Contract 0xd60d353610d9a5ca478769d371b53cefaa7b6e4c

Fomo3D 
 
Txn Hash
Block
From
To
Value [Txn Fee]
0x81183f61eccb0cca731499f22a537aea2e7b4da6277d74e58b18162f70c4b13175149452019-04-06 13:52:55482 days 23 hrs ago0xf4828566c5976d4987f645cfb936ddd5ee5af29e IN  Fomo3D: Contract 20 Ether0.000332636
0x798f63bc580bf9a04e1ab572ffd02cb3a8523b2b8ce7d64071e2c3c7221cfb0975149232019-04-06 13:48:16482 days 23 hrs ago0xf4828566c5976d4987f645cfb936ddd5ee5af29e IN  Fomo3D: Contract 20 Ether0.000259656
0x698342fd7e8e7822de43af937d704c9d5a668ab3d04bdc83dd560882a2aa145575149192019-04-06 13:47:16482 days 23 hrs ago0xf4828566c5976d4987f645cfb936ddd5ee5af29e IN  Fomo3D: Contract 20 Ether0.000084471
0x0e206d3b3d9e0e55dd59194e8bcdaa517f70a5aabc508bfdf8914e942a8d8c6b74732162019-03-31 1:29:57489 days 12 hrs ago0xe67f800c4cd4fe30d96de416dca6c2d73d5f383e IN  Fomo3D: Contract 20.01 Ether0.001549086
0x3e62d80d259346ad788c08df1b01355fe0c36dc7cfbdb99d9bc902144e34069c74677882019-03-30 5:05:13490 days 8 hrs ago0xab00575cd41d6142424a7e09600661c1e77a7768 IN  Fomo3D: Contract 20.01 Ether0.005643229055
0x7b5b8292d685fe8bda5a9ceb61fd6f4fddab87fdec07c3a44d9845cbf4bb0a2c74219782019-03-23 1:15:06497 days 12 hrs ago0x4a831286d0e92b23e87d8cc6cb760796394a3b85 IN  Fomo3D: Contract 20.01 Ether0.005207140545
0xbc18f864b934fc167cc564e30d3427d7c37832ca5dce42b1566bb529c171844273704852019-03-15 0:57:46505 days 12 hrs ago0x0dbf37c997dc4adc9f24c40b95d7de6c5559ee04 IN  Fomo3D: Contract 20.01 Ether0.0037718544
0xcae17f79c2001cfb51498ef6a2201320e279804c27ab7970c024409b6b9c892172958242019-03-03 9:44:24517 days 3 hrs ago0xaa0e25747845cfcd01a97a46329d04a27375edb7 IN  Fomo3D: Contract 20 Ether0.0001694203
0x2bbb27da964cec1b603a5436d29c6507db527b893ccd78a567b40e446932fda672239652019-02-15 15:05:03532 days 22 hrs ago0x2c82e14352e98c931852d9bb5f0760e36942cc3c IN  Fomo3D: Contract 20.01 Ether0.009507652
0xa27ff882908012c3ce445ce23b37e0ba78d95f828342748d4a23a62de331c70972051512019-02-11 3:36:04537 days 9 hrs ago0xaa0e25747845cfcd01a97a46329d04a27375edb7 IN  Fomo3D: Contract 20.01 Ether0.0001744941
0x9c22e754ee48ba86383b6578c3a58c4ae79a885972f1a92c816b3adc17e785af71944792019-02-08 19:51:54539 days 17 hrs ago0xca5287d4d31f04c1b62a2e5ffca793b1920abef8 IN  Fomo3D: Contract 20.01 Ether0.000898611
0xa0eae2a611452944d131840f417bd79a66e6214d8c7fb14980ec9754106914e471799332019-02-05 20:40:15542 days 16 hrs ago0xda239d47ed6858eca91a57be41b3586d74082722 IN  Fomo3D: Contract 20.01 Ether0.00132535
0xc61422f8f1a3be169501d26d3f42b158f9157cf9c994c2044b5463c474ab253c71583012019-02-01 10:42:30547 days 2 hrs ago0x0ebcf026946a4de6155961d66d53b0100c6271a1 IN  Fomo3D: Contract 20.01 Ether0.01149036
0x1884dea8c90ee5d8ab3c102e5b680a2af602d151121253094b2a854f55e850f271106152019-01-22 21:01:03556 days 16 hrs ago0x57c3bc5093d251f457708179791b75e467308367 IN  Fomo3D: Contract 20.01 Ether0.00226194
0xa690549a2325eaa2fc4054a8e4f3726a6dcfd56b3f6cc6ad5aedbf8d814c78ee71037762019-01-21 12:50:17558 days 40 mins ago0x0b0efad4ae088a88ffdc50bce5fb63c6936b9220 IN  Fomo3D: Contract 20.01 Ether0.002673865
0x11670e2156acef78e394787933981554972a00b0cbca1dc001dc5124af766ff571004012019-01-20 21:01:41558 days 16 hrs ago0x1fde082e77b30e92d08edc9222c327f5c9e739eb IN  Fomo3D: Contract 20.01 Ether0.001214343
0x7adf922b2b68f0a2430b82241fcee89e9c1770e0fe48852cc1cdb30c885882be68529082018-12-09 5:31:09601 days 7 hrs ago0x8f0b5b4777c4a3bdf4c81f50fe871b5fd02d61ac IN  Fomo3D: Contract 20 Ether0.001996666
0x94b804f4e3786dea1afe9463879474ccb3f187db8cd1b4619aabc824894c04e068528942018-12-09 5:27:54601 days 8 hrs ago0x8f0b5b4777c4a3bdf4c81f50fe871b5fd02d61ac IN  Fomo3D: Contract 20 Ether0.000288624
0x70441e5e2a7b903be6172aa7dd3e8d424b3ced474b5c15a1fcc8966d3602182f68251662018-12-04 14:53:41605 days 22 hrs ago0x9ebf2fb16c47c265af1fdc839b54d2f90578910f IN  Fomo3D: Contract 20.01 Ether0.00761288
0x3569b3e0a6e558f8d06419edda167b034244272e533b0b0f632bb2082d42110167411102018-11-20 18:54:12619 days 18 hrs ago0x315cea9d9c15b126a96dbaea663b5eb538fdd090 IN  Fomo3D: Contract 20.01 Ether0.002718924
0xb8213ee368a886907391be65ce169da3e0f3ddca495519becceedc8fd7cf246067018342018-11-14 8:12:39626 days 5 hrs ago0xdd537d6a359e25c59278fa6fe0c1ffd3d602fc4a IN  Fomo3D: Contract 20.01 Ether0.0039887
0x71ec7458589b9f56ece8f7e2bb2ba64ad31475db1b02794869fbae07ad1ce45767002662018-11-14 1:52:07626 days 11 hrs ago0x1b654346c6101e723bdcd613c04c04461d40e659 IN  Fomo3D: Contract 20.01 Ether0.002413017
