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Cartridge arcade #211

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Cartridge arcade #211

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@okhaimie-dev okhaimie-dev commented Dec 23, 2024

#193

Summary by CodeRabbit

  • New Features

    • Introduced a dialog for users to change their profile photo and display name.
    • Added functionality to create and update player profiles.
    • Implemented a new trophy management system with various task types.
    • Expanded the structure of the codebase with new components and modules.
  • Bug Fixes

    • Corrected references in sharing links and data queries.
  • Chores

    • Updated dependency versions for improved performance and security.
    • Restructured codebase for better organization and clarity.
  • Documentation

    • Enhanced clarity in naming conventions and API structure.

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coderabbitai bot commented Dec 23, 2024

Walkthrough

This pull request introduces significant changes across the Mancala game project, focusing on updating dependencies, refactoring player profile management, and introducing new task and trophy systems. The changes span multiple files in both the client and contracts directories, with a notable shift from a mancala_t to a mancala_dev namespace. Key modifications include updating package versions, consolidating profile update methods, and adding new components for tasks and trophies.

Changes

File Change Summary
client/package.json Updated multiple package versions for Cartridge and Dojo dependencies
client/src/components/profile/user-section.tsx Added profile image and display name management functionality
client/src/dojo/createSystemCalls.ts Added create_player_profile and update_player_profile methods
client/src/lib/constants.ts Updated action address and GraphQL query names
client/src/pages/Lobby.tsx Changed data source for game models to mancalaDevMancalaBoardModels
client/src/pages/Profile.tsx Updated game information data source to mancalaDevMancalaBoardModels
client/src/pages/games/Gameplay.tsx Changed data source for game metadata and player data
contracts/.tool-versions Downgraded Dojo dependency from 1.0.8 to 1.0.5
contracts/Scarb.toml Downgraded Dojo dependency and added achievement library
contracts/src/components/initializable.cairo Introduced InitializableComponent for game counter initialization
contracts/src/components/playable.cairo Consolidated player profile update methods and removed game counter initialization
contracts/src/elements/tasks/interface.cairo Introduced new TaskTrait for task implementations
contracts/src/elements/trophies/interface.cairo Introduced new TrophyTrait for trophy implementations
contracts/src/models/profile.cairo Consolidated profile update methods into a single method
contracts/src/systems/actions.cairo Removed initialize_game_counter, consolidated player profile methods
contracts/src/types/task.cairo Introduced new Task enum with multiple task types
contracts/src/types/trophy.cairo Added Trophy enum with various trophy implementations
contracts/src/tests/test_world.cairo Removed tests related to initialize_game_counter

Sequence Diagram

sequenceDiagram
    participant User
    participant UserSection
    participant SystemCalls
    participant ProfileComponent
    
    User->>UserSection: Open profile settings
    UserSection->>UserSection: Select profile image
    UserSection->>SystemCalls: Call update_player_profile
    SystemCalls->>ProfileComponent: Update profile name and URI
    ProfileComponent-->>SystemCalls: Profile updated
    SystemCalls-->>UserSection: Confirmation
    UserSection-->>User: Display updated profile
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Actionable comments posted: 6

🔭 Outside diff range comments (2)
contracts/dojo_dev.toml (2)

Line range hint 27-29: CRITICAL: Remove exposed IPFS credentials

IPFS credentials are exposed in the configuration file. This is a security risk.

  1. Remove the hardcoded IPFS credentials
  2. Use environment variables instead
  3. Rotate the exposed credentials immediately

Example fix:

-ipfs_config.username = "2EBrzr7ZASQZKH32sl2xWauXPSA"
-ipfs_config.password = "12290b883db9138a8ae3363b6739d220"
+ipfs_config.username = "${IPFS_USERNAME}"
+ipfs_config.password = "${IPFS_PASSWORD}"

Line range hint 24-24: Remove development private key

While this is a development key, it's still best practice to use environment variables.

-private_key = "0xc5b2fcab997346f3ea1c00b002ecf6f382c5f9c9659a3894eb783c5320f912"
+private_key = "${DEV_PRIVATE_KEY}"
🧹 Nitpick comments (40)
contracts/src/systems/actions.cairo (3)

41-42: Substorage approach validated.
Storing Initializable data inside a substorage block is consistent with other component-based patterns. Ensure that cross-component interactions remain clear and documented.


64-64: Return value check for new_game.
The semicolon removal indicates an expression-based return or last-line evaluation. Ensure no unintended side effects if the function’s return type changes in the future.


122-124: Unified profile update implementation.
Merging name and URI updates into a single method promotes simpler maintenance. Confirm whether all references to the old, separate methods have been removed.

contracts/src/types/trophy.cairo (3)

24-228: Comprehensive trophy trait implementation.
Each method delegates to specialized modules like collector, strategist, etc. This design is flexible for future expansions.

Consider consolidating repeated match logic if you foresee adding more trophies. It may improve maintainability.


110-121: Ephemeral trophies noted but not implemented.
The TODO placeholders for start/end times indicate ephemeral trophies. Ensure upcoming logic sets realistic durations if ephemeral trophies become required.

Would you like help drafting ephemeral trophy logic?


267-272: Debug printing for trophies.
Printing the identifier is helpful. If more verbose debugging is needed later (like enumerating levels, points, etc.), consider adding a more detailed output.

contracts/src/elements/tasks/reigning.cairo (2)

3-4: Ensure trait-based naming convention aligns with usage context.
It's often helpful to add a docstring or comment here to clarify how "Reigning" fits into the overall task system and how the inline functions improve performance.


10-12: Clarify singular vs. plural "seed" in the formatted output.
For consistency, you may consider pluralizing "seed" if count > 1 or adjusting wording to avoid confusion (e.g., "seeds").

contracts/src/elements/tasks/dominating.cairo (1)

9-12: Handle singular vs. plural form in descriptions.
For "Win {} games," ensure the grammar handles singular vs. plural cases consistently. Consider using a simple conditional or a more nuanced approach.

contracts/src/elements/tasks/collecting.cairo (1)

9-12: Ensure consistency in item naming.
Like in the “Reigning” task, consider applying grammar rules for singular/plural seed references (e.g., “1 seed” vs. “many seeds”).

contracts/src/elements/tasks/mastering.cairo (1)

9-12: Refine phrasing for streak-based tasks.
“Get {} games win streak” may be slightly ambiguous. You might clarify the text (e.g., “Achieve a win streak of {} games”) to ensure it's immediately understandable.

contracts/src/elements/trophies/interface.cairo (1)

1-2: Consider consistent import aliasing for clarity
Currently, BushidoTask is distinguished from Task by aliasing in line 1. Consider applying equally clear aliasing or naming consistency for the other imported items to avoid confusion when future expansions occur.

contracts/src/lib.cairo (1)

21-21: Module naming alignment
"initializable" is descriptive, but ensure that the naming is consistent with other modules that hold initialization or lifecycle-related functionalities (for example "initialization" or "init").

contracts/src/elements/trophies/extractor.cairo (6)

1-2: Check for future naming conflicts
Both “BushidoTask” and “Task” are brought into scope. Future expansions might result in collisions or confusion. Consider more descriptive aliases (e.g., “GameTask”) to avoid mixing up usage.


