solidity/docs/common-patterns.rst

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###############
Common Patterns
###############
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.. index:: withdrawal
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.. _withdrawal_pattern:
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*************************
Withdrawal from Contracts
*************************
The recommended method of sending funds after an effect
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is using the withdrawal pattern. Although the most intuitive
method of sending Ether, as a result of an effect, is a
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direct ``send`` call, this is not recommended as it
introduces a potential security risk. You may read
more about this on the :ref:`security_considerations` page.
This is an example of the withdrawal pattern in practice in
a contract where the goal is to send the most money to the
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contract in order to become the "richest", inspired by
`King of the Ether <https://www.kingoftheether.com/>`_.
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In the following contract, if you are usurped as the richest,
you will recieve the funds of the person who has gone on to
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become the new richest.
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::
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contract WithdrawalContract {
address public richest;
uint public mostSent;
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mapping (address => uint) pendingWithdrawals;
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function WithdrawalContract() {
richest = msg.sender;
mostSent = msg.value;
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}
function becomeRichest() returns (bool) {
if (msg.value > mostSent) {
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pendingWithdrawals[richest] += msg.value;
richest = msg.sender;
mostSent = msg.value;
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return true;
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} else {
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return false;
}
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}
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function withdraw() returns (bool) {
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uint amount = pendingWithdrawals[msg.sender];
// Remember to zero the pending refund before
// sending to prevent re-entrancy attacks
pendingWithdrawals[msg.sender] = 0;
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if (msg.sender.send(amount)) {
return true;
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} else {
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pendingWithdrawals[msg.sender] = amount;
return false;
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}
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}
}
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This is as opposed to the more intuitive sending pattern.
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::
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contract SendContract {
address public richest;
uint public mostSent;
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function SendContract() {
richest = msg.sender;
mostSent = msg.value;
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}
function becomeRichest() returns (bool) {
if (msg.value > mostSent) {
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// Check if call succeeds to prevent an attacker
// from trapping the previous person's funds in
// this contract through a callstack attack
if (!richest.send(msg.value)) {
throw;
}
richest = msg.sender;
mostSent = msg.value;
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return true;
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} else {
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return false;
}
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}
}
Notice that, in this example, an attacker could trap the
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contract into an unusable state by causing ``richest`` to be
the address of a contract that has a fallback function
which consumes more than the 2300 gas stipend. That way,
whenever ``send`` is called to deliver funds to the
"poisoned" contract, it will cause execution to always fail
because there will not be enough gas to finish the execution
of the fallback function.
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.. index:: access;restricting
******************
Restricting Access
******************
Restricting access is a common pattern for contracts.
Note that you can never restrict any human or computer
from reading the content of your transactions or
your contract's state. You can make it a bit harder
by using encryption, but if your contract is supposed
to read the data, so will everyone else.
You can restrict read access to your contract's state
by **other contracts**. That is actually the default
unless you declare make your state variables ``public``.
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Furthermore, you can restrict who can make modifications
to your contract's state or call your contract's
functions and this is what this page is about.
.. index:: function;modifier
The use of **function modifiers** makes these
restrictions highly readable.
::
contract AccessRestriction {
// These will be assigned at the construction
// phase, where `msg.sender` is the account
// creating this contract.
address public owner = msg.sender;
uint public creationTime = now;
// Modifiers can be used to change
// the body of a function.
// If this modifier is used, it will
// prepend a check that only passes
// if the function is called from
// a certain address.
modifier onlyBy(address _account)
{
if (msg.sender != _account)
throw;
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// Do not forget the "_;"! It will
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// be replaced by the actual function
// body when the modifier is invoked.
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_;
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}
/// Make `_newOwner` the new owner of this
/// contract.
function changeOwner(address _newOwner)
onlyBy(owner)
{
owner = _newOwner;
}
modifier onlyAfter(uint _time) {
if (now < _time) throw;
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_;
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}
/// Erase ownership information.
