Table of Contents

Class RuneSummon

Namespace
Nekoyume.Action
Assembly
Lib9c.dll
[ActionType("rune_summon")]
public class RuneSummon : GameAction, IAction, IRuneSummonV1
Inheritance
RuneSummon
Implements
IAction
IRuneSummonV1
Inherited Members

Fields

AvatarAddress

public Address AvatarAddress

Field Value

Address

AvatarAddressKey

public const string AvatarAddressKey = "aa"

Field Value

string

GroupId

public int GroupId

Field Value

int

GroupIdKey

public const string GroupIdKey = "gid"

Field Value

string

RuneQuantity

public const int RuneQuantity = 10

Field Value

int

SummonCount

public int SummonCount

Field Value

int

SummonCountKey

public const string SummonCountKey = "sc"

Field Value

string

Properties

PlainValueInternal

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

Property Value

IImmutableDictionary<string, 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>

SimulateSummon(RuneSheet, Row, int, IRandom)

public static Dictionary<Currency, int> SimulateSummon(RuneSheet runeSheet, SummonSheet.Row summonRow, int summonCount, IRandom random)

Parameters

runeSheet RuneSheet
summonRow SummonSheet.Row
summonCount int
random IRandom

Returns

Dictionary<Currency, int>

Summon(IActionContext, Address, RuneSheet, Row, int, IRandom, IWorld)

public static IWorld Summon(IActionContext context, Address avatarAddress, RuneSheet runeSheet, SummonSheet.Row summonRow, int summonCount, IRandom random, IWorld states)

Parameters

context IActionContext
avatarAddress Address
runeSheet RuneSheet
summonRow SummonSheet.Row
summonCount int
random IRandom
states IWorld

Returns

IWorld