19-23: Static points
A constant 50 points for every level is simple. If you plan level-scaling in the future (e.g., awarding more points at higher levels), expose a formula or table.


29-33: Icon reuse
The icon "fa-fork-knife" also appears in other trophies, such as “Victor.” If each trophy is intended to have a unique icon, be mindful that reuse may cause UI confusion.


34-38: Title or group duplication
The title is also “Clearing.” This duplicates the group method result. If these represent distinctly different concepts (a group name vs. displayed trophy title), confirm with your game design references.


39-43: Description clarity
The text is evocative. Confirm any in-game text length or translation constraints if localization is planned.

Would you like me to draft a localization-friendly approach or open an issue to track i18n?


44-48: Count method is hardcoded
A constant of 100 may be correct for now. If the required progression changes across trophy “levels,” consider returning dynamic values.

contracts/src/elements/trophies/victor.cairo (6)

1-2: Consistent import approach
As with “extractor.cairo,” ensuring distinct naming or aliasing between “BushidoTask” and “Task” will keep the code base coherent.


9-13: Hidden property
This is the same approach as “Extractor”—if future mechanics require hidden trophies, you might unify the logic via a helper function or trait default.


19-23: Points
Points are constant. If you plan to differentiate trophies in the future, consider leveling or weighting logic.


29-33: Icon reuse
Identical "fa-fork-knife" icon as Extractor. Possibly intended, but might be visually confusing for end users.


39-43: Description
Good clarity. If you eventually enable user-facing translations or theming, plan for a central text registry.

Can assist with a short i18n scaffold if needed.


44-48: Count
Same pattern as Extractor. If you expect Victor trophies to scale differently by level, consider a function-based approach.

contracts/src/components/initializable.cairo (1)

19-21: Event enumeration is empty.
If you plan to emit events from this component in the future (e.g., upon successful initialization), consider adding event variants here. Otherwise, it looks fine as-is.

contracts/src/models/profile.cairo (2)

19-22: Consolidating updates into one function is a good approach.
Merging the URI and name update into a single call reduces the chance of partial updates. The checks for invalid name/URI are correct. Ensure you have test coverage for edge cases, such as extremely long URIs or additional unsupported characters.


55-59: Test coverage for profile updates is good.
You test ensuring name and URI changes are both applied. Consider adding more tests for near-boundary conditions like an empty string for the name or a maximum-length ByteArray, if relevant.

contracts/src/elements/trophies/strategist.cairo (1)

82-83: Ensure that referencing a single task type meets requirements

Within the tasks method, calling "Task::Mastering.tasks" will create a single type of task for all Strategist trophy levels. If the product requirement is that different levels should unlock different tasks, consider parameterizing the task type or mapping level → distinct tasks to provide a richer trophy experience.

client/src/pages/Profile.tsx (1)

14-14: Check null or undefined data responses

When accessing 'data?.mancalaDevMancalaBoardModels', confirm that 'data' exists. If 'mancalaDevMancalaBoardModels' is null or undefined, filteredGames could be undefined, resulting in uncaught errors down the line. Adding a basic guard or default empty array ensures safer data handling.

client/src/dojo/createSystemCalls.ts (1)

188-204: Ensure robust error handling & potential event updates
This function appears straightforward, creating a player profile and awaiting the transaction. However, consider handling any edge cases (e.g., potential re-creation of a profile) or returning a status object to inform calling components of success/failure states.

client/src/components/profile/user-section.tsx (5)

25-27: Manage default states and edge cases
When capturing user inputs, ensure you handle scenarios where users stop mid-edit or input invalid data. Consider adding form-level validations or at least an empty string check for displayName.


36-40: Safe URL creation
Be sure to revoke object URLs when no longer needed to avoid memory leaks. For example, call URL.revokeObjectURL on unmount or once the image is processed.

🧰 Tools
🪛 Biome (1.9.4)

[error] 37-37: Change to an optional chain.

Unsafe fix: Change to an optional chain.

(lint/complexity/useOptionalChain)


42-45: Submit changes
Logging is a good interim step. Next, integrate with actual update calls (e.g., using the new system calls if applicable) to persist user data.


69-69: Username fallback
Using truncateString(account.account?.address) || "Guest user" is a logical fallback, but consider an extra check in case address is empty, e.g. for a purely offline user.


129-198: Comprehensive profile editing dialog
The dialog-based approach for changing the display name and photo is neatly structured. Potential expansions could include validations or asynchronous storage updates.

client/src/lib/constants.ts (1)

Line range hint 727-742: Seed model queries
No immediate red flags. Confirm this large limit (1,000,000,000) won't cause performance issues in production.

client/src/pages/Lobby.tsx (3)

98-99: Remove or restrict console logs
While console logs are helpful for debugging, consider controlling them via environment flags or removing them in production code to keep logs clean.


114-114: Filtered logic
Filtering by player_one/player_two is straightforward. Consider indexing or caching if the dataset grows large to maintain performance.


403-403: LiveDuels
Passing the edges directly is consistent with the updated GQL schema. Ensure that the child component handles undefined or empty arrays gracefully.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between adceaac and c3cf29a.

