package tezos-protocol-014-PtKathma
type t = {
turn : player;
inbox_snapshot : Sc_rollup_inbox_repr.t;
level : Raw_level_repr.t;
pvm_name : string;
dissection : (Sc_rollup_repr.State_hash.t option * Sc_rollup_tick_repr.t) list;
}
A game state is characterized by:
turn
, the player that must provide the next move.
inbox_snapshot
, a snapshot of the inbox state at the moment the game is created. This is only used when checkingInput_step
andBlocked_step
proofs; it makes the proofs easier to create--- otherwise they would have a 'moving target' because the actual inbox may be updated continuously.
level
, the inbox level of the commitment the game is refuting. This is only used when checkingBlocked_step
proofs---the proof will show that the next message available ininbox_snapshot
is atlevel
, so shouldn't be included in this commitment.
pvm_name
identifies the PVM used in this rollup. It is useful to have here so we can check that the proof provided in a refutation is of the correct kind.
dissection
, a list of states with tick counts. The current player will specify, in the next move, a tick count that indicates the last of these states that she agrees with.
Invariants: -----------
dissection
must contain at least 3 values- the first state hash value in
dissection
must not beNone
inbox_snapshot
never changes once the game is created
val encoding : t Tezos_protocol_environment_014_PtKathma.Data_encoding.t
val pp_dissection :
Tezos_protocol_environment_014_PtKathma.Format.formatter ->
(Sc_rollup_repr.State_hash.t option * Sc_rollup_tick_repr.t) list ->
unit
val pp : Tezos_protocol_environment_014_PtKathma.Format.formatter -> t -> unit
sectionYPositions = computeSectionYPositions($el), 10)"
x-init="setTimeout(() => sectionYPositions = computeSectionYPositions($el), 10)"
>