# Message and Handler - Add a Way to Make a Move
Make sure you have all you need before proceeding:
- You understand the concepts of transactions, messages, and Protobuf.
- Go is installed.
- You have the checkers blockchain codebase with
MsgCreateGame
and its handling. If not, follow the previous steps or check out the relevant version (opens new window).
In this section, you will:
- Extend message handling - play the game.
- Handle moves and update the game state.
- Validate input.
- Extend unit tests.
Your blockchain can now create games, but can you play them? Not yet...so what do you need to make this possible?
# Some initial thoughts
Before diving into the exercise, take some time to think about the following questions:
- What goes into the message?
- How do you sanitize the inputs?
- How do you unequivocally identify games?
- How do you report back errors?
- How do you use your files that implement the checkers rules?
- How do you make sure that nothing is lost?
# Code needs
When it comes to the code you need, ask yourself:
- What Ignite CLI commands will create your message?
- How do you adjust what Ignite CLI created for you?
- How would you unit-test these new elements?
- How would you use Ignite CLI to locally run a one-node blockchain and interact with it via the CLI to see what you get?
As before, do not bother yet with niceties like gas metering or event emission.
To play a game a player only needs to specify:
- The ID of the game the player wants to join. Call the field
idValue
. - The initial positions of the pawn. Call the fields
fromX
andfromY
and make themuint
. - The final position of the pawn after a player's move. Call the fields
toX
andtoY
to beuint
too.
The player does not need to be explicitly added as a field in the message because the player is implicitly the signer of the message. Name the object PlayMove
.
Unlike when creating the game, you want to return:
- The game ID again. Call this field
idValue
. - The captured piece, if any. Call the fields
capturedX
andcapturedY
. - The winner in the field
winner
.
# With Ignite CLI
Ignite CLI only creates a response object with a single field. You can update the object after Ignite CLI has run:
Ignite CLI once more creates all the necessary Protobuf files and the boilerplate for you. All you have to do is:
Add the missing fields to the response in
proto/checkers/tx.proto
:Use
int64
here so that you can enter-1
when no pawns have been captured.Fill in the needed part in
x/checkers/keeper/msg_server_play_move.go
:Where the
TODO
is replaced as per the following.
# The move handling
The rules
represent the ready-made file containing the rules of the game you imported earlier. Declare them in x/checkers/types/errors.go
, given your code has to handle new error situations:
Take the following steps to replace the TODO
:
Fetch the stored game information using the
Keeper.GetStoredGame
(opens new window) function created by Ignite CLI:Is the player legitimate? Check with:
This uses the certainty that the
MsgPlayMove.Creator
has been verified by its signature (opens new window).Instantiate the board in order to implement the rules:
Fortunately you previously created this helper (opens new window).
Is it the player's turn? Check using the rules file's own
TurnIs
(opens new window) function:Properly conduct the move, using the rules'
Move
(opens new window) function:Prepare the updated board to be stored and store the information:
This updates the fields that were modified using the
Keeper.SetStoredGame
(opens new window) function, as when you created and saved the game.Return relevant information regarding the move's result:
The
Captured
andWinner
information would be lost if you do not do this. More accurately, one would have to replay the transaction to discover the values. Better to be a good citizen and make this information easily accessible.
This completes the move process, facilitated by good preparation and the use of Ignite CLI.
# Unit tests
Adding unit tests for this play message is very similar to what you did for the previous message: create a new msg_server_play_move_test.go
file and add to it. Start with a function that sets up the keeper as you prefer. In this case, already having a game saved can reduce several lines of code in each test:
Now test the result of a move:
Also test whether the game was saved correctly (opens new window). Check what happens when players try to play out of turn (opens new window), or make a wrong move (opens new window). Check after two (opens new window) or three turns with a capture (opens new window).
# Interact via the CLI
With one game in storage and the game waiting for Bob's move, can Alice make a move? Look at the play-move
message and which parameters it accepts:
This returns:
So Alice
tries:
This includes:
If you did not get this raw_log
, your transaction may have been sent asynchronously. You can always query a transaction by using the txhash
with the following command:
And you are back on track:
Can Bob, who plays black, make a move? Can he make a wrong move? For instance, a move from 0-1
to 1-0
, which is occupied by one of his pieces.
The computer says no:
So far all seems to be working.
Time for Bob to make a correct move:
This returns:
Confirm the move went through with your one-line formatter from the previous section:
This shows:
Bob's piece moved down and right.
# Next up
Before you add a third message to let a player reject a game, add events to the existing message handlers for relevant information. This is the object of the next section.
If you want to skip ahead and see how you can assist a player in not submitting a transaction that would result in a failed move, you can create a query to test a move.