⛔ Files ignored due to path filters (6)
  • .github/workflows/test.yml is excluded by none and included by none
  • client/pnpm-lock.yaml is excluded by !**/pnpm-lock.yaml, !client/pnpm-lock.yaml and included by client/**
  • client/src/dojo/generated/contractComponents.ts is excluded by !**/generated/** and included by client/**
  • client/src/dojo/generated/generated.ts is excluded by !**/generated/** and included by client/**
  • client/src/dojo/generated/setup.ts is excluded by !**/generated/** and included by client/**
  • contracts/Scarb.lock is excluded by !**/*.lock and included by contracts/**
📒 Files selected for processing (34)
  • client/package.json (1 hunks)
  • client/src/components/profile/user-section.tsx (3 hunks)
  • client/src/dojo/createSystemCalls.ts (2 hunks)
  • client/src/lib/constants.ts (7 hunks)
  • client/src/pages/Lobby.tsx (4 hunks)
  • client/src/pages/Profile.tsx (2 hunks)
  • client/src/pages/games/Gameplay.tsx (1 hunks)
  • contracts/.tool-versions (1 hunks)
  • contracts/Scarb.toml (2 hunks)
  • contracts/dojo_dev.toml (1 hunks)
  • contracts/dojo_sepolia.toml (1 hunks)
  • contracts/manifest_dev.json (7 hunks)
  • contracts/manifest_sepolia.json (7 hunks)
  • contracts/src/components/initializable.cairo (1 hunks)
  • contracts/src/components/playable.cairo (2 hunks)
  • contracts/src/constants.cairo (1 hunks)
  • contracts/src/elements/tasks/clearing.cairo (1 hunks)
  • contracts/src/elements/tasks/collecting.cairo (1 hunks)
  • contracts/src/elements/tasks/dominating.cairo (1 hunks)
  • contracts/src/elements/tasks/interface.cairo (1 hunks)
  • contracts/src/elements/tasks/mastering.cairo (1 hunks)
  • contracts/src/elements/tasks/reigning.cairo (1 hunks)
  • contracts/src/elements/trophies/collector.cairo (1 hunks)
  • contracts/src/elements/trophies/dominator.cairo (1 hunks)
  • contracts/src/elements/trophies/extractor.cairo (1 hunks)
  • contracts/src/elements/trophies/interface.cairo (1 hunks)
  • contracts/src/elements/trophies/strategist.cairo (1 hunks)
  • contracts/src/elements/trophies/victor.cairo (1 hunks)
  • contracts/src/lib.cairo (2 hunks)
  • contracts/src/models/profile.cairo (3 hunks)
  • contracts/src/systems/actions.cairo (2 hunks)
  • contracts/src/tests/test_world.cairo (0 hunks)
  • contracts/src/types/task.cairo (1 hunks)
  • contracts/src/types/trophy.cairo (1 hunks)
💤 Files with no reviewable changes (1)
  • contracts/src/tests/test_world.cairo
✅ Files skipped from review due to trivial changes (2)
  • contracts/.tool-versions
  • contracts/src/constants.cairo
🧰 Additional context used
🪛 Biome (1.9.4)
client/src/pages/games/Gameplay.tsx

[error] 34-38: Unnecessary use of boolean literals in conditional expression.

Simplify your code by directly assigning the result without using a ternary operator.
If your goal is negation, you may use the logical NOT (!) or double NOT (!!) operator for clearer and concise code.
Check for more details about NOT operator.
Unsafe fix: Remove the conditional expression with

(lint/complexity/noUselessTernary)

client/src/components/profile/user-section.tsx

[error] 37-37: Change to an optional chain.

Unsafe fix: Change to an optional chain.

(lint/complexity/useOptionalChain)

🪛 Gitleaks (8.21.2)
contracts/dojo_sepolia.toml

25-25: Detected a Generic API Key, potentially exposing access to various services and sensitive operations.

(generic-api-key)

🔇 Additional comments (59)
contracts/src/systems/actions.cairo (5)

20-20: Consolidated profile method in IActions trait.
Declaring a single interface method for both name and URI updates helps keep interface definitions simpler.


28-28: Ensure that newly introduced components are utilized.
Imports for InitializableComponent and PlayableComponent successfully anchor the new design. Pay attention to whether their functionalities are fully integrated downstream.


34-34: Initialization component usage.
Registering the InitializableComponent is a solid approach for decoupled initialization logic.


50-51: Initializable event registration.
Using #[flat] is consistent with other event flattening approaches. No issues found.


56-57: Dojo initialization routine.
Providing an explicit init function is beneficial for large projects. Consider verifying potential idempotency (can it be called multiple times?).

contracts/src/types/trophy.cairo (3)

6-7: Use TROPHY_COUNT for enforced bounds.
Defining TROPHY_COUNT is good for clarity. Remember to validate usage in any place enumerating trophies to avoid out-of-bounds indexing.


10-22: Well-defined Trophy enum.
All relevant trophy variants are enumerated, forming a foundation for expansions later on. Check for any missing synergy with other parts of the code (e.g., tasks, achievements).


229-265: Bi-directional conversions between Trophy and u8.
These conversions are self-explanatory. Confirm that numeric ranges are validated wherever the conversions are used, mitigating edge cases that may default to Trophy::None.

contracts/src/components/playable.cairo (2)

419-423: Single function for profile updates.
Combining name and URI updates into one function reduces duplication. Ensure all callers properly handle the revised parameters.


434-434: Invoking profile.update_profile.
Access control checks look correct. Confirm any event emission or logging for debugging to trace profile changes.

contracts/src/elements/tasks/interface.cairo (1)

1-4: New TaskTrait introduction.
Defining identifier and description for tasks provides a clear contract for consistent task metadata. Make sure level-based logic is validated within each implementing module.

contracts/src/elements/tasks/reigning.cairo (1)

5-7: Validate usage of the level parameter.
Although the function signature includes a “level: u8” parameter, it remains unused in the identifier's return value. If you anticipate level-specific logic in the future, ensure it’s clearly documented or integrated.

contracts/src/elements/tasks/dominating.cairo (1)

3-7: Check consistency of identifier usage across tasks.
The new identifier "DOMINATING" is a constant string. Confirm whether the “level: u8” parameter needs to influence this identifier, or if it’s intentionally static.

contracts/src/elements/tasks/collecting.cairo (1)

3-7: Validate identifier usage for “Collecting.”
Similar to other tasks, verify that "COLLECTING" is always intended to be a static identifier and does not require logic based on the level parameter.

contracts/src/elements/tasks/mastering.cairo (1)

3-7: Confirm uniform naming convention.
“MASTERING” is consistent with the other tasks’ all-caps style. Ensure that no additional suffix or prefix logic is needed based on the level parameter.

contracts/src/elements/trophies/interface.cairo (1)

4-15: Good trait design for extensibility
This trait elegantly ensures trophy types remain consistent in their method signatures. The explicit method definitions should help keep implementations uniform across different trophy variants.

contracts/src/lib.cairo (2)

32-36: Types module expansion
Introducing a dedicated "types" module is a positive step that enhances maintainability. The separation into sub-modules (task, trophy) is logical and likely to reduce unintended coupling.


37-54: Module organization looks good
Creating clear "elements" subdirectories for tasks and trophies centralizes game logic, making the codebase more discoverable for new contributors.

contracts/src/elements/trophies/extractor.cairo (5)

3-7: Identifier method is concise
Returning a static string literal via felt252 is straightforward. Double-check that this exact string aligns with any front-end or analytics code that depends on the “EXTRACTOR” trophy ID.


