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Parent Transaction Hash | Block | From | To | |||
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11057364 | 1519 days ago | 1.41306131 ETH | ||||
11057354 | 1519 days ago | 0.01471938 ETH | ||||
11057354 | 1519 days ago | 0.16559312 ETH | ||||
11057354 | 1519 days ago | 2.18399235 ETH | ||||
11057354 | 1519 days ago | 3.83992358 ETH | ||||
10999074 | 1528 days ago | 2 ETH | ||||
10999074 | 1528 days ago | 2 ETH | ||||
10999074 | 1528 days ago | Contract Creation | 0 ETH |
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Contract Name:
LotteryStub
Compiler Version
v0.7.1+commit.f4a555be
Optimization Enabled:
Yes with 9000 runs
Other Settings:
default evmVersion
Contract Source Code (Solidity)
/** *Submitted for verification at Etherscan.io on 2020-10-06 */ // SPDX-License-Identifier: GPL-3.0-or-later pragma solidity 0.7.1; pragma experimental ABIEncoderV2; // /* * @dev Provides information about the current execution context, including the * sender of the transaction and its data. While these are generally available * via msg.sender and msg.data, they should not be accessed in such a direct * manner, since when dealing with GSN meta-transactions the account sending and * paying for execution may not be the actual sender (as far as an application * is concerned). * * This contract is only required for intermediate, library-like contracts. */ abstract contract Context { function _msgSender() internal view returns (address payable) { return msg.sender; } function _msgData() internal view returns (bytes memory) { this; // silence state mutability warning without generating bytecode - see https://github.com/ethereum/solidity/issues/2691 return msg.data; } } /** * @dev Interface of the ERC20 standard as defined in the EIP. Does not include * the optional functions; to access them see {ERC20Detailed}. */ interface IERC20 { /** * @dev Returns the amount of tokens in existence. */ function totalSupply() external view returns (uint256); /** * @dev Returns the amount of tokens owned by `account`. */ function balanceOf(address account) external view returns (uint256); /** * @dev Moves `amount` tokens from the caller's account to `recipient`. * * Returns a boolean value indicating whether the operation succeeded. * * Emits a {Transfer} event. */ function transfer(address recipient, uint256 amount) external returns (bool); /** * @dev Returns the remaining number of tokens that `spender` will be * allowed to spend on behalf of `owner` through {transferFrom}. This is * zero by default. * * This value changes when {approve} or {transferFrom} are called. */ function allowance(address owner, address spender) external view returns (uint256); /** * @dev Sets `amount` as the allowance of `spender` over the caller's tokens. * * Returns a boolean value indicating whether the operation succeeded. * * IMPORTANT: Beware that changing an allowance with this method brings the risk * that someone may use both the old and the new allowance by unfortunate * transaction ordering. One possible solution to mitigate this race * condition is to first reduce the spender's allowance to 0 and set the * desired value afterwards: * https://github.com/ethereum/EIPs/issues/20#issuecomment-263524729 * * Emits an {Approval} event. */ function approve(address spender, uint256 amount) external returns (bool); /** * @dev Moves `amount` tokens from `sender` to `recipient` using the * allowance mechanism. `amount` is then deducted from the caller's * allowance. * * Returns a boolean value indicating whether the operation succeeded. * * Emits a {Transfer} event. */ function transferFrom(address sender, address recipient, uint256 amount) external returns (bool); /** * @dev Emitted when `value` tokens are moved from one account (`from`) to * another (`to`). * * Note that `value` may be zero. */ event Transfer(address indexed from, address indexed to, uint256 value); /** * @dev Emitted when the allowance of a `spender` for an `owner` is set by * a call to {approve}. `value` is the new allowance. */ event Approval(address indexed owner, address indexed spender, uint256 value); } /** * @dev Wrappers over Solidity's arithmetic operations with added overflow * checks. * * Arithmetic operations in Solidity wrap on overflow. This can easily result * in bugs, because programmers usually assume that an overflow raises an * error, which is the standard behavior in high level programming languages. * `SafeMath` restores this intuition by reverting the transaction when an * operation overflows. * * Using this library instead of the unchecked operations eliminates an entire * class of bugs, so it's recommended to use it always. */ library SafeMath { /** * @dev Returns the addition of two unsigned integers, reverting on * overflow. * * Counterpart to Solidity's `+` operator. * * Requirements: * - Addition cannot overflow. */ function add(uint256 a, uint256 b) internal pure returns (uint256) { uint256 c = a + b; require(c >= a, "SafeMath: addition overflow"); return c; } /** * @dev Returns the subtraction of two unsigned integers, reverting on * overflow (when the result is negative). * * Counterpart to Solidity's `-` operator. * * Requirements: * - Subtraction cannot overflow. */ function sub(uint256 a, uint256 b) internal pure returns (uint256) { return sub(a, b, "SafeMath: subtraction overflow"); } /** * @dev Returns the subtraction of two unsigned integers, reverting with custom message on * overflow (when the result is negative). * * Counterpart to Solidity's `-` operator. * * Requirements: * - Subtraction cannot overflow. * * _Available since v2.4.0._ */ function sub(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { require(b <= a, errorMessage); uint256 c = a - b; return c; } /** * @dev Returns the multiplication of two unsigned integers, reverting on * overflow. * * Counterpart to Solidity's `*` operator. * * Requirements: * - Multiplication cannot overflow. */ function mul(uint256 a, uint256 b) internal pure returns (uint256) { // Gas optimization: this is cheaper than requiring 'a' not being zero, but the // benefit is lost if 'b' is also tested. // See: https://github.com/OpenZeppelin/openzeppelin-contracts/pull/522 if (a == 0) { return 0; } uint256 c = a * b; require(c / a == b, "SafeMath: multiplication overflow"); return c; } /** * @dev Returns the integer division of two unsigned integers. Reverts on * division by zero. The result is rounded towards zero. * * Counterpart to Solidity's `/` operator. Note: this function uses a * `revert` opcode (which leaves remaining gas untouched) while Solidity * uses an invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function div(uint256 a, uint256 b) internal pure returns (uint256) { return div(a, b, "SafeMath: division by zero"); } /** * @dev Returns the integer division of two unsigned integers. Reverts with custom message on * division by zero. The result is rounded towards zero. * * Counterpart to Solidity's `/` operator. Note: this function uses a * `revert` opcode (which leaves remaining gas untouched) while Solidity * uses an invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. * * _Available since v2.4.0._ */ function div(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { // Solidity only automatically asserts when dividing by 0 require(b > 0, errorMessage); uint256 c = a / b; // assert(a == b * c + a % b); // There is no case in which this doesn't hold return c; } /** * @dev Returns the remainder of dividing two unsigned integers. (unsigned integer modulo), * Reverts when dividing by zero. * * Counterpart to Solidity's `%` operator. This function uses a `revert` * opcode (which leaves remaining gas untouched) while Solidity uses an * invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. */ function mod(uint256 a, uint256 b) internal pure returns (uint256) { return mod(a, b, "SafeMath: modulo by zero"); } /** * @dev Returns the remainder of dividing two unsigned integers. (unsigned integer modulo), * Reverts with custom message when dividing by zero. * * Counterpart to Solidity's `%` operator. This function uses a `revert` * opcode (which leaves remaining gas untouched) while Solidity uses an * invalid opcode to revert (consuming all remaining gas). * * Requirements: * - The divisor cannot be zero. * * _Available since v2.4.0._ */ function mod(uint256 a, uint256 b, string memory errorMessage) internal pure returns (uint256) { require(b != 0, errorMessage); return a % b; } } /** * @dev Implementation of the {IERC20} interface. * * This implementation is agnostic to the way tokens are created. This means * that a supply mechanism has to be added in a derived contract using {_mint}. * For a generic mechanism see {ERC20Mintable}. * * TIP: For a detailed writeup see our guide * https://forum.zeppelin.solutions/t/how-to-implement-erc20-supply-mechanisms/226[How * to implement supply mechanisms]. * * We have followed general OpenZeppelin guidelines: functions revert instead * of returning `false` on failure. This behavior is nonetheless conventional * and does not conflict with the expectations of ERC20 applications. * * Additionally, an {Approval} event is emitted on calls to {transferFrom}. * This allows applications to reconstruct the allowance for all accounts just * by listening to said events. Other implementations of the EIP may not emit * these events, as it isn't required by the specification. * * Finally, the non-standard {decreaseAllowance} and {increaseAllowance} * functions have been added to mitigate the well-known issues around setting * allowances. See {IERC20-approve}. */ contract ERC20 is Context, IERC20 { using SafeMath for uint256; mapping (address => uint256) private _balances; mapping (address => mapping (address => uint256)) private _allowances; uint256 private _totalSupply; /** * @dev See {IERC20-totalSupply}. */ function totalSupply() public view virtual override returns (uint256) { return _totalSupply; } /** * @dev See {IERC20-balanceOf}. */ function balanceOf(address account) public view virtual override returns (uint256) { return _balances[account]; } /** * @dev See {IERC20-transfer}. * * Requirements: * * - `recipient` cannot be the zero address. * - the caller must have a balance of at least `amount`. */ function transfer(address recipient, uint256 amount) public virtual override returns (bool) { _transfer(_msgSender(), recipient, amount); return true; } /** * @dev See {IERC20-allowance}. */ function allowance(address owner, address spender) public view virtual override returns (uint256) { return _allowances[owner][spender]; } /** * @dev See {IERC20-approve}. * * Requirements: * * - `spender` cannot be the zero address. */ function approve(address spender, uint256 amount) public virtual override returns (bool) { _approve(_msgSender(), spender, amount); return true; } /** * @dev See {IERC20-transferFrom}. * * Emits an {Approval} event indicating the updated allowance. This is not * required by the EIP. See the note at the beginning of {ERC20}; * * Requirements: * - `sender` and `recipient` cannot be the zero address. * - `sender` must have a balance of at least `amount`. * - the caller must have allowance for `sender`'s tokens of at least * `amount`. */ function transferFrom(address sender, address recipient, uint256 amount) public virtual override returns (bool) { _transfer(sender, recipient, amount); _approve(sender, _msgSender(), _allowances[sender][_msgSender()].sub(amount, "ERC20: transfer amount exceeds allowance")); return true; } /** * @dev Atomically increases the allowance granted to `spender` by the caller. * * This is an alternative to {approve} that can be used as a mitigation for * problems described in {IERC20-approve}. * * Emits an {Approval} event indicating the updated allowance. * * Requirements: * * - `spender` cannot be the zero address. */ function increaseAllowance(address spender, uint256 addedValue) public returns (bool) { _approve(_msgSender(), spender, _allowances[_msgSender()][spender].add(addedValue)); return true; } /** * @dev Atomically decreases the allowance granted to `spender` by the caller. * * This is an alternative to {approve} that can be used as a mitigation for * problems described in {IERC20-approve}. * * Emits an {Approval} event indicating the updated allowance. * * Requirements: * * - `spender` cannot be the zero address. * - `spender` must have allowance for the caller of at least * `subtractedValue`. */ function decreaseAllowance(address spender, uint256 subtractedValue) public returns (bool) { _approve(_msgSender(), spender, _allowances[_msgSender()][spender].sub(subtractedValue, "ERC20: decreased allowance below zero")); return true; } /** * @dev Moves tokens `amount` from `sender` to `recipient`. * * This is internal function is equivalent to {transfer}, and can be used to * e.g. implement automatic token fees, slashing mechanisms, etc. * * Emits a {Transfer} event. * * Requirements: * * - `sender` cannot be the zero address. * - `recipient` cannot be the zero address. * - `sender` must have a balance of at least `amount`. */ function _transfer(address sender, address recipient, uint256 amount) internal virtual { require(sender != address(0), "ERC20: transfer from the zero address"); require(recipient != address(0), "ERC20: transfer to the zero address"); _balances[sender] = _balances[sender].sub(amount, "ERC20: transfer amount exceeds balance"); _balances[recipient] = _balances[recipient].add(amount); emit Transfer(sender, recipient, amount); } /** @dev Creates `amount` tokens and assigns them to `account`, increasing * the total supply. * * Emits a {Transfer} event with `from` set to the zero address. * * Requirements * * - `to` cannot be the zero address. */ function _mint(address account, uint256 amount) internal { require(account != address(0), "ERC20: mint to the zero address"); _totalSupply = _totalSupply.add(amount); _balances[account] = _balances[account].add(amount); emit Transfer(address(0), account, amount); } /** * @dev Destroys `amount` tokens from `account`, reducing the * total supply. * * Emits a {Transfer} event with `to` set to the zero address. * * Requirements * * - `account` cannot be the zero address. * - `account` must have at least `amount` tokens. */ function _burn(address account, uint256 amount) internal { require(account != address(0), "ERC20: burn from the zero address"); _balances[account] = _balances[account].sub(amount, "ERC20: burn amount exceeds balance"); _totalSupply = _totalSupply.sub(amount); emit Transfer(account, address(0), amount); } /** * @dev Sets `amount` as the allowance of `spender` over the `owner`s tokens. * * This is internal function is equivalent to `approve`, and can be used to * e.g. set automatic allowances for certain subsystems, etc. * * Emits an {Approval} event. * * Requirements: * * - `owner` cannot be the zero address. * - `spender` cannot be the zero address. */ function _approve(address owner, address spender, uint256 amount) internal virtual { require(owner != address(0), "ERC20: approve from the zero address"); require(spender != address(0), "ERC20: approve to the zero address"); _allowances[owner][spender] = amount; emit Approval(owner, spender, amount); } /** * @dev Destroys `amount` tokens from `account`.`amount` is then deducted * from the caller's allowance. * * See {_burn} and {_approve}. */ function _burnFrom(address account, uint256 amount) internal { _burn(account, amount); _approve(account, _msgSender(), _allowances[account][_msgSender()].sub(amount, "ERC20: burn amount exceeds allowance")); } } // // Uniswap V2 Router Interface. // Used on the Main-Net, and Public Test-Nets. interface IUniswapRouter { // Get Factory and WETH addresses. function factory() external pure returns (address); function WETH() external pure returns (address); // Create/add to a liquidity pair using ETH. function addLiquidityETH( address token, uint amountTokenDesired, uint amountTokenMin, uint amountETHMin, address to, uint deadline ) external payable returns ( uint amountToken, uint amountETH, uint liquidity ); // Remove liquidity pair. function removeLiquidityETHSupportingFeeOnTransferTokens( address token, uint liquidity, uint amountTokenMin, uint amountETHMin, address to, uint deadline ) external returns ( uint amountETH ); // Get trade output amount, given an input. function getAmountsOut( uint amountIn, address[] memory path ) external view returns ( uint[] memory amounts ); // Get trade input amount, given an output. function getAmountsIn( uint amountOut, address[] memory path ) external view returns ( uint[] memory amounts ); } // Uniswap Factory interface. // We use it only to obtain the Token Exchange Pair address. interface IUniswapFactory { function getPair( address tokenA, address tokenB ) external view returns ( address pair ); } // Uniswap Pair interface (it's also an ERC20 token). // Used to get reserves, and token price. interface IUniswapPair is IERC20 { // Addresses of the first and second pool-kens. function token0() external view returns (address); function token1() external view returns (address); // Get the pair's token pool reserves. function getReserves() external view returns ( uint112 reserve0, uint112 reserve1, uint32 blockTimestampLast ); } // /** * The Core Settings contract, which defines the global constants, * which are used in the pool and related contracts (such as * OWNER_ADDRESS), and also defines the percentage simulation * code, to use the same percentage precision across all contracts. */ contract CoreUniLotterySettings { // Percentage calculations. // As Solidity doesn't have floats, we have to use integers for // percentage arithmetics. // We set 1 percent to be equal to 1,000,000 - thus, we // simulate 6 decimal points when computing percentages. uint32 public constant PERCENT = 10 ** 6; uint32 constant BASIS_POINT = PERCENT / 100; uint32 constant _100PERCENT = 100 * PERCENT; /** The UniLottery Owner's address. * * In the current version, The Owner has rights to: * - Take up to 10% profit from every lottery. * - Pool liquidity into the pool and unpool it. * - Start new Auto-Mode & Manual-Mode lotteries. * - Set randomness provider gas price & other settings. */ // Public Testnets: 0xb13CB9BECcB034392F4c9Db44E23C3Fb5fd5dc63 // MainNet: 0x1Ae51bec001a4fA4E3b06A5AF2e0df33A79c01e2 address payable public constant OWNER_ADDRESS = address( uint160( 0x1Ae51bec001a4fA4E3b06A5AF2e0df33A79c01e2 ) ); // Maximum lottery fee the owner can imburse on transfers. uint32 constant MAX_OWNER_LOTTERY_FEE = 1 * PERCENT; // Minimum amout of profit percentage that must be distributed // to lottery winners. uint32 constant MIN_WINNER_PROFIT_SHARE = 40 * PERCENT; // Min & max profits the owner can take from lottery net profit. uint32 constant MIN_OWNER_PROFITS = 3 * PERCENT; uint32 constant MAX_OWNER_PROFITS = 10 * PERCENT; // Min & max amount of lottery profits that the pool must get. uint32 constant MIN_POOL_PROFITS = 10 * PERCENT; uint32 constant MAX_POOL_PROFITS = 60 * PERCENT; // Maximum lifetime of a lottery - 1 month (4 weeks). uint32 constant MAX_LOTTERY_LIFETIME = 4 weeks; // Callback gas requirements for a lottery's ending callback, // and for the Pool's Scheduled Callback. // Must be determined empirically. uint32 constant LOTTERY_RAND_CALLBACK_GAS = 200000; uint32 constant AUTO_MODE_SCHEDULED_CALLBACK_GAS = 3800431; } // // implement OpenZeppelin's ERC20 token. // Use the Uniswap Interfaces. // Use Core Settings. // Interface of the Main Pool Contract, with the functions that we'll // be calling from our contract. interface IUniLotteryPool { function lotteryFinish( uint totalReturn, uint profitAmount ) external payable; } // The Randomness Provider interface. interface IRandomnessProvider { function requestRandomSeedForLotteryFinish() external; } /** * Simple, gas-efficient lottery, which uses Uniswap as liquidity provider, * and determines the lottery winners through a 3 different approaches * (explained in detail on EndingAlgoType documentation). * * This contract contains all code of the lottery contract, and * lotteries themselves are just storage-container stubs, which use * DelegateCall mechanism to execute this actual lottery code on * their behalf. * * Lottery workflow consists of these consecutive stages: * * 1. Initialization stage: Main Pool deploys this lottery contract, * and calls initialize() with initial Ether funds provided. * Lottery mints initial token supply and provides the liquidity * to Uniswap, with whole token supply and initial Ether funds. * Then, lottery becomes Active - trading tokens becomes allowed. * * 2. Active Stage: Token transfers occurs on this stage, and * finish probability is Zero. Our ETH funds in Uniswap increases * in this stage. * When certain criteria of holder count and fund gains are met, * the Finishing stage begins. * * 3. Finishing Stage: It can be considered a second part of * an Active stage, because all token transfers and Uniswap trading * are still allowed and occur actively. * However, on this stage, for every transfer, a pseudo-random * number is rolled, and if that rolled number is below a specific * threshold, lottery de-activates, and Ending stage begins, when * token transfers are denied. * The threshold is determined by Finish Probability, which * increases on every transfer on this stage. * * However, notice that if Finishing Criteria (holder count and * fund gains) are no-longer met, Finishing Stage pauses, and * we get back to Active Stage. * * 4. Ending-Mining Stage - Step One: * On this stage, we Remove our contract's liquidity share * from Uniswap, then transfer the profits to the Pool and * the Owner addresses. * * Then, we call the Randomness Provider, requesting the Random Seed, * which later should be passed to us by calling our callback * (finish_randomnessProviderCallback). * * Miner, who completes this step, gets portion of Mining Rewards, * which are a dedicated profit share to miners. * * 5. Ending-Mining Stage - Step Two: On this stage, if * * However, if Randomness Provider hasn't given us a seed after * specific amount of time, on this step, before starting the * Winner Selection Algorithm, an Alternative Seed Generation * is performed, where the pseudo-random seed is generated based * on data in our and Storage contracts (transfer hash, etc.). * * If we're using MinedWinnerSelection ending algorithm type, then * on this step the miner performs the gas-intensive Winner Selection * Algorithm, which involves complex score calculations in a loop, and * then sorting the selected winners array. * * Miner who successfully completes this step, gets a portion of * the Mining Rewards. * * 6. Completion Stage (Winner Prize Claiming stage): On this stage, * the Lottery Winners can finally claim their Lottery Prizes, * by calling a prize claim function on our contract. * * If we're using WinnerSelfValidation ending algorithm, winner * computes and validates his final score on this function by * himself, so the prize claim transaction can be gas-costly. * * However, is RolledRandomness or MinedWinnerSelection algorithms * are used, this function is cheap in terms of gas. * * However, if some of winners fail to claim their prizes after * a specific amount of time (specified in config), then those * prizes can then be claimed by Lottery Main Pool too. */ contract Lottery is ERC20, CoreUniLotterySettings { // ===================== Events ===================== // // After initialize() function finishes. event LotteryInitialized(); // Emitted when lottery active stage ends (Mining Stage starts), // on Mining Stage Step 1, after transferring profits to their // respective owners (pool and OWNER_ADDRESS). event LotteryEnd( uint128 totalReturn, uint128 profitAmount ); // Emitted when on final finish, we call Randomness Provider // to callback us with random value. event RandomnessProviderCalled(); // Requirements for finishing stage start have been reached - // finishing stage has started. event FinishingStageStarted(); // We were currently on the finishing stage, but some requirement // is no longer met. We must stop the finishing stage. event FinishingStageStopped(); // New Referral ID has been generated. event ReferralIDGenerated( address referrer, uint256 id ); // New referral has been registered with a valid referral ID. event ReferralRegistered( address referree, address referrer, uint256 id ); // Fallback funds received. event FallbackEtherReceiver( address sender, uint value ); // ====================== Structs & Enums ====================== // // Lottery Stages. // Described in more detail above, on contract's main doc. enum STAGE { // Initial stage - before the initialize() function is called. INITIAL, // Active Stage: On this stage, all token trading occurs. ACTIVE, // Finishing stage: // This is when all finishing criteria are met, and for every // transfer, we're rolling a pseudo-random number to determine // if we should end the lottery (move to Ending stage). FINISHING, // Ending - Mining Stage: // This stage starts after we lottery is no longer active, // finishing stage ends. On this stage, Miners perform the // Ending Algorithm and other operations. ENDING_MINING, // Lottery is completed - this is set after the Mining Stage ends. // In this stage, Lottery Winners can claim their prizes. COMPLETION, // DISABLED stage. Used when we want a lottery contract to be // absolutely disabled - so no state-modifying functions could // be called. // This is used in DelegateCall scenarios, where state-contract // delegate-calls code contract, to save on deployment costs. DISABLED } // Ending algorithm types enum. enum EndingAlgoType { // 1. Mined Winner Selection Algorithm. // This algorithm is executed by a Lottery Miner in a single // transaction, on Mining Step 2. // // On that single transaction, all ending scores for all // holders are computed, and a sorted winner array is formed, // which is written onto the LotteryStorage state. // Thus, it's gas expensive, and suitable only for small // holder numbers (up to 300). // // Pros: // + Guaranteed deterministically specifiable winner prize // distribution - for example, if we specify that there // must be 2 winners, of which first gets 60% of prize funds, // and second gets 40% of prize funds, then it's // guarateed that prize funds will be distributed just // like that. // // + Low gas cost of prize claims - only ~ 40,000 gas for // claiming a prize. // // Cons: // - Not scaleable - as the Winner Selection Algorithm is // executed in a single transaction, it's limited by // block gas limit - 12,500,000 on the MainNet. // Thus, the lottery is limited to ~300 holders, and // max. ~200 winners of those holders. // So, it's suitable for only express-lotteries, where // a lottery runs only until ~300 holders are reached. // // - High mining costs - if lottery has 300 holders, // mining transaction takes up whole block gas limit. // MinedWinnerSelection, // 2. Winner Self-Validation Algorithm. // // This algorithm does no operations during the Mining Stage // (except for setting up a Random Seed in Lottery Storage) - // the winner selection (obtaining a winner rank) is done by // the winners themselves, when calling the prize claim // functions. // // This algorithm relies on a fact that by the time that // random seed is obtained, all data needed for winner selection // is already there - the holder scores of the Active Stage // (ether contributed, time factors, token balance), and // the Random Data (random seed + nonce (holder's address)), // so, there is no need to compute and sort the scores for the // whole holder array. // // It's done like this: the holder checks if he's a winner, using // a view-function off-chain, and if so, he calls the // claimWinnerPrize() function, which obtains his winner rank // on O(n) time, and does no writing to contract states, // except for prize transfer-related operations. // // When computing the winner's rank on LotteryStorage, // O(n) time is needed, as we loop through the holders array, // computing ending scores for each holder, using already-known // data. // However that means that for every prize claim, all scores of // all holders must be re-computed. // Computing a score for a single holder takes roughly 1500 gas // (400 for 3 slots SLOAD, and ~300 for arithmetic operations). // // So, this algorithm makes prize claims more expensive for // every lottery holder. // If there's 1000 holders, prize claim takes up 1,500,000 gas, // so, this algorithm is not suitable for small prizes, // because gas fee would be higher than the prize amount won. // // Pros: // + Guaranteed deterministically specifiable winner prize // distribution (same as for algorithm 1). // // + No mining costs for winner selection algorithm. // // + More scalable than algorithm 1. // // Cons: // - High gas costs of prize claiming, rising with the number // of lottery holders - 1500 for every lottery holder. // Thus, suitable for only large prize amounts. // WinnerSelfValidation, // 3. Rolled-Randomness algorithm. // // This algorithm is the most cheapest in terms of gas, but // the winner prize distribution is non-deterministic. // // This algorithm doesn't employ miners (no mining costs), // and doesn't require to compute scores for every holder // prior to getting a winner's rank, thus is the most scalable. // // It works like this: a holder checks his winner status by // computing only his own randomized score (rolling a random // number from the random seed, and multiplying it by holder's // Active Stage score), and computing this randomized-score's // ratio relative to maximum available randomized score. // The higher the ratio, the higher the winner rank is. // // However, many players can roll very high or low scores, and // get the same prizes, so it's difficult to make a fair and // efficient deterministic prize distribution mechanism, so // we have to fallback to specific heuristic workarounds. // // Pros: // + Scalable: O(1) complexity for computing a winner rank, // so there can be an unlimited amount of lottery holders, // and gas costs for winner selection and prize claim would // still be constant & low. // // + Gas-efficient: gas costs for all winner-related operations // are constant and low, because only single holder's score // is computed. // // + Doesn't require mining - even more gas savings. // // Cons: // + Hard to make a deterministic and fair prize distribution // mechanism, because of un-known environment - as only // single holder's score is compared to max-available // random score, not taking into account other holder // scores. // RolledRandomness } /** * Gas-efficient, minimal config, which specifies only basic, * most-important and most-used settings. */ struct LotteryConfig { // ================ Misc Settings =============== // // --------- Slot --------- // // Initial lottery funds (initial market cap). // Specified by pool, and is used to check if initial funds // transferred to fallback are correct - equal to this value. uint initialFunds; // --------- Slot --------- // // The minimum ETH value of lottery funds, that, once // reached on an exchange liquidity pool (Uniswap, or our // contract), must be guaranteed to not shrink below this value. // // This is accomplished in _transfer() function, by denying // all sells that would drop the ETH amount in liquidity pool // below this value. // // But on initial lottery stage, before this minimum requirement // is reached for the first time, all sells are allowed. // // This value is expressed in ETH - total amount of ETH funds // that we own in Uniswap liquidity pair. // // So, if initial funds were 10 ETH, and this is set to 100 ETH, // after liquidity pool's ETH value reaches 100 ETH, all further // sells which could drop the liquidity amount below 100 ETH, // would be denied by require'ing in _transfer() function // (transactions would be reverted). // uint128 fundRequirement_denySells; // ETH value of our funds that we own in Uniswap Liquidity Pair, // that's needed to start the Finishing Stage. uint128 finishCriteria_minFunds; // --------- Slot --------- // // Maximum lifetime of a lottery - maximum amount of time // allowed for lottery to stay active. // By default, it's two weeks. // If lottery is still active (hasn't returned funds) after this // time, lottery will stop on the next token transfer. uint32 maxLifetime; // Maximum prize claiming time - for how long the winners // may be able to claim their prizes after lottery ending. uint32 prizeClaimTime; // Token transfer burn rates for buyers, and a default rate for // sells and non-buy-sell transfers. uint32 burn_buyerRate; uint32 burn_defaultRate; // Maximum amount of tokens (in percentage of initial supply) // to be allowed to own by a single wallet. uint32 maxAmountForWallet_percentageOfSupply; // The required amount of time that must pass after // the request to Randomness Provider has been made, for // external actors to be able to initiate alternative // seed generation algorithm. uint32 REQUIRED_TIME_WAITING_FOR_RANDOM_SEED; // ================ Profit Shares =============== // // "Mined Uniswap Lottery" ending Ether funds, which were obtained // by removing token liquidity from Uniswap, are transfered to // these recipient categories: // // 1. The Main Pool: Initial funds, plus Pool's profit share. // 2. The Owner: Owner's profit share. // // 3. The Miners: Miner rewards for executing the winner // selection algorithm stages. // The more holders there are, the more stages the // winner selection algorithm must undergo. // Each Miner, who successfully completed an algorithm // stage, will get ETH reward equal to: // (minerProfitShare / totalAlgorithmStages). // // 4. The Lottery Winners: All remaining funds are given to // Lottery Winners, which were determined by executing // the Winner Selection Algorithm at the end of the lottery // (Miners executed it). // The Winners can claim their prizes by calling a // dedicated function in our contract. // // The profit shares of #1 and #2 have controlled value ranges // specified in CoreUniLotterySettings. // // All these shares are expressed as percentages of the // lottery profit amount (totalReturn - initialFunds). // Percentages are expressed using the PERCENT constant, // defined in CoreUniLotterySettings. // // Here we specify profit shares of Pool, Owner, and the Miners. // Winner Prize Fund is all that's left (must be more than 50% // of all profits). // uint32 poolProfitShare; uint32 ownerProfitShare; // --------- Slot --------- // uint32 minerProfitShare; // =========== Lottery Finish criteria =========== // // Lottery finish by design is a whole soft stage, that // starts when criteria for holders and fund gains are met. // During this stage, for every token transfer, a pseudo-random // number will be rolled for lottery finish, with increasing // probability. // // There are 2 ways that this probability increase is // implemented: // 1. Increasing on every new holder. // 2. Increasing on every transaction after finish stage // was initiated. // // On every new holder, probability increases more than on // new transactions. // // However, if during this stage some criteria become // no-longer-met, the finish stage is cancelled. // This cancel can be implemented by setting finish probability // to zero, or leaving it as it was, but pausing the finishing // stage. // This is controlled by finish_resetProbabilityOnStop flag - // if not set, probability stays the same, when the finishing // stage is discontinued. // ETH value of our funds that we own in Uniswap Liquidity Pair, // that's needed to start the Finishing Stage. // // LOOK ABOVE - arranged for tight-packing. // Minimum number of token holders required to start the // finishing stage. uint32 finishCriteria_minNumberOfHolders; // Minimum amount of time that lottery must be active. uint32 finishCriteria_minTimeActive; // Initial finish probability, when finishing stage was // just initiated. uint32 finish_initialProbability; // Finishing probability increase steps, for every new // transaction and every new holder. // If holder number decreases, probability decreases. uint32 finish_probabilityIncreaseStep_transaction; uint32 finish_probabilityIncreaseStep_holder; // =========== Winner selection config =========== // // Winner selection algorithm settings. // // Algorithm is based on score, which is calculated for // every holder on lottery finish, and is comprised of // the following parts. // Each part is normalized to range ( 0 - scorePoints ), // from smallest to largest value of each holder; // // After scores are computed, they are multiplied by // holder count factor (holderCount / holderCountDivisor), // and finally, multiplied by safely-generated random values, // to get end winning scores. // The top scorers win prizes. // // By default setting, max score is 40 points, and it's // comprised of the following parts: // // 1. Ether contributed (when buying from Uniswap or contract). // Gets added when buying, and subtracted when selling. // Default: 10 points. // // 2. Amount of lottery tokens holder has on finish. // Default: 5 points. // // 3. Ether contributed, multiplied by the relative factor // of time - that is/*, "block.timestamp" */minus "lotteryStartTime". // This way, late buyers can get more points even if // they get little tokens and don't spend much ether. // Default: 5 points. // // 4. Refferrer bonus. For every player that joined with // your referral ID, you get (that player's score) / 10 // points! This goes up to specified max score. // Also, every player who provides a valid referral ID, // gets 2 points for free! // Default max bonus: 20 points. // int16 maxPlayerScore_etherContributed; int16 maxPlayerScore_tokenHoldingAmount; int16 maxPlayerScore_timeFactor; int16 maxPlayerScore_refferalBonus; // --------- Slot --------- // // Score-To-Random ration data (as a rational ratio number). // For example if 1:5, then scorePart = 1, and randPart = 5. uint16 randRatio_scorePart; uint16 randRatio_randPart; // Time factor divisor - interval of time, in seconds, after // which time factor is increased by one. uint16 timeFactorDivisor; // Bonus score a player should get when registering a valid // referral code obtained from a referrer. int16 playerScore_referralRegisteringBonus; // Are we resetting finish probability when finishing stage // stops, if some criteria are no longer met? bool finish_resetProbabilityOnStop; // =========== Winner Prize Fund Settings =========== // // There are 2 available modes that we can use to distribute // winnings: a computable sequence (geometrical progression), // or an array of winner prize fund share percentages. // More gas efficient is to use a computable sequence, // where each winner gets a share equal to (factor * fundsLeft). // Factor is in range [0.01 - 1.00] - simulated as [1% - 100%]. // // For example: // Winner prize fund is 100 ethers, Factor is 1/4 (25%), and // there are 5 winners total (winnerCount), and sequenced winner // count is 2 (sequencedWinnerCount). // // So, we pre-compute the upper shares, till we arrive to the // sequenced winner count, in a loop: // - Winner 1: 0.25 * 100 = 25 eth; 100 - 25 = 75 eth left. // - Winner 2: 0.25 * 75 ~= 19 eth; 75 - 19 = 56 eth