Are you an LLM? Read llms.txt for a summary of the docs, or llms-full.txt for the full context.
Skip to content

Contracts

The proof contracts turn offchain proof material into onchain checkpoint games. A game claims an L2 output root for a fixed block interval. The contracts verify the initial proof, accept an optional second proof, allow invalid proof material to be challenged or nullified, resolve the game after the applicable delay, move the anchor state forward, and release the initialization bond.

This page specifies the contract behavior used by the proof system:

  • AnchorStateRegistry
  • DelayedWETH
  • DisputeGameFactory
  • AggregateVerifier
  • ZKVerifier
  • TEEVerifier
  • TEEProverRegistry
  • NitroEnclaveVerifier

Contract Graph

Rendering diagram...

DisputeGameFactory, AnchorStateRegistry, and DelayedWETH are proxied system contracts. AggregateVerifier is deployed as an implementation and cloned by the factory with immutable arguments. TEEVerifier, ZKVerifier, TEEProverRegistry, and NitroEnclaveVerifier are standalone verifier and registry contracts referenced by the game implementation.

Data Model

The contracts share the OP Stack dispute-game types:

TypeMeaning
GameTypeA uint32 identifier for a dispute game implementation.
ClaimA 32-byte root claim. In this proof system it is an L2 output root.
HashA 32-byte hash wrapper.
TimestampA uint64 timestamp wrapper.
Proposal(root, l2SequenceNumber), where l2SequenceNumber is the L2 block number for the root.
GameStatusIN_PROGRESS, CHALLENGER_WINS, or DEFENDER_WINS.
ProofTypeTEE or ZK inside AggregateVerifier.

The AggregateVerifier game uses two block intervals:

BLOCK_INTERVAL
INTERMEDIATE_BLOCK_INTERVAL

BLOCK_INTERVAL is the distance between a parent output root and a proposed output root. INTERMEDIATE_BLOCK_INTERVAL is the spacing between intermediate roots inside that range. BLOCK_INTERVAL and INTERMEDIATE_BLOCK_INTERVAL must be non-zero, and BLOCK_INTERVAL must be divisible by INTERMEDIATE_BLOCK_INTERVAL.

The number of intermediate roots in every game is:

BLOCK_INTERVAL / INTERMEDIATE_BLOCK_INTERVAL

The final intermediate root must equal the game's rootClaim.

Game Lifecycle

  1. The factory owner configures a game type with an AggregateVerifier implementation and an initialization bond.
  2. TEE operators register enclave signer addresses in TEEProverRegistry using ZK-verified Nitro attestation.
  3. A proposer creates a game through DisputeGameFactory.createWithInitData(), paying the exact initialization bond and providing an initial TEE or ZK proof.
  4. The game validates its parent, L2 block number, intermediate roots, L1 origin, and proof journal. The bond is deposited into DelayedWETH.
  5. A second proof may be submitted through verifyProposalProof(). If the proposal is invalid, challengers can call challenge() or nullify() with proof material for an intermediate root.
  6. After the expected resolution time, anyone can call resolve(). The result is DEFENDER_WINS for a valid unchallenged game and CHALLENGER_WINS for a successful challenge or invalid parent.
  7. After resolution and the registry finality delay, anyone can call closeGame() to make a best-effort anchor update.
  8. The bond recipient calls claimCredit() twice: once to unlock the DelayedWETH credit, then again after the DelayedWETH delay to withdraw and receive ETH.

DisputeGameFactory

DisputeGameFactory creates and indexes dispute-game clones. Each game is uniquely identified by:

keccak256(abi.encode(gameType, rootClaim, extraData))

The factory stores that UUID in _disputeGames and also appends a packed GameId to _disputeGameList for index-based discovery. Offchain services use DisputeGameCreated, gameAtIndex(), and findLatestGames() to discover games.