0x899341dca40c02769e7c3f303140d0e5d1807666b419dae1773b86c876dc572f66922212018-11-12 18:22:24627 days 19 hrs ago0x04c770f5b1121e5a6d8a88f94d909338d71fdfcd IN  Fomo3D: Contract 20.01 Ether0.002141604
0xf4d2bf40eab1aa892a38f640f670f74f48b666b6307662540855ed751593617e66852952018-11-11 15:14:17628 days 22 hrs ago0xb0632a01ee778e09625bce2a257e221b49e79696 IN  Fomo3D: Contract 20.01 Ether0.0025269588
0xead04ab05042c81c69cb5816dbe2cc51f9e1aa2c1cd27dbbcf5ce9ca2dd7fc4c66766162018-11-10 5:20:30630 days 8 hrs ago0x77ddbb0d09b948142e1b20f369f4abbc264bb382 IN  Fomo3D: Contract 20.01 Ether0.003884985
[ Download CSV Export 
Latest 25 internal transaction
Parent Txn Hash Block From To Value
0xac512854e7e744eae0fa559412ff2a688d821ea1f6bef0bb749bda6c3ddc852c103911382020-07-04 5:45:2428 days 7 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0xac512854e7e744eae0fa559412ff2a688d821ea1f6bef0bb749bda6c3ddc852c103911382020-07-04 5:45:2428 days 7 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0xa9718c32a0b534b87b93cb9b699387022c21e67d50a3658e0557edac33d215a2103911162020-07-04 5:40:2528 days 7 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0xa9718c32a0b534b87b93cb9b699387022c21e67d50a3658e0557edac33d215a2103911162020-07-04 5:40:2528 days 7 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x54a3d3b46dd0ac00eea8ee069f003fa28fe1954f5cd50d5b45f1c7694a4ec819100607212020-05-13 23:12:1779 days 14 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x54a3d3b46dd0ac00eea8ee069f003fa28fe1954f5cd50d5b45f1c7694a4ec819100607212020-05-13 23:12:1779 days 14 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x3ecd2da1c651fa4bf6ed457f894043205cd357e5460dcf590a70260fda874c1895911692020-03-02 10:42:37152 days 2 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x3ecd2da1c651fa4bf6ed457f894043205cd357e5460dcf590a70260fda874c1895911692020-03-02 10:42:37152 days 2 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x784250d4dcc73d42986c2d60f11858c34c9d13b1cf428e43810a0af8f96d016e95478182020-02-24 18:36:16158 days 18 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x784250d4dcc73d42986c2d60f11858c34c9d13b1cf428e43810a0af8f96d016e95478182020-02-24 18:36:16158 days 18 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0xf812c923173581740a7fa2977eb9585740de9d6c0c548e30c17e1a5dc35e097192261672020-01-06 9:37:04208 days 3 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x23fb1947248b09c34cca2ed0e91994061b7b7d591d08cb78c74829918234d2eb91498852019-12-23 8:37:00222 days 4 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x23fb1947248b09c34cca2ed0e91994061b7b7d591d08cb78c74829918234d2eb91498852019-12-23 8:37:00222 days 4 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x042036746babe2d6b7bd9db1695d72e1db19693f43cf52354cf4cdbcc1ee0ad086940662019-10-07 9:08:54299 days 4 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x042036746babe2d6b7bd9db1695d72e1db19693f43cf52354cf4cdbcc1ee0ad086940662019-10-07 9:08:54299 days 4 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x1338a6c21e03918711cb65d8dc9d9e316a36e7f5af4f781bb0d75b29cb9cf58186940632019-10-07 9:07:32299 days 4 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x1338a6c21e03918711cb65d8dc9d9e316a36e7f5af4f781bb0d75b29cb9cf58186940632019-10-07 9:07:32299 days 4 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0xa489d95488bb4b19e653467d57d69d2f2d33c61e848ff8c0d01ffb514dd7f42181731452019-07-18 6:52:49380 days 6 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0xa489d95488bb4b19e653467d57d69d2f2d33c61e848ff8c0d01ffb514dd7f42181731452019-07-18 6:52:49380 days 6 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0xb779c80055dfa3ac56f5c3eeba487ddd3309b5a6cf6306d58f2d4180e9ba78a378443392019-05-27 22:19:10431 days 15 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0xb779c80055dfa3ac56f5c3eeba487ddd3309b5a6cf6306d58f2d4180e9ba78a378443392019-05-27 22:19:10431 days 15 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0xd8e9e0a4b134a5f4a7ed107fd32c733965c57f72e58685d7481c45dff5bb6a7b77346202019-05-10 19:19:05448 days 18 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0xd8e9e0a4b134a5f4a7ed107fd32c733965c57f72e58685d7481c45dff5bb6a7b77346202019-05-10 19:19:05448 days 18 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
0x569cf655ef0b6879e27fa7e6d34754629a21dfa4ef61977beb09eb75f22a94df76515342019-04-27 19:55:23461 days 17 hrs ago Fomo3D: Contract 2 Fomo3D: Contract 40.01 Ether
0x569cf655ef0b6879e27fa7e6d34754629a21dfa4ef61977beb09eb75f22a94df76515342019-04-27 19:55:23461 days 17 hrs ago Fomo3D: Long Fomo3D: Contract 20.01 Ether
[ Download CSV Export 