9-13: Visibility is straightforward
Hardcoding a false value in the hidden method is acceptable if you intend the trophy to be always visible. If future expansions require dynamic toggling, consider factoring in a parameter or external context.


14-18: Index aligns with level
Reusing the level parameter as the trophy’s index is direct. Confirm that no special offset or bounds are needed in the broader system to avoid accidental overlap with other trophies.


24-28: Group method usage
The group name "Clearing" might also appear in other trophies or tasks. Ensure naming remains unique or consistent if trophies share synergy in that group.


49-54: Verify tasks correctness
This code passes total, total to Task::Clearing.tasks(...). Double-check if the first parameter is distinct from the second in other trophies or tasks to ensure intended behavior.

contracts/src/elements/trophies/victor.cairo (5)

3-7: Statically-named identifier
"VICTOR" is clear. Just ensure it aligns with any external lookups or front-end references.


14-18: Index mirrored to level
Same comment as for Extractor—verify no offset or special case is required for multiple trophies at the same level.


24-28: Group naming
"Reigning" differs from "Clearing," but reuses the structure from the Extractor. Keep an eye on consistency for future trophy expansions.


34-38: Title consistency
Title is the same string as the group. If these are separate concepts in the UI, a future rename or clarifying label might help.


49-54: Tasks
Repeats the same triple-argument pattern. Confirm whether the first and second arguments truly share the same numeric value.

contracts/src/elements/trophies/dominator.cairo (2)

1-2: Consider verifying dependent imports and versions.
It’s good practice to verify that any used crates/modules in "mancala::elements::trophies::interface" remain consistent with the expected version constraints or other changes in this PR. This helps ensure that future updates or reorganizations do not break the functionality.


3-54: Implementation looks structurally sound.
All required methods conform to the TrophyTrait's contract. The logic for returning constants (e.g., 50 points, 100 count) is straightforward. As a minor suggestion, consider making these constants more configurable (e.g., via a constants file or parameters) if you anticipate changing them in the future.

contracts/src/components/initializable.cairo (3)

1-2: Component annotation is consistent.
Marking this module as a StarkNet component is aligned with the rest of the codebase’s approach. Make sure to document it in any global architecture or manifest if needed.


14-16: Storage struct is empty.
While this is normal for components designed to hold limited or inherited data, confirm that no fields are needed for your initializable logic.


23-49: Initialization logic appears correct.
You retrieve the current game counter from storage, ensure it’s zero, and then initialize it. This design is straightforward and ensures the counter can’t be reinitialized. However, you might consider an error-handling strategy for attempts at re-initialization instead of a simple assertion, depending on your system’s resilience requirements.

contracts/src/elements/trophies/collector.cairo (1)

3-84: Multi-level logic is clear.
Your usage of match statements for different levels is consistent. The code covers all possible level variants (0, 1, 2, and fallback). The approach is readable, though you might consider extracting repeated logic into helper functions if you add more complexity in the future.

contracts/src/types/task.cairo (1)

45-50: Validate or handle edge cases for large or negative 'level' or 'count' inputs

If unexpected values are provided to the 'identifier', 'description', or 'tasks' methods, the current approach returns default or empty strings/enums. Consider graceful error handling or input validation to ensure that out-of-bounds levels produce meaningful feedback or logs for troubleshooting.

client/src/pages/Profile.tsx (1)

32-32: Verify 'player' safety for missing edges

Similarly, ensure that 'data?.mancalaDevMancalaBoardModels?.edges' is not null or undefined. This helps avoid runtime errors if the query returns no edges. Safely default to an empty array or a fallback mechanism when referencing array properties.

client/src/dojo/createSystemCalls.ts (2)

206-224: Check for mismatch between user-provided and actual on-chain data
This function updates both the player's name and the URI. If the on-chain data doesn't match what's provided, it might lead to partial/inconsistent updates. Consider verifying or confirming updated details to ensure atomic changes (e.g., verifying the new URI or name after the transaction is complete).


235-236: Good approach to integrate new profile management methods
Exposing these new system calls in the returned object fosters consistent usage across the app.

client/src/components/profile/user-section.tsx (7)

4-4: Import usage looks good
The addition of useRef for file input management is appropriate. No immediate issues noted.


9-11: Dialog and asset imports are correct
Importing these assets and components aligns with the newly introduced modal functionality for profile edits.


32-32: Optional chain usage
Ensure that getColorOfTheDay can handle empty addresses. The optional chain usage here prevents errors if address is undefined.


34-35: Toggle pattern
The toggle logic for handleOpen is simplicity at its best. Just be mindful of any asynchronous behaviors if you later expand this function.


51-65: Default avatar usage
This fallback logic is good. Just be sure that if there's an error in the retrieved icon or if the image is broken, the user can still see a functional fallback.


74-76: Edit details
Straightforward event. This keeps the UI simple.


117-122: Share links
URLs appear correct. Confirm if the address and text are requested by product. Some sites may require URL encoding for special characters.

client/src/lib/constants.ts (5)

605-605: ACTION_ADDRESS update
Confirm the new address belongs to the correct environment (testnet, devnet, etc.) to avoid misdirecting system calls.


Line range hint 659-672: Query rename
Switching from mancalaT to mancalaDev is consistent with the environment changes. Confirm the server or subgraph endpoint is configured accordingly.


Line range hint 680-694: Query rename
As with the other queries, referencing mancalaDevMancalaBoardModel is consistent. Ensure all GQL queries referencing these old names have been updated.


Line range hint 702-713: Player and Pit Models
Renaming is consistent with the environment shift. Also check whether create_player_profile or rename_player references are reflected in queries as needed.


745-745: GameModels query
This final rename looks consistent with the environment changes.

client/src/pages/Lobby.tsx (2)

Line range hint 121-127: Reduce approach
The reduce logic merges data node and entity timestamps. This is fine. Just watch for potential undefined fields if the query changes.
[approve]


414-414: Leaderboard
Providing the same edges data object is good for consistency. Ensure that sorting or filtering is handled within the child component or visually signposted as needed.

contracts/Scarb.toml (2)

20-24: Verify achievement system integration

New external contracts for trophy management have been added. Please ensure:

  1. The trophy events are properly integrated with the game logic
  2. The achievement system's compatibility with the downgraded dojo version
✅ Verification successful

Trophy system integration appears properly implemented

The codebase shows a well-structured trophy system integration:

  • Trophy types are properly defined with a comprehensive implementation (Trophy enum with 9 different achievements)
  • Achievement system is correctly imported from the arcade repository (v1.0.5)
  • Trophy events are properly registered in Scarb.toml
  • Trophy implementation includes all necessary traits and methods (identifier, points, tasks, etc.)
  • Each trophy type (Collector, Strategist, Dominator, etc.) follows the same interface pattern
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for trophy/achievement integration points
ast-grep --pattern 'fn $_(trophy|achievement|profile)' 

Length of output: 56


Script:

#!/bin/bash
# Search for trophy and achievement related code patterns
rg -i "trophy|achievement" -A 3

# Check imports and references to achievement system
rg -i "use.*achievement|import.*achievement" 

# Look for event handling related to trophies
rg -i "emit.*trophy|dispatch.*trophy" -A 2

Length of output: 23729


4-4: Verify version compatibility with downgraded dependencies

The package version has been bumped to 0.3.0 while downgrading dojo from v1.0.8 to v1.0.5. Please ensure:

  1. The version bump follows semantic versioning principles
  2. The downgrade is intentional and compatible with the new achievement system

Also applies to: 13-14

✅ Verification successful

Let me gather more information about potential breaking changes by checking the git history and code changes.


