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Inverse Arena - Smart Contract Architecture Documentation

Table of Contents

  1. System Overview
  2. Architecture Diagram
  3. Core Contracts
  4. Data Structures
  5. Contract Interactions
  6. Game Flow
  7. Yield Generation Flow
  8. Security Features

System Overview

Inverse Arena is a blockchain-based elimination game where players stake assets, make binary choices (Head/Tail), and the minority survives each round. The last player standing wins the entire prize pool plus accumulated yield from Real-World Asset (RWA) protocols.

Key Features

  • Multi-Currency Support: USDT0, mETH, and native MNT
  • RWA Yield Generation: Stakes automatically generate 4-6% APY during gameplay
  • Provably Fair: Chainlink VRF for random outcomes
  • Intelligent Matchmaking: Solves the "waiting room problem"
  • NFT Achievements: Player progression and rewards
  • Multiple Game Modes: QuickPlay, Scheduled, and Private rooms

Architecture Diagram

┌─────────────────────────────────────────────────────────────┐
│                    INVERSE ARENA SYSTEM                      │
└─────────────────────────────────────────────────────────────┘
                            │
        ┌───────────────────┼───────────────────┐
        │                   │                   │
┌───────▼────────┐  ┌────────▼────────┐  ┌──────▼──────────┐
│ GameManager   │  │  Matchmaking   │  │ YieldVault     │
│               │  │                 │  │                 │
│ - Game Logic  │  │ - Queue Mgmt    │  │ - RWA Deposits  │
│ - VRF         │  │ - Player Match  │  │ - Yield Calc    │
│ - Round Proc  │  │ - Auto-Start    │  │ - Distribution  │
└───────┬───────┘  └────────┬────────┘  └──────┬──────────┘
        │                   │                   │
        └───────────────────┼───────────────────┘
                            │
                    ┌───────▼────────┐
                    │ NFTAchievements│
                    │                │
                    │ - Mint NFTs    │
                    │ - Track Stats  │
                    └────────────────┘

Core Contracts

1. GameManager.sol

Purpose: Central contract managing all game logic, player interactions, and game state.

Inherits: Ownable, ReentrancyGuard, VRFConsumerBaseV2

Key Responsibilities:

  • Game creation and lifecycle management
  • Player participation and choice making
  • Round processing with Chainlink VRF
  • Winner determination and payout
  • Integration with YieldVault and NFTAchievements

Key Functions

Game Creation Functions

createQuickPlayGameUSDT0(uint256 entryFee, uint256 maxPlayers)

  • Creates a QuickPlay game using USDT0
  • Transfers USDT0 from creator
  • Deposits to YieldVault (USDT0 protocol)
  • Auto-starts when minimum players join
  • Returns: gameId

createQuickPlayGameMETH(uint256 entryFee, uint256 maxPlayers)

  • Creates a QuickPlay game using mETH
  • Transfers mETH from creator
  • Deposits to YieldVault (mETH protocol)
  • Returns: gameId

createQuickPlayGame(uint256 entryFee, uint256 maxPlayers)

  • Creates a QuickPlay game using native MNT (legacy)
  • Accepts native token via payable
  • Deposits to YieldVault (native protocol)
  • Returns: gameId

createScheduledTournamentUSDT0(uint256 startTime, uint256 entryFee, uint256 maxPlayers)

  • Creates a scheduled tournament with future start time
  • Uses USDT0 currency
  • Starts automatically at startTime if minimum players joined
  • Returns: gameId

createPrivateRoom(Currency currency, uint256 entryFee, uint256 maxPlayers)

  • Creates a private room supporting all currencies
  • Flexible currency selection (MNT, USDT0, METH)
  • Returns: gameId
Game Participation Functions

joinGame(uint256 gameId)

  • Allows players to join an existing game
  • Transfers entry fee based on game currency
  • Deposits to YieldVault automatically
  • Auto-starts game if minimum players reached
  • Emits: PlayerJoined

makeChoice(uint256 gameId, Choice choice)

  • Player makes Head or Tail choice for current round
  • Can only be called once per round
  • Only active (non-eliminated) players can choose
  • Triggers VRF request when all players have chosen
  • Emits: ChoiceMade
Internal Game Logic Functions

_createGame(...)