Contract Source Code Verified (Exact Match)

Contract Name:
PlayerBook

Compiler Version
v0.4.24+commit.e67f0147

Optimization Enabled:
Yes with 50 runs

Other Settings:
default evmVersion

Contract Source Code (Solidity)

/**
 *Submitted for verification at Etherscan.io on 2018-07-05
*/

pragma solidity ^0.4.24;
/*
 * -PlayerBook - v0.3.14
 * ┌┬┐┌─┐┌─┐┌┬┐   ╦╦ ╦╔═╗╔╦╗  ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
 *  │ ├┤ ├─┤│││   ║║ ║╚═╗ ║   ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
 *  ┴ └─┘┴ ┴┴ ┴  ╚╝╚═╝╚═╝ ╩   ┴  ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
 *                                  _____                      _____
 *                                 (, /     /)       /) /)    (, /      /)          /)
 *          ┌─┐                      /   _ (/_      // //       /  _   // _   __  _(/
 *          ├─┤                  ___/___(/_/(__(_/_(/_(/_   ___/__/_)_(/_(_(_/ (_(_(_
 *          ┴ ┴                /   /          .-/ _____   (__ /
 *                            (__ /          (_/ (, /                                      /)™
 *                                                 /  __  __ __ __  _   __ __  _  _/_ _  _(/
 * ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐                          /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
 * ├─┘├┬┘│ │ │││ ││   │                      (__ /              .-/  © Jekyll Island Inc. 2018
 * ┴  ┴└─└─┘─┴┘└─┘└─┘ ┴                                        (_/
 *     ______   _                                 ______                 _          
 *====(_____ \=| |===============================(____  \===============| |=============*
 *     _____) )| |  _____  _   _  _____   ____    ____)  )  ___    ___  | |  _
 *    |  ____/ | | (____ || | | || ___ | / ___)  |  __  (  / _ \  / _ \ | |_/ )
 *    | |      | | / ___ || |_| || ____|| |      | |__)  )| |_| || |_| ||  _ (
 *====|_|=======\_)\_____|=\__  ||_____)|_|======|______/==\___/==\___/=|_|=\_)=========*
 *                        (____/
 * ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐  ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐                       
 * ║  │ ││││ │ ├┬┘├─┤│   │   ║  │ │ ││├┤  │ Inventor │                      
 * ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴   ╚═╝└─┘─┴┘└─┘ └──────────┘    
 */

interface JIincForwarderInterface {
    function deposit() external payable returns(bool);
    function status() external view returns(address, address, bool);
    function startMigration(address _newCorpBank) external returns(bool);
    function cancelMigration() external returns(bool);
    function finishMigration() external returns(bool);
    function setup(address _firstCorpBank) external;
}

interface PlayerBookReceiverInterface {
    function receivePlayerInfo(uint256 _pID, address _addr, bytes32 _name, uint256 _laff) external;
    function receivePlayerNameList(uint256 _pID, bytes32 _name) external;
}

interface TeamJustInterface {
    function requiredSignatures() external view returns(uint256);
    function requiredDevSignatures() external view returns(uint256);
    function adminCount() external view returns(uint256);
    function devCount() external view returns(uint256);
    function adminName(address _who) external view returns(bytes32);
    function isAdmin(address _who) external view returns(bool);
    function isDev(address _who) external view returns(bool);
}

contract PlayerBook {
    using NameFilter for string;
    using SafeMath for uint256;
    
    JIincForwarderInterface constant private Jekyll_Island_Inc = JIincForwarderInterface(0xdd4950F977EE28D2C132f1353D1595035Db444EE);
    TeamJustInterface constant private TeamJust = TeamJustInterface(0x464904238b5CdBdCE12722A7E6014EC1C0B66928);
    
    MSFun.Data private msData;
    function multiSigDev(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredDevSignatures(), _whatFunction));}
    function deleteProposal(bytes32 _whatFunction) private {MSFun.deleteProposal(msData, _whatFunction);}
    function deleteAnyProposal(bytes32 _whatFunction) onlyDevs() public {MSFun.deleteProposal(msData, _whatFunction);}
    function checkData(bytes32 _whatFunction) onlyDevs() public view returns(bytes32, uint256) {return(MSFun.checkMsgData(msData, _whatFunction), MSFun.checkCount(msData, _whatFunction));}
    function checkSignersByAddress(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyDevs() public view returns(address, address, address) {return(MSFun.checkSigner(msData, _whatFunction, _signerA), MSFun.checkSigner(msData, _whatFunction, _signerB), MSFun.checkSigner(msData, _whatFunction, _signerC));}
    function checkSignersByName(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyDevs() public view returns(bytes32, bytes32, bytes32) {return(TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerA)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerB)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerC)));}
//==============================================================================
//     _| _ _|_ _    _ _ _|_    _   .
//    (_|(_| | (_|  _\(/_ | |_||_)  .
//=============================|================================================    
    uint256 public registrationFee_ = 10 finney;            // price to register a name
    mapping(uint256 => PlayerBookReceiverInterface) public games_;  // mapping of our game interfaces for sending your account info to games
    mapping(address => bytes32) public gameNames_;          // lookup a games name
    mapping(address => uint256) public gameIDs_;            // lokup a games ID
    uint256 public gID_;        // total number of games
    uint256 public pID_;        // total number of players
    mapping (address => uint256) public pIDxAddr_;          // (addr => pID) returns player id by address
    mapping (bytes32 => uint256) public pIDxName_;          // (name => pID) returns player id by name
    mapping (uint256 => Player) public plyr_;               // (pID => data) player data
    mapping (uint256 => mapping (bytes32 => bool)) public plyrNames_; // (pID => name => bool) list of names a player owns.  (used so you can change your display name amoungst any name you own)
    mapping (uint256 => mapping (uint256 => bytes32)) public plyrNameList_; // (pID => nameNum => name) list of names a player owns
    struct Player {
        address addr;
        bytes32 name;
        uint256 laff;
        uint256 names;
    }
//==============================================================================
//     _ _  _  __|_ _    __|_ _  _  .
//    (_(_)| |_\ | | |_|(_ | (_)|   .  (initial data setup upon contract deploy)
//==============================================================================    
    constructor()
        public
    {
        // premine the dev names (sorry not sorry)
            // No keys are purchased with this method, it's simply locking our addresses,
            // PID's and names for referral codes.
        plyr_[1].addr = 0x8e0d985f3Ec1857BEc39B76aAabDEa6B31B67d53;
        plyr_[1].name = "justo";
        plyr_[1].names = 1;
        pIDxAddr_[0x8e0d985f3Ec1857BEc39B76aAabDEa6B31B67d53] = 1;
        pIDxName_["justo"] = 1;
        plyrNames_[1]["justo"] = true;
        plyrNameList_[1][1] = "justo";
        
        plyr_[2].addr = 0x8b4DA1827932D71759687f925D17F81Fc94e3A9D;
        plyr_[2].name = "mantso";
        plyr_[2].names = 1;
        pIDxAddr_[0x8b4DA1827932D71759687f925D17F81Fc94e3A9D] = 2;
        pIDxName_["mantso"] = 2;
        plyrNames_[2]["mantso"] = true;
        plyrNameList_[2][1] = "mantso";
        
        plyr_[3].addr = 0x7ac74Fcc1a71b106F12c55ee8F802C9F672Ce40C;
        plyr_[3].name = "sumpunk";
        plyr_[3].names = 1;
        pIDxAddr_[0x7ac74Fcc1a71b106F12c55ee8F802C9F672Ce40C] = 3;
        pIDxName_["sumpunk"] = 3;
        plyrNames_[3]["sumpunk"] = true;
        plyrNameList_[3][1] = "sumpunk";
        