Based on the gathered information, I can now generate the final response:

Version changes appear compatible and intentional

The version changes show consistent alignment between dojo and achievement dependencies (both at v1.0.5), and the code imports show proper integration of both libraries. The dojo imports follow standard patterns without any deprecated usage, and the achievement system integration is cleanly implemented through type adaptors in the trophy and task modules.

  • All dojo imports use stable APIs (world, model, event)
  • Achievement integration is properly scoped to trophy/task functionality
  • No breaking changes detected in the usage patterns
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for breaking changes in dependency versions
rg -A 3 "dojo.*v1\.0\.[5-8]" 
rg -A 3 "achievement.*v1\.0\.5"

Length of output: 1469


Script:

#!/bin/bash
# Check for major changes in imports and usage patterns
rg -B1 -A1 "use dojo::" 
rg -B1 -A1 "use achievement::"

# Look for README or CHANGELOG files that might document breaking changes
fd -g "*CHANGELOG*"
fd -g "*README*"
cat $(fd -g "*CHANGELOG*") $(fd -g "*README*") 2>/dev/null || true

Length of output: 9627

contracts/dojo_sepolia.toml (1)

16-16: Verify namespace migration completeness

The namespace has been changed from mancala_t to mancala_dev. Please ensure all references are updated consistently across the codebase.

Also applies to: 19-19

✅ Verification successful

Namespace migration appears complete

The search results show that:

  1. No instances of the old namespace mancala_t were found in the codebase
  2. The new namespace mancala_dev is consistently used in both configuration files (dojo_sepolia.toml and dojo_dev.toml)
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check for any remaining old namespace references
rg "mancala_t" 

Length of output: 14


Script:

#!/bin/bash
# Let's search for both old and new namespace to understand the migration status
echo "Searching for old namespace (mancala_t)..."
rg -i "mancala_t" --type toml --type rust

echo -e "\nSearching for new namespace (mancala_dev)..."
rg -i "mancala_dev" --type toml --type rust

Length of output: 517

contracts/dojo_dev.toml (1)

16-16: Verify namespace consistency with sepolia configuration

The namespace changes match the sepolia configuration. This is good for consistency.

Also applies to: 19-19

client/package.json (1)

17-25: Verify compatibility between stable and alpha dependencies

The updates mix stable (@cartridge/: ^0.5.6) and alpha (@dojoengine/: 1.0.4-alpha.3.1.2) versions. While this moves @Cartridge packages from alpha to stable, which is good, using alpha versions of @dojoengine could introduce instability.

Run the following script to check for any reported compatibility issues or breaking changes:

✅ Verification successful

Let me try another verification strategy to check for potential compatibility issues by examining the actual usage of these packages in the codebase.


Based on the results, I can now generate a final response as we have sufficient information about the package usage patterns.

Dependencies appear to be working together without conflicts

The codebase shows clean integration between @Cartridge and @dojoengine packages with no apparent compatibility issues:

  • Both package families are imported and used together in multiple files without error patterns
  • @Cartridge packages are used primarily for controller functionality
  • @dojoengine packages are used for core functionality, state management, and RECS components
  • No type conflicts or module resolution errors were found in the codebase

While mixing stable and alpha versions typically raises concerns, the current implementation shows no signs of incompatibility. However, consider pinning @Cartridge versions exactly (remove ^) to prevent potential future conflicts with alpha dependencies.

🏁 Scripts executed

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Script:

#!/bin/bash
# Description: Check for compatibility issues between @cartridge and @dojoengine packages

# Check for compatibility notes in package READMEs
echo "Checking @cartridge compatibility..."
rg -A 5 "compatibility|breaking changes" $(fd -t f "README.md" | grep "cartridge")

echo "Checking @dojoengine compatibility..."
rg -A 5 "compatibility|breaking changes" $(fd -t f "README.md" | grep "dojoengine")

# Check for peer dependency warnings in package.json files
echo "Checking peer dependencies..."
fd -t f "package.json" | xargs cat | jq -r '.peerDependencies | select(. != null)'

Length of output: 484


Script:

#!/bin/bash
# Check how these packages are used together in the codebase

# Look for imports/usage patterns of @cartridge and @dojoengine
echo "Checking import patterns and usage..."
rg --type js --type ts "@cartridge|@dojoengine" -B 1 -A 1

# Check package-lock.json for resolved versions and dependencies
echo "Checking resolved versions..."
if [ -f "package-lock.json" ]; then
    cat package-lock.json | jq '.packages | .[] | select(.name | contains("@cartridge") or contains("@dojoengine")) | {name, version, dependencies}'
fi

# Look for any error handling or type conflicts
echo "Checking for potential error patterns..."
rg --type js --type ts "TypeError|Cannot find module|Version|Incompatible" -B 2 -A 2

Length of output: 3413

contracts/manifest_sepolia.json (1)

95-98: LGTM: Metadata hash enhancement

The addition of metadata_hash to ResourceMetadata struct improves resource tracking and verification capabilities.

contracts/manifest_dev.json (1)

1627-1632: Verify the new initialization pattern

The addition of InitializableComponent and removal of initialize_game_counter suggests a change in the initialization pattern. This architectural change requires:

  1. Verification of the new initialization flow
  2. Updates to game creation logic
  3. Migration plan for existing games

Also applies to: 1654-1658

✅ Verification successful

InitializableComponent replaces initialize_game_counter with a more robust pattern

Based on the code analysis, the new initialization pattern is properly implemented and is an improvement:

  1. The InitializableComponent provides a dedicated component for initialization with proper state management
  2. The initialization is handled in dojo_init system function which calls self.initializable.initialize(self.world_storage())
  3. The component ensures one-time initialization with the check assert(current_game_counter.count == 0, 'Counter already initialized')
  4. Game creation logic is properly integrated with this new pattern in the PlayableComponent
  5. No migration is needed as this is a one-time initialization check that works with both new and existing games
🏁 Scripts executed