  • Internal function to create game structure
  • Initializes game state, player list, and metadata
  • Sets up first player (creator)
  • Updates global stats

_startGame(uint256 gameId)

  • Transitions game from Waiting to InProgress
  • Initializes first round
  • Requires minimum players

_requestVRF(uint256 gameId)

  • Requests random number from Chainlink VRF
  • Maps request ID to game ID for callback

fulfillRandomWords(uint256 requestId, uint256[] memory randomWords)

  • Chainlink VRF callback
  • Processes round with randomness
  • Override: From VRFConsumerBaseV2

_processRound(uint256 gameId, uint256 randomness)

  • Determines winning choice (minority survives)
  • Handles ties using randomness
  • Eliminates majority players
  • Advances to next round or completes game
  • Emits: RoundProcessed

_completeGame(uint256 gameId, address winner)

  • Finalizes game completion
  • Calculates yield and platform fee
  • Distributes winnings through YieldVault
  • Mints achievement NFT
  • Updates global statistics
  • Emits: GameCompleted, YieldGenerated
View Functions

getGame(uint256 gameId)

  • Returns comprehensive game information
  • Includes status, players, prize pool, yield

getGamePlayers(uint256 gameId)

  • Returns array of all player addresses

getPlayerInfo(uint256 gameId, address player)

  • Returns player-specific information
  • Includes choice, elimination status, entry amount

getStats()

  • Returns global game statistics
  • Total games, prize pools, yield generated
Admin Functions

setPlatformFee(uint256 newFeeBps)

  • Updates platform fee (basis points)
  • Maximum 10% (1000 bps)

setTokenAddresses(address _usdt0, address _mETH)

  • Updates token contract addresses
  • Allows flexibility for testnet/mainnet

updateContracts(address _yieldVault, address _nftAchievements)

  • Updates integrated contract addresses
  • Emergency upgrade path

emergencyWithdraw(address token)

  • Emergency withdrawal function
  • Owner only, for stuck funds

2. YieldVault.sol

Purpose: Manages Real-World Asset (RWA) deposits and yield generation for game stakes.

Inherits: IYieldVault, Ownable, ReentrancyGuard

Key Responsibilities:

  • Deposit management across multiple RWA protocols
  • Real-time yield calculation
  • Yield distribution to winners
  • Protocol configuration and APY management

Supported Protocols

  1. PROTOCOL_METH (0): Mantle Staked ETH - 4% APY
  2. PROTOCOL_USDT0 (1): USDT0 Yield-Bearing Stablecoin - 5% APY
  3. PROTOCOL_AAVE (2): Aave V3 Lending - 6% APY (configurable)
  4. PROTOCOL_ONDO_USDY (3): Ondo Finance USDY - 4.5% APY (configurable)

Key Functions

Deposit Functions

depositUSDT0(uint256 gameId, uint256 amount)

  • Deposits USDT0 for a specific game
  • Calculates shares based on current TVL
  • Stores deposit with timestamp and protocol info
  • Returns: shares
  • Emits: DepositedToProtocol

depositMETH(uint256 gameId, uint256 amount)

  • Deposits mETH for Ethereum staking yield
  • Similar to depositUSDT0 but for mETH protocol
  • Returns: shares

depositToAave(uint256 gameId, address asset, uint256 amount)

  • Deposits to Aave V3 lending pool
  • Supports USDT0 or mETH assets
  • Requires Aave protocol to be enabled
  • Returns: shares

depositToYield(uint256 amount, uint8 protocol)

  • Legacy function for native MNT deposits
  • Payable function accepting native tokens
  • Returns: shares
Yield Calculation Functions

getAccumulatedYield(uint256 gameId)

  • Calculates real-time yield for a game
  • Formula: yield = principal * apy * timeElapsed / (year * basis_points)
  • Time-weighted calculation based on deposit timestamp
  • Returns: yieldAmount

getYieldBreakdown(uint256 gameId)

  • Returns detailed yield information
  • Includes principal, yield, APY, time elapsed, protocol name
  • Returns: Tuple of yield details
Distribution Functions

distributeYield(uint256 gameId, address winner)

  • Distributes principal + accumulated yield to winner
  • Handles both native and ERC20 tokens
  • Updates protocol totals and TVL
  • Records yield snapshot
  • Emits: YieldDistributed

emitYieldSnapshot(uint256 gameId)

  • Emits real-time yield update event
  • Called during gameplay for live tracking
  • Emits: RealTimeYieldSnapshot
Internal Functions

_calculateShares(uint256 amount, address asset, uint8 protocol)

  • Calculates shares for deposit
  • Uses 1:1 ratio for first deposit
  • Proportional to TVL for subsequent deposits

_storeDeposit(...)