        plyr_[4].addr = 0x18E90Fc6F70344f53EBd4f6070bf6Aa23e2D748C;
        plyr_[4].name = "inventor";
        plyr_[4].names = 1;
        pIDxAddr_[0x18E90Fc6F70344f53EBd4f6070bf6Aa23e2D748C] = 4;
        pIDxName_["inventor"] = 4;
        plyrNames_[4]["inventor"] = true;
        plyrNameList_[4][1] = "inventor";
        
        pID_ = 4;
    }
//==============================================================================
//     _ _  _  _|. |`. _  _ _  .
//    | | |(_)(_||~|~|(/_| _\  .  (these are safety checks)
//==============================================================================    
    /**
     * @dev prevents contracts from interacting with fomo3d 
     */
    modifier isHuman() {
        address _addr = msg.sender;
        uint256 _codeLength;
        
        assembly {_codeLength := extcodesize(_addr)}
        require(_codeLength == 0, "sorry humans only");
        _;
    }
    
    modifier onlyDevs() 
    {
        require(TeamJust.isDev(msg.sender) == true, "msg sender is not a dev");
        _;
    }
    
    modifier isRegisteredGame()
    {
        require(gameIDs_[msg.sender] != 0);
        _;
    }
//==============================================================================
//     _    _  _ _|_ _  .
//    (/_\/(/_| | | _\  .
//==============================================================================    
    // fired whenever a player registers a name
    event onNewName
    (
        uint256 indexed playerID,
        address indexed playerAddress,
        bytes32 indexed playerName,
        bool isNewPlayer,
        uint256 affiliateID,
        address affiliateAddress,
        bytes32 affiliateName,
        uint256 amountPaid,
        uint256 timeStamp
    );
//==============================================================================
//     _  _ _|__|_ _  _ _  .
//    (_|(/_ |  | (/_| _\  . (for UI & viewing things on etherscan)
//=====_|=======================================================================
    function checkIfNameValid(string _nameStr)
        public
        view
        returns(bool)
    {
        bytes32 _name = _nameStr.nameFilter();
        if (pIDxName_[_name] == 0)
            return (true);
        else 
            return (false);
    }
//==============================================================================
//     _    |_ |. _   |`    _  __|_. _  _  _  .
//    |_)|_||_)||(_  ~|~|_|| |(_ | |(_)| |_\  .  (use these to interact with contract)
//====|=========================================================================    
    /**
     * @dev registers a name.  UI will always display the last name you registered.
     * but you will still own all previously registered names to use as affiliate 
     * links.
     * - must pay a registration fee.
     * - name must be unique
     * - names will be converted to lowercase
     * - name cannot start or end with a space 
     * - cannot have more than 1 space in a row
     * - cannot be only numbers
     * - cannot start with 0x 
     * - name must be at least 1 char
     * - max length of 32 characters long
     * - allowed characters: a-z, 0-9, and space
     * -functionhash- 0x921dec21 (using ID for affiliate)
     * -functionhash- 0x3ddd4698 (using address for affiliate)
     * -functionhash- 0x685ffd83 (using name for affiliate)
     * @param _nameString players desired name
     * @param _affCode affiliate ID, address, or name of who refered you
     * @param _all set to true if you want this to push your info to all games 
     * (this might cost a lot of gas)
     */
    function registerNameXID(string _nameString, uint256 _affCode, bool _all)
        isHuman()
        public
        payable 
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // filter name + condition checks
        bytes32 _name = NameFilter.nameFilter(_nameString);
        
        // set up address 
        address _addr = msg.sender;
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given, no new affiliate code was given, or the 
        // player tried to use their own pID as an affiliate code, lolz
        if (_affCode != 0 && _affCode != plyr_[_pID].laff && _affCode != _pID) 
        {
            // update last affiliate 
            plyr_[_pID].laff = _affCode;
        } else if (_affCode == _pID) {
            _affCode = 0;
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affCode, _name, _isNewPlayer, _all);
    }
    
    function registerNameXaddr(string _nameString, address _affCode, bool _all)
        isHuman()
        public
        payable 
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // filter name + condition checks
        bytes32 _name = NameFilter.nameFilter(_nameString);
        
        // set up address 
        address _addr = msg.sender;
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given or player tried to use their own, lolz
        uint256 _affID;
        if (_affCode != address(0) && _affCode != _addr)
        {
            // get affiliate ID from aff Code 
            _affID = pIDxAddr_[_affCode];
            
            // if affID is not the same as previously stored 
            if (_affID != plyr_[_pID].laff)
            {
                // update last affiliate
                plyr_[_pID].laff = _affID;
            }
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
    }
    
    function registerNameXname(string _nameString, bytes32 _affCode, bool _all)
        isHuman()
        public
        payable 
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // filter name + condition checks
        bytes32 _name = NameFilter.nameFilter(_nameString);
        
        // set up address 
        address _addr = msg.sender;
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given or player tried to use their own, lolz
        uint256 _affID;
        if (_affCode != "" && _affCode != _name)
        {
            // get affiliate ID from aff Code 
            _affID = pIDxName_[_affCode];
            
            // if affID is not the same as previously stored 
            if (_affID != plyr_[_pID].laff)
            {
                // update last affiliate
                plyr_[_pID].laff = _affID;
            }
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
    }
    
    /**
     * @dev players, if you registered a profile, before a game was released, or
     * set the all bool to false when you registered, use this function to push
     * your profile to a single game.  also, if you've  updated your name, you
     * can use this to push your name to games of your choosing.
     * -functionhash- 0x81c5b206
     * @param _gameID game id 
     */
    function addMeToGame(uint256 _gameID)
        isHuman()
        public
    {
        require(_gameID <= gID_, "silly player, that game doesn't exist yet");
        address _addr = msg.sender;
        uint256 _pID = pIDxAddr_[_addr];
        require(_pID != 0, "hey there buddy, you dont even have an account");
        uint256 _totalNames = plyr_[_pID].names;
        
        // add players profile and most recent name
        games_[_gameID].receivePlayerInfo(_pID, _addr, plyr_[_pID].name, plyr_[_pID].laff);
        
        // add list of all names
        if (_totalNames > 1)
            for (uint256 ii = 1; ii <= _totalNames; ii++)
                games_[_gameID].receivePlayerNameList(_pID, plyrNameList_[_pID][ii]);
    }
    
    /**
     * @dev players, use this to push your player profile to all registered games.
     * -functionhash- 0x0c6940ea
     */
    function addMeToAllGames()
        isHuman()
        public
    {
        address _addr = msg.sender;
        uint256 _pID = pIDxAddr_[_addr];
        require(_pID != 0, "hey there buddy, you dont even have an account");
        uint256 _laff = plyr_[_pID].laff;
        uint256 _totalNames = plyr_[_pID].names;
        bytes32 _name = plyr_[_pID].name;
        
        for (uint256 i = 1; i <= gID_; i++)
        {
            games_[i].receivePlayerInfo(_pID, _addr, _name, _laff);
            if (_totalNames > 1)
                for (uint256 ii = 1; ii <= _totalNames; ii++)
                    games_[i].receivePlayerNameList(_pID, plyrNameList_[_pID][ii]);
        }
                
