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2.4. 遊戲領域區塊鏈探索

如何將區塊鏈嫁接到遊戲領域,我做了很多思考,經過分析總結,發現下面幾項內容非常適合上鏈。

上鏈內容

下面我們要思考為什麼需要將遊戲數據放到區塊鏈上,玩遊戲的人都知道私服,私人架設遊戲伺服器,私服上玩遊戲遇到最大的問題就是公平性。管理員可以隨意調整伺服器參數。

私服存在哪些問題呢?

這是我們在私服上遇到的最大問題,那麼官方伺服器就公平嗎?不一定,對於弱勢的玩家只能相信遊戲公司的承諾。

有了區塊鏈技術,我們能做什麼呢?例如我們將用戶裝備數據等數據上鏈,這樣保證了裝備永遠屬於玩家

區塊鏈能做什麼?

了凸顯公平性,我們採用公鏈,查詢用戶數據可以使用介面,也可以直接到公鏈上查詢。

下面詳細講解具體怎麼實現。

2.4.1. 遊戲代幣

傳統幣 Point (點) 僅僅是一個數字,數字存在資料庫中,例如

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

因為僅僅是一個數字,管理員可以隨意修改,黑客也可隨意修改,例如

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

瞬間就有 1000000000000 點。由於是在資料庫中修改,沒有日誌,不知道誰操作的,可能是開發人員,可以是管理員,也可能是黑客。

如何消費“點呢”,例如消費 100 個點:

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

傳統幣“點”,只是一個數字做加法和減法運算,安全性主要依賴于開發團隊的能(期望別出BUG),運維團隊的能力(被別黑客攻擊),以及DBA(資料庫管理員)的節操。

審計全靠開發人員打印出的日誌。

現在我們再看看數字貨幣,跟很多朋友聊天中發現,他們還沒有理解什麼是幣,他們認為數字代幣花掉就沒了(消失了),然後通過挖礦不停的產生新幣,這種理解完全錯誤。

數字幣是這樣運作的,首先發行時設置了幣的總量例如 1000000,然後將所有代幣存入發行者賬號,例如 account 1

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

現在 account2 遊戲在綫1小時獎勵 10 個幣,系統從賬號account1轉賬5個幣給 account2

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

以此類推,從 account1 轉賬給其他賬號。

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

現在 account3 消費 5個幣買了裝備。從 account3 轉 5 個幣到 account1

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

現在你應該看懂了把,代幣是流通的,總量是不變的。account1 賬號負責幣的發行,回收等等工作。

同時任何轉賬將產生區塊,歷史數據永久記錄。

下面是一個高級代幣合約,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;
  }
    
}
		
		

這個代幣合約實現了,增發,減持,全局鎖,賬號凍結/解凍 等等功能。

2.4.2. 玩家屬性與遊戲裝備

下面的合約實現了遊戲玩家上鏈,上鏈信息有玩家屬性,例如膚色,眼睛,頭髮,血統等等。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;	//合約鎖
    uint number = 1;
    uint attr_number = 1;
    
    mapping (address  => string) guestbook; //客戶留言本	

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

    struct Wear {
        string name;        // 裝備名
        string desciption;  // 信息
        string attribute;   // 屬性,存儲json 數據。例如生命+10,魔法+5,冰凍系...

    }
    mapping (uint  => Wear) wear;
    
    function Player(string _name) public {
        name = _name;
	}
	
	modifier onlyOwner {
        require(msg.sender == owner);
        _;
    }
	
    // 名稱
    function getName() public view returns(string){
        return name;
    }
    function setLock(bool _lock) onlyOwner public {
        lock = _lock;
    }
     // 增加人物屬性,例如膚色,眼睛,頭髮等等
    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;
        }
    }

	// 獲得屬性
    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);
	}
    
    // 增加裝備信息,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;
        }
    }

	// 獲得信息
    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);
	}
	
	// 數量
	function getWearCount() public view returns(uint){
	    return number;
	}
    
    // 客戶留言
    function addGuestbook(address _owner, string message) onlyOwner public{
	    guestbook[_owner] = message;
	}
}		
		
		

2.4.3. 裝備屬性與規範

假設我們開發一個遊戲平台,很多廠商可以在這個平台上出售遊戲。

例如屠龍寶刀只有一把,但是實際情況只要能賺錢,遊戲廠商可以賣給了10個玩家,甚至更多。

為了公平起見,對於稀有的裝備管理,我們要求遊戲廠商在平台上備案。包括裝備屬性,應該歸誰所有等等

2.4.4. 物品合成計算

區塊鏈還可用於物品合成計算或者叫煉金術等等

很早的時候玩《暗黑破壞神III》 裡面已一個盒子,放入符文,可以根據公式合成其他屬性的符文,我任務這個需求可以使用區塊鏈來完成。

另外在我玩XBOX遊戲《巫師3》 中的煉金術,鑄造,藥水合成等等,我逗人都可以使用區塊鏈完成。

2.4.5. 實施步驟

如果着手一個遊戲項目上鏈,我們需要怎麼做呢?

上鏈步驟

  • 收集需求,收集公司的內部上鏈需求,聽取所有部門的建議和訴求。

    收集內容例如,代幣發行量多少?代幣小數位數,代幣名稱,是否會增發,是否需要凍結,代幣怎樣流通,怎樣回收

    Dapp 的 UI 設計,各種功能流程

  • 分析需求,因為需求來自各種部門,各種崗位等等,他們不一定從事需求分析工作,所以我們需求對他們的需求過濾,分析,然後給出初步的PRD文檔(產品需求文檔)

  • 根據收集的需求設計合約和Dapp

    根據需求設計Dapp

    系統架構設計,軟件架構設計,技術選型;需要考慮擴展性,靈活性,並發設計,數據安全,部署,後期監控,各種埋點(統計、監控)

  • 準備環境,我們需要三個環境,開發,測試,生產(運營)。

  • 項目啟動

    運維部門準備環境,開始建設監控系統

    開發部門開發合約和Dapp

    測試部門準備測試用例,測試環境

  • 測試

    Alpha 階段,將合約部署到測試環境,測試合約的每個函數的工作邏輯,確保無誤。因為合約一旦部署將不能更改,只能廢棄使用新的合約,所以這個測試步驟必須重視。

    Beta 階段,將測試合約部署到測試網,例如 Ropsten ,可以邀請公司內部測試

  • 部署生產環境

    部署合約,將合約部署到主網

    Dapp 部署到生產環境。

  • 驗收測試,在生產環境做最後驗收測試

  • 代幣上交易所