rewrote some logic, added the ability for bounties to be paid out infinitely (until deadline / funds run out)

This commit is contained in:
mbeylin 2017-04-27 12:00:29 -04:00
parent f75c761e56
commit 5cbb58e650
1 changed files with 70 additions and 41 deletions

View File

@ -8,16 +8,21 @@ pragma solidity ^0.4.8;
contract StandardBounty{ contract StandardBounty{
address public issuer; //the creator of the bounty address public issuer; //the creator of the bounty
//is this needed?
uint public bountyStage; // the stage of the bounty: 0 for draft, 1 for active, 2 for fulfilled, 3 for dead bounties (past deadline with no accepted fulfillments) uint public bountyStage; // the stage of the bounty: 0 for draft, 1 for active, 2 for fulfilled, 3 for dead bounties (past deadline with no accepted fulfillments)
uint public deadline; //unix timestamp for deadline uint public deadline; //unix timestamp for deadline
string public data; //data representing the requirements for the bounty, and any associated files - this is commonly an IPFS hash but in reality could be anything the bounty creator desires string public data; //data representing the requirements for the bounty, and any associated files - this is commonly an IPFS hash but in reality could be anything the bounty creator desires
uint public fulfillmentAmount; // the amount of wei to be rewarded to the user who fulfills the bounty uint public fulfillmentAmount; // the amount of wei to be rewarded to the user who fulfills the bounty
bool public fulfillmentApproval; // whether or not a fulfillment must be approved before the bounty can be claimed bool public fulfillmentApproval; // whether or not a fulfillment must be approved before the bounty can be claimed
Fulfillment[] public fulfillments; // the list of submitted fulfillments Fulfillment[] public fulfillments; // the list of submitted fulfillments
uint public numFulfillments; uint public numFulfillments;
Fulfillment public selected;
Fulfillment[] public accepted;
uint public numAccepted;
@ -28,9 +33,19 @@ contract StandardBounty{
string dataType; string dataType;
} }
function Bounty(uint _deadline, string _data, uint _fulfillmentAmount, bool _fulfillmentApproval) payable { /*
Bounty():
instantiates a new draft bounty, activating it if sufficient funds exist to pay out the bounty
_deadline: the unix timestamp after which fulfillments will no longer be accepted
_data: the requirements of the bounty
_fulfillmentAmount: the amount of wei to be paid out for each successful fulfillment
_fulfillmentApproval: whether or not a fulfillment must be approved for one to claim the reward
_activateNow: Whether the issuer wishes to activate the bounty now (assuming sufficient funds are held) or wait until a later date to activate it
*/
function Bounty(uint _deadline, string _data, uint _fulfillmentAmount, bool _fulfillmentApproval, bool _activateNow) payable {
issuer = msg.sender; issuer = msg.sender;
bountyStage = 0; bountyStage = 0; //automatically in draft stage
deadline = _deadline; deadline = _deadline;
data = _data; data = _data;
@ -39,67 +54,81 @@ contract StandardBounty{
fulfillmentAmount = _fulfillmentAmount; fulfillmentAmount = _fulfillmentAmount;
numFulfillments = 0; numFulfillments = 0;
numSelected = 0;
if (msg.value >= (_fulfillmentAmount) && _activateNow){
if (msg.value > 0){ bountyStage = 1; // Sender supplied bounty with sufficient funds
if (msg.value != (_fulfillmentAmount)){
throw;
}
fulfillmentApproval = _fulfillmentApproval;
bountyStage = 1;
} }
} }
function activateBounty(uint _fulfillmentAmount) payable { /*
if (bountyStage != 0 || addFundsToActivateBounty():
msg.sender != issuer || adds more funds to a bounty so it may continue to pay out to fulfillers
(msg.value + this.balance) < _fulfillmentAmount) throw; */
function addFundsToActivateBounty() payable {
fulfillmentAmount = _fulfillmentAmount; if (block.timestamp >= deadline) throw;
bountyStage = 1; if (this.balance >= fulfillmentAmount && msg.sender == issuer){
bountyStage = 1;
}
} }
/*
fulfillBounty():
submit a fulfillment for the given bounty, while also claiming the reward (if approval isn't required)
_data: the data artifacts representing the fulfillment of the bounty
_dataType: a meaningful description of the type of data the fulfillment represents
*/
function fulfillBounty(string _data, string _dataType){ function fulfillBounty(string _data, string _dataType){
if (msg.sender == issuer && block.timestamp < deadline) { if (msg.sender != issuer || block.timestamp > deadline) throw;
fulfillments[numFulfillments] = Fulfillment({data: _data,
dataType: _dataType,
fulfuller: msg.sender});
numFulfillments ++; numFulfillments ++;
Fulfillment newFul = fulfillments[numFulfillments];
newFul.data = _data;
newFul.dataType = _dataType;
newFul.fulfiller = msg.sender;
} else { if (!fulfillmentApproval){
throw; if (!msg.sender.send(fulfillmentAmount)) throw;
} if (this.balance < fulfillmentAmount){
bountyStage = 2;
}
}
} }
/*
acceptFulfillment():
accept a given fulfillment, and send the fulfiller their owed funds
fulNum: the index of the fulfillment being accepted
*/
function acceptFulfillment(uint fulNum){ function acceptFulfillment(uint fulNum){
if (msg.sender!= issuer) throw; if (msg.sender!= issuer) throw;
if (bountyStage != 1) throw; if (bountyStage != 1) throw;
if (fulNum >= numFulfillments) throw; if (fulNum >= numFulfillments) throw;
selected = fulfillments[fulNum]; accepted[numSelected] = fulfillments[fulNum];
bountyStage = 2; numSelected ++;
} if (!fulfillments[fulNum].fulfiller.send(fulfillmentAmount)) throw;
function claimBounty(uint fulNum){
if (!fulfillmentApproval){
} else { if (this.balance < fulfillmentAmount){
if (msg.sender != selected.fulfiller) throw; bountyStage = 2;
if (!issuer.send(this.balance)) throw;
} }
if (!msg.sender.send(fulfillmentAmount)) throw;
} }
/*
reclaimBounty():
drains the contract of it's remaining funds, and moves the bounty into stage 3 (dead)
since it was either killed in draft stage, or never accepted any fulfillments
*/
function reclaimBounty(){ function reclaimBounty(){
if (msg.sender!= issuer) throw;
if (bountyStage != 1) throw;
if (!msg.sender.send(this.balance)) throw; if (bountyStage == 0 || bountyStage == 1){
bountyStage = 3; bountyStage = 3;
}
if (!issuer.send(this.balance)) throw;
} }
} }