    }
    
    /**
     * @dev players use this to change back to one of your old names.  tip, you'll
     * still need to push that info to existing games.
     * -functionhash- 0xb9291296
     * @param _nameString the name you want to use 
     */
    function useMyOldName(string _nameString)
        isHuman()
        public 
    {
        // filter name, and get pID
        bytes32 _name = _nameString.nameFilter();
        uint256 _pID = pIDxAddr_[msg.sender];
        
        // make sure they own the name 
        require(plyrNames_[_pID][_name] == true, "umm... thats not a name you own");
        
        // update their current name 
        plyr_[_pID].name = _name;
    }
    
//==============================================================================
//     _ _  _ _   | _  _ . _  .
//    (_(_)| (/_  |(_)(_||(_  . 
//=====================_|=======================================================    
    function registerNameCore(uint256 _pID, address _addr, uint256 _affID, bytes32 _name, bool _isNewPlayer, bool _all)
        private
    {
        // if names already has been used, require that current msg sender owns the name
        if (pIDxName_[_name] != 0)
            require(plyrNames_[_pID][_name] == true, "sorry that names already taken");
        
        // add name to player profile, registry, and name book
        plyr_[_pID].name = _name;
        pIDxName_[_name] = _pID;
        if (plyrNames_[_pID][_name] == false)
        {
            plyrNames_[_pID][_name] = true;
            plyr_[_pID].names++;
            plyrNameList_[_pID][plyr_[_pID].names] = _name;
        }
        
        // registration fee goes directly to community rewards
        Jekyll_Island_Inc.deposit.value(address(this).balance)();
        
        // push player info to games
        if (_all == true)
            for (uint256 i = 1; i <= gID_; i++)
                games_[i].receivePlayerInfo(_pID, _addr, _name, _affID);
        
        // fire event
        emit onNewName(_pID, _addr, _name, _isNewPlayer, _affID, plyr_[_affID].addr, plyr_[_affID].name, msg.value, now);
    }
//==============================================================================
//    _|_ _  _ | _  .
//     | (_)(_)|_\  .
//==============================================================================    
    function determinePID(address _addr)
        private
        returns (bool)
    {
        if (pIDxAddr_[_addr] == 0)
        {
            pID_++;
            pIDxAddr_[_addr] = pID_;
            plyr_[pID_].addr = _addr;
            
            // set the new player bool to true
            return (true);
        } else {
            return (false);
        }
    }
//==============================================================================
//   _   _|_ _  _ _  _ |   _ _ || _  .
//  (/_>< | (/_| | |(_||  (_(_|||_\  .
//==============================================================================
    function getPlayerID(address _addr)
        isRegisteredGame()
        external
        returns (uint256)
    {
        determinePID(_addr);
        return (pIDxAddr_[_addr]);
    }
    function getPlayerName(uint256 _pID)
        external
        view
        returns (bytes32)
    {
        return (plyr_[_pID].name);
    }
    function getPlayerLAff(uint256 _pID)
        external
        view
        returns (uint256)
    {
        return (plyr_[_pID].laff);
    }
    function getPlayerAddr(uint256 _pID)
        external
        view
        returns (address)
    {
        return (plyr_[_pID].addr);
    }
    function getNameFee()
        external
        view
        returns (uint256)
    {
        return(registrationFee_);
    }
    function registerNameXIDFromDapp(address _addr, bytes32 _name, uint256 _affCode, bool _all)
        isRegisteredGame()
        external
        payable
        returns(bool, uint256)
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given, no new affiliate code was given, or the 
        // player tried to use their own pID as an affiliate code, lolz
        uint256 _affID = _affCode;
        if (_affID != 0 && _affID != plyr_[_pID].laff && _affID != _pID) 
        {
            // update last affiliate 
            plyr_[_pID].laff = _affID;
        } else if (_affID == _pID) {
            _affID = 0;
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
        
        return(_isNewPlayer, _affID);
    }
    function registerNameXaddrFromDapp(address _addr, bytes32 _name, address _affCode, bool _all)
        isRegisteredGame()
        external
        payable
        returns(bool, uint256)
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given or player tried to use their own, lolz
        uint256 _affID;
        if (_affCode != address(0) && _affCode != _addr)
        {
            // get affiliate ID from aff Code 
            _affID = pIDxAddr_[_affCode];
            
            // if affID is not the same as previously stored 
            if (_affID != plyr_[_pID].laff)
            {
                // update last affiliate
                plyr_[_pID].laff = _affID;
            }
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
        
        return(_isNewPlayer, _affID);
    }
    function registerNameXnameFromDapp(address _addr, bytes32 _name, bytes32 _affCode, bool _all)
        isRegisteredGame()
        external
        payable
        returns(bool, uint256)
    {
        // make sure name fees paid
        require (msg.value >= registrationFee_, "umm.....  you have to pay the name fee");
        
        // set up our tx event data and determine if player is new or not
        bool _isNewPlayer = determinePID(_addr);
        
        // fetch player id
        uint256 _pID = pIDxAddr_[_addr];
        
        // manage affiliate residuals
        // if no affiliate code was given or player tried to use their own, lolz
        uint256 _affID;
        if (_affCode != "" && _affCode != _name)
        {
            // get affiliate ID from aff Code 
            _affID = pIDxName_[_affCode];
            
            // if affID is not the same as previously stored 
            if (_affID != plyr_[_pID].laff)
            {
                // update last affiliate
                plyr_[_pID].laff = _affID;
            }
        }
        
        // register name 
        registerNameCore(_pID, _addr, _affID, _name, _isNewPlayer, _all);
        
        return(_isNewPlayer, _affID);
    }
    
//==============================================================================
//   _ _ _|_    _   .
//  _\(/_ | |_||_)  .
//=============|================================================================
    function addGame(address _gameAddress, string _gameNameStr)
        onlyDevs()
        public
    {
        require(gameIDs_[_gameAddress] == 0, "derp, that games already been registered");
        
        if (multiSigDev("addGame") == true)
        {deleteProposal("addGame");
            gID_++;
            bytes32 _name = _gameNameStr.nameFilter();
            gameIDs_[_gameAddress] = gID_;
            gameNames_[_gameAddress] = _name;
            games_[gID_] = PlayerBookReceiverInterface(_gameAddress);
        
            games_[gID_].receivePlayerInfo(1, plyr_[1].addr, plyr_[1].name, 0);
            games_[gID_].receivePlayerInfo(2, plyr_[2].addr, plyr_[2].name, 0);
            games_[gID_].receivePlayerInfo(3, plyr_[3].addr, plyr_[3].name, 0);
            games_[gID_].receivePlayerInfo(4, plyr_[4].addr, plyr_[4].name, 0);
        }
    }
    
    function setRegistrationFee(uint256 _fee)
        onlyDevs()
        public
    {
        if (multiSigDev("setRegistrationFee") == true)
        {deleteProposal("setRegistrationFee");
            registrationFee_ = _fee;
        }
    }
        
