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op-challenger

The op-challenger is a modular op-stack challenge agent written in golang for dispute games including, but not limited to, attestation games, fault games, and validity games. To learn more about dispute games, visit the fault proof specs.

Quickstart

First, clone this repo. Then run:

cd op-challenger
make alphabet

This creates a local devnet, starts a dispute game using the simple alphabet trace type and runs two op-challenger instances with differing views of the correct alphabet to play the game.

Alternatively, you can build the op-challenger binary directly using the pre-configured Makefile target by running make build, and then running ./bin/op-challenger --help to see a list of available options.

Usage

op-challenger is configurable via command line flags and environment variables. The help menu shows the available config options and can be accessed by running ./op-challenger --help.

Running with Cannon on Local Devnet

To run op-challenger against the local devnet, first ensure the required components are built and the devnet is running. From the top level of the repository run:

make devnet-clean
make cannon-prestate op-challenger
make devnet-up

Then start op-challenger with:

DISPUTE_GAME_FACTORY=$(jq -r .DisputeGameFactoryProxy .devnet/addresses.json)
./op-challenger/bin/op-challenger \
  --trace-type cannon \
  --l1-eth-rpc http://localhost:8545 \
  --game-factory-address $DISPUTE_GAME_FACTORY \
  --agree-with-proposed-output=true \
  --datadir temp/challenger-data \
  --cannon-rollup-config .devnet/rollup.json  \
  --cannon-l2-genesis .devnet/genesis-l2.json \
  --cannon-bin ./cannon/bin/cannon \
  --cannon-server ./op-program/bin/op-program \
  --cannon-prestate ./op-program/bin/prestate.json \
  --cannon-l2 http://localhost:9545 \
  --mnemonic "test test test test test test test test test test test junk" \
  --hd-path "m/44'/60'/0'/0/8" \
  --num-confirmations 1

The mnemonic and hd-path above is a prefunded address on the devnet. The challenger respond to any created games by posting the correct trace as the counter-claim. The scripts below can then be used to create and interact with games.

Scripts

The scripts directory contains a collection of scripts to assist with manually creating and playing games. This are not intended to be used in production, only to support manual testing and to aid with understanding how dispute games work. They also serve as examples of how to use cast to manually interact with the dispute game contracts.

Understanding Revert Reasons

When actions performed by these scripts fails, they typically print a message that includes the abi encoded revert reason provided by the contract. e.g.

Error:
(code: 3, message: execution reverted, data: Some(String("0x67fe1950")))

The cast 4byte command can be used to decode these revert reasons. e.g.

$ cast 4byte 0x67fe1950
GameNotInProgress()

Dependencies

These scripts assume that the following tools are installed and available on the current PATH:

./scripts/create_game.sh <RPC_URL> <GAME_FACTORY_ADDRESS> <ROOT_CLAIM> <SIGNER_ARGS>...

Starts a new fault dispute game that disputes the latest output proposal in the L2 output oracle.

  • RPC_URL - the RPC endpoint of the L1 endpoint to use (e.g. http://localhost:8545).
  • GAME_FACTORY_ADDRESS - the address of the dispute game factory contract on L1.
  • ROOT_CLAIM a hex encoded 32 byte hash to use as the root claim for the created game.
    • The root claim must have the high-order byte set to the invalid VM status (0x01) to indicate that the trace concludes that the disputed output root is invalid. e.g. 0x0146381068b59d2098495baa72ed2f773c1e09458610a7a208984859dff73add
  • SIGNER_ARGS the remaining args are past as arguments to cast when sending transactions. These arguments must specify a way for cast to sign the transactions. See cast send --help for supported options.

Creating a dispute game requires sending two transactions. The first transaction creates a checkpoint in the BlockOracle that records the L1 block that will be used as the L1 head when generating the cannon execution trace. The second transaction then creates the actual dispute game, specifying the disputed L2 block number and previously checkpointed L1 head block.

./scripts/move.sh <RPC_URL> <GAME_ADDRESS> (attack|defend) <PARENT_INDEX> <CLAIM> <SIGNER_ARGS>...

Performs a move to either attack or defend the latest claim in the specified game.

  • RPC_URL - the RPC endpoint of the L1 endpoint to use (e.g. http://localhost:8545).
  • GAME_ADDRESS - the address of the dispute game to perform the move in.
  • (attack|defend) - the type of move to make.
    • attack indicates that the state hash in your local cannon trace differs to the state hash included in the latest claim.
    • defend indicates that the state hash in your local cannon trace matches the state hash included in the latest claim.
  • PARENT_INDEX - the index of the parent claim that will be countered by this new claim. The special value of latest will counter the latest claim added to the game.
  • CLAIM - the state hash to include in the counter-claim you are posting.
  • SIGNER_ARGS the remaining args are past as arguments to cast when sending transactions. These arguments must specify a way for cast to sign the transactions. See cast send --help for supported options.
./scripts/resolve.sh <RPC_URL> <GAME_ADDRESS> <SIGNER_ARGS>...

Resolves a dispute game. Note that this will fail if the dispute game has already been resolved or if the clocks have not yet expired and further moves are possible. If the game is resolved successfully, the result is printed.

  • RPC_URL - the RPC endpoint of the L1 endpoint to use (e.g. http://localhost:8545).
  • GAME_ADDRESS - the address of the dispute game to resolve.
  • SIGNER_ARGS the remaining args are past as arguments to cast when sending transactions. These arguments must specify a way for cast to sign the transactions. See cast send --help for supported options.
./scripts/list_games.sh <RPC> <GAME_FACTORY_ADDRESS>

Prints the games created by the game factory along with their current status.

  • RPC_URL - the RPC endpoint of the L1 endpoint to use (e.g. http://localhost:8545).
  • GAME_FACTORY_ADDRESS - the address of the dispute game factory contract on L1.
./scripts/list_claims.sh <RPC> <GAME_ADDR>

Prints the list of current claims in a dispute game.

  • RPC_URL - the RPC endpoint of the L1 endpoint to use (e.g. http://localhost:8545).
  • GAME_ADDRESS - the address of the dispute game to list the move in.