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jameskim0987 committed Nov 1, 2024
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8 changes: 6 additions & 2 deletions README.md
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Expand Up @@ -59,9 +59,13 @@ L2s: Predeploy Contracts Spec ( https://specs.optimism.io/protocol/predeploys.ht
```


### 4. Start testing multichain features 🚀
### 4. Start testing multichain features 🚀

Some examples below!
For **getting up to speed with supersim**, watch the [**🎥 Supersim 101 Training Session video**](https://www.youtube.com/live/Kh4fNshcl5Y?t=30s)

[<img src="docs/src/supersim-training-sessions-video-cover.png" />](https://www.youtube.com/live/Kh4fNshcl5Y?t=30s)

More examples below!

## 🐋 Running with Docker

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2 changes: 1 addition & 1 deletion contracts/src/SuperchainETHWrapper.sol
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Expand Up @@ -18,7 +18,7 @@ import {ISuperchainWETH} from "@contracts-bedrock/L2/interfaces/ISuperchainWETH.
/**
* @notice Thrown when the relay of SuperchainWETH has not succeeded.
* @dev This error is triggered if the SuperchainWETH relay through the L2ToL2CrossDomainMessenger
* has not completed successfully successful.
* has not completed successfully.
*/
error RelaySuperchainWETHNotSuccessful();

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16 changes: 8 additions & 8 deletions contracts/src/tictactoe/TicTacToe.sol
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Expand Up @@ -13,13 +13,13 @@ error IdChainMismatch();
/// @notice Thrown when a player tries to play themselves;
error SenderIsOpponent();

/// @notice Thrown when the exepcted event is not NewGame
/// @notice Thrown when the expected event is not NewGame
error DataNotNewGame();

/// @notice Thrown when the exepcted event is not AcceptedGame
/// @notice Thrown when the expected event is not AcceptedGame
error DataNotAcceptedGame();

/// @notice Thrown when the exepcted event is not MovePlayed
/// @notice Thrown when the expected event is not MovePlayed
error DataNotMovePlayed();

/// @notice Thrown when the caller is not allowed to act
Expand All @@ -40,13 +40,13 @@ error MoveInvalid();
/// @notice Thrown when the consumed event is not forward progressing the game.
error MoveNotForwardProgressing();

/// @notice Thrown when the player make a move that's already been played
/// @notice Thrown when the player makes a move that's already been played
error MoveTaken();

/// @title TicTacToe
/// @notice TicTacToe is a Superchain interoprable implementation of TicTacToe where players
/// can play each other from any two chains in each others interopable dependency sets
/// without needing to pass messages between themselves. Since a chain is be default in
/// @notice TicTacToe is a Superchain interoperable implementation of TicTacToe where players
/// can play each other from any two chains in each others interoperable dependency sets
/// without needing to pass messages between themselves. Since a chain is by default in
/// its own dependency set, players on the same chain can also play each other :)
contract TicTacToe {
uint256 public nextGameId;
Expand All @@ -65,7 +65,7 @@ contract TicTacToe {
ICrossL2Inbox.Identifier lastOpponentId;
}

/// @notice A game is identifed from the (chainId, gameId) tuple from the chain it was initiated on
/// @notice A game is identified from the (chainId, gameId) tuple from the chain it was initiated on
/// Since players on the same chain can play each other, we need to subspace by address as well.
mapping(uint256 => mapping(uint256 => mapping(address => Game))) games;

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6 changes: 3 additions & 3 deletions docs/src/guides/interop/cross-chain-contract-via-l2cdm.md
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Expand Up @@ -8,8 +8,8 @@ This guide walks through the `CrossChainPingPong.sol` contract, focusing on high
- [Flow](#flow)
- [1. Contract Deployment](#1-contract-deployment)
- [2. Hit the Ball (Starting Move)](#2-hit-the-ball-starting-move)
- [3. Receive on Desintation Chain](#3-receive-on-destination-chain)
- [4. Contiue Game (Hit)](#4-continue-game-hit)
- [3. Receive on Destination Chain](#3-receive-on-destination-chain)
- [4. Continue Game (Hit)](#4-continue-game-hit)
- [Walkthrough](#walkthrough)
- [Initializing contract state](#initializing-contract-state)
- [Constructor Setup](#constructor-setup)
Expand Down Expand Up @@ -128,7 +128,7 @@ function hitBallTo(uint256 _toChainId) public {
...
}
```
- The `ball` contract variable is populated on the chain, indicating it's presence
- The `ball` contract variable is populated on the chain, indicating its presence
- The destination must be a different chain

#### 2. Define The Receiving Handler
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Expand Up @@ -103,7 +103,7 @@ topics: [
...
```

### 5. Retrive the block timestamp the log was emitted in
### 5. Retrieve the block timestamp the log was emitted in

Since the message identifier requires the block timestamp, fetch the block info to get the timestamp.

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