} 

/**
* @title -Name Filter- v0.1.9
* ┌┬┐┌─┐┌─┐┌┬┐   ╦╦ ╦╔═╗╔╦╗  ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
*  │ ├┤ ├─┤│││   ║║ ║╚═╗ ║   ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
*  ┴ └─┘┴ ┴┴ ┴  ╚╝╚═╝╚═╝ ╩   ┴  ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
*                                  _____                      _____
*                                 (, /     /)       /) /)    (, /      /)          /)
*          ┌─┐                      /   _ (/_      // //       /  _   // _   __  _(/
*          ├─┤                  ___/___(/_/(__(_/_(/_(/_   ___/__/_)_(/_(_(_/ (_(_(_
*          ┴ ┴                /   /          .-/ _____   (__ /                               
*                            (__ /          (_/ (, /                                      /)™ 
*                                                 /  __  __ __ __  _   __ __  _  _/_ _  _(/
* ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐                          /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
* ├─┘├┬┘│ │ │││ ││   │                      (__ /              .-/  © Jekyll Island Inc. 2018
* ┴  ┴└─└─┘─┴┘└─┘└─┘ ┴                                        (_/
*              _       __    _      ____      ____  _   _    _____  ____  ___  
*=============| |\ |  / /\  | |\/| | |_ =====| |_  | | | |    | |  | |_  | |_)==============*
*=============|_| \| /_/--\ |_|  | |_|__=====|_|   |_| |_|__  |_|  |_|__ |_| \==============*
*
* ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐  ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐
* ║  │ ││││ │ ├┬┘├─┤│   │   ║  │ │ ││├┤  │ Inventor │
* ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴   ╚═╝└─┘─┴┘└─┘ └──────────┘
*/
library NameFilter {
    
    /**
     * @dev filters name strings
     * -converts uppercase to lower case.  
     * -makes sure it does not start/end with a space
     * -makes sure it does not contain multiple spaces in a row
     * -cannot be only numbers
     * -cannot start with 0x 
     * -restricts characters to A-Z, a-z, 0-9, and space.
     * @return reprocessed string in bytes32 format
     */
    function nameFilter(string _input)
        internal
        pure
        returns(bytes32)
    {
        bytes memory _temp = bytes(_input);
        uint256 _length = _temp.length;
        
        //sorry limited to 32 characters
        require (_length <= 32 && _length > 0, "string must be between 1 and 32 characters");
        // make sure it doesnt start with or end with space
        require(_temp[0] != 0x20 && _temp[_length-1] != 0x20, "string cannot start or end with space");
        // make sure first two characters are not 0x
        if (_temp[0] == 0x30)
        {
            require(_temp[1] != 0x78, "string cannot start with 0x");
            require(_temp[1] != 0x58, "string cannot start with 0X");
        }
        
        // create a bool to track if we have a non number character
        bool _hasNonNumber;
        
        // convert & check
        for (uint256 i = 0; i < _length; i++)
        {
            // if its uppercase A-Z
            if (_temp[i] > 0x40 && _temp[i] < 0x5b)
            {
                // convert to lower case a-z
                _temp[i] = byte(uint(_temp[i]) + 32);
                
                // we have a non number
                if (_hasNonNumber == false)
                    _hasNonNumber = true;
            } else {
                require
                (
                    // require character is a space
                    _temp[i] == 0x20 || 
                    // OR lowercase a-z
                    (_temp[i] > 0x60 && _temp[i] < 0x7b) ||
                    // or 0-9
                    (_temp[i] > 0x2f && _temp[i] < 0x3a),
                    "string contains invalid characters"
                );
                // make sure theres not 2x spaces in a row
                if (_temp[i] == 0x20)
                    require( _temp[i+1] != 0x20, "string cannot contain consecutive spaces");
                
                // see if we have a character other than a number
                if (_hasNonNumber == false && (_temp[i] < 0x30 || _temp[i] > 0x39))
                    _hasNonNumber = true;    
            }
        }
        
        require(_hasNonNumber == true, "string cannot be only numbers");
        
        bytes32 _ret;
        assembly {
            _ret := mload(add(_temp, 32))
        }
        return (_ret);
    }
}

/**
 * @title SafeMath v0.1.9
 * @dev Math operations with safety checks that throw on error
 * change notes:  original SafeMath library from OpenZeppelin modified by Inventor
 * - added sqrt
 * - added sq
 * - added pwr 
 * - changed asserts to requires with error log outputs
 * - removed div, its useless
 */
library SafeMath {
    
    /**
    * @dev Multiplies two numbers, throws on overflow.
    */
    function mul(uint256 a, uint256 b) 
        internal 
        pure 
        returns (uint256 c) 
    {
        if (a == 0) {
            return 0;
        }
        c = a * b;
        require(c / a == b, "SafeMath mul failed");
        return c;
    }

    /**
    * @dev Subtracts two numbers, throws on overflow (i.e. if subtrahend is greater than minuend).
    */
    function sub(uint256 a, uint256 b)
        internal
        pure
        returns (uint256) 
    {
        require(b <= a, "SafeMath sub failed");
        return a - b;
    }

    /**
    * @dev Adds two numbers, throws on overflow.
    */
    function add(uint256 a, uint256 b)
        internal
        pure
        returns (uint256 c) 
    {
        c = a + b;
        require(c >= a, "SafeMath add failed");
        return c;
    }
    
    /**
     * @dev gives square root of given x.
     */
    function sqrt(uint256 x)
        internal
        pure
        returns (uint256 y) 
    {
        uint256 z = ((add(x,1)) / 2);
        y = x;
        while (z < y) 
        {
            y = z;
            z = ((add((x / z),z)) / 2);
        }
    }
    
    /**
     * @dev gives square. multiplies x by x
     */
    function sq(uint256 x)
        internal
        pure
        returns (uint256)
    {
        return (mul(x,x));
    }
    
    /**
     * @dev x to the power of y 
     */
    function pwr(uint256 x, uint256 y)
        internal 
        pure 
        returns (uint256)
    {
        if (x==0)
            return (0);
        else if (y==0)
            return (1);
        else 
        {
            uint256 z = x;
            for (uint256 i=1; i < y; i++)
                z = mul(z,x);
            return (z);
        }
    }
}

