _gameAddress, string _gameNameStr)
onlyDevs()
public
{
require(gameIDs_[_gameAddress] == 0, "derp, that games already been registered");
if (multiSigDev("addGame") == true)
{deleteProposal("addGame");
gID_++;
bytes32 _name = _gameNameStr.nameFilter();
gameIDs_[_gameAddress] = gID_;
gameNames_[_gameAddress] = _name;
games_[gID_] = PlayerBookReceiverInterface(_gameAddress);
games_[gID_].receivePlayerInfo(1, plyr_[1].addr, plyr_[1].name, 0);
games_[gID_].receivePlayerInfo(2, plyr_[2].addr, plyr_[2].name, 0);
games_[gID_].receivePlayerInfo(3, plyr_[3].addr, plyr_[3].name, 0);
games_[gID_].receivePlayerInfo(4, plyr_[4].addr, plyr_[4].name, 0);
}
}
function setRegistrationFee(uint256 _fee)
onlyDevs()
public
{
if (multiSigDev("setRegistrationFee") == true)
{deleteProposal("setRegistrationFee");
registrationFee_ = _fee;
}
}
}
/**
* @title -Name Filter- v0.1.9
* ┌┬┐┌─┐┌─┐┌┬┐ ╦╦ ╦╔═╗╔╦╗ ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
* │ ├┤ ├─┤│││ ║║ ║╚═╗ ║ ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
* ┴ └─┘┴ ┴┴ ┴ ╚╝╚═╝╚═╝ ╩ ┴ ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
* _____ _____
* (, / /) /) /) (, / /) /)
* ┌─┐ / _ (/_ // // / _ // _ __ _(/
* ├─┤ ___/___(/_/(__(_/_(/_(/_ ___/__/_)_(/_(_(_/ (_(_(_
* ┴ ┴ / / .-/ _____ (__ /
* (__ / (_/ (, / /)™
* / __ __ __ __ _ __ __ _ _/_ _ _(/
* ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐ /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
* ├─┘├┬┘│ │ │││ ││ │ (__ / .-/ © Jekyll Island Inc. 2018
* ┴ ┴└─└─┘─┴┘└─┘└─┘ ┴ (_/
* _ __ _ ____ ____ _ _ _____ ____ ___
*=============| |\ | / /\ | |\/| | |_ =====| |_ | | | | | | | |_ | |_)==============*
*=============|_| \| /_/--\ |_| | |_|__=====|_| |_| |_|__ |_| |_|__ |_| \==============*
*
* ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐ ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐
* ║ │ ││││ │ ├┬┘├─┤│ │ ║ │ │ ││├┤ │ Inventor │
* ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴ ╚═╝└─┘─┴┘└─┘ └──────────┘
*/
library NameFilter {
/**
* @dev filters name strings
* -converts uppercase to lower case.
* -makes sure it does not start/end with a space
* -makes sure it does not contain multiple spaces in a row
* -cannot be only numbers
* -cannot start with 0x
* -restricts characters to A-Z, a-z, 0-9, and space.
* @return reprocessed string in bytes32 format
*/
function nameFilter(string _input)
internal
pure
returns(bytes32)
{
bytes memory _temp = bytes(_input);
uint256 _length = _temp.length;
//sorry limited to 32 characters
require (_length <= 32 && _length > 0, "string must be between 1 and 32 characters");
// make sure it doesnt start with or end with space
require(_temp[0] != 0x20 && _temp[_length-1] != 0x20, "string cannot start or end with space");
// make sure first two characters are not 0x
if (_temp[0] == 0x30)
{
require(_temp[1] != 0x78, "string cannot start with 0x");
require(_temp[1] != 0x58, "string cannot start with 0X");
}
// create a bool to track if we have a non number character
bool _hasNonNumber;
// convert & check
for (uint256 i = 0; i < _length; i++)
{
// if its uppercase A-Z
if (_temp[i] > 0x40 && _temp[i] < 0x5b)
{
// convert to lower case a-z
_temp[i] = byte(uint(_temp[i]) + 32);
// we have a non number
if (_hasNonNumber == false)
_hasNonNumber = true;
} else {
require
(
// require character is a space
_temp[i] == 0x20 ||
// OR lowercase a-z
(_temp[i] > 0x60 && _temp[i] < 0x7b) ||
// or 0-9
(_temp[i] > 0x2f && _temp[i] < 0x3a),
"string contains invalid characters"
);
// make sure theres not 2x spaces in a row
if (_temp[i] == 0x20)
require( _temp[i+1] != 0x20, "string cannot contain consecutive spaces");
// see if we have a character other than a number
if (_hasNonNumber == false && (_temp[i] < 0x30 || _temp[i] > 0x39))
_hasNonNumber = true;
}
}
require(_hasNonNumber == true, "string cannot be only numbers");
bytes32 _ret;
assembly {
_ret := mload(add(_temp, 32))
}
return (_ret);
}
}
/**
* @title SafeMath v0.1.9
* @dev Math operations with safety checks that throw on error
* change notes: original SafeMath library from OpenZeppelin modified by Inventor
* - added sqrt
* - added sq
* - added pwr
* - changed asserts to requires with error log outputs
* - removed div, its useless
*/
library SafeMath {
/**
* @dev Multiplies two numbers, throws on overflow.
