Table of Contents

Class InitializeStates

Namespace
Nekoyume.Action
Assembly
Lib9c.dll
[Serializable]
[ActionType("initialize_states")]
public class InitializeStates : GameAction, IAction, IInitializeStatesV1
Inheritance
InitializeStates
Implements
IAction
IInitializeStatesV1
Inherited Members

Constructors

InitializeStates()

public InitializeStates()

InitializeStates(ValidatorSet, RankingState0, ShopState, Dictionary<string, string>, GameConfigState, RedeemCodeState, ActivatedAccountsState, GoldCurrencyState, GoldDistribution[], PendingActivationState[], AdminState, AuthorizedMinersState, CreditsState, ISet<Address>)

public InitializeStates(ValidatorSet validatorSet, RankingState0 rankingState, ShopState shopState, Dictionary<string, string> tableSheets, GameConfigState gameConfigState, RedeemCodeState redeemCodeState, ActivatedAccountsState activatedAccountsState, GoldCurrencyState goldCurrencyState, GoldDistribution[] goldDistributions, PendingActivationState[] pendingActivationStates, AdminState adminAddressState = null, AuthorizedMinersState authorizedMinersState = null, CreditsState creditsState = null, ISet<Address> assetMinters = null)

Parameters

validatorSet ValidatorSet
rankingState RankingState0
shopState ShopState
tableSheets Dictionary<string, string>
gameConfigState GameConfigState
redeemCodeState RedeemCodeState
activatedAccountsState ActivatedAccountsState
goldCurrencyState GoldCurrencyState
goldDistributions GoldDistribution[]
pendingActivationStates PendingActivationState[]
adminAddressState AdminState
authorizedMinersState AuthorizedMinersState
creditsState CreditsState
assetMinters ISet<Address>

Properties

ActivatedAccounts

public Dictionary ActivatedAccounts { get; set; }

Property Value

Dictionary

AdminAddressState

public Dictionary AdminAddressState { get; set; }

Property Value

Dictionary

AssetMinters

public ISet<Address> AssetMinters { get; set; }

Property Value

ISet<Address>

AuthorizedMiners

public Dictionary AuthorizedMiners { get; set; }

Property Value

Dictionary

Credits

public Dictionary Credits { get; set; }

Property Value

Dictionary

GameConfig

public Dictionary GameConfig { get; set; }

Property Value

Dictionary

GoldCurrency

public Dictionary GoldCurrency { get; set; }

Property Value

Dictionary

GoldDistributions

public List GoldDistributions { get; set; }

Property Value

List

PendingActivations

public List PendingActivations { get; set; }

Property Value

List

PlainValueInternal

protected override IImmutableDictionary<string, IValue> PlainValueInternal { get; }

Property Value

IImmutableDictionary<string, IValue>

Ranking

public Dictionary Ranking { get; set; }

Property Value

Dictionary

RedeemCode

public Dictionary RedeemCode { get; set; }

Property Value

Dictionary

Shop

public Dictionary Shop { get; set; }

Property Value

Dictionary

TableSheets

public Dictionary<string, string> TableSheets { get; set; }

Property Value

Dictionary<string, string>

ValidatorSet

public IValue ValidatorSet { get; set; }

Property Value

IValue

Methods

Execute(IActionContext)

Executes the main game logic of an action. This should be deterministic.

Through the context object, it receives information such as a transaction signer, its states immediately before the execution, and a deterministic random seed.

Other “bound” information resides in the action object in itself, as its properties (or fields).

A returned Libplanet.Action.State.IWorld object functions as a delta which shifts from previous states to next states.

public override IWorld Execute(IActionContext context)

Parameters

context IActionContext

A context object containing addresses that signed the transaction, states immediately before the execution, and a PRNG object which produces deterministic random numbers. See Libplanet.Action.IActionContext for details.

Returns

IWorld

A map of changed states (so-called "dirty").

Remarks

This method should be deterministic: for structurally (member-wise) equal actions and Libplanet.Action.IActionContexts, the same result should be returned. Side effects should be avoided, because an action's Libplanet.Action.IAction.Execute(Libplanet.Action.IActionContext) method can be called more than once, the time it's called is difficult to predict.

For changing in-memory game states or drawing graphics, implement the Blockchain.Renderers.IRenderer interface separately and attach it to a Blockchain.BlockChain instance.

For randomness, never use Random nor any other PRNGs provided by other than Libplanet. Use IActionContext.Random instead. IActionContext.Random guarantees the same action has the consistent result for every node in the network.

Also do not perform I/O operations such as file system access or networking. These bring an action indeterministic. You maybe fine to log messages for debugging purpose, but equivalent messages could be logged multiple times.

Although it might be surprising, floating-point arithmetics are underspecified so that it can make different results on different machines, platforms, runtimes, compilers, and builds.

Lastly, you need to be aware and keep in mind that there is a global state named CurrentCulture on .NET; if you format numbers, dates and times, currencies, or other such things into strings and parse these strings back these can rely on CurrentCulture, so that the same action make different results on two differently configured systems like Thai language and French language. In order to make these types of conversions deterministic, you have to explicitly pass InvariantCulture.

For more on determinism in general, please read also Tendermint ABCI's docs on determinism.

Lastly, you can conduct static analysis on your code using Libplanet.Analyzers. The analyzer can be enabled by adding its NuGet package into your project as a dependency.

See Also
IActionContext

LoadPlainValueInternal(IImmutableDictionary<string, IValue>)

protected override void LoadPlainValueInternal(IImmutableDictionary<string, IValue> plainValue)

Parameters

plainValue IImmutableDictionary<string, IValue>