/** @title -MSFun- v0.2.4
 * ┌┬┐┌─┐┌─┐┌┬┐   ╦╦ ╦╔═╗╔╦╗  ┌─┐┬─┐┌─┐┌─┐┌─┐┌┐┌┌┬┐┌─┐
 *  │ ├┤ ├─┤│││   ║║ ║╚═╗ ║   ├─┘├┬┘├┤ └─┐├┤ │││ │ └─┐
 *  ┴ └─┘┴ ┴┴ ┴  ╚╝╚═╝╚═╝ ╩   ┴  ┴└─└─┘└─┘└─┘┘└┘ ┴ └─┘
 *                                  _____                      _____
 *                                 (, /     /)       /) /)    (, /      /)          /)
 *          ┌─┐                      /   _ (/_      // //       /  _   // _   __  _(/
 *          ├─┤                  ___/___(/_/(__(_/_(/_(/_   ___/__/_)_(/_(_(_/ (_(_(_
 *          ┴ ┴                /   /          .-/ _____   (__ /                               
 *                            (__ /          (_/ (, /                                      /)™ 
 *                                                 /  __  __ __ __  _   __ __  _  _/_ _  _(/
 * ┌─┐┬─┐┌─┐┌┬┐┬ ┬┌─┐┌┬┐                          /__/ (_(__(_)/ (_/_)_(_)/ (_(_(_(__(/_(_(_
 * ├─┘├┬┘│ │ │││ ││   │                      (__ /              .-/  © Jekyll Island Inc. 2018
 * ┴  ┴└─└─┘─┴┘└─┘└─┘ ┴                                        (_/
 *  _           _             _  _  _  _             _  _  _  _  _                                      
 *=(_) _     _ (_)==========_(_)(_)(_)(_)_==========(_)(_)(_)(_)(_)================================*
 * (_)(_)   (_)(_)         (_)          (_)         (_)       _         _    _  _  _  _                 
 * (_) (_)_(_) (_)         (_)_  _  _  _            (_) _  _ (_)       (_)  (_)(_)(_)(_)_               
 * (_)   (_)   (_)           (_)(_)(_)(_)_          (_)(_)(_)(_)       (_)  (_)        (_)              
 * (_)         (_)  _  _    _           (_)  _  _   (_)      (_)       (_)  (_)        (_)  _  _        
 *=(_)=========(_)=(_)(_)==(_)_  _  _  _(_)=(_)(_)==(_)======(_)_  _  _(_)_ (_)========(_)=(_)(_)==*
 * (_)         (_) (_)(_)    (_)(_)(_)(_)   (_)(_)  (_)        (_)(_)(_) (_)(_)        (_) (_)(_)
 *
 * ╔═╗┌─┐┌┐┌┌┬┐┬─┐┌─┐┌─┐┌┬┐  ╔═╗┌─┐┌┬┐┌─┐ ┌──────────┐
 * ║  │ ││││ │ ├┬┘├─┤│   │   ║  │ │ ││├┤  │ Inventor │
 * ╚═╝└─┘┘└┘ ┴ ┴└─┴ ┴└─┘ ┴   ╚═╝└─┘─┴┘└─┘ └──────────┘
 *  
 *         ┌──────────────────────────────────────────────────────────────────────┐
 *         │ MSFun, is an importable library that gives your contract the ability │
 *         │ add multiSig requirement to functions.                               │
 *         └──────────────────────────────────────────────────────────────────────┘
 *                                ┌────────────────────┐
 *                                │ Setup Instructions │
 *                                └────────────────────┘
 * (Step 1) import the library into your contract
 * 
 *    import "./MSFun.sol";
 *
 * (Step 2) set up the signature data for msFun
 * 
 *     MSFun.Data private msData;
 *                                ┌────────────────────┐
 *                                │ Usage Instructions │
 *                                └────────────────────┘
 * at the beginning of a function
 * 
 *     function functionName() 
 *     {
 *         if (MSFun.multiSig(msData, required signatures, "functionName") == true)
 *         {
 *             MSFun.deleteProposal(msData, "functionName");
 * 
 *             // put function body here 
 *         }
 *     }
 *                           ┌────────────────────────────────┐
 *                           │ Optional Wrappers For TeamJust │
 *                           └────────────────────────────────┘
 * multiSig wrapper function (cuts down on inputs, improves readability)
 * this wrapper is HIGHLY recommended
 * 
 *     function multiSig(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredSignatures(), _whatFunction));}
 *     function multiSigDev(bytes32 _whatFunction) private returns (bool) {return(MSFun.multiSig(msData, TeamJust.requiredDevSignatures(), _whatFunction));}
 *
 * wrapper for delete proposal (makes code cleaner)
 *     
 *     function deleteProposal(bytes32 _whatFunction) private {MSFun.deleteProposal(msData, _whatFunction);}
 *                             ┌────────────────────────────┐
 *                             │ Utility & Vanity Functions │
 *                             └────────────────────────────┘
 * delete any proposal is highly recommended.  without it, if an admin calls a multiSig
 * function, with argument inputs that the other admins do not agree upon, the function
 * can never be executed until the undesirable arguments are approved.
 * 
 *     function deleteAnyProposal(bytes32 _whatFunction) onlyDevs() public {MSFun.deleteProposal(msData, _whatFunction);}
 * 
 * for viewing who has signed a proposal & proposal data
 *     
 *     function checkData(bytes32 _whatFunction) onlyAdmins() public view returns(bytes32, uint256) {return(MSFun.checkMsgData(msData, _whatFunction), MSFun.checkCount(msData, _whatFunction));}
 *
 * lets you check address of up to 3 signers (address)
 * 
 *     function checkSignersByAddress(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyAdmins() public view returns(address, address, address) {return(MSFun.checkSigner(msData, _whatFunction, _signerA), MSFun.checkSigner(msData, _whatFunction, _signerB), MSFun.checkSigner(msData, _whatFunction, _signerC));}
 *
 * same as above but will return names in string format.
 *
 *     function checkSignersByName(bytes32 _whatFunction, uint256 _signerA, uint256 _signerB, uint256 _signerC) onlyAdmins() public view returns(bytes32, bytes32, bytes32) {return(TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerA)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerB)), TeamJust.adminName(MSFun.checkSigner(msData, _whatFunction, _signerC)));}
 *                             ┌──────────────────────────┐
 *                             │ Functions In Depth Guide │
 *                             └──────────────────────────┘
 * In the following examples, the Data is the proposal set for this library.  And
 * the bytes32 is the name of the function.
 *
 * MSFun.multiSig(Data, uint256, bytes32) - Manages creating/updating multiSig 
 *      proposal for the function being called.  The uint256 is the required 
 *      number of signatures needed before the multiSig will return true.  
 *      Upon first call, multiSig will create a proposal and store the arguments 
 *      passed with the function call as msgData.  Any admins trying to sign the 
 *      function call will need to send the same argument values. Once required
 *      number of signatures is reached this will return a bool of true.
 * 
 * MSFun.deleteProposal(Data, bytes32) - once multiSig unlocks the function body,
 *      you will want to delete the proposal data.  This does that.
 *
 * MSFun.checkMsgData(Data, bytes32) - checks the message data for any given proposal 
 * 
 * MSFun.checkCount(Data, bytes32) - checks the number of admins that have signed
 *      the proposal 
 * 
 * MSFun.checkSigners(data, bytes32, uint256) - checks the address of a given signer.
 *      the uint256, is the log number of the signer (ie 1st signer, 2nd signer)
 */