Configuration

Only the factory owner can:

  • set a game implementation with setImplementation(gameType, impl)
  • set a game implementation plus opaque implementation args with setImplementation(gameType, impl, args)
  • set the exact required creation bond with setInitBond(gameType, initBond)

Creation reverts if the implementation is unset, if the paid value differs from initBonds, or if a game with the same UUID already exists.

Clone Arguments

When no implementation args are configured, the clone-with-immutable-args payload is:

BytesDescription
[0, 20)Game creator address
[20, 52)Root claim
[52, 84)Parent L1 block hash at creation time
[84, 84 + n)Opaque game extraData

When implementation args are configured, the payload is:

BytesDescription
[0, 20)Game creator address
[20, 52)Root claim
[52, 84)Parent L1 block hash at creation time
[84, 88)Game type
[88, 88 + n)Opaque game extraData
[88 + n, 88 + n + m)Opaque implementation args

AggregateVerifier uses the standard layout. Its extraData is specified in the AggregateVerifier section below.

AnchorStateRegistry

AnchorStateRegistry is the source of truth for whether a dispute game can be trusted by the proof system. It stores:

  • the SystemConfig
  • the DisputeGameFactory
  • the starting anchor root
  • the current anchor game, if one has been accepted
  • the current respected game type
  • a game blacklist
  • a retirement timestamp
  • a dispute-game finality delay

The initial retirement timestamp is set during first initialization. Games created at or before the retirement timestamp are retired.

Game Predicates

The registry exposes these predicates:

PredicateTrue when
isGameRegistered(game)The factory maps the game's (gameType, rootClaim, extraData) back to the same address, and the game points at this registry.
isGameRespected(game)The game reports that its game type was respected when it was created.
isGameBlacklisted(game)The guardian has blacklisted the game address.
isGameRetired(game)game.createdAt() <= retirementTimestamp.
isGameResolved(game)The game has a non-zero resolvedAt and ended with DEFENDER_WINS or CHALLENGER_WINS.
isGameProper(game)The game is registered, not blacklisted, not retired, and the system is not paused.
isGameFinalized(game)The game is resolved and more than disputeGameFinalityDelaySeconds have elapsed since resolvedAt.
isGameClaimValid(game)The game is proper, respected, finalized, and resolved with DEFENDER_WINS.

isGameProper() does not prove that the root claim is correct. It only means the game has not been invalidated by registry-level controls. Consumers that need claim validity must use isGameClaimValid().

Guardian Controls

The SystemConfig.guardian() can:

  • set the respected game type
  • update the retirement timestamp to the current block timestamp
  • blacklist individual games

These controls are the onchain safety valves for invalidating games before they can become valid claims.

Anchor Updates

getAnchorRoot() returns the starting anchor root until an anchor game is accepted. After that, it returns the root claim and L2 block number of anchorGame.

setAnchorState(game) accepts a new anchor game only when:

  • isGameClaimValid(game) is true
  • the game's L2 sequence number is greater than the current anchor root's sequence number

The update is permissionless and self-validating.

DelayedWETH

DelayedWETH is WETH with delayed withdrawals. It escrows game bonds and forces a two-step credit claim:

  1. The game calls unlock(subAccount, amount) for the bond recipient.
  2. After delay() seconds, the game calls withdraw(subAccount, amount) and sends ETH to the recipient.

Unlocks are keyed by:

withdrawals[msg.sender][subAccount]

For proof games, msg.sender is the AggregateVerifier game contract and subAccount is the current bondRecipient.

Withdrawals revert while the system is paused. The proxy admin owner also has emergency recovery powers:

  • recover(amount) sends up to amount ETH from the contract to the owner.
  • hold(account) or hold(account, amount) pulls WETH from an account into the owner address.

AggregateVerifier

AggregateVerifier is the dispute-game implementation for checkpoint proofs. Every factory-created game is a clone with immutable game data. The implementation owns no per-game storage except the clone's storage.