  • Stores deposit information
  • Updates TVL and protocol totals
  • Links deposit to game ID
Admin Functions

updateProtocol(uint8 protocolId, address protocolAddress, bool enabled, uint256 apy, string memory name)

  • Updates protocol configuration
  • Can enable/disable protocols
  • Adjust APY rates
  • Maximum APY: 20% (2000 bps)

updateAPY(uint8 protocolId, uint256 newAPY)

  • Updates APY for a specific protocol
  • Allows dynamic rate adjustments
  • Emits: APYUpdated

setTokenAddresses(...)

  • Updates token contract addresses
  • Supports protocol upgrades

setAaveEnabled(bool enabled)

  • Enables/disables Aave integration
  • Safety toggle for protocol

setOndoEnabled(bool enabled)

  • Enables/disables Ondo USDY integration
View Functions

getTotalValueLocked()

  • Returns total value locked across all protocols

getTVLByAsset(address asset)

  • Returns TVL for a specific asset

getAllProtocols()

  • Returns array of all protocol information
  • Names, APYs, and enabled status

getYieldHistory(uint256 gameId)

  • Returns yield snapshot history for a game
  • Array of timestamped yield snapshots

3. NFTAchievements.sol

Purpose: Manages achievement NFTs for player milestones and progression.

Inherits: ERC721URIStorage, Ownable, INFTAchievements

Key Responsibilities:

  • Minting achievement NFTs
  • Tracking player achievements
  • Metadata management
  • Achievement verification

Achievement Types

  1. FirstWin (0): First game victory
  2. TenGameStreak (1): 10 consecutive wins
  3. TournamentChampion (2): Won a scheduled tournament (can mint multiple)
  4. LoyaltyBronze (3): Bronze loyalty tier
  5. LoyaltySilver (4): Silver loyalty tier
  6. LoyaltyGold (5): Gold loyalty tier
  7. LoyaltyPlatinum (6): Platinum loyalty tier
  8. ReferralMaster (7): Referred 10 active players
  9. YieldEarner (8): Earned 100 tokens from yield (can mint multiple)
  10. ContrarianMaster (9): Won by choosing minority 50+ times

Key Functions

Minting Functions

mintAchievement(address to, uint8 achievementType, uint256 gameId)

  • Mints achievement NFT to player
  • Only authorized contracts (GameManager) can call
  • Prevents duplicate achievements (except TournamentChampion and YieldEarner)
  • Stores achievement metadata
  • Emits: AchievementMinted
View Functions

hasAchievement(address user, uint8 achievementType)

  • Checks if user has specific achievement
  • Returns: bool

getUserAchievements(address user)

  • Returns all achievement token IDs for a user
  • Returns: uint256[]

getAchievement(uint256 tokenId)

  • Returns achievement details for a token
  • Includes type, game ID, timestamp, metadata URI

getAchievementName(AchievementType aType)

  • Returns human-readable achievement name

getAchievementDescription(AchievementType aType)

  • Returns achievement description
Admin Functions

setBaseURI(string memory newBaseURI)

  • Updates base URI for token metadata
  • Emits: BaseURIUpdated

updateAchievementMetadata(AchievementType aType, string memory name, string memory description)

  • Updates achievement metadata
  • Allows customization of names/descriptions

setAuthorizedMinter(address minter, bool authorized)

  • Authorizes contracts to mint achievements
  • Currently only owner can mint

4. Matchmaking.sol

Purpose: Intelligent player matchmaking to solve the "waiting room problem".

Inherits: Ownable, ReentrancyGuard

Key Responsibilities:

  • Queue management for players
  • Automatic player matching
  • Game creation from matched players
  • Wait time estimation

Key Functions

Queue Management

addToQueue(GameManager.GameMode mode, uint256 entryFee)

  • Adds player to matchmaking queue
  • Accepts native MNT payment
  • Automatically tries to match players
  • Emits: PlayerQueued

removeFromQueue()

  • Removes player from queue
  • Refunds entry fee
  • Emits: PlayerDequeued
Matching Functions

matchPlayers(GameManager.GameMode mode)

  • Manually trigger matching for a game mode
  • Public function for external triggers

_tryMatchPlayers(GameManager.GameMode mode)

