Creating a Tic-Tac-Toe Smart Contract
Objective
The following tutorial will guide the user to build a sample Player vs Player game contract. We will use tic tac toe game to demonstrate this. The final result of this tutorial can be found here.
Assumption
For this game, we are using a standard 3x3 tic tac toe board. Players are divided into two roles: host and challenger. The host always makes the first move. Each pair of players can ONLY have up to two games at the same time, one where the first player becomes the host and the other one where the second player becomes the host.
Board
Instead of using o
and x
as in the traditional tic tac toe game. We use 1
to denote movement by host, 2
to denote movement by challenger, and 0
to denote empty cell. Furthermore, we will use one dimensional array to store the board. Hence:
(0,0) | (1,0) | (2,0) | |
---|---|---|---|
(0,0) | - | o | x |
(0,1) | - | x | - |
(0,2) | x | o | o |
Assuming x is host, the above board is equal to [0, 2, 1, 0, 1, 0, 1, 2, 2]
Action
A user will have the following actions to interact with this contract:
- create: create a new game
- restart: restart an existing game, host or challenger is allowed to do this
- close: close an existing game, which frees up the storage used to store the game, only host is allowed to do this
- move: make a movement
Contract account
For the following guide, we are going to push the contract to an account called tic.tac.toe
.
$ cleos create account ${creator_name} ${contract_account_name} ${contract_pub_owner_key} ${contract_pub_active_key} --permission ${creator_name}@active
# e.g. $ cleos create account inita tic.tac.toe EOS4toFS3YXEQCkuuw1aqDLrtHim86Gz9u3hBdcBw5KNPZcursVHq EOS7d9A3uLe6As66jzN8j44TXJUqJSK3bFjjEEqR4oTvNAB3iM9SA --permission inita@active
Ensure that you have your wallet unlocked and the creator's private active key in the wallet imported, otherwise the above command will fail.
Start
We are going to create three files here:
- tic_tac_toe.hpp => header file where the structure of the contract is defined
- tic_tac_toe.cpp => main part of the contract where the action handler is defined
- tic_tac_toe.abi => interface for the user to interact with the contract
Defining Structure
Let's first start with the header file and define the structure of the contract. Open tic_tac_toe.hpp and start with the following boilerplate
// Import necessary library
#include <eosiolib/eosio.hpp> // Generic eosio library, i.e. print, type, math, etc
class tic_tac_toe : public eosio::contract {
public:
tic_tac_toe( account_name self ):contract(self){}
};
Games Table
For this contract, we will need to have a table that stores a list of games. Let's define it:
...
class tic_tac_toe : public eosio::contract {
public:
...
typedef eosio::multi_index< N(games), game> games;
};
- First template parameter defines the name of the table
- Second template parameter defines the structure that it stores (will be defined in the next section)
Game Structure
Let's define the structure for the game. Please ensure that this struct definition appears before the table definition in the code.
...
class tic_tac_toe : public eosio::contract {
public:
...
struct game {
static const uint16_t board_width = 3;
static const uint16_t board_height = board_width;
game() {
initialize_board();
}
account_name challenger;
account_name host;
account_name turn; // = account name of host/ challenger
account_name winner = N(none); // = none/ draw/ name of host/ name of challenger
std::vector<uint8_t> board;
// Initialize board with empty cell
void initialize_board() {
board = std::vector<uint8_t>(board_width * board_height, 0);
}
// Reset game
void reset_game() {
initialize_board();
turn = host;
winner = N(none);
}
auto primary_key() const { return challenger; }
EOSLIB_SERIALIZE( game, (challenger)(host)(turn)(winner)(board))
};
};
The primary_key method is required by the above table definition for games. That is how the table knows what field is the lookup key for the table.
Action Structure
Create
To create the game, we need host account name and challenger's account name.
...
class tic_tac_toe : public eosio::contract {
public:
...
struct create {
account_name challenger;
account_name host;
};
...
}
Restart
To restart the game, we need host account name and challenger's account name to identify the game. Furthermore, we need to specify who wants to restart the game, so we can verify the correct signature is provided.
...
class tic_tac_toe : public eosio::contract {
public:
...
struct restart {
account_name challenger;
account_name host;
account_name by;
};
...
};
Close
To close the game, we need host account name and challenger's account name to identify the game.
...
class tic_tac_toe : public eosio::contract {
public:
...
struct close {
account_name challenger;
account_name host;
};
...
};
Move
To make a move, we need host account name and challenger's account name to identify the game. Furthermore, we need to specify who makes this move and the movement he is making.