left. // // Now, we compute the left-over winner shares, which are // winners that get their prizes from the funds left after the // sequence winners. // // So, we just divide the leftover funds (56 eth), by 3, // because winnerCount - sequencedWinnerCount = 3. // - Winner 3 = 56 / 3 = 18 eth; // - Winner 4 = 56 / 3 = 18 eth; // - Winner 5 = 56 / 3 = 18 eth; // // If this value is 0, then we'll assume that array-mode is // to be used. uint32 prizeSequenceFactor; // Maximum number of winners that the prize sequence can yield, // plus the leftover winners, which will get equal shares of // the remainder from the first-prize sequence. uint16 prizeSequence_winnerCount; // How many winners would get sequence-computed prizes. // The left-over winners // This is needed because prizes in sequence tend to zero, so // we need to limit the sequence to avoid very small prizes, // and to avoid the remainder. uint16 prizeSequence_sequencedWinnerCount; // Initial token supply (without decimals). uint48 initialTokenSupply; // Ending Algorithm type. // More about the 3 algorithm types above. uint8 endingAlgoType; // --------- Slot --------- // // Array mode: The winner profit share percentages array. // For example, lottery profits can be distributed this way: // // Winner profit shares (8 winners): // [ 20%, 15%, 10%, 5%, 4%, 3%, 2%, 1% ] = 60% of profits. // Owner profits: 10% // Pool profits: 30% // // Pool profit share is not defined explicitly in the config, so // when we internally validate specified profit shares, we // assume the pool share to be the left amount until 100% , // but we also make sure that this amount is at least equal to // MIN_POOL_PROFITS, defined in CoreSettings. // uint32[] winnerProfitShares; } // ========================= Constants ========================= // // The Miner Profits - max/min values. // These aren't defined in Core Settings, because Miner Profits // are only specific to this lottery type. uint32 constant MIN_MINER_PROFITS = 1 * PERCENT; uint32 constant MAX_MINER_PROFITS = 10 * PERCENT; // Uniswap Router V2 contract instance. // Address is the same for MainNet, and all public testnets. IUniswapRouter constant uniswapRouter = IUniswapRouter( address( 0x7a250d5630B4cF539739dF2C5dAcb4c659F2488D ) ); // Public-accessible ERC20 token specific constants. string constant public name = "UniLottery Token"; string constant public symbol = "ULT"; uint256 constant public decimals = 18; // =================== State Variables =================== // // ------- Initial Slots ------- // // The config which is passed to constructor. LotteryConfig internal cfg; // ------- Slot ------- // // The Lottery Storage contract, which stores all holder data, // such as scores, referral tree data, etc. LotteryStorage public lotStorage; // ------- Slot ------- // // Pool address. Set on constructor from msg.sender. address payable public poolAddress; // ------- Slot ------- // // Randomness Provider address. address public randomnessProvider; // ------- Slot ------- // // Exchange address. In Uniswap mode, it's the Uniswap liquidity // pair's address, where trades execute. address public exchangeAddress; // Start date. uint32 public startDate; // Completion (Mining Phase End) date. uint32 public completionDate; // The date when Randomness Provider was called, requesting a // random seed for the lottery finish. // Also, when this variable becomes Non-Zero, it indicates that we're // on Ending Stage Part One: waiting for the random seed. uint32 finish_timeRandomSeedRequested; // ------- Slot ------- // // WETH address. Set by calling Router's getter, on constructor. address WETHaddress; // Is the WETH first or second token in our Uniswap Pair? bool uniswap_ethFirst; // If we are, or were before, on finishing stage, this is the // probability of lottery going to Ending Stage on this transaction. uint32 finishProbablity; // Re-Entrancy Lock (Mutex). // We protect for reentrancy in the Fund Transfer functions. bool reEntrancyMutexLocked; // On which stage we are currently. uint8 public lotteryStage; // Indicator for whether the lottery fund gains have passed a // minimum fund gain requirement. // After that time point (when this bool is set), the token sells // which could drop the fund value below the requirement, would // be denied. bool fundGainRequirementReached; // The current step of the Mining Stage. uint16 miningStep; // If we're currently on Special Transfer Mode - that is, we allow // direct transfers between parties even in NON-ACTIVE state. bool specialTransferModeEnabled; // ------- Slot ------- // // Per-Transaction Pseudo-Random hash value (transferHashValue). // This value is computed on every token transfer, by keccak'ing // the last (current) transferHashValue, msg.sender, block.timestamp, and // transaction count. // // This is used on Finishing Stage, as a pseudo-random number, // which is used to check if we should end the lottery (move to // Ending Stage). uint256 transferHashValue; // ------- Slot ------- // // On lottery end, get & store the lottery total ETH return // (including initial funds), and profit amount. uint128 public ending_totalReturn; uint128 public ending_profitAmount; // ------- Slot ------- // // The mapping that contains TRUE for addresses that already claimed // their lottery winner prizes. // Used only in COMPLETION, on claimWinnerPrize(), to check if // msg.sender has already claimed his prize. mapping( address => bool ) public prizeClaimersAddresses; // ============= Private/internal functions ============= // // Pool Only modifier. modifier poolOnly { require( msg.sender == poolAddress/*, "Function can be called only by the pool!" */); _; } // Only randomness provider allowed modifier. modifier randomnessProviderOnly { require( msg.sender == randomnessProvider/*, "Function can be called only by the UniLottery" " Randomness Provider!" */); _; } // Execute function only on specific lottery stage. modifier onlyOnStage( STAGE _stage ) { require( lotteryStage == uint8( _stage )/*, "Function cannot be called on current stage!" */); _; } // Modifier for protecting the function from re-entrant calls, // by using a locked Re-Entrancy Lock (Mutex). modifier mutexLOCKED { require( ! reEntrancyMutexLocked/*, "Re-Entrant Calls are NOT ALLOWED!" */); reEntrancyMutexLocked = true; _; reEntrancyMutexLocked = false; } // Check if we're currently on a specific stage. function onStage( STAGE _stage ) internal view returns( bool ) { return ( lotteryStage == uint8( _stage ) ); } /** * Check if token transfer to specific wallet won't exceed * maximum token amount allowed to own by a single wallet. * * @return true, if holder's balance with "amount" added, * would exceed the max allowed single holder's balance * (by default, that is 5% of total supply). */ function transferExceedsMaxBalance( address holder, uint amount ) internal view returns( bool ) { uint maxAllowedBalance = ( totalSupply() * cfg.maxAmountForWallet_percentageOfSupply ) / ( _100PERCENT ); return ( ( balanceOf( holder ) + amount ) > maxAllowedBalance ); } /** * Update holder data. * This function is called by _transfer() function, just before * transfering final amount of tokens directly from sender to * receiver. * At this point, all burns/mints have been done, and we're sure * that this transfer is valid and must be successful. * * In all modes, this function is used to update the holder array. * * However, on external exchange modes (e.g. on Uniswap mode), * it is also used to track buy/sell ether value, to update holder * scores, when token buys/sells cannot be tracked directly. * * If, however, we use Standalone mode, we are the exchange, * so on _transfer() we already know the ether value, which is * set to currentBuySellEtherValue variable. * * @param amountSent - the token amount that is deducted from * sender's balance. This includes burn, and owner fee. * * @param amountReceived - the token amount that receiver * actually receives, after burns and fees. * * @return holderCountChanged - indicates whether holder count * changes during this transfer - new holder joins or leaves * (true), or no change occurs (false). */ function updateHolderData_preTransfer( address sender, address receiver, uint256 amountSent, uint256 amountReceived ) internal returns( bool holderCountChanged ) { // Update holder array, if new token holder joined, or if // a holder transfered his whole balance. holderCountChanged = false; // Sender transferred his whole balance - no longer a holder. if( balanceOf( sender ) == amountSent ) { lotStorage.removeHolder( sender ); holderCountChanged = true; } // Receiver didn't have any tokens before - add it to holders. if( balanceOf( receiver ) == 0 && amountReceived > 0 ) { lotStorage.addHolder( receiver ); holderCountChanged = true; } // Update holder score factors: if buy/sell occured, update // etherContributed and timeFactors scores, // and also propagate the scores through the referral chain // to the parent referrers (this is done in Storage contract). // This lottery operates only on external exchange (Uniswap) // mode, so we have to find out the buy/sell Ether value by // calling the external exchange (Uniswap pair) contract. // Temporary variable to store current transfer's buy/sell // value in Ethers. int buySellValue; // Sender is an exchange - buy detected. if( sender == exchangeAddress && receiver != exchangeAddress ) { // Use the Router's functionality. // Set the exchange path to WETH -> ULT // (ULT is Lottery Token, and it's address is our address). address[] memory path = new address[]( 2 ); path[ 0 ] = WETHaddress; path[ 1 ] = address(this); uint[] memory ethAmountIn = uniswapRouter.getAmountsIn( amountSent, // uint amountOut, path // address[] path ); buySellValue = int( ethAmountIn[ 0 ] ); // Compute time factor value for the current ether value. // buySellValue is POSITIVE. // When computing Time Factors, leave only 2 ether decimals. int timeFactorValue = ( buySellValue / (1 ether / 100) ) * int( (block.timestamp - startDate) / cfg.timeFactorDivisor ); if( timeFactorValue == 0 ) timeFactorValue = 1; // Update and propagate the buyer (receiver) scores. lotStorage.updateAndPropagateScoreChanges( receiver, int80( buySellValue ), int80( timeFactorValue ), int80( amountReceived ) ); } // Receiver is an exchange - sell detected. else if( sender != exchangeAddress && receiver == exchangeAddress ) { // Use the Router's functionality. // Set the exchange path to ULT -> WETH // (ULT is Lottery Token, and it's address is our address). address[] memory path = new address[]( 2 ); path[ 0 ] = address(this); path[ 1 ] = WETHaddress; uint[] memory ethAmountOut = uniswapRouter.getAmountsOut( amountReceived, // uint amountIn path // address[] path ); // It's a sell (ULT -> WETH), so set value to NEGATIVE. buySellValue = int( -1 ) * int( ethAmountOut[ 1 ] ); // Compute time factor value for the current ether value. // buySellValue is NEGATIVE. int timeFactorValue = ( buySellValue / (1 ether / 100) ) * int( (block.timestamp - startDate) / cfg.timeFactorDivisor ); if( timeFactorValue == 0 ) timeFactorValue = -1; // Update and propagate the seller (sender) scores. lotStorage.updateAndPropagateScoreChanges( sender, int80( buySellValue ), int80( timeFactorValue ), -1 * int80( amountSent ) ); } // Neither Sender nor Receiver are exchanges - default transfer. // Tokens just got transfered between wallets, without // exchanging for ETH - so etherContributed_change = 0. // On this case, update both sender's & receiver's scores. // else { buySellValue = 0; lotStorage.updateAndPropagateScoreChanges( sender, 0, 0, -1 * int80( amountSent ) ); lotStorage.updateAndPropagateScoreChanges( receiver, 0, 0, int80( amountReceived ) ); } // Check if lottery liquidity pool funds have already // reached a minimum required ETH value. uint ethFunds = getCurrentEthFunds(); if( !fundGainRequirementReached && ethFunds >= cfg.fundRequirement_denySells ) { fundGainRequirementReached = true; } // Check whether this token transfer is allowed if it's a sell // (if buySellValue is negative): // // If we've already reached the minimum fund gain requirement, // and this sell would shrink lottery liquidity pool's ETH funds // below this requirement, then deny this sell, causing this // transaction to fail. if( fundGainRequirementReached && buySellValue < 0 && ( uint( -1 * buySellValue ) >= ethFunds || ethFunds - uint( -1 * buySellValue ) < cfg.fundRequirement_denySells ) ) { require( false/*, "This sell would drop the lottery ETH funds" "below the minimum requirement threshold!" */); } } /** * Check for finishing stage start conditions. * - If some conditions are met, start finishing stage! * Do it by setting "onFinishingStage" bool. * - If we're currently on finishing stage, and some condition * is no longer met, then stop the finishing stage. */ function checkFinishingStageConditions() internal { // Firstly, check if lottery hasn't exceeded it's maximum lifetime. // If so, don't check anymore, just set finishing stage, and // end the lottery on further call of checkForEnding(). if( (block.timestamp - startDate) > cfg.maxLifetime ) { lotteryStage = uint8( STAGE.FINISHING ); return; } // Compute & check the finishing criteria. // Notice that we adjust the config-specified fund gain // percentage increase to uint-mode, by adding 100 percents, // because we don't deal with negative percentages, and here // we represent loss as a percentage below 100%, and gains // as percentage above 100%. // So, if in regular gains notation, it's said 10% gain, // in uint mode, it's said 110% relative increase. // // (Also, remember that losses are impossible in our lottery // working scheme). if( lotStorage.getHolderCount() >= cfg.finishCriteria_minNumberOfHolders && getCurrentEthFunds() >= cfg.finishCriteria_minFunds && (block.timestamp - startDate) >= cfg.finishCriteria_minTimeActive ) { if( onStage( STAGE.ACTIVE ) ) { // All conditions are met - start the finishing stage. lotteryStage = uint8( STAGE.FINISHING ); emit FinishingStageStarted(); } } else if( onStage( STAGE.FINISHING ) ) { // However, what if some condition was not met, but we're // already on the finishing stage? // If so, we must stop the finishing stage. // But what to do with the finishing probability? // Config specifies if it should be reset or maintain it's // value until the next time finishing stage is started. lotteryStage = uint8( STAGE.ACTIVE ); if( cfg.finish_resetProbabilityOnStop ) finishProbablity = cfg.finish_initialProbability; emit FinishingStageStopped(); } } /** * We're currently on finishing stage - so let's check if * we should end the lottery block.timestamp! * * This function is called from _transfer(), only if we're sure * that we're currently on finishing stage (onFinishingStage * variable is set). * * Here, we compute the pseudo-random number from hash of * current message's sender, block.timestamp, and other values, * and modulo it to the current finish probability. * If it's equal to 1, then we end the lottery! * * Also, here we update the finish probability according to * probability update criteria - holder count, and tx count. * * @param holderCountChanged - indicates whether Holder Count * has changed during this transfer (new holder joined, or * a holder sold all his tokens). */ function checkForEnding( bool holderCountChanged ) internal { // At first, check if lottery max lifetime is exceeded. // If so, start ending procedures right block.timestamp. if( (block.timestamp - startDate) > cfg.maxLifetime ) { startEndingStage(); return; } // Now, we know that lottery lifetime is still OK, and we're // currently on Finishing Stage (because this function is // called only when onFinishingStage is set). // // Now, check if we should End the lottery, by computing // a modulo on a pseudo-random number, which is a transfer // hash, computed for every transfer on _transfer() function. // // Get the modulo amount according to current finish // probability. // We use precision of 0.01% - notice the "10000 *" before // 100 PERCENT. // Later, when modulo'ing, we'll check if value is below 10000. // uint prec = 10000; uint modAmount = (prec * _100PERCENT) / finishProbablity; if( ( transferHashValue % modAmount ) <= prec ) { // Finish probability is met! Commence lottery end - // start Ending Stage. startEndingStage(); return; } // Finish probability wasn't met. // Update the finish probability, by increasing it! // Transaction count criteria. // As we know that this function is called on every new // transfer (transaction), we don't check if transactionCount // increased or not - we just perform probability update. finishProbablity += cfg.finish_probabilityIncreaseStep_transaction; // Now, perform holder count criteria update. // Finish probability increases, no matter if holder count // increases or decreases. if( holderCountChanged ) finishProbablity += cfg.finish_probabilityIncreaseStep_holder; } /** * Start the Ending Stage, by De-Activating the lottery, * to deny all further token transfers (excluding the one when * removing liquidity from Uniswap), and transition into the * Mining Phase - set the lotteryStage to MINING. */ function startEndingStage() internal { lotteryStage = uint8( STAGE.ENDING_MINING ); } /** * Execute the first step of the Mining Stage - request a * Random Seed from the Randomness Provider. * * Here, we call the Randomness Provider, asking for a true random seed * to be passed to us into our callback, named * "finish_randomnessProviderCallback()". * * When that callback will be called, our storage's random seed will * be set, and we'll be able to start the Ending Algorithm on * further mining steps. * * Notice that Randomness Provider must already be funded, to * have enough Ether for Provable fee and the gas costs of our * callback function, which are quite high, because of winner * selection algorithm, which is computationally expensive. * * The Randomness Provider is always funded by the Pool, * right before the Pool deploys and starts a new lottery, so * as every lottery calls the Randomness Provider only once, * the one-call-fund method for every lottery is sufficient. * * Also notice, that Randomness Provider might fail to call * our callback due to some unknown reasons! * Then, the lottery profits could stay locked in this * lottery contract forever ?!! * * No! We've thought about that - we've implemented the * Alternative Ending mechanism, where, if specific time passes * after we've made a request to Randomness Provider, and * callback hasn't been called yet, we allow external actor to * execute the Alternative ending, which basically does the * same things as the default ending, just that the Random Seed * will be computed locally in our contract, using the * Pseudo-Random mechanism, which could compute a reasonably * fair and safe value using data from holder array, and other * values, described in more detail on corresponding function's * description. */ function mine_requestRandomSeed() internal { // We're sure that the Randomness Provider has enough funds. // Execute the random request, and get ready for Ending Algorithm. IRandomnessProvider( randomnessProvider ) .requestRandomSeedForLotteryFinish(); // Store the time when random seed has been requested, to // be able to alternatively handle the lottery finish, if // randomness provider doesn't call our callback for some // reason. finish_timeRandomSeedRequested = uint32( block.timestamp ); // Emit appropriate events. emit RandomnessProviderCalled(); } /** PAYABLE [ OUT ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * Transfer the Owner & Pool profit shares, when lottery ends. * This function is the first one