*/
function mul(uint256 a, uint256 b)
internal
pure
returns (uint256 c)
{
if (a == 0) {
return 0;
}
c = a * b;
require(c / a == b, "SafeMath mul failed");
return c;
}
/**
* @dev Subtracts two numbers, throws on overflow (i.e. if subtrahend is greater than minuend).
*/
function sub(uint256 a, uint256 b)
internal
pure
returns (uint256)
{
require(b <= a, "SafeMath sub failed");
return a - b;
}
/**
* @dev Adds two numbers, throws on overflow.
*/
function add(uint256 a, uint256 b)
internal
pure
returns (uint256 c)
{
c = a + b;
require(c >= a, "SafeMath add failed");
return c;
}
/**
* @dev gives square root of given x.
*/
function sqrt(uint256 x)
internal
pure
returns (uint256 y)
{
uint256 z = ((add(x,1)) / 2);
y = x;
while (z < y)
{
y = z;
z = ((add((x / z),z)) / 2);
}
}
/**
* @dev gives square. multiplies x by x
*/
function sq(uint256 x)
internal
pure
returns (uint256)
{
return (mul(x,x));
}
/**
* @dev x to the power of y
*/
function pwr(uint256 x, uint256 y)
internal
pure
returns (uint256)
{
if (x==0)
return (0);
else if (y==0)
return (1);
else
{
uint256 z = x;
for (uint256 i=1; i < y; i++)
z = mul(z,x);
return (z);
}
}
}
/** @title -MSFun- v0.2.4
* ┌┬┐┌─┐┌─┐┌┬┐ ╦╦ ╦╔═╗╔╦╗ ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
* │ ├┤ ├─┤│││ ║║ ║╚═╗ ║ ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
* ┴ └─┘┴ ┴┴ ┴ ╚╝╚═╝╚═╝ ╩ ┴ ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
* _____ _____
* (, / /) /) /) (, / /) /)
* ┌─┐ / _ (/_ // // / _ // _ __ _(/
* ├─┤ ___/___(/_/(__(_/_(/_(/_ ___/__/_)_(/_(_(_/ (_(_(_
* ┴ ┴ / / .-/ _____ (__ /
* (__ / (_/ (, / /)™
* / __ __ __ __ _ __ __ _ _/_ _ _(/
* ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐ /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
* ├─┘├┬┘│ │ │││ ││ │ (__ / .-/ © Jekyll Island Inc. 2018
* ┴ ┴└─└─┘─┴┘└─┘└─┘ ┴ (_/
* _ _ _ _ _ _ _ _ _ _ _
*=(_) _ _ (_)==========_(_)(_)(_)(_)_==========(_)(_)(_)(_)(_)================================*
* (_)(_) (_)(_) (_) (_) (_) _ _ _ _ _ _
* (_) (_)_(_) (_) (_)_ _ _ _ (_) _ _ (_) (_) (_)(_)(_)(_)_
* (_) (_) (_) (_)(_)(_)(_)_ (_)(_)(_)(_) (_) (_) (_)
* (_) (_) _ _ _ (_) _ _ (_) (_) (_) (_) (_) _ _
*=(_)=========(_)=(_)(_)==(_)_ _ _ _(_)=(_)(_)==(_)======(_)_ _ _(_)_ (_)========(_)=(_)(_)==*
* (_) (_) (_)(_) (_)(_)(_)(_) (_)(_) (_) (_)(_)(_) (_)(_) (_) (_)(_)
*
* ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐ ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐
* ║ │ ││││ │ ├┬┘├─┤│ │ ║ │ │ ││├┤ │ Inventor │
* ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴ ╚═╝└─┘─┴┘└─┘ └──────────┘
*
* ┌──────────────────────────────────────────────────────────────────────┐
* │ MSFun, is an importable library that gives your contract the ability │
* │ add multiSig requirement to functions. │
* └──────────────────────────────────────────────────────────────────────┘
* ┌────────────────────┐
* │ Setup Instructions │
* └────────────────────┘
* (Step 1) import the library into your contract
*
* import "./MSFun.sol";
*
* (Step 2) set up the signature data for msFun
*
* MSFun.Data private msData;
* ┌────────────────────┐
* │ Usage Instructions │
* └────────────────────┘
* at the beginning of a function
*
* function functionName()
* {
* if (MSFun.multiSig(msData, required signatures, "functionName") == true)
* {
* MSFun.deleteProposal(msData, "functionName");
*
* // put function body here
* }
* }
* ┌────────────────────────────────┐
* │ Optional Wrappers For TeamJust │
* └────────────────────────────────┘
* multiSig wrapper function (cuts down on inputs, improves readability)
* this wrapper is HIGHLY recommended
*
* function multiSig(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredSignatures(), _whatFunction));}
* function multiSigDev(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredDevSignatures(), _whatFunction));}
*
* wrapper for delete proposal (makes code cleaner)
*
* function deleteProposal(bytes32 _whatFunction) private {MSFun.deleteProposal(msData, _whatFunction);}
* ┌────────────────────────────┐
* │ Utility & Vanity Functions │
* └────────────────────────────┘
* delete any proposal is highly recommended. without it, if an admin calls a multiSig
* function, with argument inputs that the other admins do not agree upon, the function
* can never be executed until the undesirable arguments are approved.