...
class tic_tac_toe : public eosio::contract {
public:
...
struct move {
account_name challenger;
account_name host;
account_name by; // the account who wants to make the move
uint16_t row;
uint16_t column;
};
...
};
Action Handler
Let's declare the action handler which will be defined in tic_tac_toe.cpp later
void create(const account_name& challenger, const account_name& host);
void restart(const account_name& challenger, const account_name& host, const account_name& by);
void close(const account_name& challenger, const account_name& host);
void move(const account_name& challenger, const account_name& host, const account_name& by, const uint16_t& row, const uint16_t& column);
You can see the final tic_tac_toe.hpp here
Main
Let's open tic_tac_toe.cpp and set up the boilerplate
#include "tic_tac_toe.hpp"
Action Handler
We want tic_tac_toe contract to only react to actions sent to the tic.tac.toe
account and react differently according to the type of the action. The action that we want to support is "create, move, restart, close". Let's first set the action switching handler using EOSIO_ABI and define the individual action handler in the next section.
using namespace eosio;
...
// Put this in the bottommost part of the contract, after the action handler's definition
EOSIO_ABI( tic_tac_toe, (create)(restart)(close)(move))
"create" Action Handler
For the create action handler, we want to:
- Ensure that the action has the signature from the host
- Ensure that the challenger and host are not the same player
- Ensure that there is no existing game
- Store the newly created game into the db
void tic_tac_toe::create(const account_name& challenger, const account_name& host) {
require_auth(host);
eosio_assert(challenger != host, "challenger shouldn't be the same as host");
// Check if game already exists
games existing_host_games(_self, host);
auto itr = existing_host_games.find( challenger );
eosio_assert(itr == existing_host_games.end(), "game already exists");
existing_host_games.emplace(host, [&]( auto& g ) {
g.challenger = challenger;
g.host = host;
g.turn = host;
});
}
"restart" Action Handler
For the restart action handler, we want to:
- Ensure that the action has the signature from the host/ challenger
- Ensure that the game exists
- Ensure that the restart action is done by host/ challenger
- Reset the game
- Store the updated game to the db
void tic_tac_toe::restart(const account_name& challenger, const account_name& host, const account_name& by) {
require_auth(by);
// Check if game exists
games existing_host_games(_self, host);
auto itr = existing_host_games.find( challenger );
eosio_assert(itr != existing_host_games.end(), "game doesn't exists");
// Check if this game belongs to the action sender
eosio_assert(by == itr->host || by == itr->challenger, "this is not your game!");
// Reset game
existing_host_games.modify(itr, itr->host, []( auto& g ) {
g.reset_game();
});
}
"close" Action Handler
For the close action handler, we want to:
- Ensure that the action has the signature from the host
- Ensure that the game exists
- Remove the game from the db
void tic_tac_toe::close(const account_name& challenger, const account_name& host) {
require_auth(host);
// Check if game exists
games existing_host_games(_self, host);
auto itr = existing_host_games.find( challenger );
eosio_assert(itr != existing_host_games.end(), "game doesn't exists");
// Remove game
existing_host_games.erase(itr);
}
"move" Action Handler
For the move action handler, we want to:
- Ensure that the action has the signature from the host/ challenger
- Ensure that the game exists
- Ensure that the game is not finished yet
- Ensure that the move action is done by host/ challenger
- Ensure that this is the right user's turn
- Verify movement is valid
- Update board with the new move
- Change the move_turn to the other player
- Determine if there is a winner
- Store the updated game to the db
void tic_tac_toe::move(const account_name& challenger, const account_name& host, const account_name& by, const uint16_t& row, const uint16_t& column ) {
require_auth(by);
// Check if game exists
games existing_host_games(_self, host);
auto itr = existing_host_games.find( challenger );
eosio_assert(itr != existing_host_games.end(), "game doesn't exists");
// Check if this game hasn't ended yet
eosio_assert(itr->winner == N(none), "the game has ended!");
// Check if this game belongs to the action sender
eosio_assert(by == itr->host || by == itr->challenger, "this is not your game!");
// Check if this is the action sender's turn
eosio_assert(by == itr->turn, "it's not your turn yet!");
// Check if user makes a valid movement
eosio_assert(is_valid_movement(row, column, itr->board), "not a valid movement!");
// Fill the cell, 1 for host, 2 for challenger
const uint8_t cell_value = itr->turn == itr->host ? 1 : 2;
const auto turn = itr->turn == itr->host ? itr->challenger : itr->host;
existing_host_games.modify(itr, itr->host, [&]( auto& g ) {
g.board[row * tic_tac_toe::game::board_width + column] = cell_value;
g.turn = turn;
g.winner = get_winner(g);
});
}
Movement Validation
Valid movement is defined as movement done inside the board on an empty cell:
bool is_empty_cell(const uint8_t& cell) {
return cell == 0;
}
bool is_valid_movement(const uint16_t& row, const uint16_t& column, const vector<uint8_t>& board) {
uint32_t movement_location = row * tic_tac_toe::game::board_width + column;
bool is_valid = movement_location < board.size() && is_empty_cell(board[movement_location]);
return is_valid;
}
Get Winner
Winner is defined as the first player who succeeds in placing three of their marks in a horizontal, vertical, or diagonal row.
