The checkers blockchain you have built has the ability to create games, play them, forfeit them, and wager on them (potentially with cross-chain tokens). A further optimization would be to include a leaderboard. This could be executed locally on the checkers blockchain to rank the best players on the checkers blockchain.
But what if there is more than one checkers chain? Or better yet, other game chains that allow players to play a competitive game. Would it not be great to enable a standard to send the game data from the local game chain to an application-specific chain that keeps a global leaderboard? This is exactly what you will be building in the next few sections.
Remember the appchain thesis that is an integral part of the Cosmos philosophy - where every application has its own chain and can be optimized for the application-specific logic it executes. Then IBC can be used to interoperate between all the chains that have specialised functionality. This is the idea behind the prototype checkers and leaderboard chains you're building, enabling IBC packets to be sent between those chains to create cross-chain applications.
# Adding a local leaderboard module to the checkers chain
Currently, your checkers game contains the checkers module but is not IBC-enabled. It is now time to extend your checkers game with a leaderboard by adding a new module to make it IBC-enabled.
Now you can use this structure to create the board itself:
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$ ignite scaffold single board PlayerInfo:PlayerInfo --module leaderboard --no-message
You want the structures to be nullable types(opens new window), so a few adjustments are needed - especially because you do not have a null value for an address.
You need to make the adjustments in the Protobuf files proto/leaderboard/board.proto and proto/leaderboard/genesis.proto. Make sure to import gogoproto/gogo.proto and use [(gogoproto.nullable) = false]; for the PlayerInfo and the Board.
For example, for proto/leaderboard/board.proto try this:
We gave the checkers' module access to the leaderboard's keeper. Therefore you will need to modify testutils/keeper/checkers.go. Locate:
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k := keeper.NewKeeper(
bank,
cdc,
storeKey,
memStoreKey,
Now add the leaderboard's keeper into it:
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leaderboardKeeper,_ := LeaderboardKeeper(t);
k := keeper.NewKeeper(
bank,
*leaderboardKeeper,
cdc,
storeKey,
memStoreKey,
You want to store a win, a loss, or a draw when a game ends. Thus, you should create some helper functions first. Create a x/checkers/keeper/player_info_handler.go file with the following code:
Check your x/checkers/types/errors.go and make sure that it includes the following:
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ErrWinnerNotParseable = sdkerrors.Register(ModuleName,1118,"winner is not parseable: %s")
ErrThereIsNoWinner = sdkerrors.Register(ModuleName,1119,"there is no winner")
ErrInvalidDateAdded = sdkerrors.Register(ModuleName,1120,"dateAdded cannot be parsed: %s")
ErrCannotAddToLeaderboard = sdkerrors.Register(ModuleName,1121,"cannot add to leaderboard: %s")
Now it is time to allow the checkers module access to the leaderboard module. Look for app.CheckersKeeper in app/app.go and modify it to include app.LeaderboardKeeper:
In addition, you need to modify x/checkers/keeper/keeper.go and include the leaderboard keeper:
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import(...
leaderBoardKeeper "github.com/b9lab/checkers/x/leaderboard/keeper")...type(
Keeper struct{
bank types.BankEscrowKeeper
board leaderBoardKeeper.Keeper
cdc codec.BinaryCodec
storeKey sdk.StoreKey
memKey sdk.StoreKey
paramstore paramtypes.Subspace
})...funcNewKeeper(
bank types.BankEscrowKeeper,
board leaderBoardKeeper.Keeper,
cdc codec.BinaryCodec,
storeKey,
memKey sdk.StoreKey,
ps paramtypes.Subspace,)*Keeper {// set KeyTable if it has not already been setif!ps.HasKeyTable(){
ps = ps.WithKeyTable(types.ParamKeyTable())}return&Keeper{
bank: bank,
board: board,
cdc: cdc,
storeKey: storeKey,
memKey: memKey,
paramstore: ps,}}
Now the checkers module can call the keeper of the leaderboard module, so add the call for a win in x/checkers/keeper/msg_server_play_move.go:
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func(k msgServer)PlayMove(goCtx context.Context, msg *types.MsgPlayMove)(*types.MsgPlayMoveResponse,error){
ctx := sdk.UnwrapSDKContext(goCtx)...
lastBoard := game.String()if storedGame.Winner == rules.PieceStrings[rules.NO_PLAYER]{
k.Keeper.SendToFifoTail(ctx,&storedGame,&systemInfo)
storedGame.Board = lastBoard
}else{
k.Keeper.RemoveFromFifo(ctx,&storedGame,&systemInfo)
storedGame.Board =""
k.Keeper.MustPayWinnings(ctx,&storedGame)// Here you can register a win
k.Keeper.MustRegisterPlayerWin(ctx,&storedGame)}...
Now add the call for a draw in x/checkers/keeper/end_block_server_game.go:
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func(k Keeper)ForfeitExpiredGames(goCtx context.Context){
ctx := sdk.UnwrapSDKContext(goCtx)...if deadline.Before(ctx.BlockTime()){// Game is past deadline
k.RemoveFromFifo(ctx,&storedGame,&systemInfo)
lastBoard := storedGame.Board
if storedGame.MoveCount <=1{// No point in keeping a game that was never really played
k.RemoveStoredGame(ctx, gameIndex)if storedGame.MoveCount ==1{
k.MustRefundWager(ctx,&storedGame)}}else{
storedGame.Winner, found = opponents[storedGame.Turn]if!found {panic(fmt.Sprintf(types.ErrCannotFindWinnerByColor.Error(), storedGame.Turn))}
k.MustPayWinnings(ctx,&storedGame)// Here you can register a draw
k.MustRegisterPlayerForfeit(ctx,&storedGame)
storedGame.Board =""
k.SetStoredGame(ctx, storedGame)}...
That will get the job done and add the player's win, lose, or forfeit counts to the store.
It is time to sort the players and clip the leaderboard to the best 100 (LeaderboardWinnerLength) players. Scaffold a new transaction:
That is it! Now the checkers blockchain can keep track of player information, and create or update the leaderboard based on player information if requested via the CLI.
You do not want arbitrary player information, but instead, want to fetch player information from the store, so make a small adjustment to x/leaderboard/client/cli/tx_candidate.go. Look for the following lines and remove them:
You will also need to remove the import of encoding/json because it is not used anymore, and you should remove the parameter argPlayerInfo from the types.NewMsgSendCandidate(...) call.
The last step is to implement the logic to fetch and send player information in x/leaderboard/keeper/msg_server_candidate.go:
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package keeper
import("errors""context"...)func(k msgServer)SendCandidate(goCtx context.Context, msg *types.MsgSendCandidate)(*types.MsgSendCandidateResponse,error){
ctx := sdk.UnwrapSDKContext(goCtx)// TODO: logic before transmitting the packet// Construct the packetvar packet types.CandidatePacketData
allPlayerInfo := k.GetAllPlayerInfo(ctx)
found_in_player_list:=falsefor i :=range allPlayerInfo {if allPlayerInfo[i].Index == msg.Creator {
packet.PlayerInfo =&allPlayerInfo[i];
found_in_player_list =truebreak}}if!found_in_player_list {returnnil, errors.New("player not found")}...}
You do not handle received packages, because this module is only meant for sending player information to a separate leaderboard chain, which you will create next.