that's executed on the Mining * Stage. * This is the first step of Mining. So, the Miner who executes this * function gets the mining reward. * * This function's job is to Gather the Profits & Initial Funds, * and Transfer them to Profiters - that is, to The Pool, and * to The Owner. * * The Miners' profit share and Winner Prize Fund stay in this * contract. * * On this function, we (in this order): * * 1. Remove all liquidity from Uniswap (if using Uniswap Mode), * pulling it to our contract's wallet. * * 2. Transfer the Owner and the Pool ETH profit shares to * Owner and Pool addresses. * * * This function transfers Ether out of our contract: * - We transfer the Profits to Pool and Owner addresses. */ function mine_removeUniswapLiquidityAndTransferProfits() internal mutexLOCKED { // We've already approved our token allowance to Router. // Now, approve Uniswap liquidity token's Router allowance. ERC20( exchangeAddress ).approve( address(uniswapRouter), uint(-1) ); // Enable the SPECIAL-TRANSFER mode, to allow Uniswap to transfer // the tokens from Pair to Router, and then from Router to us. specialTransferModeEnabled = true; // Remove liquidity! uint amountETH = uniswapRouter .removeLiquidityETHSupportingFeeOnTransferTokens( address(this), // address token, ERC20( exchangeAddress ).balanceOf( address(this) ), 0, // uint amountTokenMin, 0, // uint amountETHMin, address(this), // address to, (block.timestamp + 10000000) // uint deadline ); // Tokens are transfered. Disable the special transfer mode. specialTransferModeEnabled = false; // Check that we've got a correct amount of ETH. require( address(this).balance >= amountETH && address(this).balance >= cfg.initialFunds/*, "Incorrect amount of ETH received from Uniswap!" */); // Compute the Profit Amount (current balance - initial funds). ending_totalReturn = uint128( address(this).balance ); ending_profitAmount = ending_totalReturn - uint128( cfg.initialFunds ); // Compute, and Transfer Owner's profit share and // Pool's profit share to their respective addresses. uint poolShare = ( ending_profitAmount * cfg.poolProfitShare ) / ( _100PERCENT ); uint ownerShare = ( ending_profitAmount * cfg.ownerProfitShare ) / ( _100PERCENT ); // To pool, transfer it's profit share plus initial funds. IUniLotteryPool( poolAddress ).lotteryFinish { value: poolShare + cfg.initialFunds } ( ending_totalReturn, ending_profitAmount ); // Transfer Owner's profit share. OWNER_ADDRESS.transfer( ownerShare ); // Emit ending event. emit LotteryEnd( ending_totalReturn, ending_profitAmount ); } /** * Executes a single step of the Winner Selection Algorithm * (the Ending Algorithm). * The algorithm itself is being executed in the Storage contract. * * On current design, whole algorithm is executed in a single step. * * This function is executed only in the Mining stage, and * accounts for most of the gas spent during mining. */ function mine_executeEndingAlgorithmStep() internal { // Launch the winner algorithm, to execute the next step. lotStorage.executeWinnerSelectionAlgorithm(); } // =============== Public functions =============== // /** * Constructor of this delegate code contract. * Here, we set OUR STORAGE's lotteryStage to DISABLED, because * we don't want anybody to call this contract directly. */ constructor() { lotteryStage = uint8( STAGE.DISABLED ); } /** * Construct the lottery contract which is delegating it's * call to us. * * @param config - LotteryConfig structure to use in this lottery. * * Future approach: ABI-encoded Lottery Config * (different implementations might use different config * structures, which are ABI-decoded inside the implementation). * * Also, this "config" includes the ABI-encoded temporary values, * which are not part of persisted LotteryConfig, but should * be used only in constructor - for example, values to be * assigned to storage variables, such as ERC20 token's * name, symbol, and decimals. * * @param _poolAddress - Address of the Main UniLottery Pool, which * provides initial funds, and receives it's profit share. * * @param _randomProviderAddress - Address of a Randomness Provider, * to use for obtaining random seeds. * * @param _storageAddress - Address of a Lottery Storage. * Storage contract is a separate contract which holds all * lottery token holder data, such as intermediate scores. * */ function construct( LotteryConfig memory config, address payable _poolAddress, address _randomProviderAddress, address _storageAddress ) external { // Check if contract wasn't already constructed! require( poolAddress == address( 0 )/*, "Contract is already constructed!" */); // Set the Pool's Address - notice that it's not the // msg.sender, because lotteries aren't created directly // by the Pool, but by the Lottery Factory! poolAddress = _poolAddress; // Set the Randomness Provider address. randomnessProvider = _randomProviderAddress; // Check the minimum & maximum requirements for config // profit & lifetime parameters. require( config.maxLifetime <= MAX_LOTTERY_LIFETIME/*, "Lottery maximum lifetime is too high!" */); require( config.poolProfitShare >= MIN_POOL_PROFITS && config.poolProfitShare <= MAX_POOL_PROFITS/*, "Pool profit share is invalid!" */); require( config.ownerProfitShare >= MIN_OWNER_PROFITS && config.ownerProfitShare <= MAX_OWNER_PROFITS/*, "Owner profit share is invalid!" */); require( config.minerProfitShare >= MIN_MINER_PROFITS && config.minerProfitShare <= MAX_MINER_PROFITS/*, "Miner profit share is invalid!" */); // Check if time factor divisor is higher than 2 minutes. // That's because int40 wouldn't be able to handle precisions // of smaller time factor divisors. require( config.timeFactorDivisor >= 2 minutes /*, "Time factor divisor is lower than 2 minutes!"*/ ); // Check if winner profit share is good. uint32 totalWinnerShare = (_100PERCENT) - config.poolProfitShare - config.ownerProfitShare - config.minerProfitShare; require( totalWinnerShare >= MIN_WINNER_PROFIT_SHARE/*, "Winner profit share is too low!" */); // Check if ending algorithm params are good. require( config.randRatio_scorePart != 0 && config.randRatio_randPart != 0 && ( config.randRatio_scorePart + config.randRatio_randPart ) < 10000/*, "Random Ratio params are invalid!" */); require( config.endingAlgoType == uint8( EndingAlgoType.MinedWinnerSelection ) || config.endingAlgoType == uint8( EndingAlgoType.WinnerSelfValidation ) || config.endingAlgoType == uint8( EndingAlgoType.RolledRandomness )/*, "Wrong Ending Algorithm Type!" */); // Set the number of winners (winner count). // If using Computed Sequence winner prize shares, set that // value, and if it's zero, then we're using the Array-Mode // prize share specification. if( config.prizeSequence_winnerCount == 0 && config.winnerProfitShares.length != 0 ) config.prizeSequence_winnerCount = uint16( config.winnerProfitShares.length ); // Setup our Lottery Storage - initialize, and set the // Algorithm Config. LotteryStorage _lotStorage = LotteryStorage( _storageAddress ); // Setup a Winner Score Config for the winner selection algo, // to be used in the Lottery Storage. LotteryStorage.WinnerAlgorithmConfig memory winnerConfig; // Algorithm type. winnerConfig.endingAlgoType = config.endingAlgoType; // Individual player max score parts. winnerConfig.maxPlayerScore_etherContributed = config.maxPlayerScore_etherContributed; winnerConfig.maxPlayerScore_tokenHoldingAmount = config.maxPlayerScore_tokenHoldingAmount; winnerConfig.maxPlayerScore_timeFactor = config.maxPlayerScore_timeFactor; winnerConfig.maxPlayerScore_refferalBonus = config.maxPlayerScore_refferalBonus; // Score-To-Random ratio parts. winnerConfig.randRatio_scorePart = config.randRatio_scorePart; winnerConfig.randRatio_randPart = config.randRatio_randPart; // Set winner count (no.of winners). winnerConfig.winnerCount = config.prizeSequence_winnerCount; // Initialize the storage (bind it to our contract). _lotStorage.initialize( winnerConfig ); // Set our immutable variable. lotStorage = _lotStorage; // Now, set our config to the passed config. cfg = config; // Might be un-needed (can be replaced by Constant on the MainNet): WETHaddress = uniswapRouter.WETH(); } /** PAYABLE [ IN ] <<<<<<<<<<<<<<<<<<<<<<<<<<<< * * Fallback Receive Ether function. * Used to receive ETH funds back from Uniswap, on lottery's end, * when removing liquidity. */ receive() external payable { emit FallbackEtherReceiver( msg.sender, msg.value ); } /** PAYABLE [ IN ] <<<<<<<<<<<<<<<<<<<<<<<<<<<< * PAYABLE [ OUT ] >>>>>>>>>>>>>>>>>>>>>>>>>>>> * * Initialization function. * Here, the most important startup operations are made - * such as minting initial token supply and transfering it to * the Uniswap liquidity pair, in exchange for UNI-v2 tokens. * * This function is called by the pool, when transfering * initial funds to this contract. * * What's payable? * - Pool transfers initial funds to our contract. * - We transfer that initial fund Ether to Uniswap liquidity pair * when creating/providing it. */ function initialize() external payable poolOnly mutexLOCKED onlyOnStage( STAGE.INITIAL ) { // Check if pool transfered correct amount of funds. require( address( this ).balance == cfg.initialFunds/*, "Invalid amount of funds transfered!" */); // Set start date. startDate = uint32( block.timestamp ); // Set the initial transfer hash value. transferHashValue = uint( keccak256( abi.encodePacked( msg.sender, block.timestamp ) ) ); // Set initial finish probability, to be used when finishing // stage starts. finishProbablity = cfg.finish_initialProbability; // ===== Active operations - mint & distribute! ===== // // Mint full initial supply of tokens to our contract address! _mint( address(this), uint( cfg.initialTokenSupply ) * (10 ** decimals) ); // Now - prepare to create a new Uniswap Liquidity Pair, // with whole our total token supply and initial funds ETH // as the two liquidity reserves. // Approve Uniswap Router to allow it to spend our tokens. // Set maximum amount available. _approve( address(this), address( uniswapRouter ), uint(-1) ); // Provide liquidity - the Router will automatically // create a new Pair. uniswapRouter.addLiquidityETH { value: address(this).balance } ( address(this), // address token, totalSupply(), // uint amountTokenDesired, totalSupply(), // uint amountTokenMin, address(this).balance, // uint amountETHMin, address(this), // address to, (block.timestamp + 1000) // uint deadline ); // Get the Pair address - that will be the exchange address. exchangeAddress = IUniswapFactory( uniswapRouter.factory() ) .getPair( WETHaddress, address(this) ); // We assume that the token reserves of the pair are good, // and that we own the full amount of liquidity tokens. // Find out which of the pair tokens is WETH - is it the // first or second one. Use it later, when getting our share. if( IUniswapPair( exchangeAddress ).token0() == WETHaddress ) uniswap_ethFirst = true; else uniswap_ethFirst = false; // Move to ACTIVE lottery stage. // Now, all token transfers will be allowed. lotteryStage = uint8( STAGE.ACTIVE ); // Lottery is initialized. We're ready to emit event. emit LotteryInitialized(); } // Return this lottery's initial funds, as were specified in the config. // function getInitialFunds() external view returns( uint ) { return cfg.initialFunds; } // Return active (still not returned to pool) initial fund value. // If no-longer-active, return 0 (default) - because funds were // already returned back to the pool. // function getActiveInitialFunds() external view returns( uint ) { if( onStage( STAGE.ACTIVE ) ) return cfg.initialFunds; return 0; } /** * Get current Exchange's Token and ETH reserves. * We're on Uniswap mode, so get reserves from Uniswap. */ function getReserves() external view returns( uint _ethReserve, uint _tokenReserve ) { // Use data from Uniswap pair contract. ( uint112 res0, uint112 res1, ) = IUniswapPair( exchangeAddress ).getReserves(); if( uniswap_ethFirst ) return ( res0, res1 ); else return ( res1, res0 ); } /** * Get our share (ETH amount) of the Uniswap Pair ETH reserve, * of our Lottery tokens ULT-WETH liquidity pair. */ function getCurrentEthFunds() public view returns( uint ethAmount ) { IUniswapPair pair = IUniswapPair( exchangeAddress ); ( uint112 res0, uint112 res1, ) = pair.getReserves(); uint resEth = uint( uniswap_ethFirst ? res0 : res1 ); // Compute our amount of the ETH reserve, based on our // percentage of our liquidity token balance to total supply. uint liqTokenPercentage = ( pair.balanceOf( address(this) ) * (_100PERCENT) ) / ( pair.totalSupply() ); // Compute and return the ETH reserve. return ( resEth * liqTokenPercentage ) / (_100PERCENT); } /** * Get current finish probability. * If it's ACTIVE stage, return 0 automatically. */ function getFinishProbability() external view returns( uint32 ) { if( onStage( STAGE.FINISHING ) ) return finishProbablity; return 0; } /** * Generate a referral ID for msg.sender, who must be a token holder. * Referral ID is used to refer other wallets into playing our * lottery. * - Referrer gets bonus points for every wallet that bought * lottery tokens and specified his referral ID. * - Referrees (wallets who got referred by registering a valid * referral ID, corresponding to some referrer), get some * bonus points for specifying (registering) a referral ID. * * Referral ID is a uint256 number, which is generated by * keccak256'ing the holder's address, holder's current * token ballance, and current time. */ function generateReferralID() external onlyOnStage( STAGE.ACTIVE ) { uint256 refID = lotStorage.generateReferralID( msg.sender ); // Emit approppriate events. emit ReferralIDGenerated( msg.sender, refID ); } /** * Register a referral for a msg.sender (must be token holder), * using a valid referral ID got from a referrer. * This function is called by a referree, who obtained a * valid referral ID from some referrer, who previously * generated it using generateReferralID(). * * You can only register a referral once! * When you do so, you get bonus referral points! */ function registerReferral( uint256 referralID ) external onlyOnStage( STAGE.ACTIVE ) { address referrer = lotStorage.registerReferral( msg.sender, cfg.playerScore_referralRegisteringBonus, referralID ); // Emit approppriate events. emit ReferralRegistered( msg.sender, referrer, referralID ); } /** * The most important function of this contract - Transfer Function. * * Here, all token burning, intermediate score tracking, and * finish condition checking is performed, according to the * properties specified in config. */ function _transfer( address sender, address receiver, uint256 amount ) internal override { // Check if transfers are allowed in current state. // On Non-Active stage, transfers are allowed only from/to // our contract. // As we don't have Standalone Mode on this lottery variation, // that means that tokens to/from our contract are travelling // only when we transfer them to Uniswap Pair, and when // Uniswap transfers them back to us, on liquidity remove. // // On this state, we also don't perform any burns nor // holding trackings - just transfer and return. if( !onStage( STAGE.ACTIVE ) && !onStage( STAGE.FINISHING ) && ( sender == address(this) || receiver == address(this) || specialTransferModeEnabled ) ) { super._transfer( sender, receiver, amount ); return; } // Now, we know that we're NOT on special mode. // Perform standard checks & brecks. require( ( onStage( STAGE.ACTIVE ) || onStage( STAGE.FINISHING ) )/*, "Token transfers are only allowed on ACTIVE stage!" */); // Can't transfer zero tokens, or use address(0) as sender. require( amount != 0 && sender != address(0)/*, "Amount is zero, or transfering from zero address." */); // Compute the Burn Amount - if buying tokens from an exchange, // we use a lower burn rate - to incentivize buying! // Otherwise (if selling or just transfering between wallets), // we use a higher burn rate. uint burnAmount; // It's a buy - sender is an exchange. if( sender == exchangeAddress ) burnAmount = ( amount * cfg.burn_buyerRate ) / (_100PERCENT); else burnAmount = ( amount * cfg.burn_defaultRate ) / (_100PERCENT); // Now, compute the final amount to be gotten by the receiver. uint finalAmount = amount - burnAmount; // Check if receiver's balance won't exceed the max-allowed! // Receiver must not be an exchange. if( receiver != exchangeAddress ) { require( !transferExceedsMaxBalance( receiver, finalAmount )/*, "Receiver's balance would exceed maximum after transfer!"*/); } // Now, update holder data array accordingly. bool holderCountChanged = updateHolderData_preTransfer( sender, receiver, amount, // Amount Sent (Pre-Fees) finalAmount // Amount Received (Post-Fees). ); // All is ok - perform the burn and token transfers block.timestamp. // Burn token amount from sender's balance. super._burn( sender, burnAmount ); // Finally, transfer the final amount from sender to receiver. super._transfer( sender, receiver, finalAmount ); // Compute new Pseudo-Random transfer hash, which must be // computed for every transfer, and is used in the // Finishing Stage as a pseudo-random unique value for // every transfer, by which we determine whether lottery // should end on this transfer. // // Compute it like this: keccak the last (current) // transferHashValue, msg.sender, sender, receiver, amount. transferHashValue = uint( keccak256( abi.encodePacked( transferHashValue, msg.sender, sender, receiver, amount ) ) ); // Check if we should be starting a finishing stage block.timestamp. checkFinishingStageConditions(); // If we're on finishing stage, check for ending conditions. // If ending check is satisfied, the checkForEnding() function // starts ending operations. if( onStage( STAGE.FINISHING ) ) checkForEnding( holderCountChanged ); } /** * Callback function, which is called from Randomness Provider, * after it obtains a random seed to be passed to us, after * we have initiated The Ending Stage, on which random seed * is used to generate random factors for Winner Selection * algorithm. */ function finish_randomnessProviderCallback( uint256 randomSeed, uint256 /*callID*/ ) external randomnessProviderOnly { // Set the random seed in the Storage Contract. lotStorage.setRandomSeed( randomSeed ); // If algo-type is not Mined Winner Selection, then by block.timestamp // we assume lottery as COMPL3T3D. if( cfg.endingAlgoType != uint8(EndingAlgoType.MinedWinnerSelection) ) { lotteryStage = uint8( STAGE.COMPLETION ); completionDate = uint32( block.timestamp ); } } /** * Function checks if we can initiate Alternative Seed generation. * * Alternative approach to Lottery Random Seed is used only when * Randomness Provider doesn't work, and doesn't call the * above callback. * * This alternative approach can be initiated by Miners, when * these conditions are met: * - Lottery is on Ending (Mining) stage. * - Request to Randomness Provider was made at least X time ago, * and our callback hasn't been called yet. * * If these conditions are met, we can initiate the Alternative * Random Seed generation, which generates a seed based on our * state. */ function alternativeSeedGenerationPossible() internal view returns( bool ) { return ( onStage( STAGE.ENDING_MINING ) && ( (block.timestamp - finish_timeRandomSeedRequested) > cfg.REQUIRED_TIME_WAITING_FOR_RANDOM_SEED ) ); } /** * Return this lottery's config, using ABIEncoderV2. */ /*function getLotteryConfig() external view returns( LotteryConfig memory ourConfig ) { return cfg; }*/ /** * Checks if Mining is currently available. */ function isMiningAvailable() external view returns( bool ) { return onStage( STAGE.ENDING_MINING ) && ( miningStep == 0 || ( miningStep == 1 && ( lotStorage.getRandomSeed() != 0 || alternativeSeedGenerationPossible() ) ) ); } /** PAYABLE [ OUT ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * Mining function, to be executed on Ending (Mining) stage. * * "Mining" approach is used in this lottery, to use external * actors for executing the gas-expensive Ending Algorithm, * and other ending operations, such as profit transfers. * * "Miners" can be any external actors who call this function. * When Miner successfully completes a Mining Step, he gets * a Mining Reward, which is a certain portion of lottery's profit * share, dedicated to Miners. * * NOT-IMPLEMENTED APPROACH: * * All these operations are divided into "mining steps", which are * smaller components, which fit into reasonable gas limits. * All "steps" are designed to take up similar amount of gas. * * For example, if total lottery profits (total ETH got from * pulling liquidity out of Uniswap, minus initial funds), * is 100 ETH, Miner Profit Share is 10%, and there are 5 mining * steps total, then for a singe step executed, miner will get: * * (100 * 0.1) / 5 = 2 ETH. * * --------------------------------- * * CURRENTLY IMPLEMENTED APPROACH: * * As the above-defined approach would consume very much gas for * inter-step intermediate state storage, we have thought that * for block.timestamp, it's better to have only 2 mining steps, the second of * which performs the whole Winner Selection Algorithm. * * This is because performing the whole algorithm at once would save * us up to 10x more gas in total, than executing it in steps. * * However, this solution is not scalable, because algorithm has * to fit into block gas limit (10,000,000 gas), so we are limited * to a certain safe maximum number of token holders, which is * empirically determined during testing, and defined in the * MAX_SAFE_NUMBER_OF_HOLDERS constant, which is checked against the * config value "finishCriteria_minNumberOfHolders" in constructor. * * So, in this approach, there are only 2 mining steps: * * 1. Remove liquidity from Uniswap, transfer profit shares to * the Pool and the Owner Address, and request Random Seed * from the Randomness Provider. * Reward: 25% of total Mining Rewards. * * 2. Perform the whole Winner Selection Algorithm inside the * Lottery Storage contract. * Reward: 75% of total Mining Rewards. * * * Function transfers Ether out of our contract: * - Transfers the current miner's reward to msg.sender. */ function mine() external onlyOnStage( STAGE.ENDING_MINING ) { uint currentStepReward; // Perform different operations on different mining steps. // Step 0: Remove liquidity from Uniswap, transfer profits to // Pool and Owner addresses. Also, request a Random Seed // from the Randomness Provider. if( miningStep == 0 ) { mine_requestRandomSeed(); mine_removeUniswapLiquidityAndTransferProfits(); // Compute total miner reward amount, then compute this // step's reward later. uint totalMinerRewards = ( ending_profitAmount * cfg.minerProfitShare ) / ( _100PERCENT ); // Step 0 reward is 10% for Algo type 1. if( cfg.endingAlgoType == uint8(EndingAlgoType.MinedWinnerSelection) ) { currentStepReward = ( totalMinerRewards * (10 * PERCENT) ) / ( _100PERCENT ); } // If other algo-types, second step is not normally needed, // so here we take 80% of miner rewards. // If Randomness Provider won't give us a seed after // specific amount of time, we'll initiate a second step, // with remaining 20% of miner rewords. else { currentStepReward = ( totalMinerRewards * (80 * PERCENT) ) / ( _100PERCENT ); } require( currentStepReward <= totalMinerRewards/*, "BUG 1694" */); } // Step 1: // If we use MinedWinnerSelection algo-type, then execute the // winner selection algorithm. // Otherwise, check if Random Provider hasn't given us a // random seed long enough, so that we have to generate a // seed locally. else { // Check if we can go into this step when using specific // ending algorithm types. if( cfg.endingAlgoType != uint8(EndingAlgoType.MinedWinnerSelection) ) { require( lotStorage.getRandomSeed() == 0 && alternativeSeedGenerationPossible()/*, "Second Mining Step is not available for " "current Algo-Type on these conditions!" */); } // Compute total miner reward amount, then compute this // step's reward later. uint totalMinerRewards = ( ending_profitAmount * cfg.minerProfitShare ) / ( _100PERCENT ); // Firstly, check if random seed is already obtained. // If not, check if we should generate it locally. if( lotStorage.getRandomSeed() == 0 ) { if( alternativeSeedGenerationPossible() ) { // Set random seed inside the Storage Contract, // but using our contract's transferHashValue as the // random seed. // We believe that this hash has enough randomness // to be considered a fairly good random seed, // because it has beed chain-computed for every // token transfer that has occured in ACTIVE stage. // lotStorage.setRandomSeed( transferHashValue ); // If using Non-Mined algorithm types, reward for this // step is 20% of miner funds. if( cfg.endingAlgoType != uint8(EndingAlgoType.MinedWinnerSelection) ) { currentStepReward = ( totalMinerRewards * (20 * PERCENT) ) / ( _100PERCENT ); } } else { // If alternative seed generation is not yet possible // (not enough time passed since the rand.provider // request was made), then mining is not available // currently. require( false/*, "Mining not yet available!" */); } } // Now, we know that Random Seed is obtained. // If we use this algo-type, perform the actual // winner selection algorithm. if( cfg.endingAlgoType == uint8(EndingAlgoType.MinedWinnerSelection) ) { mine_executeEndingAlgorithmStep(); // Set the prize amount to SECOND STEP prize amount (90%). currentStepReward = ( totalMinerRewards * (90 * PERCENT) ) / ( _100PERCENT ); } // Now we've completed both Mining Steps, it means MINING stage // is finally completed! // Transition to COMPLETION stage, and set lottery completion // time to NOW. lotteryStage = uint8( STAGE.COMPLETION ); completionDate = uint32( block.timestamp ); require( currentStepReward <= totalMinerRewards/*, "BUG 2007" */); } // Now, transfer the reward to miner! // Check for bugs too - if the computed amount doesn't exceed. // Increment the mining step - move to next step (if there is one). miningStep++; // Check & Lock the Re-Entrancy Lock for transfers. require( ! reEntrancyMutexLocked/*, "Re-Entrant call detected!" */); reEntrancyMutexLocked = true; // Finally, transfer the reward to message sender! msg.sender.transfer( currentStepReward ); // UnLock ReEntrancy Lock. reEntrancyMutexLocked = false; } /** * Function computes winner prize amount for winner at rank #N. * Prerequisites: Must be called only on STAGE.COMPLETION stage, * because we use the final profits amount here, and that value * (ending_profitAmount) is known only on COMPLETION stage. * * @param rankingPosition - ranking position of a winner. * @return finalPrizeAmount - prize amount, in Wei, of this winner. */ function getWinnerPrizeAmount( uint rankingPosition ) public view returns( uint finalPrizeAmount ) { // Calculate total winner prize fund profit percentage & amount. uint winnerProfitPercentage = (_100PERCENT) - cfg.poolProfitShare - cfg.ownerProfitShare - cfg.minerProfitShare; uint totalPrizeAmount = ( ending_profitAmount * winnerProfitPercentage ) / ( _100PERCENT ); // We compute the prize amounts differently for the algo-type // RolledRandomness, because distribution of these prizes is // non-deterministic - multiple holders could fall onto the // same ranking position, due to randomness of rolled score. // if( cfg.endingAlgoType == uint8(EndingAlgoType.RolledRandomness) ) { // Here, we'll use Prize Sequence Factor approach differently. // We'll use the prizeSequenceFactor value not to compute // a geometric progression, but to compute an arithmetic // progression, where each ranking position will get a // prize equal to // "totalPrizeAmount - rankingPosition * singleWinnerShare" // // singleWinnerShare is computed as a value corresponding // to single-winner's share of total prize amount. // // Using such an approach, winner at rank 0 would get a // prize equal to whole totalPrizeAmount, but, as the // scores are rolled using random factor, it's very unlikely // to get a such high score, so most likely such prize // won't ever be claimed, but it is a possibility. // // Most of the winners in this approach are likely to // roll scores in the middle, so would get prizes equal to // 1-10% of total prize funds. uint singleWinnerShare = totalPrizeAmount / cfg.prizeSequence_winnerCount; return totalPrizeAmount - rankingPosition * singleWinnerShare; } // Now, we know that ending algorithm is normal (deterministic). // So, compute the prizes in a standard way. // If using Computed Sequence: loop for "rankingPosition" // iterations, while computing the prize shares. // If "rankingPosition" is larger than sequencedWinnerCount, // then compute the prize from sequence-leftover amount. if( cfg.prizeSequenceFactor != 0 ) { require( rankingPosition < cfg.prizeSequence_winnerCount/*, "Invalid ranking position!" */); // Leftover: If prizeSequenceFactor is 25%, it's 75%. uint leftoverPercentage = (_100PERCENT) - cfg.prizeSequenceFactor; // Loop until the needed iteration. uint loopCount = ( rankingPosition >= cfg.prizeSequence_sequencedWinnerCount ? cfg.prizeSequence_sequencedWinnerCount : rankingPosition ); for( uint i = 0; i < loopCount; i++ ) { totalPrizeAmount = ( totalPrizeAmount * leftoverPercentage ) / ( _100PERCENT ); } // Get end prize amount - sequenced, or leftover. // Leftover-mode. if( loopCount == cfg.prizeSequence_sequencedWinnerCount && cfg.prizeSequence_winnerCount > cfg.prizeSequence_sequencedWinnerCount ) { // Now, totalPrizeAmount equals all leftover-group winner // prize funds. // So, just divide it by number of leftover winners. finalPrizeAmount = ( totalPrizeAmount ) / ( cfg.prizeSequence_winnerCount - cfg.prizeSequence_sequencedWinnerCount ); } // Sequenced-mode else { finalPrizeAmount = ( totalPrizeAmount * cfg.prizeSequenceFactor ) / ( _100PERCENT ); } } // Else, if we're using Pre-Specified Array of winner profit // shares, just get the share at the corresponding index. else { require( rankingPosition < cfg.winnerProfitShares.length ); finalPrizeAmount = ( totalPrizeAmount * cfg.winnerProfitShares[ rankingPosition ] ) / ( _100PERCENT ); } } /** * After lottery has completed, this function returns if msg.sender * is one of lottery winners, and the position in winner rankings. * * Function must be used to obtain the ranking position before * calling claimWinnerPrize(). * * @param addr - address whose status to check. */ function getWinnerStatus( address addr ) external view returns( bool isWinner, uint32 rankingPosition, uint prizeAmount ) { if( !onStage( STAGE.COMPLETION ) || balanceOf( addr ) == 0 ) return (false , 0, 0); ( isWinner, rankingPosition ) = lotStorage.getWinnerStatus( addr ); if( isWinner ) { prizeAmount = getWinnerPrizeAmount( rankingPosition ); if( prizeAmount > address(this).balance ) prizeAmount = address(this).balance; } } /** * Compute the intermediate Active Stage player score. * This score is Player Score, not randomized. * @param addr - address to check. */ function getPlayerIntermediateScore( address addr ) external view returns( uint ) { return lotStorage.getPlayerActiveStageScore( addr ); } /** PAYABLE [ OUT ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * Claim the winner prize of msg.sender, if he is one of the winners. * * This function must be provided a ranking position of msg.sender, * which must be obtained using the function above. * * The Lottery Storage then just checks if holder address in the * winner array element at position rankingPosition is the same * as msg.sender's. * * If so, then claim request is valid, and we can give the appropriate * prize to that winner. * Prize can be determined by a computed factor-based sequence, or * from the pre-specified winner array. * * * This function transfers Ether out of our contract: * - Sends the corresponding winner prize to the msg.sender. * * @param rankingPosition - the position of Winner Array, that * msg.sender says he is in (obtained using getWinnerStatus). */ function claimWinnerPrize( uint32 rankingPosition ) external onlyOnStage( STAGE.COMPLETION ) mutexLOCKED { // Check if msg.sender hasn't already claimed his prize. require( ! prizeClaimersAddresses[ msg.sender ]/*, "msg.sender has already claimed his prize!" */); // msg.sender must have at least some of UniLottery Tokens. require( balanceOf( msg.sender ) != 0/*, "msg.sender's token balance can't be zero!" */); // Check if there are any prize funds left yet. require( address(this).balance != 0/*, "All prize funds have already been claimed!" */); // If using Mined Selection Algo, check if msg.sender is // really on that ranking position - algo was already executed. if( cfg.endingAlgoType == uint8(EndingAlgoType.MinedWinnerSelection) ) { require( lotStorage.minedSelection_isAddressOnWinnerPosition( msg.sender, rankingPosition )/*, "msg.sender is not on specified winner position!" */); } // For other algorithms, get ranking position by executing // a specific algorithm of that algo-type. else { bool isWinner; ( isWinner, rankingPosition ) = lotStorage.getWinnerStatus( msg.sender ); require( isWinner/*, "msg.sender is not a winner!" */); } // Compute the prize amount, using our internal function. uint finalPrizeAmount = getWinnerPrizeAmount( rankingPosition ); // If prize is small and computation precision errors occured, // leading it to be larger than our balance, fix it. if( finalPrizeAmount > address(this).balance ) finalPrizeAmount = address(this).balance; // Transfer the Winning Prize to msg.sender! msg.sender.transfer( finalPrizeAmount ); // Mark msg.sender as already claimed his prize. prizeClaimersAddresses[ msg.sender ] = true; } /** PAYABLE [ OUT ] >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> * * Transfer the leftover Winner Prize Funds of this contract to the * Main UniLottery Pool, if prize claim deadline has been exceeded. * * Function can only be called from the Main Pool, and if some * winners haven't managed to claim their prizes on time, their * prizes will go back to UniLottery Pool. * * * Function transfers Ether out of our contract: * - Transfer the leftover funds to the Pool (msg.sender). */ function getUnclaimedPrizes() external poolOnly onlyOnStage( STAGE.COMPLETION ) mutexLOCKED { // Check if prize claim deadline has passed. require( completionDate != 0 && ( block.timestamp - completionDate ) > cfg.prizeClaimTime/*, "Prize claim deadline not reached yet!" */); // Just transfer it all to the Pool. poolAddress.transfer( address(this).balance ); } } /** * The Lottery Storage contract. * * This contract is used to store all Holder Data of a specific lottery * contract - that includes lottery token holders list, and every * holder's intermediate scores (HolderData structure). * * When the lottery, that this storage belongs to, ends, then * this Storage contract also performs the whole winner selection * algorithm. * * Also, one of this contract's purposes is to split code, * to avoid the 24kb code size limit error. * * Notice, that Lottery and LotteryStorage contracts must have a * 1:1 relationship - every Lottery has only one Storage, and * every Storage belongs to only one Lottery. * * The LotteryStorage contracts are being created from the * LotteryStorageFactory contract, and only after that, the parent * Lottery is created, so Lottery must initialize it's Storage, * by calling initialize() function on freshly-created Storage, * which set's the Lottery address, and locks it. */ contract LotteryStorage is CoreUniLotterySettings { // ==================== Structs & Constants ==================== // // Struct of holder data & scores. struct HolderData { // --------- Slot --------- // // If this holder provided a valid referral ID, this is the // address of a referrer - the user who generated the said // referral ID. address referrer; // Bonus score points, which can be given in certain events, // such as when player registers a valid referral ID. int16 bonusScore; // Number of all child referrees, including multi-level ones. // Updated by traversing child->parent way, incrementing // every node's counter by one. // Used in Winner Selection Algorithm, to determine how much // to divide the accumulated referree scores by. uint16 referreeCount; // --------- Slot --------- // // If this holder has generated his own referral ID, this is // that ID. If he hasn't generated an ID, this is zero. uint256 referralID; // --------- Slot --------- // // The intermediate individual score factor variables. // Ether contributed: ( buys - sells ). Can be negative. int40 etherContributed; // Time x ether factor: (relativeTxTime * etherAmount). int40 timeFactors; // Token balance score factor of this holder - we use int, // for easier computation of player scores in our algorithms. int40 tokenBalance; // Accumulated referree score factors - ether contributed by // all referrees, time factors, and token balances of all // referrees. int40 referree_etherContributed; int40 referree_timeFactors; int40 referree_tokenBalance; } // Final Score (end lottery score * randomValue) structure. struct FinalScore { address addr; // 20 bytes \ uint16 holderIndex; // 2 bytes | = 30 bytes => 1 slot. uint64 score; // 8 bytes / } // Winner Indexes structure - used to efficiently store Winner // indexes in holder's array, after completing the Winner Selection // Algorithm. // To save Space, we store these in a struct, with uint16 array // with 16 items - so this struct takes up excactly 1 slot. struct WinnerIndexStruct { uint16[ 16 ] indexes; } // A structure which is used by Winner Selection algorithm, // which is a subset of the LotteryConfig structure, containing // only items necessary for executing the Winner Selection algorigm. // More detailed member description can be found in LotteryConfig // structure description. // Takes up only one slot! struct WinnerAlgorithmConfig { // --------- Slot --------- // // Individual player max score parts. int16 maxPlayerScore_etherContributed; int16 maxPlayerScore_tokenHoldingAmount; int16 maxPlayerScore_timeFactor; int16 maxPlayerScore_refferalBonus; // Number of lottery winners. uint16 winnerCount; // Score-To-Random ration data (as a rational ratio number). // For example if 1:5, then scorePart = 1, and randPart = 5. uint16 randRatio_scorePart; uint16 randRatio_randPart; // The Ending Algorithm type. uint8 endingAlgoType; } // Structure containing the minimum and maximum values of // holder intermediate scores. // These values get updated on transfers during ACTIVE stage, // when holders buy/sell tokens. // // Used in winner selection algorithm, to normalize the scores in // a single loop, to avoid looping additional time to find min/max. // // Structure takes up only a single slot! // struct MinMaxHolderScores { // --------- Slot --------- // int40 holderScore_etherContributed_min; int40 holderScore_etherContributed_max; int40 holderScore_timeFactors_min; int40 holderScore_timeFactors_max; int40 holderScore_tokenBalance_min; int40 holderScore_tokenBalance_max; } // Referral score variant of the structure above. // Also, only a single slot! // struct MinMaxReferralScores { // --------- Slot --------- // // Min&Max values for referrer scores. int40 referralScore_etherContributed_min; int40 referralScore_etherContributed_max; int40 referralScore_timeFactors_min; int40 referralScore_timeFactors_max; int40 referralScore_tokenBalance_min; int40 referralScore_tokenBalance_max; } // ROOT_REFERRER constant. // Used to prevent