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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
積分代幣
如果說區塊鏈應用於遊戲領域,可能99%的人首先會想到是代幣,的確遊戲領域實施區塊鏈連,代幣必不可少。但是區塊鏈不等於代幣。
遊戲裝備
人物屬性
關卡任務
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?
修改遊戲裝備屬性
修改生命與魔法值
關卡參數
人物屬性
隨意封賬號
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?
“點” 獎勵採用代幣實現,可以實現流通,兌換,消費等等......
爆出裝備立即上鏈
用戶等級屬性上鏈
用戶狀態上鏈
關卡數據上鏈
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。
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。
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;
}
}
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
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。
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