*
* function deleteAnyProposal(bytes32 _whatFunction) onlyDevs() public {MSFun.deleteProposal(msData, _whatFunction);}
*
* for viewing who has signed a proposal & proposal data
*
* function checkData(bytes32 _whatFunction) onlyAdmins() public view returns(bytes32, uint256) {return(MSFun.checkMsgData(msData, _whatFunction), MSFun.checkCount(msData, _whatFunction));}
*
* lets you check address of up to 3 signers (address)
*
* function checkSignersByAddress(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyAdmins() public view returns(address, address, address) {return(MSFun.checkSigner(msData, _whatFunction, _signerA), MSFun.checkSigner(msData, _whatFunction, _signerB), MSFun.checkSigner(msData, _whatFunction, _signerC));}
*
* same as above but will return names in string format.
*
* function checkSignersByName(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyAdmins() public view returns(bytes32, bytes32, bytes32) {return(TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerA)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerB)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerC)));}
* ┌──────────────────────────┐
* │ Functions In Depth Guide │
* └──────────────────────────┘
* In the following examples, the Data is the proposal set for this library. And
* the bytes32 is the name of the function.
*
* MSFun.multiSig(Data, uint256, bytes32) - Manages creating/updating multiSig
* proposal for the function being called. The uint256 is the required
* number of signatures needed before the multiSig will return true.
* Upon first call, multiSig will create a proposal and store the arguments
* passed with the function call as msgData. Any admins trying to sign the
* function call will need to send the same argument values. Once required
* number of signatures is reached this will return a bool of true.
*
* MSFun.deleteProposal(Data, bytes32) - once multiSig unlocks the function body,
* you will want to delete the proposal data. This does that.
*
* MSFun.checkMsgData(Data, bytes32) - checks the message data for any given proposal
*
* MSFun.checkCount(Data, bytes32) - checks the number of admins that have signed
* the proposal
*
* MSFun.checkSigners(data, bytes32, uint256) - checks the address of a given signer.
* the uint256, is the log number of the signer (ie 1st signer, 2nd signer)
*/
library MSFun {
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// DATA SETS
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// contact data setup
struct Data
{
mapping (bytes32 => ProposalData) proposal_;
}
struct ProposalData
{
// a hash of msg.data
bytes32 msgData;
// number of signers
uint256 count;
// tracking of wither admins have signed
mapping (address => bool) admin;
// list of admins who have signed
mapping (uint256 => address) log;
}
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
// MULTI SIG FUNCTIONS
//^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
function multiSig(Data storage self, uint256 _requiredSignatures, bytes32 _whatFunction)
internal
returns(bool)
{
// our proposal key will be a hash of our function name + our contracts address
// by adding our contracts address to this, we prevent anyone trying to circumvent
// the proposal's security via external calls.
bytes32 _whatProposal = whatProposal(_whatFunction);
// this is just done to make the code more readable. grabs the signature count
uint256 _currentCount = self.proposal_[_whatProposal].count;
// store the address of the person sending the function call. we use msg.sender
// here as a layer of security. in case someone imports our contract and tries to
// circumvent function arguments. still though, our contract that imports this
// library and calls multisig, needs to use onlyAdmin modifiers or anyone who
// calls the function will be a signer.
address _whichAdmin = msg.sender;
// prepare our msg data. by storing this we are able to verify that all admins
// are approving the same argument input to be executed for the function. we hash
// it and store in bytes32 so its size is known and comparable