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darkforest-local

The Dark Forest client deploy process is set up for players to easily fork the client and connect to the maininet game, but that design decision currently makes it difficult to run a playable version of the game locally. This repository provides a setup for running a local game with just a few steps.

How darkforest-local Works

This repo uses submodules to pair the Dark Forest Ethereum backend with the Dark Forest TypeScript frontend so you can launch a local game.

It also uses Yarn, a package manager and that allows for multiple workspaces to exist within a project.

The workspaces allows each submodule to have their own packages and configuration. Yarn places all of the packages for each submodule in the top level node_modules/ folder.

Builder's Guide

For a full tutorial with multiple quests, check out the Community Round Builder's Guide.

Requirements

  • Install Yarn
  • Install node >= 16 nvm

Install

Fastest Method for Running a Local Game

  1. Fork my darkforest-local to your Github repo.
  2. Clone your darkforest-local repo: git clone https://github.com/<your_name>/darkforest-local.git
  3. git submodule update --init --recursive --remote --merge
  4. yarn
  5. yarn start

Better Method for Running a Local Game

  1. Fork my darkforest-local to your Github repo.
  2. Fork darkforest-eth/eth to your Github repo
  3. Fork darkforest-eth/client to your Github repo.
  4. Clone your darkforest-local repo: git clone https://github.com/<your_name>/darkforest-local.git
  5. Update the .gitmodules file to point to your new forks of eth and `client.
    • url = https://github.com/darkforest-eth/eth => url = https://github.com/cha0sg0d/eth
    • url = https://github.com/darkforest-eth/client => url = https://github.com/cha0sg0d/client
  6. Fetch the latest code from the submodules
    • git submodule update --init --recursive
  7. Add new branches for developing:
    • The darkforest-local monorepo detaches the submodules from their current HEADs. If you want to save your changes (for example, if you're testing an new contract in eth), you'll need to make a new branch in these submodules.
    1. cd eth
      1. git checkout -b <new_name>
    2. cd client
      1. git checkout -b <new_name>
  8. Install packages and dependencies
    • yarn
  9. Start a game
    • yarn start

Troubleshooting

  1. If yarn start returns an error ERR_OSSL_EVP_UNSUPPORTED:
    • run export NODE_OPTIONS=--openssl-legacy-provider
    • Note: This error occurs when using Node v17+

Run a local game

  • After running yarn start, which will 1) start a local node, 2) deploy the contracts, and 3) run the local client in dev mode

  • When finished, the process should pop up your browser to the game client at http://localhost:8081/

  • Here are 3 private keys with 100 ETH each to use in the game:

    1. 0x044C7963E9A89D4F8B64AB23E02E97B2E00DD57FCB60F316AC69B77135003AEF
    2. 0x523170AAE57904F24FFE1F61B7E4FF9E9A0CE7557987C2FC034EACB1C267B4AE
    3. 0x67195c963ff445314e667112ab22f4a7404bad7f9746564eb409b9bb8c6aed32

Run a public local game

If you want other people to be able to interact with the DF game on your local machine, run yarn start:tunnel

This uses the localtunnel library to allow public access to localhost:8081 and the JSON-RPC provider at localhost:8545.

Static deployment of Dark Forest (no webserver)

If you want to deploy the contracts (with whatever modifications you want) to mainnet, and client code (with whatever modifications you want), you can follow these instructions. The reasons you might want to do this could be one of:

  • you want to run a community round of Dark Forest
  • you want to run a multiplayer round with some friends
  • etc.

Deploying to production is quite similar to deploying a local version of the game, but I'm going to walk through the steps explicitly here.

Step 1: deploy contracts

Unlike in development mode, in production mode you will need to create a .env file in both the client/ and eth/ submodules. You can find the set of environment variables you will need to populate those .env files with in their adjacent .env.example files.

Danger! The .env files ARE in the respective .gitignores of the aforementioned submodules, however you should also manually make sure that they don't end up checked into your repository.

To deploy the contracts, you will need to run the following command:

yarn workspace eth hardhat:prod deploy

You should see something like this:

yarn workspace eth hardhat:prod deploy

Dark Forest uses yarn workspaces

To find out more information about the contracts submodule, you can look here: https://github.com/darkforest-eth/eth.

Step 2: deploy client website

To deploy the website interface, you may either self-host, or use the same infra that we use - Netlify. This is a simple option, and free for up to some amount of gigabytes of bandwidth per month, which has often been enough for us.

To deploy to Netlify, you can run the following command:

yarn workspace client deploy:prod

You should see something like this:

yarn workspace eth hardhat:prod deploy

Step 3: allow player addresses

The default implementation of Dark Forest ships with a whitelist contract. When we deployed the contracts in Step 1, amongst them was this whitelist contract. A 'static' deployment of Dark Forest (no web server) isn't capable of submitting a whitelisting transaction on behalf of the user (which lets a given burner address into the game and drips it a fraction of an xDAI).

This means that if you want to let players into your game, you must first collect their addresses.

If you want to generate a burner wallet on the CLI for testing (eg. to make sure that the deployment worked) you can do so via the following command, which prints the details of a new randomly generated public-private keypair:

yarn workspace eth hardhat:dev wallet:new

yarn workspace eth hardhat:dev wallet:new

Once you collect the addresses of the people you want to let into your world, you can register them individually via the following command

yarn workspace eth hardhat:prod whitelist:register --address $BURNER_WALLET_ADDRESS
# where $BURNER_WALLET_ADDRESS is the network address of the player you want to allow to play in
# your deployment of the game.

If everything worked properly, you should be able to log in:

log in

Then, once you've found a home planet, you should be able to enter the game!

enter game

Update to latest Dark Forest code

If theres been new Dark Forest updates released and we haven't yet updated this repo yet, it is possible you can get away with updating yourself by running git submodule update --remote --merge and remember to run yarn again.

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