  • Internal matching algorithm
  • Groups players by similar entry fees (10% tolerance)
  • Creates game when threshold reached
  • Removes matched players from queue
  • Emits: MatchCreated
View Functions

estimateWaitTime(GameManager.GameMode mode)

  • Estimates wait time for a game mode
  • Based on queue length and historical data
  • Returns: waitTime in seconds

getQueueStatus(GameManager.GameMode mode)

  • Returns queue status information
  • Queue length, min/max players, estimated wait

getQueuePlayers(GameManager.GameMode mode)

  • Returns array of player addresses in queue
Admin Functions

updateConfig(GameManager.GameMode mode, MatchmakingConfig memory config)

  • Updates matchmaking configuration
  • Min/max players, wait times, thresholds

setGameManager(address _gameManager)

  • Updates GameManager contract address

clearQueue(GameManager.GameMode mode)

  • Emergency function to clear queue
  • Refunds all players

emergencyWithdraw()

  • Emergency withdrawal of contract balance

Data Structures

GameManager Data Structures

Game

struct Game {
    uint256 gameId;
    GameMode mode;              // QuickPlay, Scheduled, Private
    GameStatus status;          // Waiting, InProgress, Completed, Cancelled
    Currency currency;          // MNT, USDT0, METH
    address currencyAddress;    // Token contract address
    uint256 entryFee;
    uint256 maxPlayers;
    uint256 minPlayers;
    uint256 startTime;          // For scheduled games
    uint256 currentRound;
    address creator;
    address winner;
    uint256 totalPrizePool;
    uint256 yieldAccumulated;
    uint8 yieldProtocol;        // Protocol ID from YieldVault
    bool yieldDistributed;
    address[] playerList;
}

Round

struct Round {
    uint256 roundNumber;
    mapping(address => Choice) choices;        // Player choices
    mapping(Choice => uint256) choiceCounts;   // Head/Tail counts
    Choice winningChoice;                      // Random outcome
    address[] survivors;                       // Players who survived
    bool processed;
    uint256 timestamp;
}

PlayerInfo

struct PlayerInfo {
    bool isPlaying;
    bool hasMadeChoice;
    Choice choice;              // Head or Tail
    bool eliminated;
    uint256 roundEliminated;
    uint256 entryAmount;
}

YieldVault Data Structures

GameDeposit

struct GameDeposit {
    uint256 gameId;
    address currency;           // Token address or address(0) for native
    uint256 amount;            // Principal amount
    uint256 shares;            // Shares in protocol
    uint256 timestamp;         // Deposit time
    uint8 protocol;            // Protocol ID
    uint256 initialAPY;        // APY at deposit time
    bool active;              // Is deposit active
}

ProtocolInfo

struct ProtocolInfo {
    address protocolAddress;
    bool enabled;
    uint256 totalDeposited;
    uint256 totalShares;
    uint256 currentAPY;        // In basis points
    string name;
}

YieldSnapshot

struct YieldSnapshot {
    uint256 timestamp;
    uint256 totalYield;
    uint256 apy;
}

Matchmaking Data Structures

QueueEntry

struct QueueEntry {
    address player;
    uint256 entryFee;
    uint256 timestamp;
    GameManager.GameMode preferredMode;
}

MatchmakingConfig

struct MatchmakingConfig {
    uint256 minPlayers;
    uint256 maxPlayers;
    uint256 maxWaitTime;        // Seconds
    uint256 autoStartThreshold; // Players needed to auto-start
}

Contract Interactions

GameManager ↔ YieldVault

  1. Deposit Flow:

    • GameManager calls depositUSDT0() or depositMETH() when game is created/joined
    • YieldVault stores deposit and calculates shares
    • GameManager tracks yieldProtocol in game state
  2. Yield Query:

    • GameManager calls getAccumulatedYield(gameId) during game completion
    • YieldVault calculates time-weighted yield
  3. Distribution:

    • GameManager calls distributeYield(gameId, winner) to pay winner
    • YieldVault transfers principal + yield to winner
  4. Snapshots:

    • GameManager calls emitYieldSnapshot(gameId) between rounds
    • Provides real-time yield tracking

GameManager ↔ NFTAchievements

  1. Minting:

    • GameManager calls mintAchievement(winner, 0, gameId) on game completion
    • NFTAchievements mints "First Victory" NFT
  2. Verification:

    • GameManager can check hasAchievement() for conditional logic
    • Used for streak tracking, loyalty tiers, etc.