/// May only be called 6 weeks after
/// the contract has been created.
function disown()
onlyBy(owner)
onlyAfter(creationTime + 6 weeks)
{
delete owner;
}
// This modifier requires a certain
// fee being associated with a function call.
// If the caller sent too much, he or she is
// refunded, but only after the function body.
// This is dangerous, because if the function
// uses `return` explicitly, this will not be
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// done! This behavior will be fixed in Version 0.4.0.
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modifier costs(uint _amount) {
if (msg.value < _amount)
throw;
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_;
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if (msg.value > _amount)
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msg.sender.send(msg.value - _amount);
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}
function forceOwnerChange(address _newOwner)
costs(200 ether)
{
owner = _newOwner;
// just some example condition
if (uint(owner) & 0 == 1)
// in this case, overpaid fees will not
// be refunded
return;
// otherwise, refund overpaid fees
}
}
A more specialised way in which access to function
calls can be restricted will be discussed
in the next example.
.. index:: state machine
*************
State Machine
*************
Contracts often act as a state machine, which means
that they have certain **stages** in which they behave
differently or in which different functions can
be called. A function call often ends a stage
and transitions the contract into the next stage
(especially if the contract models **interaction**).
It is also common that some stages are automatically
reached at a certain point in **time**.
An example for this is a blind auction contract which
starts in the stage "accepting blinded bids", then
transitions to "revealing bids" which is ended by
"determine auction autcome".
.. index:: function;modifier
Function modifiers can be used in this situation
to model the states and guard against
incorrect usage of the contract.
Example
=======
In the following example,
the modifier ``atStage`` ensures that the function can
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only be called at a certain stage.
Automatic timed transitions
are handled by the modifier ``timeTransitions``, which
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should be used for all functions.
.. note::
**Modifier Order Matters**.
If atStage is combined
with timedTransitions, make sure that you mention
it after the latter, so that the new stage is
taken into account.
Finally, the modifier ``transitionNext`` can be used
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to automatically go to the next stage when the
function finishes.
.. note::
**Modifier May be Skipped**.
Since modifiers are applied by simply replacing
code and not by using a function call,
the code in the transitionNext modifier
can be skipped if the function itself uses
return. If you want to do that, make sure
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to call nextStage manually from those functions.
With version 0.4.0 (unreleased), modifier code
will run even if the function explicitly returns.
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::
contract StateMachine {
enum Stages {
AcceptingBlindedBids,
RevealBids,
AnotherStage,
AreWeDoneYet,
Finished
}
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// This is the current stage.
Stages public stage = Stages.AcceptingBlindedBids;
uint public creationTime = now;
modifier atStage(Stages _stage) {
if (stage != _stage) throw;
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_;
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}
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function nextStage() internal {
stage = Stages(uint(stage) + 1);
}
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// Perform timed transitions. Be sure to mention
// this modifier first, otherwise the guards
// will not take the new stage into account.
modifier timedTransitions() {
if (stage == Stages.AcceptingBlindedBids &&
now >= creationTime + 10 days)
nextStage();
if (stage == Stages.RevealBids &&
now >= creationTime + 12 days)
nextStage();
// The other stages transition by transaction
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_;
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}
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// Order of the modifiers matters here!
function bid()
timedTransitions
atStage(Stages.AcceptingBlindedBids)
{
// We will not implement that here
}
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function reveal()
timedTransitions
atStage(Stages.RevealBids)
{
}
// This modifier goes to the next stage
// after the function is done.
// If you use `return` in the function,
// `nextStage` will not be called
// automatically.
modifier transitionNext()
{
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_;
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nextStage();
}
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function g()
timedTransitions
atStage(Stages.AnotherStage)
transitionNext
{
// If you want to use `return` here,
// you have to call `nextStage()` manually.
}
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function h()
timedTransitions
atStage(Stages.AreWeDoneYet)
transitionNext
{
}
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function i()
timedTransitions
atStage(Stages.Finished)
{
}
}