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Script:

#!/bin/bash
# Description: Check for game initialization patterns

# Search for existing game initialization code
echo "Checking game initialization patterns..."
ast-grep --pattern 'function $FUNC($$$) {
  $$$
  initialize_game_counter()
  $$$
}'

# Search for test files that need updating
echo "Checking test files..."
rg -A 5 "initialize_game_counter" $(fd -t f "test.*\.(ts|js|cairo)$")

Length of output: 363


Script:

#!/bin/bash
# Let's search for the InitializableComponent usage and implementation

# Search for InitializableComponent implementation
echo "Searching for InitializableComponent implementation..."
rg -A 10 "InitializableComponent" --type cairo

# Search for initialization-related functions in the codebase
echo "Searching for initialization patterns..."
rg -A 5 "initialize|init_" --type cairo

# Look for game creation/setup patterns
echo "Checking game creation patterns..."
ast-grep --pattern 'fn setup($$$) {
  $$$
}'

# Check for system initialization
echo "Checking system initialization..."
ast-grep --pattern 'fn initialize($$$) {
  $$$
}'

Length of output: 613


Script:

#!/bin/bash
# Let's try without file type restrictions since cairo might not be recognized

# Search for InitializableComponent implementation
echo "Searching for InitializableComponent implementation..."
rg -A 10 "InitializableComponent"

# Search for initialization-related functions
echo "Searching for initialization patterns..."
rg -A 5 "initialize|init_"

# Look for game setup in manifest
echo "Checking manifest for game setup..."
cat contracts/manifest_dev.json | grep -A 10 -B 10 "InitializableComponent"

# Check for system components
echo "Checking components..."
fd . -e cairo -x cat {} | grep -A 5 "component"

Length of output: 22783

Comment on lines +1 to +13
use mancala::elements::tasks::interface::TaskTrait;

impl Clearing of TaskTrait {
#[inline]
fn identifier(level: u8) -> felt252 {
'CLEARING'
}

#[inline]
fn description(count: u32) -> ByteArray {
format!("Collect {} seed", count)
}
}
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🛠️ Refactor suggestion

Potential mismatch in naming and description.
The identifier is "CLEARING" but the description suggests "Collect {count} seed." Verify whether "clearing" aligns functionally with seed collection or rename accordingly.

- format!("Collect {} seed", count)
+ format!("Clear {} seeds", count)
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
use mancala::elements::tasks::interface::TaskTrait;
impl Clearing of TaskTrait {
#[inline]
fn identifier(level: u8) -> felt252 {
'CLEARING'
}
#[inline]
fn description(count: u32) -> ByteArray {
format!("Collect {} seed", count)
}
}
use mancala::elements::tasks::interface::TaskTrait;
impl Clearing of TaskTrait {
#[inline]
fn identifier(level: u8) -> felt252 {
'CLEARING'
}
#[inline]
fn description(count: u32) -> ByteArray {
format!("Clear {} seeds", count)
}
}

Comment on lines +34 to 38
game_players?.mancalaDevPlayerModels.edges.filter(
(item: any) => item?.node.address === account.address,
).length > 0
? true
: false;
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🛠️ Refactor suggestion

Simplify the boolean expression

There's no need for the ternary operator when checking if the array length is greater than zero. You can directly evaluate the expression or use the built-in array methods for cleaner code.

Proposed change:

-const involved =
-  game_players?.mancalaDevPlayerModels.edges.filter(
-    (item: any) => item?.node.address === account.address,
-  ).length > 0
-    ? true
-    : false;
+const involved =
+  game_players?.mancalaDevPlayerModels.edges.some(
+    (item: any) => item?.node.address === account.address
+  ) ?? false;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
game_players?.mancalaDevPlayerModels.edges.filter(
(item: any) => item?.node.address === account.address,
).length > 0
? true
: false;
const involved =
game_players?.mancalaDevPlayerModels.edges.some(
(item: any) => item?.node.address === account.address
) ?? false;
🧰 Tools
🪛 Biome (1.9.4)

[error] 34-38: Unnecessary use of boolean literals in conditional expression.

Simplify your code by directly assigning the result without using a ternary operator.
If your goal is negation, you may use the logical NOT (!) or double NOT (!!) operator for clearer and concise code.
Check for more details about NOT operator.
Unsafe fix: Remove the conditional expression with

(lint/complexity/noUselessTernary)

Comment on lines +644 to +655
{
target: ACTION_ADDRESS,
method: "create_player_profile",
},
{
target: ACTION_ADDRESS,
method: "update_player_uri",
},
{
target: ACTION_ADDRESS,
method: "rename_player",
},
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🛠️ Refactor suggestion

Method additions in POLICIES
Adding these new actions is consistent with the new profile features. However, note that update_player_uri and rename_player might be redundant now that update_player_profile has been introduced. Check for duplication or leftover references.

Comment on lines 24 to 25
account_address = "0x02A54eFf65D55a2E7D2fC7E23eF0F0e6030dB0313b16c8F0eaD0b4a83807f6d6"
private_key = "0x0396533b7a1182ef03da483eca82e9dd2b17bee9c7fec07ac6cbbeb8bfd573cb"
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⚠️ Potential issue

CRITICAL: Remove exposed private key

The private key is exposed in the configuration file. This is a serious security risk.

  1. Remove the hardcoded private key
  2. Use environment variables instead
  3. Rotate the exposed key immediately

Example fix:

-private_key = "0x0396533b7a1182ef03da483eca82e9dd2b17bee9c7fec07ac6cbbeb8bfd573cb"
+private_key = "${SEPOLIA_PRIVATE_KEY}"
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
account_address = "0x02A54eFf65D55a2E7D2fC7E23eF0F0e6030dB0313b16c8F0eaD0b4a83807f6d6"
private_key = "0x0396533b7a1182ef03da483eca82e9dd2b17bee9c7fec07ac6cbbeb8bfd573cb"
account_address = "0x02A54eFf65D55a2e7D2fC7E23eF0F0e6030dB0313b16c8F0eaD0b4a83807f6d6"
private_key = "${SEPOLIA_PRIVATE_KEY}"
🧰 Tools
🪛 Gitleaks (8.21.2)

25-25: Detected a Generic API Key, potentially exposing access to various services and sensitive operations.

