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clowestab
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I re-read all this and all the OP contracts on the plane for fun. Added two small comments. Some other things that came to mind:
- Do we need to check
isGameRetired()on the parent? It's checked during game initialization inOPSuccinctFaultDisputeGamebut the parent could be retired after the fact... - We should check
paused()onIOptimismPortal2. Is everything invalid if the portal is paused? OPSuccinctFaultDisputeGamesays/// @notice An implementation of theIFaultDisputeGameinterfacebut it does in fact not. It implementsIDisputeGame, hence the inconsistent interfaces
Not an issue, but an observation:
// When there is no parent game, the starting output root is the anchor state for the game type.
(startingOutputRoot.root, startingOutputRoot.l2BlockNumber) =
IAnchorStateRegistry(ANCHOR_STATE_REGISTRY).anchors(GAME_TYPE);
On mainnet if new game types are going to be released that are going to build upon the previous game type, then the upgrade path and process needs to be very well defined such that anchor states etc are set correctly so as to avoid an issue like that one with Base.
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Oh, I'm not sure about the circumstances for |
OPFaultGameFinderIOptimismPortaltoIAnchorStateRegistrygameTypes = []_isUnchallenged()checksdisputeGameBlacklist()toisGameProper()OPFaultVerifierminAgeSec(),allowedGameTypes(),allowedProposers(),anchorStateRegistry(),disputeGameFactory()OPFaultRollupconfig.OptimismPortaltoAnchorStateRegistryisCommitStillValid()to use finderRPCInfo.order?for chain default orderingproviderOrder()is now:chain env, global env, chain default, global default--gameTypestoserve.tsrealFinderoption totestOPFault()scripts/deploy-finder.tsscripts/providers.ts