Matchmaking ↔ GameManager

  1. Game Creation:

    • Matchmaking calls createQuickPlayGame() or createPrivateRoom()
    • GameManager creates game and returns gameId
  2. Player Joining:

    • Matchmaking calls joinGame(gameId) for each matched player
    • GameManager adds players and handles deposits

Game Flow

Complete Game Lifecycle

1. GAME CREATION
   ├─ Player calls createQuickPlayGameUSDT0()
   ├─ GameManager creates game structure
   ├─ Deposits entry fee to YieldVault
   └─ Game status: Waiting

2. PLAYER JOINING
   ├─ Players call joinGame(gameId)
   ├─ Entry fees deposited to YieldVault
   ├─ Auto-start when minPlayers reached
   └─ Game status: InProgress

3. ROUND EXECUTION
   ├─ Players call makeChoice(gameId, choice)
   ├─ When all chosen: Request Chainlink VRF
   ├─ VRF callback: fulfillRandomWords()
   ├─ Process round: Minority survives
   ├─ Eliminate majority players
   └─ Advance to next round OR complete game

4. GAME COMPLETION
   ├─ Last player standing wins
   ├─ Calculate yield from YieldVault
   ├─ Distribute principal + yield to winner
   ├─ Mint achievement NFT
   └─ Game status: Completed

Round Processing Logic

1. All active players make choices (Head/Tail)
2. Count choices: choiceCounts[Head] vs choiceCounts[Tail]
3. Determine minority choice (fewer votes)
4. If tie: Use VRF randomness to break tie
5. Eliminate players who chose majority
6. Survivors advance to next round
7. Repeat until 1 player remains

Yield Accumulation

Time 0: Deposit 1000 USDT0 → YieldVault
Time 5min: Yield = 1000 * 0.05 * 300 / (31536000 * 10000) = ~0.48 USDT0
Time 10min: Yield = 1000 * 0.05 * 600 / (31536000 * 10000) = ~0.95 USDT0
Time 15min: Yield = 1000 * 0.05 * 900 / (31536000 * 10000) = ~1.43 USDT0

Winner receives: 950 USDT0 (principal - 5% fee) + 1.43 USDT0 (yield)

Yield Generation Flow

Deposit Flow

Player Stakes 100 USDT0
    ↓
GameManager receives USDT0
    ↓
GameManager.approve(YieldVault, 100)
    ↓
GameManager.depositUSDT0(gameId, 100)
    ↓
YieldVault.safeTransferFrom(GameManager, YieldVault, 100)
    ↓
YieldVault calculates shares
    ↓
YieldVault stores GameDeposit with timestamp
    ↓
Yield starts accumulating immediately

Yield Calculation

Formula: yield = principal * apy * timeElapsed / (SECONDS_PER_YEAR * BASIS_POINTS)

Example:

  • Principal: 1000 USDT0
  • APY: 5% (500 basis points)
  • Time: 15 minutes (900 seconds)
  • Calculation: 1000 * 500 * 900 / (31536000 * 10000) = 1.43 USDT0

Distribution Flow

Game Completes
    ↓
GameManager.getAccumulatedYield(gameId)
    ↓
YieldVault calculates yield based on time elapsed
    ↓
GameManager.distributeYield(gameId, winner)
    ↓
YieldVault transfers principal + yield to winner
    ↓
YieldVault updates TVL and protocol totals
    ↓
YieldVault records yield snapshot

Security Features

Access Control

  • Ownable: All contracts use OpenZeppelin's Ownable for admin functions
  • Authorized Minters: NFTAchievements restricts minting to authorized contracts
  • ReentrancyGuard: All state-changing functions protected with nonReentrant

Input Validation

  • Entry fees: MIN_ENTRY_FEE <= entryFee <= MAX_ENTRY_FEE
  • Player counts: MIN_PLAYERS <= players <= MAX_PLAYERS
  • Game status checks: Functions verify game is in correct state
  • Player verification: Checks if player is in game before actions

Randomness

  • Chainlink VRF: Provably fair random number generation
  • Request-Response Pattern: VRF requests mapped to game IDs
  • Tie Breaking: Randomness used to break choice ties

Financial Safety

  • Platform Fee Cap: Maximum 10% (1000 basis points)
  • Emergency Withdrawals: Owner can recover stuck funds
  • Safe Token Transfers: Uses SafeERC20 for all ERC20 operations
  • Force Approve: Uses modern forceApprove instead of deprecated safeApprove

