mirror of
https://github.com/ethereum/solidity
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147 lines
4.7 KiB
ReStructuredText
147 lines
4.7 KiB
ReStructuredText
.. index:: purchase, remote purchase, escrow
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********************
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Safe Remote Purchase
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********************
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Purchasing goods remotely currently requires multiple parties that need to trust each other.
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The simplest configuration involves a seller and a buyer. The buyer would like to receive
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an item from the seller and the seller would like to get money (or an equivalent)
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in return. The problematic part is the shipment here: There is no way to determine for
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sure that the item arrived at the buyer.
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There are multiple ways to solve this problem, but all fall short in one or the other way.
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In the following example, both parties have to put twice the value of the item into the
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contract as escrow. As soon as this happened, the money will stay locked inside
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the contract until the buyer confirms that they received the item. After that,
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the buyer is returned the value (half of their deposit) and the seller gets three
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times the value (their deposit plus the value). The idea behind
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this is that both parties have an incentive to resolve the situation or otherwise
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their money is locked forever.
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This contract of course does not solve the problem, but gives an overview of how
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you can use state machine-like constructs inside a contract.
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::
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// SPDX-License-Identifier: GPL-3.0
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pragma solidity ^0.7.0;
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contract Purchase {
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uint public value;
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address payable public seller;
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address payable public buyer;
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enum State { Created, Locked, Release, Inactive }
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// The state variable has a default value of the first member, `State.created`
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State public state;
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modifier condition(bool _condition) {
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require(_condition);
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_;
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}
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modifier onlyBuyer() {
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require(
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msg.sender == buyer,
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"Only buyer can call this."
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);
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_;
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}
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modifier onlySeller() {
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require(
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msg.sender == seller,
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"Only seller can call this."
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);
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_;
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}
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modifier inState(State _state) {
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require(
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state == _state,
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"Invalid state."
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);
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_;
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}
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event Aborted();
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event PurchaseConfirmed();
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event ItemReceived();
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event SellerRefunded();
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// Ensure that `msg.value` is an even number.
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// Division will truncate if it is an odd number.
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// Check via multiplication that it wasn't an odd number.
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constructor() payable {
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seller = msg.sender;
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value = msg.value / 2;
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require((2 * value) == msg.value, "Value has to be even.");
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}
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/// Abort the purchase and reclaim the ether.
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/// Can only be called by the seller before
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/// the contract is locked.
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function abort()
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public
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onlySeller
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inState(State.Created)
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{
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emit Aborted();
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state = State.Inactive;
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// We use transfer here directly. It is
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// reentrancy-safe, because it is the
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// last call in this function and we
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// already changed the state.
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seller.transfer(address(this).balance);
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}
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/// Confirm the purchase as buyer.
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/// Transaction has to include `2 * value` ether.
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/// The ether will be locked until confirmReceived
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/// is called.
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function confirmPurchase()
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public
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inState(State.Created)
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condition(msg.value == (2 * value))
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payable
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{
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emit PurchaseConfirmed();
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buyer = msg.sender;
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state = State.Locked;
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}
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/// Confirm that you (the buyer) received the item.
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/// This will release the locked ether.
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function confirmReceived()
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public
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onlyBuyer
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inState(State.Locked)
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{
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emit ItemReceived();
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// It is important to change the state first because
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// otherwise, the contracts called using `send` below
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// can call in again here.
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state = State.Release;
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buyer.transfer(value);
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}
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/// This function refunds the seller, i.e.
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/// pays back the locked funds of the seller.
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function refundSeller()
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public
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onlySeller
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inState(State.Release)
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{
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emit SellerRefunded();
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// It is important to change the state first because
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// otherwise, the contracts called using `send` below
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// can call in again here.
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state = State.Inactive;
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seller.transfer(3 * value);
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}
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}
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