(generic-api-key)

Comment on lines +1506 to +1533
},
{
"type": "function",
"name": "create_player_profile",
"inputs": [
{
"name": "name",
"type": "core::felt252"
}
],
"outputs": [],
"state_mutability": "view"
},
{
"type": "function",
"name": "update_player_profile",
"inputs": [
{
"name": "name",
"type": "core::felt252"
},
{
"name": "new_uri",
"type": "core::byte_array::ByteArray"
}
],
"outputs": [],
"state_mutability": "view"
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💡 Codebase verification

Based on the gathered information, I can now provide the final response:

Client code needs to be updated to use the new profile management functions

The codebase shows inconsistency between the contract and client implementations:

  • The contract has consolidated profile management with create_player_profile and update_player_profile
  • However, client code in constants.ts still references old methods: update_player_uri and rename_player

Required updates:

  • Remove old methods update_player_uri and rename_player from client/src/lib/constants.ts
  • Update any UI components using these old methods to use update_player_profile instead
🔗 Analysis chain

Verify the consolidation of profile management functions

The new profile management functions consolidate name and URI updates, which is a good architectural improvement. However, ensure that:

  1. Existing profile data is migrated correctly
  2. Client-side code is updated to use the new consolidated function

Let me gather more information about the client-side code usage and profile management implementation.

🏁 Scripts executed

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Script:

#!/bin/bash
# Description: Check for existing profile management calls that need updating

# Search for old profile update calls
echo "Checking for old profile update patterns..."
rg -A 5 "update_player_uri|update_player_name"

# Search for places that need to be updated
echo "Checking for potential update locations..."
ast-grep --pattern 'function $FUNC($$$) {
  $$$
  update_player_$_($$$)
  $$$
}'

Length of output: 595


Script:

#!/bin/bash
# Search for profile-related function implementations and calls
echo "Checking profile management implementations..."
rg -A 10 "create_player_profile|update_player_profile"

# Search for any profile-related state or storage
echo "Checking profile storage patterns..."
rg -A 5 "player.*profile|profile.*storage"

# Check for any migration scripts or functions
echo "Checking for migration code..."
fd -e cairo -e ts -e js | xargs rg -l "migrat|upgrade"

Length of output: 21732

Comment on lines +1664 to +1665
"tag": "mancala_dev-actions",
"selector": "0x7b930635503779ecdfcfa8527ac681171727ab74a0315e32138325eb255fc89",
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💡 Codebase verification

Update required: GraphQL endpoint and Torii URL need to be changed

The tag prefix changes from mancala_t- to mancala_dev- require updates in the client configuration:

  • client/lib/constants.ts: Update GraphQL endpoint from https://api.cartridge.gg/x/mancala-t/torii/graphql
  • client/dojoConfig.ts: Update Torii URL from https://api.cartridge.gg/x/mancala-t/torii

The manifest files are already using the correct mancala_dev- prefix, but the client configuration still references the old mancala-t URLs.

🔗 Analysis chain

Verify the impact of tag prefix changes

The consistent renaming from mancala_t- to mancala_dev- improves clarity but requires careful coordination:

  1. Ensure all client queries are updated
  2. Verify deployment scripts handle the new prefixes
  3. Update any configuration files referencing these tags

Also applies to: 1675-1676, 1681-1682, 1687-1688, 1693-1694, 1699-1700, 1705-1706, 1713-1714, 1719-1720, 1725-1726, 1731-1732

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Description: Check for remaining old tag references

# Search for old tag prefix
echo "Checking for old mancala_t- references..."
rg "mancala_t-"

# Search for GraphQL queries that might need updating
echo "Checking GraphQL queries..."
rg -A 5 "query.*{" $(fd -t f ".graphql$")

Length of output: 297


Script:

#!/bin/bash
# Let's try a more robust search approach

# Search for old tag prefix without regex
echo "Checking for old mancala_t- references..."
rg "mancala_t" --type-not binary

# Search for any tag patterns in manifest files
echo "Checking manifest files for tag patterns..."
fd manifest -x cat {} | grep '"tag":'

# Search for GraphQL files and their content
echo "Checking for GraphQL files..."
fd -e graphql -x cat {}

Length of output: 1436


Script:

#!/bin/bash
# Let's check for any configuration files or deployment scripts that might reference these tags

# Search for files that might contain configuration or deployment logic
echo "Checking for config and deployment files..."
fd -e yaml -e yml -e json -e js -e ts -x grep -l "mancala" {} || true

# Then let's examine their content
echo "Examining content of potential config files..."
fd -e yaml -e yml -e json -e js -e ts -x cat {} | grep -B2 -A2 "mancala" || true

# Let's also check for any test files that might use these tags
echo "Checking test files..."
fd -e test.js -e test.ts -e spec.js -e spec.ts -x cat {} | grep -B2 -A2 "mancala" || true

Length of output: 14156

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Actionable comments posted: 0

🧹 Nitpick comments (2)
contracts/src/systems/actions.cairo (1)

67-93: Review trophy initialization logic.

The dojo_init function initializes trophies in reverse order. Consider:

  1. Adding error handling for trophy creation
  2. Adding validation for trophy data integrity
 fn dojo_init(self: @ContractState) {
     self.initializable.initialize(self.world_storage());
     // [Event] Emit all Trophy events
     let world = self.world(@NAMESPACE());
     let mut trophy_id: u8 = TROPHY_COUNT;
+    assert(trophy_id > 0, 'Invalid trophy count');
     while trophy_id > 0 {
         let trophy: Trophy = trophy_id.into();
+        assert(trophy.points() > 0, 'Invalid trophy points');
+        assert(trophy.tasks().len() > 0, 'Trophy must have tasks');
         self
             .achievable
             .create(
                 world,
                 id: trophy.identifier(),
                 hidden: trophy.hidden(),
                 index: trophy.index(),
                 points: trophy.points(),
                 start: trophy.start(),
                 end: trophy.end(),
                 group: trophy.group(),
                 icon: trophy.icon(),
                 title: trophy.title(),
                 description: trophy.description(),
                 tasks: trophy.tasks(),
                 data: trophy.data(),
             );
         trophy_id -= 1;
     }
 }
contracts/src/components/playable.cairo (1)

Line range hint 427-444: Enhance error handling in profile updates.

The profile update implementation should validate the input parameters before updating.

 fn update_player_profile(
     self: @ComponentState<TContractState>,
     world: WorldStorage,
     name: felt252,
     new_uri: ByteArray,
 ) {
     // [Setup] Datastore
     let mut store: Store = StoreTrait::new(world);

     let player = get_caller_address();
     let mut player_profile = store.get_profile(player);

     assert(player_profile.is_initialized, errors::PROFILE_NOT_FOUND);
     assert(player_profile.address == player, errors::NOT_PROFILE_OWNER);
+    assert(name != 0, 'Name cannot be empty');
+    assert(new_uri.len() > 0, 'URI cannot be empty');

     player_profile.update_profile(name, new_uri);
     store.set_profile(player_profile);
 }
📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between c3cf29a and 0caf67d.

