gamejs-lib
Version:
Client-side GameCredits JavaScript library
49 lines (35 loc) • 1.46 kB
JavaScript
// <scriptSig> {serialized scriptPubKey script}
const Buffer = require('safe-buffer').Buffer
const bscript = require('../../script')
const p2ms = require('../multisig/')
const p2pk = require('../pubkey/')
const p2pkh = require('../pubkeyhash/')
const p2wpkho = require('../witnesspubkeyhash/output')
const p2wsho = require('../witnessscripthash/output')
function check (script, allowIncomplete) {
const chunks = bscript.decompile(script)
if (chunks.length < 1) return false
const lastChunk = chunks[chunks.length - 1]
if (!Buffer.isBuffer(lastChunk)) return false
const scriptSigChunks = bscript.decompile(bscript.compile(chunks.slice(0, -1)))
const redeemScriptChunks = bscript.decompile(lastChunk)
// is redeemScript a valid script?
if (!redeemScriptChunks) return false
// is redeemScriptSig push only?
if (!bscript.isPushOnly(scriptSigChunks)) return false
// is witness?
if (chunks.length === 1) {
return p2wsho.check(redeemScriptChunks) ||
p2wpkho.check(redeemScriptChunks)
}
// match types
if (p2pkh.input.check(scriptSigChunks) &&
p2pkh.output.check(redeemScriptChunks)) return true
if (p2ms.input.check(scriptSigChunks, allowIncomplete) &&
p2ms.output.check(redeemScriptChunks)) return true
if (p2pk.input.check(scriptSigChunks) &&
p2pk.output.check(redeemScriptChunks)) return true
return false
}
check.toJSON = function () { return 'scriptHash input' }
module.exports = { check }