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Proof-of-Play consensus the gaming chains

  • a new block is generated when a game event occurs
  • data is serialized into a well-known array instead of objects to reduce the amount of traffic transmitted to other nodes
  • game nodes interact with each other using sockets
  • at the socket level we use additional compression of serialized data
  • separate protocol for receiving static information and query execution on JSON/RPC
  • storage LevelDB keys/values
  • real-time gaming events are broadcast via sockets in DAPPs
  • optional: to develop a load balancer, sharding
  • solve the problem of nat using udp through the stun

blockData: 0xblockHeight

  • prevBlockHash
  • blockHash
  • blockTime
  • generatorId: address
  • payload: [txsData]

txsData:[]

  • txtype: bet/play (0/1)
  • txIdSTH: hash
  • gameId: hash-md5
  • amount: sth
  • timestamp: unixtime
  • senderId: address
  • recipientId: address
  • gameValue: 0/1 hash
  • senderSig: from sth
  • affiliateID: address

  • txType: result (2)
  • txIdSTH: hash
  • gameId: hash-md5
  • amountWin: sth
  • timestamp: unixTime
  • senderId: address
  • winnerId: address
  • affiliate: {
    • accountId: address
    • amount: sth }
  • playerBet: {
    • accountId: address
    • blockId
    • txIndex
    • value
    • amount }
  • playerPlay: {
    • accountId: address
    • blockId
    • txIndex
    • value
    • amount }
  • gameResult: 0/1
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