cyclic dependencies on referral tree. address constant ROOT_REFERRER = address( 1 ); // Max referral tree depth - maximum number of referrees that // a referrer can get. uint constant MAX_REFERRAL_DEPTH = 10; // Precision of division operations. int constant PRECISION = 10000; // Random number modulo to use when obtaining random numbers from // the random seed + nonce, using keccak256. // This is the maximum available Score Random Factor, plus one. // By default, 10^9 (one billion). // uint constant RANDOM_MODULO = (10 ** 9); // Maximum number of holders that the MinedWinnerSelection algorithm // can process. Related to block gas limit. uint constant MINEDSELECTION_MAX_NUMBER_OF_HOLDERS = 300; // Maximum number of holders that the WinnerSelfValidation algorithm // can process. Related to block gas limit. uint constant SELFVALIDATION_MAX_NUMBER_OF_HOLDERS = 1200; // ==================== State Variables ==================== // // --------- Slot --------- // // The Lottery address that this storage belongs to. // Is set by the "initialize()", called by corresponding Lottery. address lottery; // The Random Seed, that was passed to us from Randomness Provider, // or generated alternatively. uint64 randomSeed; // The actual number of winners that there will be. Set after // completing the Winner Selection Algorithm. uint16 numberOfWinners; // Bool indicating if Winner Selection Algorithm has been executed. bool algorithmCompleted; // --------- Slot --------- // // Winner Algorithm config. Specified in Initialization(). WinnerAlgorithmConfig algConfig; // --------- Slot --------- // // The Min-Max holder score storage. MinMaxHolderScores public minMaxScores; MinMaxReferralScores public minMaxReferralScores; // --------- Slot --------- // // Array of holders. address[] public holders; // --------- Slot --------- // // Holder array indexes mapping, for O(1) array element access. mapping( address => uint ) holderIndexes; // --------- Slot --------- // // Mapping of holder data. mapping( address => HolderData ) public holderData; // --------- Slot --------- // // Mapping of referral IDs to addresses of holders who generated // those IDs. mapping( uint256 => address ) referrers; // --------- Slot --------- // // The array of final-sorted winners (set after Winner Selection // Algorithm completes), that contains the winners' indexes // in the "holders" array, to save space. // // Notice that by using uint16, we can fit 16 items into one slot! // So, if there are 160 winners, we only take up 10 slots, so // only 20,000 * 10 = 200,000 gas gets consumed! // WinnerIndexStruct[] sortedWinnerIndexes; // ============== Internal (Private) Functions ============== // // Lottery-Only modifier. modifier lotteryOnly { require( msg.sender == address( lottery )/*, "Function can only be called by Lottery that this" "Storage Contract belongs to!" */); _; } // ============== [ BEGIN ] LOTTERY QUICKSORT FUNCTIONS ============== // /** * QuickSort and QuickSelect algorithm functionality code. * * These algorithms are used to find the lottery winners in * an array of final random-factored scores. * As the highest-scorers win, we need to sort an array to * identify them. * * For this task, we use QuickSelect to partition array into * winner part (elements with score larger than X, where X is * n-th largest element, where n is number of winners), * and others (non-winners), who are ignored to save computation * power. * Then we sort the winner part only, using QuickSort, and * distribute prizes to winners accordingly. */ // Swap function used in QuickSort algorithms. // function QSort_swap( FinalScore[] memory list, uint a, uint b ) internal pure { FinalScore memory tmp = list[ a ]; list[ a ] = list[ b ]; list[ b ] = tmp; } // Standard Hoare's partition scheme function, used for both // QuickSort and QuickSelect. // function QSort_partition( FinalScore[] memory list, int lo, int hi ) internal pure returns( int newPivotIndex ) { uint64 pivot = list[ uint( hi + lo ) / 2 ].score; int i = lo - 1; int j = hi + 1; while( true ) { do { i++; } while( list[ uint( i ) ].score > pivot ) ; do { j--; } while( list[ uint( j ) ].score < pivot ) ; if( i >= j ) return j; QSort_swap( list, uint( i ), uint( j ) ); } } // QuickSelect's Lomuto partition scheme. // function QSort_LomutoPartition( FinalScore[] memory list, uint left, uint right, uint pivotIndex ) internal pure returns( uint newPivotIndex ) { uint pivotValue = list[ pivotIndex ].score; QSort_swap( list, pivotIndex, right ); // Move pivot to end uint storeIndex = left; for( uint i = left; i < right; i++ ) { if( list[ i ].score > pivotValue ) { QSort_swap( list, storeIndex, i ); storeIndex++; } } // Move pivot to its final place, and return the pivot's index. QSort_swap( list, right, storeIndex ); return storeIndex; } // QuickSelect algorithm (iterative). // function QSort_QuickSelect( FinalScore[] memory list, int left, int right, int k ) internal pure returns( int indexOfK ) { while( true ) { if( left == right ) return left; int pivotIndex = int( QSort_LomutoPartition( list, uint(left), uint(right), uint(right) ) ); if( k == pivotIndex ) return k; else if( k < pivotIndex ) right = pivotIndex - 1; else left = pivotIndex + 1; } } // Standard QuickSort function. // function QSort_QuickSort( FinalScore[] memory list, int lo, int hi ) internal pure { if( lo < hi ) { int p = QSort_partition( list, lo, hi ); QSort_QuickSort( list, lo, p ); QSort_QuickSort( list, p + 1, hi ); } } // ============== [ END ] LOTTERY QUICKSORT FUNCTIONS ============== // // ------------ Ending Stage - Winner Selection Algorithm ------------ // /** * Compute the individual player score factors for a holder. * Function split from the below one (ending_Stage_2), to avoid * "Stack too Deep" errors. */ function computeHolderIndividualScores( WinnerAlgorithmConfig memory cfg, MinMaxHolderScores memory minMax, HolderData memory hdata ) internal pure returns( int individualScore ) { // Normalize the scores, by subtracting minimum and dividing // by maximum, to get the score values specified in cfg. // Use precision of 100, then round. // // Notice that we're using int arithmetics, so division // truncates. That's why we use PRECISION, to simulate // rounding. // // This formula is better explained in example. // In this example, we use variable abbreviations defined // below, on formula's right side comments. // // Say, values are these in our example: // e = 4, eMin = 1, eMax = 8, MS = 5, P = 10. // // So, let's calculate the score using the formula: // ( ( ( (4 - 1) * 10 * 5 ) / (8 - 1) ) + (10 / 2) ) / 10 = // ( ( ( 3 * 10 * 5 ) / 7 ) + 5 ) / 10 = // ( ( 150 / 7 ) + 5 ) / 10 = // ( ( 150 / 7 ) + 5 ) / 10 = // ( 20 + 5 ) / 10 = // 25 / 10 = // [ 2.5 ] = 2 // // So, with truncation, we see that for e = 4, the score // is 2 out of 5 maximum. // That's because the minimum ether contributed was 1, and // maximum was 8. // So, 4 stays below the middle, and gets a nicely rounded // score of 2. // Compute etherContributed. int score_etherContributed = ( ( ( int( hdata.etherContributed - // e minMax.holderScore_etherContributed_min ) // eMin * PRECISION * cfg.maxPlayerScore_etherContributed )// P * MS / int( minMax.holderScore_etherContributed_max - // eMax minMax.holderScore_etherContributed_min ) // eMin ) + (PRECISION / 2) ) / PRECISION; // Compute timeFactors. int score_timeFactors = ( ( ( int( hdata.timeFactors - // e minMax.holderScore_timeFactors_min ) // eMin * PRECISION * cfg.maxPlayerScore_timeFactor ) // P * MS / int( minMax.holderScore_timeFactors_max - // eMax minMax.holderScore_timeFactors_min ) // eMin ) + (PRECISION / 2) ) / PRECISION; // Compute tokenBalance. int score_tokenBalance = ( ( ( int( hdata.tokenBalance - // e minMax.holderScore_tokenBalance_min ) // eMin * PRECISION * cfg.maxPlayerScore_tokenHoldingAmount ) / int( minMax.holderScore_tokenBalance_max - // eMax minMax.holderScore_tokenBalance_min ) // eMin ) + (PRECISION / 2) ) / PRECISION; // Return the accumulated individual score (excluding referrees). return score_etherContributed + score_timeFactors + score_tokenBalance; } /** * Compute the unified Referree-Score of a player, who's got * the accumulated factor-scores of all his referrees in his * holderData structure. * * @param individualToReferralRatio - an int value, computed * before starting the winner score computation loop, in * the ending_Stage_2 initial part, to save computation * time later. * This is the ratio of the maximum available referral score, * to the maximum available individual score, as defined in * the config (for example, if max.ref.score is 20, and * max.ind.score is 40, then the ratio is 20/40 = 0.5). * * We use this ratio to transform the computed accumulated * referree individual scores to the standard referrer's * score, by multiplying by that ratio. */ function computeReferreeScoresForHolder( int individualToReferralRatio, WinnerAlgorithmConfig memory cfg, MinMaxReferralScores memory minMax, HolderData memory hdata ) internal pure returns( int unifiedReferreeScore ) { // If number of referrees of this HODLer is Zero, then // his referree score is also zero. if( hdata.referreeCount == 0 ) return 0; // Now, compute the Referree's Accumulated Scores. // // Here we use the same formula as when computing individual // scores (in the function above), but we use referree parts // instead. // Compute etherContributed. int referreeScore_etherContributed = ( ( ( int( hdata.referree_etherContributed - minMax.referralScore_etherContributed_min ) * PRECISION * cfg.maxPlayerScore_etherContributed ) / int( minMax.referralScore_etherContributed_max - minMax.referralScore_etherContributed_min ) ) ); // Compute timeFactors. int referreeScore_timeFactors = ( ( ( int( hdata.referree_timeFactors - minMax.referralScore_timeFactors_min ) * PRECISION * cfg.maxPlayerScore_timeFactor ) / int( minMax.referralScore_timeFactors_max - minMax.referralScore_timeFactors_min ) ) ); // Compute tokenBalance. int referreeScore_tokenBalance = ( ( ( int( hdata.referree_tokenBalance - minMax.referralScore_tokenBalance_min ) * PRECISION * cfg.maxPlayerScore_tokenHoldingAmount ) / int( minMax.referralScore_tokenBalance_max - minMax.referralScore_tokenBalance_min ) ) ); // Accumulate 'em all ! // Then, multiply it by the ratio of all individual max scores // (maxPlayerScore_etherContributed, timeFactor, tokenBalance), // to the maxPlayerScore_refferalBonus. // Use the same precision. unifiedReferreeScore = int( ( ( ( ( referreeScore_etherContributed + referreeScore_timeFactors + referreeScore_tokenBalance ) + (PRECISION / 2) ) / PRECISION ) * individualToReferralRatio ) / PRECISION ); } /** * Update Min & Max values for individual holder scores. */ function priv_updateMinMaxScores_individual( MinMaxHolderScores memory minMax, int40 _etherContributed, int40 _timeFactors, int40 _tokenBalance ) internal pure { // etherContributed: if( _etherContributed > minMax.holderScore_etherContributed_max ) minMax.holderScore_etherContributed_max = _etherContributed; if( _etherContributed < minMax.holderScore_etherContributed_min ) minMax.holderScore_etherContributed_min = _etherContributed; // timeFactors: if( _timeFactors > minMax.holderScore_timeFactors_max ) minMax.holderScore_timeFactors_max = _timeFactors; if( _timeFactors < minMax.holderScore_timeFactors_min ) minMax.holderScore_timeFactors_min = _timeFactors; // tokenBalance: if( _tokenBalance > minMax.holderScore_tokenBalance_max ) minMax.holderScore_tokenBalance_max = _tokenBalance; if( _tokenBalance < minMax.holderScore_tokenBalance_min ) minMax.holderScore_tokenBalance_min = _tokenBalance; } /** * Update Min & Max values for referral scores. */ function priv_updateMinMaxScores_referral( MinMaxReferralScores memory minMax, int40 _etherContributed, int40 _timeFactors, int40 _tokenBalance ) internal pure { // etherContributed: if( _etherContributed > minMax.referralScore_etherContributed_max ) minMax.referralScore_etherContributed_max = _etherContributed; if( _etherContributed < minMax.referralScore_etherContributed_min ) minMax.referralScore_etherContributed_min = _etherContributed; // timeFactors: if( _timeFactors > minMax.referralScore_timeFactors_max ) minMax.referralScore_timeFactors_max = _timeFactors; if( _timeFactors < minMax.referralScore_timeFactors_min ) minMax.referralScore_timeFactors_min = _timeFactors; // tokenBalance: if( _tokenBalance > minMax.referralScore_tokenBalance_max ) minMax.referralScore_tokenBalance_max = _tokenBalance; if( _tokenBalance < minMax.referralScore_tokenBalance_min ) minMax.referralScore_tokenBalance_min = _tokenBalance; } // =================== PUBLIC FUNCTIONS =================== // /** * Update current holder's score with given change values, and * Propagate the holder's current transfer's score changes * through the referral chain, updating every parent referrer's * accumulated referree scores, until the ROOT_REFERRER or zero * address referrer is encountered. */ function updateAndPropagateScoreChanges( address holder, int __etherContributed_change, int __timeFactors_change, int __tokenBalance_change ) public lotteryOnly { // Convert the data into shrinked format - leave only // 4 decimals of Ether precision, and drop the decimal part // of ULT tokens absolutely. // Don't change TimeFactors, as it is already adjusted in // Lottery contract's code. int40 timeFactors_change = int40( __timeFactors_change ); int40 etherContributed_change = int40( __etherContributed_change / int(1 ether / 10000) ); int40 tokenBalance_change = int40( __tokenBalance_change / int(1 ether) ); // Update current holder's score. holderData[ holder ].etherContributed += etherContributed_change; holderData[ holder ].timeFactors += timeFactors_change; holderData[ holder ].tokenBalance += tokenBalance_change; // Check if scores are exceeding current min/max scores, // and if so, update the min/max scores. MinMaxHolderScores memory minMaxCpy = minMaxScores; MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; priv_updateMinMaxScores_individual( minMaxCpy, holderData[ holder ].etherContributed, holderData[ holder ].timeFactors, holderData[ holder ].tokenBalance ); // Propagate the score through the referral chain. // Dive at maximum to the depth of 10, to avoid "Outta Gas" // errors. uint depth = 0; address referrerAddr = holderData[ holder ].referrer; while( referrerAddr != ROOT_REFERRER && referrerAddr != address( 0 ) && depth < MAX_REFERRAL_DEPTH ) { // Update this referrer's accumulated referree scores. holderData[ referrerAddr ].referree_etherContributed += etherContributed_change; holderData[ referrerAddr ].referree_timeFactors += timeFactors_change; holderData[ referrerAddr ].referree_tokenBalance += tokenBalance_change; // Update MinMax according to this referrer's score. priv_updateMinMaxScores_referral( minMaxRefCpy, holderData[ referrerAddr ].referree_etherContributed, holderData[ referrerAddr ].referree_timeFactors, holderData[ referrerAddr ].referree_tokenBalance ); // Move to the higher-level referrer. referrerAddr = holderData[ referrerAddr ].referrer; depth++; } // Check if MinMax have changed. If so, update it. if( keccak256( abi.encode( minMaxCpy ) ) != keccak256( abi.encode( minMaxScores ) ) ) minMaxScores = minMaxCpy; // Check referral part. if( keccak256( abi.encode( minMaxRefCpy ) ) != keccak256( abi.encode( minMaxReferralScores ) ) ) minMaxReferralScores = minMaxRefCpy; } /** * Pure function to fix an in-memory copy of MinMaxScores, * by changing equal min-max pairs to differ by one. * This is needed to avoid division-by-zero in some calculations. */ function priv_fixMinMaxIfEqual( MinMaxHolderScores memory minMaxCpy, MinMaxReferralScores memory minMaxRefCpy ) internal pure { // Individual part if( minMaxCpy.holderScore_etherContributed_min == minMaxCpy.holderScore_etherContributed_max ) minMaxCpy.holderScore_etherContributed_max = minMaxCpy.holderScore_etherContributed_min + 1; if( minMaxCpy.holderScore_timeFactors_min == minMaxCpy.holderScore_timeFactors_max ) minMaxCpy.holderScore_timeFactors_max = minMaxCpy.holderScore_timeFactors_min + 1; if( minMaxCpy.holderScore_tokenBalance_min == minMaxCpy.holderScore_tokenBalance_max ) minMaxCpy.holderScore_tokenBalance_max = minMaxCpy.holderScore_tokenBalance_min + 1; // Referral part if( minMaxRefCpy.referralScore_etherContributed_min == minMaxRefCpy.referralScore_etherContributed_max ) minMaxRefCpy.referralScore_etherContributed_max = minMaxRefCpy.referralScore_etherContributed_min + 1; if( minMaxRefCpy.referralScore_timeFactors_min == minMaxRefCpy.referralScore_timeFactors_max ) minMaxRefCpy.referralScore_timeFactors_max = minMaxRefCpy.referralScore_timeFactors_min + 1; if( minMaxRefCpy.referralScore_tokenBalance_min == minMaxRefCpy.referralScore_tokenBalance_max ) minMaxRefCpy.referralScore_tokenBalance_max = minMaxRefCpy.referralScore_tokenBalance_min + 1; } /** * Function executes the Lottery Winner Selection Algorithm, * and writes the final, sorted array, containing winner rankings. * * This function is called from the Lottery's Mining Stage Step 2, * * This is the final function that lottery performs actively - * and arguably the most important - because it determines * lottery winners through Winner Selection Algorithm. * * The random seed must be already set, before calling this function. */ function executeWinnerSelectionAlgorithm() public lotteryOnly { // Copy the Winner Algo Config into memory, to avoid using // 400-gas costing SLOAD every time we need to load something. WinnerAlgorithmConfig memory cfg = algConfig; // Can only be performed if algorithm is MinedWinnerSelection! require( cfg.endingAlgoType == uint8(Lottery.EndingAlgoType.MinedWinnerSelection)/*, "Algorithm cannot be performed on current Algo-Type!" */); // Now, we gotta find the winners using a Randomized Score-Based // Winner Selection Algorithm. // // During transfers, all player intermediate scores // (etherContributed, timeFactors, and tokenBalances) were // already set in every holder's HolderData structure, // during operations of updateHolderData_preTransfer() function. // // Minimum and maximum values are also known, so normalization // will be easy. // All referral tree score data were also properly propagated // during operations of updateAndPropagateScoreChanges() function. // // All we block.timestamp have to do, is loop through holder array, and // compute randomized final scores for every holder, into // the Final Score array. // Declare the Final Score array - computed for all holders. uint ARRLEN = ( holders.length > MINEDSELECTION_MAX_NUMBER_OF_HOLDERS ? MINEDSELECTION_MAX_NUMBER_OF_HOLDERS : holders.length ); FinalScore[] memory finalScores = new FinalScore[] ( ARRLEN ); // Compute the precision-adjusted constant ratio of // referralBonus max score to the player individual max scores. int individualToReferralRatio = ( PRECISION * cfg.maxPlayerScore_refferalBonus ) / ( int( cfg.maxPlayerScore_etherContributed ) + int( cfg.maxPlayerScore_timeFactor ) + int( cfg.maxPlayerScore_tokenHoldingAmount ) ); // Max available player score. int maxAvailablePlayerScore = int( cfg.maxPlayerScore_etherContributed + cfg.maxPlayerScore_timeFactor + cfg.maxPlayerScore_tokenHoldingAmount + cfg.maxPlayerScore_refferalBonus ); // Random Factor of scores, to maintain random-to-determined // ratio equal to specific value (1:5 for example - // "randPart" == 5/*, "scorePart" */== 1). // // maxAvailablePlayerScore * FACT --- scorePart // RANDOM_MODULO --- randPart // // RANDOM_MODULO * scorePart // maxAvailablePlayerScore * FACT = ------------------------- // randPart // // RANDOM_MODULO * scorePart // FACT = -------------------------------------- // randPart * maxAvailablePlayerScore int SCORE_RAND_FACT = ( PRECISION * int(RANDOM_MODULO * cfg.randRatio_scorePart) ) / ( int(cfg.randRatio_randPart) * maxAvailablePlayerScore ); // Fix Min-Max scores, to avoid division by zero, if min == max. // If min == max, make the difference equal to 1. MinMaxHolderScores memory minMaxCpy = minMaxScores; MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; priv_fixMinMaxIfEqual( minMaxCpy, minMaxRefCpy ); // Loop through all the holders. for( uint i = 0; i < ARRLEN; i++ ) { // Fetch the needed holder data to in-memory hdata variable, // to save gas on score part computing functions. HolderData memory hdata; // Slot 1: hdata.etherContributed = holderData[ holders[ i ] ].etherContributed; hdata.timeFactors = holderData[ holders[ i ] ].timeFactors; hdata.tokenBalance = holderData[ holders[ i ] ].tokenBalance; hdata.referreeCount = holderData[ holders[ i ] ].referreeCount; // Slot 2: hdata.referree_etherContributed = holderData[ holders[ i ] ].referree_etherContributed; hdata.referree_timeFactors = holderData[ holders[ i ] ].referree_timeFactors; hdata.referree_tokenBalance = holderData[ holders[ i ] ].referree_tokenBalance; hdata.bonusScore = holderData[ holders[ i ] ].bonusScore; // Now, add bonus score, and compute total player's score: // Bonus part, individual score part, and referree score part. int totalPlayerScore = hdata.bonusScore + computeHolderIndividualScores( cfg, minMaxCpy, hdata ) + computeReferreeScoresForHolder( individualToReferralRatio, cfg, minMaxRefCpy, hdata ); // Check if total player score <= 0. If so, make it equal // to 1, because otherwise randomization won't be possible. if( totalPlayerScore <= 0 ) totalPlayerScore = 1; // Now, check if it's not more than max! If so, lowerify. // This could have happen'd because of bonus. if( totalPlayerScore > maxAvailablePlayerScore ) totalPlayerScore = maxAvailablePlayerScore; // Multiply the score by the Random Modulo Adjustment // Factor, to get fairer ratio of random-to-determined data. totalPlayerScore = ( totalPlayerScore * SCORE_RAND_FACT ) / ( PRECISION ); // Score is computed! // Now, randomize it, and add to Final Scores Array. // We use keccak to generate a random number from random seed, // using holder's address as a nonce. uint modulizedRandomNumber = uint( keccak256( abi.encodePacked( randomSeed, holders[ i ] ) ) ) % RANDOM_MODULO; // Add the random number, to introduce the random factor. // Ratio of (current) totalPlayerScore to modulizedRandomNumber // is the same as ratio of randRatio_scorePart to // randRatio_randPart. uint endScore = uint( totalPlayerScore ) + modulizedRandomNumber; // Finally, set this holder's final score data. finalScores[ i ].addr = holders[ i ]; finalScores[ i ].holderIndex = uint16( i ); finalScores[ i ].score = uint64( endScore ); } // All final scores are block.timestamp computed. // Sort the array, to find out the highest scores! // Firstly, partition an array to only work on top K scores, // where K is the number of winners. // There can be a rare case where specified number of winners is // more than lottery token holders. We got that covered. require( finalScores.length > 0 ); uint K = cfg.winnerCount - 1; if( K > finalScores.length-1 ) K = finalScores.length-1; // Must be THE LAST ELEMENT's INDEX. // Use QuickSelect to do this. QSort_QuickSelect( finalScores, 0, int( finalScores.length - 1 ), int( K ) ); // Now, QuickSort only the first K items, because the rest // item scores are not high enough to become winners. QSort_QuickSort( finalScores, 0, int( K ) ); // Now, the winner array is sorted, with the highest scores // sitting at the first positions! // Let's set up the winner indexes array, where we'll store // the winners' indexes in the holders array. // So, if this array is [8, 2, 3], that means that // Winner #1 is holders[8], winner #2 is holders[2], and // winner #3 is holders[3]. // Set the Number Of Winners variable. numberOfWinners = uint16( K + 1 ); // Now, we can loop through the first numberOfWinners elements, to set // the holder indexes! // Loop through 16 elements at a time, to fill the structs. for( uint offset = 0; offset < numberOfWinners; offset += 16 ) { WinnerIndexStruct memory windStruct; uint loopStop = ( offset + 16 > numberOfWinners ? numberOfWinners : offset + 16 ); for( uint i = offset; i < loopStop; i++ ) { windStruct.indexes[ i - offset ] =finalScores[ i ].holderIndex; } // Push this block.timestamp-filled struct to the storage array! sortedWinnerIndexes.push( windStruct ); } // That's it! We're done! algorithmCompleted = true; } /** * Add a holder to holders array. * @param holder - address of a holder to add. */ function addHolder( address holder ) public lotteryOnly { // Add it to list, and set index in the mapping. holders.push( holder ); holderIndexes[ holder ] = holders.length - 1; } /** * Removes the holder 'sender' from the Holders Array. * However, this holder's HolderData structure persists! * * Notice that no index validity checks are performed, so, if * 'sender' is not present in "holderIndexes" mapping, this * function will remove the 0th holder instead! * This is not a problem for us, because Lottery calls this * function only when it's absolutely certain that 'sender' is * present in the holders array. * * @param sender - address of a holder to remove. * Named 'sender', because when token sender sends away all * his tokens, he must then be removed from holders array. */ function removeHolder( address sender ) public lotteryOnly { // Get index of the sender address in the holders array. uint index = holderIndexes[ sender ]; // Remove the sender from array, by copying last element's // value into the index'th element, where sender was before. holders[ index ] = holders[ holders.length - 1 ]; // Remove the last element of array, which we've just copied. holders.pop(); // Update indexes: remove the sender's index from the mapping, // and change the previoulsy-last element's index to the // one where we copied it - where sender was before. delete holderIndexes[ sender ]; holderIndexes[ holders[ index ] ] = index; } /** * Get holder array length. */ function getHolderCount() public view returns( uint ) { return holders.length; } /** * Generate a referral ID for a token holder. * Referral ID is used to refer other wallets into playing our * lottery. * - Referrer gets bonus points for every wallet that bought * lottery tokens and specified his referral ID. * - Referrees (wallets who got referred by registering a valid * referral ID, corresponding to some referrer), get some * bonus points for specifying (registering) a referral ID. * * Referral ID is a uint256 number, which is generated by * keccak256'ing the holder's address, holder's current * token ballance, and current time. */ function generateReferralID( address holder ) public lotteryOnly returns( uint256 referralID ) { // Check if holder has some tokens, and doesn't // have his own referral ID yet. require( holderData[ holder ].tokenBalance != 0/*, "holder doesn't have any lottery tokens!" */); require( holderData[ holder ].referralID == 0/*, "Holder already has a referral ID!" */); // Generate a referral ID with keccak. uint256 refID = uint256( keccak256( abi.encodePacked( holder, holderData[ holder ].tokenBalance, block.timestamp ) ) ); // Specify the ID as current ID of this holder. holderData[ holder ].referralID = refID; // If this holder wasn't referred by anyone (his referrer is // not set), and he's block.timestamp generated his own ID, he won't // be able to register as a referree of someone else // from block.timestamp on. // This is done to prevent circular dependency in referrals. // Do it by setting a referrer to ROOT_REFERRER address, // which is an invalid address (address(1)). if( holderData[ holder ].referrer == address( 0 ) ) holderData[ holder ].referrer = ROOT_REFERRER; // Create a new referrer with this ID. referrers[ refID ] = holder; return refID; } /** * Register a referral for a token holder, using a valid * referral ID got from a referrer. * This function is called by a referree, who obtained a * valid referral ID from some referrer, who previously * generated it using generateReferralID(). * * You can only register a referral once! * When you do so, you get bonus referral points! */ function registerReferral( address holder, int16 referralRegisteringBonus, uint256 referralID ) public lotteryOnly returns( address _referrerAddress ) { // Check if this holder has some tokens, and if he hasn't // registered a referral yet. require( holderData[ holder ].tokenBalance != 0/*, "holder doesn't have any lottery tokens!" */); require( holderData[ holder ].referrer == address( 0 )/*, "holder already has registered a referral!" */); // Create a local memory copy of minMaxReferralScores. MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; // Get the referrer's address from his ID, and specify // it as a referrer of holder. holderData[ holder ].referrer = referrers[ referralID ]; // Bonus points are added to this holder's score for // registering a referral! holderData[ holder ].bonusScore = referralRegisteringBonus; // Increment number of referrees for every parent referrer, // by traversing a referral tree child->parent way. address referrerAddr = holderData[ holder ].referrer; // Set the return value. _referrerAddress = referrerAddr; // Traverse a tree. while( referrerAddr != ROOT_REFERRER && referrerAddr != address( 0 ) ) { // Increment referree count for this referrrer. holderData[ referrerAddr ].referreeCount++; // Update the Referrer Scores of the referrer, adding this // referree's scores to it's current values. holderData[ referrerAddr ].referree_etherContributed += holderData[ holder ].etherContributed; holderData[ referrerAddr ].referree_timeFactors += holderData[ holder ].timeFactors; holderData[ referrerAddr ].referree_tokenBalance += holderData[ holder ].tokenBalance; // Update MinMax according to this referrer's score. priv_updateMinMaxScores_referral( minMaxRefCpy, holderData[ referrerAddr ].referree_etherContributed, holderData[ referrerAddr ].referree_timeFactors, holderData[ referrerAddr ].referree_tokenBalance ); // Move to the higher-level referrer. referrerAddr = holderData[ referrerAddr ].referrer; } // Update MinMax Referral Scores if needed. if( keccak256( abi.encode( minMaxRefCpy ) ) != keccak256( abi.encode( minMaxReferralScores ) ) ) minMaxReferralScores = minMaxRefCpy; return _referrerAddress; } /** * Sets our random seed to some value. * Should be called from Lottery, after obtaining random seed from * the Randomness Provider. */ function setRandomSeed( uint _seed ) external lotteryOnly { randomSeed = uint64( _seed ); } /** * Initialization function. * Here, we bind our contract to the Lottery contract that * this Storage belongs to. * The parent lottery must call this function - hence, we set * "lottery" to msg.sender. * * When this function is called, our contract must be not yet * initialized - "lottery" address must be Zero! * * Here, we also set our Winner Algorithm config, which is a * subset of LotteryConfig, fitting into 1 storage slot. */ function initialize( WinnerAlgorithmConfig memory _wcfg ) public { require( address( lottery ) == address( 0 )/*, "Storage is already initialized!" */); // Set the Lottery address (msg.sender can't be zero), // and thus, set our contract to initialized! lottery = msg.sender; // Set the Winner-Algo-Config. algConfig = _wcfg; // NOT-NEEDED: Set initial min-max scores: min is INT_MAX. /*minMaxScores.holderScore_etherContributed_min = int80( 2 ** 78 ); minMaxScores.holderScore_timeFactors_min = int80( 2 ** 78 ); minMaxScores.holderScore_tokenBalance_min = int80( 2 ** 78 ); */ } // ==================== Views ==================== // // Returns the current random seed. // If the seed hasn't been set yet (or set to 0), returns 0. // function getRandomSeed() external view returns( uint ) { return randomSeed; } // Check if Winner Selection Algorithm has beed executed. // function minedSelection_algorithmAlreadyExecuted() external view returns( bool ) { return algorithmCompleted; } /** * After lottery has completed, this function returns if "addr" * is one of lottery winners, and the position in winner rankings. * Function is used to obtain the ranking position before * calling claimWinnerPrize() on Lottery. * * This function should be called off-chain, and then using the * retrieved data, one can call claimWinnerPrize(). */ function minedSelection_getWinnerStatus( address addr ) public view returns( bool isWinner, uint32 rankingPosition ) { // Loop through the whole winner indexes array, trying to // find if "addr" is one of the winner addresses. for( uint16 i = 0; i < numberOfWinners; i++ ) { // Check if holder on this winner ranking's index position // is addr, if so, good! uint pos = sortedWinnerIndexes[ i / 16 ].indexes[ i % 16 ]; if( holders[ pos ] == addr ) { return ( true, i ); } } // The "addr" is not a winner. return ( false, 0 ); } /** * Checks if address is on specified winner ranking position. * Used in Lottery, to check if msg.sender is really the * winner #rankingPosition, as he claims to be. */ function minedSelection_isAddressOnWinnerPosition( address addr, uint32 rankingPosition ) external view returns( bool ) { if( rankingPosition >= numberOfWinners ) return false; // Just check if address at "holders" array // index "sortedWinnerIndexes[ position ]" is really the "addr". uint pos = sortedWinnerIndexes[ rankingPosition / 16 ] .indexes[ rankingPosition % 16 ]; return ( holders[ pos ] == addr ); } /** * Returns an array of all winner addresses, sorted by their * ranking position (winner #1 first, #2 second, etc.). */ function minedSelection_getAllWinners() external view returns( address[] memory ) { address[] memory winners = new address[] ( numberOfWinners ); for( uint i = 0; i < numberOfWinners; i++ ) { uint pos = sortedWinnerIndexes[ i / 16 ].indexes[ i % 16 ]; winners[ i ] = holders[ pos ]; } return winners; } /** * Compute the Lottery Active Stage Score of a token holder. * * This function computes the Active Stage (pre-randomization) * player score, and should generally be used to compute player * intermediate scores - while lottery is still active or on * finishing stage, before random random seed is obtained. */ function getPlayerActiveStageScore( address holderAddr ) external view returns( uint playerScore ) { // Copy the Winner Algo Config into memory, to avoid using // 400-gas costing SLOAD every time we need to load something. WinnerAlgorithmConfig memory cfg = algConfig; // Check if holderAddr is a holder at all! if( holders[ holderIndexes[ holderAddr ] ] != holderAddr ) return 0; // Compute the precision-adjusted constant ratio of // referralBonus max score to the player individual max scores. int individualToReferralRatio = ( PRECISION * cfg.maxPlayerScore_refferalBonus ) / ( int( cfg.maxPlayerScore_etherContributed ) + int( cfg.maxPlayerScore_timeFactor ) + int( cfg.maxPlayerScore_tokenHoldingAmount ) ); // Max available player score. int maxAvailablePlayerScore = int( cfg.maxPlayerScore_etherContributed + cfg.maxPlayerScore_timeFactor + cfg.maxPlayerScore_tokenHoldingAmount + cfg.maxPlayerScore_refferalBonus ); // Fix Min-Max scores, to avoid division by zero, if min == max. // If min == max, make the difference equal to 1. MinMaxHolderScores memory minMaxCpy = minMaxScores; MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; priv_fixMinMaxIfEqual( minMaxCpy, minMaxRefCpy ); // Now, add bonus score, and compute total player's score: // Bonus part, individual score part, and referree score part. int totalPlayerScore = holderData[ holderAddr ].bonusScore + computeHolderIndividualScores( cfg, minMaxCpy, holderData[ holderAddr ] ) + computeReferreeScoresForHolder( individualToReferralRatio, cfg, minMaxRefCpy, holderData[ holderAddr ] ); // Check if total player score <= 0. If so, make it equal // to 1, because otherwise randomization won't be possible. if( totalPlayerScore <= 0 ) totalPlayerScore = 1; // Now, check if it's not more than max! If so, lowerify. // This could have happen'd because of bonus. if( totalPlayerScore > maxAvailablePlayerScore ) totalPlayerScore = maxAvailablePlayerScore; // Return the score! return uint( totalPlayerScore ); } /** * Internal sub-procedure of the function below, used to obtain * a final, randomized score of a Single Holder. */ function priv_getSingleHolderScore( address hold3r, int individualToReferralRatio, int maxAvailablePlayerScore, int SCORE_RAND_FACT, WinnerAlgorithmConfig memory cfg, MinMaxHolderScores memory minMaxCpy, MinMaxReferralScores memory minMaxRefCpy ) internal view returns( uint endScore ) { // Fetch the needed holder data to in-memory hdata variable, // to save gas on score part computing functions. HolderData memory hdata; // Slot 1: hdata.etherContributed = holderData[ hold3r ].etherContributed; hdata.timeFactors = holderData[ hold3r ].timeFactors; hdata.tokenBalance = holderData[ hold3r ].tokenBalance; hdata.referreeCount = holderData[ hold3r ].referreeCount; // Slot 2: hdata.referree_etherContributed = holderData[ hold3r ].referree_etherContributed; hdata.referree_timeFactors = holderData[ hold3r ].referree_timeFactors; hdata.referree_tokenBalance = holderData[ hold3r ].referree_tokenBalance; hdata.bonusScore = holderData[ hold3r ].bonusScore; // Now, add bonus score, and compute total player's score: // Bonus part, individual score part, and referree score part. int totalPlayerScore = hdata.bonusScore + computeHolderIndividualScores( cfg, minMaxCpy, hdata ) + computeReferreeScoresForHolder( individualToReferralRatio, cfg, minMaxRefCpy, hdata ); // Check if total player score <= 0. If so, make it equal // to 1, because otherwise randomization won't be possible. if( totalPlayerScore <= 0 ) totalPlayerScore = 1; // Now, check if it's not more than max! If so, lowerify. // This could have happen'd because of bonus. if( totalPlayerScore > maxAvailablePlayerScore ) totalPlayerScore = maxAvailablePlayerScore; // Multiply the score by the Random Modulo Adjustment // Factor, to get fairer ratio of random-to-determined data. totalPlayerScore = ( totalPlayerScore * SCORE_RAND_FACT ) / ( PRECISION ); // Score is computed! // Now, randomize it, and add to Final Scores Array. // We use keccak to generate a random number from random seed, // using holder's address as a nonce. uint modulizedRandomNumber = uint( keccak256( abi.encodePacked( randomSeed, hold3r ) ) ) % RANDOM_MODULO; // Add the random number, to introduce the random factor. // Ratio of (current) totalPlayerScore to modulizedRandomNumber // is the same as ratio of randRatio_scorePart to // randRatio_randPart. return uint( totalPlayerScore ) + modulizedRandomNumber; } /** * Winner Self-Validation algo-type main function. * Here, we compute scores for all lottery holders iteratively * in O(n) time, and thus get the winner ranking position of * the holder in question. * * This function performs essentialy the same steps as the * Mined-variant (executeWinnerSelectionAlgorithm), but doesn't * write anything to blockchain. * * @param holderAddr - address of a holder whose rank we want to find. */ function winnerSelfValidation_getWinnerStatus( address holderAddr ) internal view returns( bool isWinner, uint rankingPosition ) { // Copy the Winner Algo Config into memory, to avoid using // 400-gas costing SLOAD every time we need to load something. WinnerAlgorithmConfig memory cfg = algConfig; // Can only be performed if algorithm is WinnerSelfValidation! require( cfg.endingAlgoType == uint8(Lottery.EndingAlgoType.WinnerSelfValidation)/*, "Algorithm cannot be performed on