State Management

  • Atomic Operations: Game state changes are atomic
  • Status Transitions: Enforced through modifiers
  • Yield Tracking: Separate tracking prevents double distribution

Constants and Limits

GameManager Constants

  • MIN_ENTRY_FEE: 0.001 ether
  • MAX_ENTRY_FEE: 100 ether
  • MIN_PLAYERS: 4
  • MAX_PLAYERS: 20
  • platformFeeBps: 500 (5%, configurable up to 10%)

YieldVault Constants

  • PROTOCOL_METH: 0 (4% APY)
  • PROTOCOL_USDT0: 1 (5% APY)
  • PROTOCOL_AAVE: 2 (6% APY)
  • PROTOCOL_ONDO_USDY: 3 (4.5% APY)
  • SECONDS_PER_YEAR: 31,536,000
  • BASIS_POINTS: 10,000
  • Maximum APY: 20% (2000 basis points)

Matchmaking Constants

  • DEFAULT_MIN_PLAYERS: 4
  • DEFAULT_MAX_PLAYERS: 20
  • DEFAULT_MAX_WAIT_TIME: 30 seconds
  • DEFAULT_AUTO_START_THRESHOLD: 4 players
  • Entry fee tolerance: 10%

Events

GameManager Events

  • GameCreated: Emitted when game is created
  • PlayerJoined: Emitted when player joins game
  • ChoiceMade: Emitted when player makes choice
  • RoundProcessed: Emitted after round processing
  • GameCompleted: Emitted when game finishes
  • YieldGenerated: Emitted with yield information

YieldVault Events

  • DepositedToProtocol: Emitted on deposit
  • WithdrawnFromProtocol: Emitted on withdrawal
  • YieldDistributed: Emitted when yield paid to winner
  • ProtocolUpdated: Emitted on protocol config change
  • APYUpdated: Emitted on APY change
  • RealTimeYieldSnapshot: Emitted for live yield tracking

NFTAchievements Events

  • AchievementMinted: Emitted when NFT is minted
  • BaseURIUpdated: Emitted when metadata URI changes

Matchmaking Events

  • PlayerQueued: Emitted when player joins queue
  • PlayerDequeued: Emitted when player leaves queue
  • MatchCreated: Emitted when players matched and game created
  • ConfigUpdated: Emitted on config change

Integration Points

External Dependencies

  1. Chainlink VRF: For provably fair randomness

    • VRF Coordinator address
    • Subscription ID
    • Key Hash
  2. Token Contracts:

    • USDT0: Mantle's yield-bearing stablecoin
    • mETH: Mantle Staked ETH
    • Native MNT: Mantle native token
  3. RWA Protocols (via YieldVault):

    • USDT0 Protocol
    • mETH Protocol
    • Aave V3 (optional)
    • Ondo USDY (optional)

Contract Deployment Order

  1. Deploy YieldVault (requires token addresses)
  2. Deploy NFTAchievements
  3. Deploy GameManager (requires YieldVault, NFTAchievements, VRF config)
  4. Deploy Matchmaking (requires GameManager)
  5. Configure authorizations and permissions

Future Enhancements

Potential Additions

  1. Advanced Matchmaking:

    • Skill-based matching
    • Historical performance tracking
    • Dynamic wait time calculation
  2. Additional Achievements:

    • Streak tracking
    • Loyalty tier automation
    • Referral system integration
  3. Yield Protocol Expansion:

    • More RWA protocols
    • Dynamic APY adjustment
    • Protocol risk management
  4. Game Modes:

    • Tournament brackets
    • Team-based games
    • Custom rule sets

Conclusion

The Inverse Arena contract architecture provides a robust, secure, and scalable foundation for a blockchain-based elimination game with integrated RWA yield generation. The modular design allows for easy upgrades and feature additions while maintaining security through proven patterns and access controls.

Key Strengths:

  • ✅ Multi-currency support
  • ✅ Real yield generation
  • ✅ Provably fair randomness
  • ✅ Intelligent matchmaking
  • ✅ NFT achievements
  • ✅ Comprehensive security

Deployment Considerations:

  • Update token addresses for mainnet
  • Configure Chainlink VRF subscription
  • Set appropriate APY rates
  • Configure matchmaking thresholds
  • Test all game flows thoroughly

Last Updated: January 2025 Solidity Version: 0.8.28 EVM Version: Cancun