...
account_name get_winner(const tic_tac_toe::game& current_game) {
auto& board = current_game.board;
bool is_board_full = true;
// Use bitwise AND operator to determine the consecutive values of each column, row and diagonal
// Since 3 == 0b11, 2 == 0b10, 1 = 0b01, 0 = 0b00
vector<uint32_t> consecutive_column(tic_tac_toe::game::board_width, 3 );
vector<uint32_t> consecutive_row(tic_tac_toe::game::board_height, 3 );
uint32_t consecutive_diagonal_backslash = 3;
uint32_t consecutive_diagonal_slash = 3;
for (uint32_t i = 0; i < board.size(); i++) {
is_board_full &= is_empty_cell(board[i]);
uint16_t row = uint16_t(i / tic_tac_toe::game::board_width);
uint16_t column = uint16_t(i % tic_tac_toe::game::board_width);
// Calculate consecutive row and column value
consecutive_row[column] = consecutive_row[column] & board[i];
consecutive_column[row] = consecutive_column[row] & board[i];
// Calculate consecutive diagonal \ value
if (row == column) {
consecutive_diagonal_backslash = consecutive_diagonal_backslash & board[i];
}
// Calculate consecutive diagonal / value
if ( row + column == tic_tac_toe::game::board_width - 1) {
consecutive_diagonal_slash = consecutive_diagonal_slash & board[i];
}
}
// Inspect the value of all consecutive row, column, and diagonal and determine winner
vector<uint32_t> aggregate = { consecutive_diagonal_backslash, consecutive_diagonal_slash };
aggregate.insert(aggregate.end(), consecutive_column.begin(), consecutive_column.end());
aggregate.insert(aggregate.end(), consecutive_row.begin(), consecutive_row.end());
for (auto value: aggregate) {
if (value == 1) {
return current_game.host;
} else if (value == 2) {
return current_game.challenger;
}
}
// Draw if the board is full, otherwise the winner is not determined yet
return is_board_full ? N(draw) : N(none);
}
You can see the final tic_tac_toe.cpp here
Creating ABI
Abi (a.k.a Application Binary Interface) is needed here, so the contract can understand the action that you send as binary. To make life easier, we have marked our tic_tac_toe.hpp with abi generator markdown previously, so we can automatically generate our abi using eosiocpp
eosiocpp -g tic_tac_toe.abi tic_tac_toe.hpp
Compile
Let's compile our contract, using eosiocpp
eosiocpp -o tic_tac_toe.wast tic_tac_toe.cpp
Deploy
Now the wast file and abi file are ready. Time to deploy!
Create a directory (let's call it tic_tac_toe) and copy your generated tic_tac_toe.wast tic_tac_toe.abi files.
$ cleos set contract tic.tac.toe tic_tac_toe
Ensure that your wallet is unlocked and you have tic.tac.toe
key imported.
Play
After the deployment and the transaction is confirmed, the contract is already available in the blockchain. You can play with it now!
Create
$ cleos push action tic.tac.toe create '{"challenger":"inita", "host":"initb"}' --permission initb@active
Move
$ cleos push action tic.tac.toe move '{"challenger":"inita", "host":"initb", "by":"initb", "row":0, "column":0}' --permission initb@active
$ cleos push action tic.tac.toe move '{"challenger":"inita", "host":"initb", "by":"inita", "row":1, "column":1}' --permission inita@active
Restart
$ cleos push action tic.tac.toe restart '{"challenger":"inita", "host":"initb", "by":"initb"}' --permission initb@active
Close
$ cleos push action tic.tac.toe close '{"challenger":"inita", "host":"initb"}' --permission initb@active
See the game status
$ cleos get table tic.tac.toe initb games
{
"rows": [{
"challenger": "inita",
"host": "initb",
"turn": "inita",
"winner": "none",
"board": [
1,
0,
0,
0,
2,
0,
0,
0,
0
]
}
],
"more": false
}
Updated over 6 years ago