current Algo-Type!" */); // Check if holderAddr is a holder at all! require( holders[ holderIndexes[ holderAddr ] ] == holderAddr/*, "holderAddr is not a lottery token holder!" */); // Now, we gotta find the winners using a Randomized Score-Based // Winner Selection Algorithm. // // During transfers, all player intermediate scores // (etherContributed, timeFactors, and tokenBalances) were // already set in every holder's HolderData structure, // during operations of updateHolderData_preTransfer() function. // // Minimum and maximum values are also known, so normalization // will be easy. // All referral tree score data were also properly propagated // during operations of updateAndPropagateScoreChanges() function. // // All we block.timestamp have to do, is loop through holder array, and // compute randomized final scores for every holder. // Compute the precision-adjusted constant ratio of // referralBonus max score to the player individual max scores. int individualToReferralRatio = ( PRECISION * cfg.maxPlayerScore_refferalBonus ) / ( int( cfg.maxPlayerScore_etherContributed ) + int( cfg.maxPlayerScore_timeFactor ) + int( cfg.maxPlayerScore_tokenHoldingAmount ) ); // Max available player score. int maxAvailablePlayerScore = int( cfg.maxPlayerScore_etherContributed + cfg.maxPlayerScore_timeFactor + cfg.maxPlayerScore_tokenHoldingAmount + cfg.maxPlayerScore_refferalBonus ); // Random Factor of scores, to maintain random-to-determined // ratio equal to specific value (1:5 for example - // "randPart" == 5/*, "scorePart" */== 1). // // maxAvailablePlayerScore * FACT --- scorePart // RANDOM_MODULO --- randPart // // RANDOM_MODULO * scorePart // maxAvailablePlayerScore * FACT = ------------------------- // randPart // // RANDOM_MODULO * scorePart // FACT = -------------------------------------- // randPart * maxAvailablePlayerScore int SCORE_RAND_FACT = ( PRECISION * int(RANDOM_MODULO * cfg.randRatio_scorePart) ) / ( int(cfg.randRatio_randPart) * maxAvailablePlayerScore ); // Fix Min-Max scores, to avoid division by zero, if min == max. // If min == max, make the difference equal to 1. MinMaxHolderScores memory minMaxCpy = minMaxScores; MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; priv_fixMinMaxIfEqual( minMaxCpy, minMaxRefCpy ); // How many holders had higher scores than "holderAddr". // Used to obtain the final winner rank of "holderAddr". uint numOfHoldersHigherThan = 0; // The final (randomized) score of "holderAddr". uint holderAddrsFinalScore = priv_getSingleHolderScore( holderAddr, individualToReferralRatio, maxAvailablePlayerScore, SCORE_RAND_FACT, cfg, minMaxCpy, minMaxRefCpy ); // Index of holderAddr. uint holderAddrIndex = holderIndexes[ holderAddr ]; // Loop through all the allowed holders. for( uint i = 0; i < ( holders.length < SELFVALIDATION_MAX_NUMBER_OF_HOLDERS ? holders.length : SELFVALIDATION_MAX_NUMBER_OF_HOLDERS ); i++ ) { // Skip the holderAddr's index. if( i == holderAddrIndex ) continue; // Compute the score using helper function. uint endScore = priv_getSingleHolderScore( holders[ i ], individualToReferralRatio, maxAvailablePlayerScore, SCORE_RAND_FACT, cfg, minMaxCpy, minMaxRefCpy ); // Check if score is higher than HolderAddr's, and if so, check. if( endScore > holderAddrsFinalScore ) numOfHoldersHigherThan++; } // All scores are checked! // Now, we can obtain holderAddr's winner rank based on how // many scores were above holderAddr's score! isWinner = ( numOfHoldersHigherThan < cfg.winnerCount ); rankingPosition = numOfHoldersHigherThan; } /** * Rolled-Randomness algo-type main function. * Here, we only compute the score of the holder in question, * and compare it to maximum-available final score, divided * by no-of-winners. * * @param holderAddr - address of a holder whose rank we want to find. */ function rolledRandomness_getWinnerStatus( address holderAddr ) internal view returns( bool isWinner, uint rankingPosition ) { // Copy the Winner Algo Config into memory, to avoid using // 400-gas costing SLOAD every time we need to load something. WinnerAlgorithmConfig memory cfg = algConfig; // Can only be performed if algorithm is RolledRandomness! require( cfg.endingAlgoType == uint8(Lottery.EndingAlgoType.RolledRandomness)/*, "Algorithm cannot be performed on current Algo-Type!" */); // Check if holderAddr is a holder at all! require( holders[ holderIndexes[ holderAddr ] ] == holderAddr/*, "holderAddr is not a lottery token holder!" */); // Now, we gotta find the winners using a Randomized Score-Based // Winner Selection Algorithm. // // During transfers, all player intermediate scores // (etherContributed, timeFactors, and tokenBalances) were // already set in every holder's HolderData structure, // during operations of updateHolderData_preTransfer() function. // // Minimum and maximum values are also known, so normalization // will be easy. // All referral tree score data were also properly propagated // during operations of updateAndPropagateScoreChanges() function. // // All we block.timestamp have to do, is loop through holder array, and // compute randomized final scores for every holder. // Compute the precision-adjusted constant ratio of // referralBonus max score to the player individual max scores. int individualToReferralRatio = ( PRECISION * cfg.maxPlayerScore_refferalBonus ) / ( int( cfg.maxPlayerScore_etherContributed ) + int( cfg.maxPlayerScore_timeFactor ) + int( cfg.maxPlayerScore_tokenHoldingAmount ) ); // Max available player score. int maxAvailablePlayerScore = int( cfg.maxPlayerScore_etherContributed + cfg.maxPlayerScore_timeFactor + cfg.maxPlayerScore_tokenHoldingAmount + cfg.maxPlayerScore_refferalBonus ); // Random Factor of scores, to maintain random-to-determined // ratio equal to specific value (1:5 for example - // "randPart" == 5, "scorePart" == 1). // // maxAvailablePlayerScore * FACT --- scorePart // RANDOM_MODULO --- randPart // // RANDOM_MODULO * scorePart // maxAvailablePlayerScore * FACT = ------------------------- // randPart // // RANDOM_MODULO * scorePart // FACT = -------------------------------------- // randPart * maxAvailablePlayerScore int SCORE_RAND_FACT = ( PRECISION * int(RANDOM_MODULO * cfg.randRatio_scorePart) ) / ( int(cfg.randRatio_randPart) * maxAvailablePlayerScore ); // Fix Min-Max scores, to avoid division by zero, if min == max. // If min == max, make the difference equal to 1. MinMaxHolderScores memory minMaxCpy = minMaxScores; MinMaxReferralScores memory minMaxRefCpy = minMaxReferralScores; priv_fixMinMaxIfEqual( minMaxCpy, minMaxRefCpy ); // The final (randomized) score of "holderAddr". uint holderAddrsFinalScore = priv_getSingleHolderScore( holderAddr, individualToReferralRatio, maxAvailablePlayerScore, SCORE_RAND_FACT, cfg, minMaxCpy, minMaxRefCpy ); // Now, compute the Max-Final-Random Score, divide it // by the Holder Count, and get the ranking by placing this // holder's score in it's corresponding part. // // In this approach, we assume linear randomness distribution. // In practice, distribution might be a bit different, but this // approach is the most efficient. // // Max-Final-Score (randomized) is the highest available score // that can be achieved, and is made by adding together the // maximum availabe Player Score Part and maximum available // Random Part (equals RANDOM_MODULO). // These parts have a ratio equal to config-specified // randRatio_scorePart to randRatio_randPart. // // So, if player's active stage's score is low (1), but rand-part // in ratio is huge, then the score is mostly random, so // maxFinalScore is close to the RANDOM_MODULO - maximum random // value that can be rolled. // // If, however, we use 1:1 playerScore-to-Random Ratio, then // playerScore and RandomScore make up equal parts of end score, // so the maxFinalScore is actually two times larger than // RANDOM_MODULO, so player needs to score more // player-points to get larger prizes. // // In default configuration, playerScore-to-random ratio is 1:3, // so there's a good randomness factor, so even the low-scoring // players can reasonably hope to get larger prizes, but // the higher is player's active stage score, the more // chances of scoring a high final score a player gets, with // the higher-end of player scores basically guaranteeing // themselves a specific prize amount, if winnerCount is // big enough to overlap. int maxRandomPart = int( RANDOM_MODULO - 1 ); int maxPlayerScorePart = ( SCORE_RAND_FACT * maxAvailablePlayerScore ) / PRECISION; uint maxFinalScore = uint( maxRandomPart + maxPlayerScorePart ); // Compute the amount that single-holder's virtual part // might take up in the max-final score. uint singleHolderPart = maxFinalScore / holders.length; // Now, compute how many single-holder-parts are there in // this holder's score. uint holderAddrScorePartCount = holderAddrsFinalScore / singleHolderPart; // The ranking is that number, minus holders length. // If very high score is scored, default to position 0 (highest). rankingPosition = ( holderAddrScorePartCount < holders.length ? holders.length - holderAddrScorePartCount : 0 ); isWinner = ( rankingPosition < cfg.winnerCount ); } /** * Genericized, algorithm type-dependent getWinnerStatus function. */ function getWinnerStatus( address addr ) external view returns( bool isWinner, uint32 rankingPosition ) { bool _isW; uint _rp; if( algConfig.endingAlgoType == uint8(Lottery.EndingAlgoType.RolledRandomness) ) { (_isW, _rp) = rolledRandomness_getWinnerStatus( addr ); return ( _isW, uint32( _rp ) ); } if( algConfig.endingAlgoType == uint8(Lottery.EndingAlgoType.WinnerSelfValidation) ) { (_isW, _rp) = winnerSelfValidation_getWinnerStatus( addr ); return ( _isW, uint32( _rp ) ); } if( algConfig.endingAlgoType == uint8(Lottery.EndingAlgoType.MinedWinnerSelection) ) { (_isW, _rp) = minedSelection_getWinnerStatus( addr ); return ( _isW, uint32( _rp ) ); } } } // /** * This is a storage-stub contract of the Lottery Token, which contains * only the state (storage) of a Lottery Token, and delegates all logic * to the actual code implementation. * This approach is very gas-efficient for deploying new lotteries. */ contract LotteryStub { // ============ ERC20 token contract's storage ============ // // ------- Slot ------- // // Balances of token holders. mapping (address => uint256) private _balances; // ------- Slot ------- // // Allowances of spenders for a specific token owner. mapping (address => mapping (address => uint256)) private _allowances; // ------- Slot ------- // // Total supply of the token. uint256 private _totalSupply; // ============== Lottery contract's storage ============== // // ------- Initial Slots ------- // // The config which is passed to constructor. Lottery.LotteryConfig internal cfg; // ------- Slot ------- // // The Lottery Storage contract, which stores all holder data, // such as scores, referral tree data, etc. LotteryStorage /*public*/ lotStorage; // ------- Slot ------- // // Pool address. Set on constructor from msg.sender. address payable /*public*/ poolAddress; // ------- Slot ------- // // Randomness Provider address. address /*public*/ randomnessProvider; // ------- Slot ------- // // Exchange address. In Uniswap mode, it's the Uniswap liquidity // pair's address, where trades execute. address /*public*/ exchangeAddress; // Start date. uint32 /*public*/ startDate; // Completion (Mining Phase End) date. uint32 /*public*/ completionDate; // The date when Randomness Provider was called, requesting a // random seed for the lottery finish. // Also, when this variable becomes Non-Zero, it indicates that we're // on Ending Stage Part One: waiting for the random seed. uint32 finish_timeRandomSeedRequested; // ------- Slot ------- // // WETH address. Set by calling Router's getter, on constructor. address WETHaddress; // Is the WETH first or second token in our Uniswap Pair? bool uniswap_ethFirst; // If we are, or were before, on finishing stage, this is the // probability of lottery going to Ending Stage on this transaction. uint32 finishProbablity; // Re-Entrancy Lock (Mutex). // We protect for reentrancy in the Fund Transfer functions. bool reEntrancyMutexLocked; // On which stage we are currently. uint8 /*public*/ lotteryStage; // Indicator for whether the lottery fund gains have passed a // minimum fund gain requirement. // After that time point (when this bool is set), the token sells // which could drop the fund value below the requirement, would // be denied. bool fundGainRequirementReached; // The current step of the Mining Stage. uint16 miningStep; // If we're currently on Special Transfer Mode - that is, we allow // direct transfers between parties even in NON-ACTIVE state. bool specialTransferModeEnabled; // ------- Slot ------- // // Per-Transaction Pseudo-Random hash value (transferHashValue). // This value is computed on every token transfer, by keccak'ing // the last (current) transferHashValue, msg.sender, block.timestamp, and // transaction count. // // This is used on Finishing Stage, as a pseudo-random number, // which is used to check if we should end the lottery (move to // Ending Stage). uint256 transferHashValue; // ------- Slot ------- // // On lottery end, get & store the lottery total ETH return // (including initial funds), and profit amount. uint128 /*public*/ ending_totalReturn; uint128 /*public*/ ending_profitAmount; // ------- Slot ------- // // The mapping that contains TRUE for addresses that already claimed // their lottery winner prizes. // Used only in COMPLETION, on claimWinnerPrize(), to check if // msg.sender has already claimed his prize. mapping( address => bool ) /*public*/ prizeClaimersAddresses; // =================== OUR CONTRACT'S OWN STORAGE =================== // // The address of the delegate contract, containing actual logic. address payable public __delegateContract; // =================== Functions =================== // // Constructor. // Just set the delegate's address. function stub_construct( address payable _delegateAddr ) external { require( __delegateContract == address(0) ); __delegateContract = _delegateAddr; } // Fallback payable function, which delegates any call to our // contract, into the delegate contract. fallback() external payable { // DelegateCall the delegate code contract. ( bool success, bytes memory data ) = __delegateContract.delegatecall( msg.data ); // Use inline assembly to be able to return value from the fallback. // (by default, returning a value from fallback is not possible, // but it's still possible to manually copy data to the // return buffer. assembly { // delegatecall returns 0 (false) on error. // Add 32 bytes to "data" pointer, because first slot (32 bytes) // contains the length, and we use return value's length // from returndatasize() opcode. switch success case 0 { revert( add( data, 32 ), returndatasize() ) } default { return( add( data, 32 ), returndatasize() ) } } } // Receive ether function. receive() external payable { } } /** * LotteryStorage contract's storage-stub. * Uses delagate calls to execute actual code on this contract's behalf. */ contract LotteryStorageStub { // =============== LotteryStorage contract's storage ================ // // --------- Slot --------- // // The Lottery address that this storage belongs to. // Is set by the "initialize()", called by corresponding Lottery. address lottery; // The Random Seed, that was passed to us from Randomness Provider, // or generated alternatively. uint64 randomSeed; // The actual number of winners that there will be. Set after // completing the Winner Selection Algorithm. uint16 numberOfWinners; // Bool indicating if Winner Selection Algorithm has been executed. bool algorithmCompleted; // --------- Slot --------- // // Winner Algorithm config. Specified in Initialization(). LotteryStorage.WinnerAlgorithmConfig algConfig; // --------- Slot --------- // // The Min-Max holder score storage. LotteryStorage.MinMaxHolderScores minMaxScores; // --------- Slot --------- // // Array of holders. address[] /*public*/ holders; // --------- Slot --------- // // Holder array indexes mapping, for O(1) array element access. mapping( address => uint ) holderIndexes; // --------- Slot --------- // // Mapping of holder data. mapping( address => LotteryStorage.HolderData ) /*public*/ holderData; // --------- Slot --------- // // Mapping of referral IDs to addresses of holders who generated // those IDs. mapping( uint256 => address ) referrers; // --------- Slot --------- // // The array of final-sorted winners (set after Winner Selection // Algorithm completes), that contains the winners' indexes // in the "holders" array, to save space. // // Notice that by using uint16, we can fit 16 items into one slot! // So, if there are 160 winners, we only take up 10 slots, so // only 20,000 * 10 = 200,000 gas gets consumed! // LotteryStorage.WinnerIndexStruct[] sortedWinnerIndexes; // =================== OUR CONTRACT'S OWN STORAGE =================== // // The address of the delegate contract, containing actual logic. address public __delegateContract; // =================== Functions =================== // // Constructor. // Just set the delegate's address. function stub_construct( address _delegateAddr ) external { require( __delegateContract == address(0) ); __delegateContract = _delegateAddr; } // Fallback function, which delegates any call to our // contract, into the delegate contract. fallback() external { // DelegateCall the delegate code contract. ( bool success, bytes memory data ) = __delegateContract.delegatecall( msg.data ); // Use inline assembly to be able to return value from the fallback. // (by default, returning a value from fallback is not possible, // but it's still possible to manually copy data to the // return buffer. assembly { // delegatecall returns 0 (false) on error. // Add 32 bytes to "data" pointer, because first slot (32 bytes) // contains the length, and we use return value's length // from returndatasize() opcode. switch success case 0 { revert( add( data, 32 ), returndatasize() ) } default { return( add( data, 32 ), returndatasize() ) } } } }
Contract Security Audit
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Contract Creation Code
608060405234801561001057600080fd5b50610237806100206000396000f3fe60806040526004361061002d5760003560e01c806329130b4d146100c25780635fecd096146100e457610034565b3661003457005b60115460405160009160609173ffffffffffffffffffffffffffffffffffffffff9091169061006690849036906101d0565b600060405180830381855af49150503d80600081146100a1576040519150601f19603f3d011682016040523d82523d6000602084013e6100a6565b606091505b509150915081600081146100bb573d60208301f35b3d60208301fd5b3480156100ce57600080fd5b506100e26100dd366004610195565b61010f565b005b3480156100f057600080fd5b506100f9610179565b60405161010691906101e0565b60405180910390f35b60115473ffffffffffffffffffffffffffffffffffffffff161561013257600080fd5b601180547fffffffffffffffffffffffff00000000000000000000000000000000000000001673ffffffffffffffffffffffffffffffffffffffff92909216919091179055565b60115473ffffffffffffffffffffffffffffffffffffffff1681565b6000602082840312156101a6578081fd5b813573ffffffffffffffffffffffffffffffffffffffff811681146101c9578182fd5b9392505050565b6000828483379101908152919050565b73ffffffffffffffffffffffffffffffffffffffff9190911681526020019056fea2646970667358221220b48021a785e8f9304c2d4219a161b8a85c48f3346eb78c8082733b18156551e364736f6c63430007010033
Deployed Bytecode
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Multichain Portfolio | 30 Chains
Chain | Token | Portfolio % | Price | Amount | Value |
---|---|---|---|---|---|
ETH | Ether (ETH) | 100.00% | $3,918.95 | 0.0626 | $245.16 |
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