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fix: move the updates for addGameType to the addGameType pr
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-26
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packages/contracts-bedrock/src/L1/OPContractsManager.sol

Lines changed: 9 additions & 26 deletions
Original file line numberDiff line numberDiff line change
@@ -531,32 +531,15 @@ contract OPContractsManagerGameTypeAdder is OPContractsManagerBase {
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);
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}
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// Deploy the new game type or use v2 implementation
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if (
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isDevFeatureEnabled(DevFeatures.DEPLOY_V2_DISPUTE_GAMES)
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&& gameConfig.disputeGameType.raw() == GameTypes.CANNON.raw()
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&& address(getImplementations().faultDisputeGameV2Impl) != address(0)
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) {
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// Use v2 FaultDisputeGame implementation
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outputs[i].faultDisputeGame = IFaultDisputeGame(getImplementations().faultDisputeGameV2Impl);
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} else if (
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isDevFeatureEnabled(DevFeatures.DEPLOY_V2_DISPUTE_GAMES)
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&& gameConfig.disputeGameType.raw() == GameTypes.PERMISSIONED_CANNON.raw()
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&& address(getImplementations().permissionedDisputeGameV2Impl) != address(0)
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) {
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// Use v2 PermissionedDisputeGame implementation
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outputs[i].faultDisputeGame = IFaultDisputeGame(getImplementations().permissionedDisputeGameV2Impl);
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} else {
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// Deploy v1 game using blueprint
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outputs[i].faultDisputeGame = IFaultDisputeGame(
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Blueprint.deployFrom(
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blueprint1,
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blueprint2,
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computeSalt(l2ChainId, gameConfig.saltMixer, gameContractName),
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constructorData
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)
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);
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}
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// Deploy the new game type.
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outputs[i].faultDisputeGame = IFaultDisputeGame(
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Blueprint.deployFrom(
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blueprint1,
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blueprint2,
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computeSalt(l2ChainId, gameConfig.saltMixer, gameContractName),
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constructorData
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)
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);
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// As a last step, register the new game type with the DisputeGameFactory. If the game
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// type already exists, then its implementation will be overwritten.

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