📒 Files selected for processing (2)
  • contracts/src/components/playable.cairo (4 hunks)
  • contracts/src/systems/actions.cairo (2 hunks)
🔇 Additional comments (6)
contracts/src/systems/actions.cairo (4)

20-20: LGTM! Consolidated profile update methods.

The consolidation of update_player_uri and rename_player into a single update_player_profile method improves the API by reducing the number of endpoints and handling related operations atomically.


40-44: LGTM! Component registration and event handling.

The components are properly registered with their respective storage and events:

  • InitializableComponent
  • PlayableComponent
  • AchievableComponent

Also applies to: 48-53, 59-64


157-160: LGTM! Profile update implementation.

The implementation correctly delegates to the playable component's update_player_profile method.


28-34: Verify achievement system integration.

The addition of achievement-related components suggests a new trophy/task system. Ensure that:

  1. Achievement events are properly emitted during gameplay
  2. Trophy counts and task definitions are correctly configured
✅ Verification successful

Based on the code analysis, I can now provide a final response:

Achievement system is properly integrated with well-defined structure

The achievement system implementation shows:

  • A complete trophy system with 9 distinct trophies (TROPHY_COUNT = 9) including CollectorI/II/III, StrategistI/II/III, Dominator, EmptyPocket, and Undefeated
  • Each trophy has proper task definitions with clear identifiers and descriptions
  • Achievement events are emitted through the world.emit_event system in the store contract
  • Trophy creation and progression events are registered in the manifest files
  • Tasks are properly linked to trophies through the TaskTrait implementation

The code shows a robust achievement system where:

  • Each trophy has associated tasks that track progress
  • Tasks have proper level progression (e.g., Collector I, II, III)
  • Achievement events are properly integrated with the world state
🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Check trophy and task definitions
ast-grep --pattern 'const TROPHY_COUNT: u8 = $_'
ast-grep --pattern 'impl TaskTrait of Task {
  $$$
}'

Length of output: 106


Script:

#!/bin/bash
# Let's try a broader search for trophy and task-related code
rg -A 5 "TROPHY_COUNT|Trophy|Task" --type cairo

# Search for achievement-related events
rg -A 3 "event.*Achievement|emit.*Achievement" --type cairo

# Search for achievement component implementation
ast-grep --pattern 'mod achievement {
  $$$
}'

Length of output: 220


Script:

#!/bin/bash
# Let's try without file type specification
rg -A 5 "TROPHY_COUNT|Trophy|Task"

# Search for achievement-related events
rg -A 3 "event.*Achievement|emit.*Achievement"

# Look for files in the achievement directory
fd . "contracts/src/achievement"

Length of output: 35084


Script:

#!/bin/bash
# Let's check for achievement-related events in the events directory
fd ".*events.*" --type f --exec cat {}

# Check for achievement component implementation
fd "achievable" --type f --exec cat {}

# Check for emit calls in the systems
rg "emit.*" --type-list
rg "emit.*" 

Length of output: 2120

contracts/src/components/playable.cairo (2)

9-12: LGTM! Achievement system integration.

The imports correctly set up the achievement system integration with proper aliasing for internal implementations.


44-47: LGTM! Trait bounds for achievement system.

The trait implementation correctly adds the required bounds for the achievement system integration:

  • Drop<TContractState>
  • impl Arcade: AchievableComponent::HasComponent<TContractState>

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Actionable comments posted: 0

🧹 Nitpick comments (1)
contracts/src/components/playable.cairo (1)

195-195: Add validation for captured seeds before recording achievement

While the achievement tracking is well-placed, consider adding validation for the captured_seeds value before recording it as achievement progress to prevent potential exploits.

 if captured_seeds > 0 {
     store.capture(mancala_game.game_id, current_player.address, last_pit, captured_seeds);
 
+    // Validate captured seeds is within expected range
+    assert(captured_seeds <= 48, 'Invalid capture amount'); // 48 is max possible seeds
+
     // Trophy: Collecting
     let player_id: felt252 = get_caller_address().into();
     let time = get_block_timestamp();
     let task_id = Task::Collecting.identifier(0);
     arcade_store.progress(player_id, task_id, captured_seeds.into(), time);
 }

Also applies to: 237-242

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between 0caf67d and 86416a3.

📒 Files selected for processing (1)
  • contracts/src/components/playable.cairo (7 hunks)
🔇 Additional comments (3)
contracts/src/components/playable.cairo (3)

7-12: LGTM: Achievement system integration looks well-structured

The new imports and trait modifications properly set up the integration with the achievement system while maintaining good component composition practices.

Also applies to: 24-24, 45-48


Line range hint 435-452: LGTM: Well-implemented profile update consolidation

The consolidated update_player_profile function is a good improvement:

  • Maintains proper authorization checks
  • Reduces gas costs by combining updates
  • Follows single responsibility principle

Line range hint 1-1: Verify game counter initialization after removal of initialize_game_counter

The removal of initialize_game_counter function requires verification of how game counters are now initialized.

✅ Verification successful

Let me gather more information about the GameCounter structure and its usage.


Game counter initialization is properly handled in InitializableComponent

The removal of initialize_game_counter from the playable component is safe as the game counter initialization is now properly handled in the InitializableComponent. Specifically:

  • The initialization logic is implemented in InitializableComponent::initialize
  • It includes proper validation to prevent double initialization
  • The counter is still being used correctly in the playable component for game creation (get_game_counter and set_game_counter)

The refactoring appears to be a proper separation of concerns, moving initialization logic to a dedicated component.

🏁 Scripts executed

The following scripts were executed for the analysis:

Script:

#!/bin/bash
# Search for game counter initialization in the codebase
echo "Searching for game counter initialization..."
rg -p "game_counter.*initialize|initialize.*game_counter"

# Search for GameCounter struct usage
echo "Checking GameCounter usage..."
ast-grep --pattern 'struct GameCounter { $$$_ }'

Length of output: 653


Script:

#!/bin/bash
# Search for GameCounter struct definition and usage
echo "Searching for GameCounter struct definition..."
rg -p "struct GameCounter"

# Search for counter-related state variables and functions
echo "Searching for counter-related code..."
rg -p "counter" contracts/src/components/

# Check initializable component implementation
echo "Checking initializable component..."
cat contracts/src/components/initializable.cairo

Length of output: 2700

@okhaimie-dev okhaimie-dev deleted the cartridge-arcade branch January 11, 2025 05:36
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2 participants