library MSFun {
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // DATA SETS
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // contact data setup
    struct Data 
    {
        mapping (bytes32 => ProposalData) proposal_;
    }
    struct ProposalData 
    {
        // a hash of msg.data 
        bytes32 msgData;
        // number of signers
        uint256 count;
        // tracking of wither admins have signed
        mapping (address => bool) admin;
        // list of admins who have signed
        mapping (uint256 => address) log;
    }
    
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // MULTI SIG FUNCTIONS
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    function multiSig(Data storage self, uint256 _requiredSignatures, bytes32 _whatFunction)
        internal
        returns(bool) 
    {
        // our proposal key will be a hash of our function name + our contracts address 
        // by adding our contracts address to this, we prevent anyone trying to circumvent
        // the proposal's security via external calls.
        bytes32 _whatProposal = whatProposal(_whatFunction);
        
        // this is just done to make the code more readable.  grabs the signature count
        uint256 _currentCount = self.proposal_[_whatProposal].count;
        
        // store the address of the person sending the function call.  we use msg.sender 
        // here as a layer of security.  in case someone imports our contract and tries to 
        // circumvent function arguments.  still though, our contract that imports this
        // library and calls multisig, needs to use onlyAdmin modifiers or anyone who
        // calls the function will be a signer. 
        address _whichAdmin = msg.sender;
        
        // prepare our msg data.  by storing this we are able to verify that all admins
        // are approving the same argument input to be executed for the function.  we hash 
        // it and store in bytes32 so its size is known and comparable
        bytes32 _msgData = keccak256(msg.data);
        
        // check to see if this is a new execution of this proposal or not
        if (_currentCount == 0)
        {
            // if it is, lets record the original signers data
            self.proposal_[_whatProposal].msgData = _msgData;
            
            // record original senders signature
            self.proposal_[_whatProposal].admin[_whichAdmin] = true;        
            
            // update log (used to delete records later, and easy way to view signers)
            // also useful if the calling function wants to give something to a 
            // specific signer.  
            self.proposal_[_whatProposal].log[_currentCount] = _whichAdmin;  
            
            // track number of signatures
            self.proposal_[_whatProposal].count += 1;  
            
            // if we now have enough signatures to execute the function, lets
            // return a bool of true.  we put this here in case the required signatures
            // is set to 1.
            if (self.proposal_[_whatProposal].count == _requiredSignatures) {
                return(true);
            }            
        // if its not the first execution, lets make sure the msgData matches
        } else if (self.proposal_[_whatProposal].msgData == _msgData) {
            // msgData is a match
            // make sure admin hasnt already signed
            if (self.proposal_[_whatProposal].admin[_whichAdmin] == false) 
            {
                // record their signature
                self.proposal_[_whatProposal].admin[_whichAdmin] = true;        
                
                // update log (used to delete records later, and easy way to view signers)
                self.proposal_[_whatProposal].log[_currentCount] = _whichAdmin;  
                
                // track number of signatures
                self.proposal_[_whatProposal].count += 1;  
            }
            
            // if we now have enough signatures to execute the function, lets
            // return a bool of true.
            // we put this here for a few reasons.  (1) in normal operation, if 
            // that last recorded signature got us to our required signatures.  we 
            // need to return bool of true.  (2) if we have a situation where the 
            // required number of signatures was adjusted to at or lower than our current 
            // signature count, by putting this here, an admin who has already signed,
            // can call the function again to make it return a true bool.  but only if
            // they submit the correct msg data
            if (self.proposal_[_whatProposal].count == _requiredSignatures) {
                return(true);
            }
        }
    }
    
    
    // deletes proposal signature data after successfully executing a multiSig function
    function deleteProposal(Data storage self, bytes32 _whatFunction)
        internal
    {
        //done for readability sake
        bytes32 _whatProposal = whatProposal(_whatFunction);
        address _whichAdmin;
        
        //delete the admins votes & log.   i know for loops are terrible.  but we have to do this 
        //for our data stored in mappings.  simply deleting the proposal itself wouldn't accomplish this.
        for (uint256 i=0; i < self.proposal_[_whatProposal].count; i++) {
            _whichAdmin = self.proposal_[_whatProposal].log[i];
            delete self.proposal_[_whatProposal].admin[_whichAdmin];
            delete self.proposal_[_whatProposal].log[i];
        }
        //delete the rest of the data in the record
        delete self.proposal_[_whatProposal];
    }
    
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // HELPER FUNCTIONS
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

    function whatProposal(bytes32 _whatFunction)
        private
        view
        returns(bytes32)
    {
        return(keccak256(abi.encodePacked(_whatFunction,this)));
    }
    
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // VANITY FUNCTIONS
    //^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    // returns a hashed version of msg.data sent by original signer for any given function
    function checkMsgData (Data storage self, bytes32 _whatFunction)
        internal
        view
        returns (bytes32 msg_data)
    {
        bytes32 _whatProposal = whatProposal(_whatFunction);
        return (self.proposal_[_whatProposal].msgData);
    }
    
    // returns number of signers for any given function
    function checkCount (Data storage self, bytes32 _whatFunction)
        internal
        view
        returns (uint256 signature_count)
    {
        bytes32 _whatProposal = whatProposal(_whatFunction);
        return (self.proposal_[_whatProposal].count);
    }
    
    // returns address of an admin who signed for any given function
    function checkSigner (Data storage self, bytes32 _whatFunction, uint256 _signer)
        internal
        view
        returns (address signer)
    {
        require(_signer > 0, "MSFun checkSigner failed - 0 not allowed");
        bytes32 _whatProposal = whatProposal(_whatFunction);
        return (self.proposal_[_whatProposal].log[_signer - 1]);
    }
}

Contract ABI

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Swarm Source

bzzr://97065aea54ddc3fa5093a0bf70701f3c4c4f8d2e0bc994abfbeddeb8210432fd
Block Transaction Difficulty Gas Used Reward
Block Uncle Number Difficulty Gas Used Reward
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