Constructor Configuration

An implementation fixes these values for all clones of that game type:

ValuePurpose
GAME_TYPEThe dispute-game type served by this implementation.
ANCHOR_STATE_REGISTRYParent validation, claim validity, and anchor updates.
DISPUTE_GAME_FACTORYRead from the registry during construction.
DELAYED_WETHBond escrow.
TEE_VERIFIERVerifier for TEE signatures.
TEE_IMAGE_HASHExpected TEE image hash committed into TEE journals.
ZK_VERIFIERVerifier for ZK proofs.
ZK_RANGE_HASHRange-program hash committed into ZK journals.
ZK_AGGREGATE_HASHAggregate-program hash passed to the ZK verifier.
CONFIG_HASHRollup configuration hash committed into proof journals.
L2_CHAIN_IDL2 chain the game argues about.
BLOCK_INTERVALDistance from parent block to proposed block.
INTERMEDIATE_BLOCK_INTERVALDistance between intermediate checkpoint roots.
PROOF_THRESHOLDNumber of proofs required to resolve, either 1 or 2.

PROOF_THRESHOLD controls resolution, not proof submission. The game can store one TEE proof, one ZK proof, or both.

Game Extra Data

AggregateVerifier.extraData() is encoded as:

BytesDescription
[0, 32)Proposed L2 block number.
[32, 52)Parent address. The first game uses the AnchorStateRegistry address.
[52, 52 + 32 * n)Ordered intermediate output roots.

where:

n = BLOCK_INTERVAL / INTERMEDIATE_BLOCK_INTERVAL

The final intermediate output root must equal rootClaim.

Initialization

initializeWithInitData(proof) can only run once. It verifies the calldata size so that unused bytes cannot create multiple factory UUIDs for the same logical proposal.

During initialization the game:

  1. Checks that the final intermediate root matches rootClaim.

  2. Resolves the starting root. If parentAddress is the registry address, the starting root is AnchorStateRegistry.getStartingAnchorRoot(). Otherwise the parent must be a valid registered game.

  3. Requires:

    l2SequenceNumber == startingL2SequenceNumber + BLOCK_INTERVAL
  4. Records createdAt, wasRespectedGameTypeWhenCreated, and an initial expectedResolution.

  5. Verifies the claimed L1 origin hash in the initialization proof against either blockhash() or EIP-2935 history.

  6. Verifies the supplied TEE or ZK proof.

  7. Records the initial prover, sets bondRecipient to gameCreator, and deposits the bond into DelayedWETH.

The initialization proof format is:

BytesDescription
[0, 1)ProofType: 0 for TEE, 1 for ZK.
[1, 33)L1 origin hash.
[33, 65)L1 origin block number.
[65, end)Proof bytes for the selected verifier.

The L1 origin block must be in the past. Native blockhash() is used for block ages up to 256 blocks. EIP-2935 history is used up to 8191 blocks. Older or unavailable L1 origin blocks revert.

Additional Proofs

verifyProposalProof(proofBytes) adds the missing proof type while a game is in progress and not over. It does not re-read a new L1 origin from calldata. Instead, it uses the l1Head() captured by the factory at clone creation.

The additional proof format is:

BytesDescription
[0, 1)ProofType: 0 for TEE, 1 for ZK.
[1, end)Proof bytes for the selected verifier.

A game cannot store more than one proof of the same type.

Proof Journals

TEE and ZK proofs commit to the same transition shape:

proposer
l1OriginHash
startingRoot
startingL2SequenceNumber
endingRoot
endingL2SequenceNumber
intermediateRoots
CONFIG_HASH
proof-system-specific hash

For TEE proofs, the final field is TEE_IMAGE_HASH and the journal is checked by TEEVerifier. The game calls:

TEE_VERIFIER.verify(proposer || signature, TEE_IMAGE_HASH, keccak256(journal))

For ZK proofs, the final field is ZK_RANGE_HASH and the proof is checked by ZKVerifier. The game calls:

ZK_VERIFIER.verify(proofBytes, ZK_AGGREGATE_HASH, keccak256(journal))

Resolution Delay

expectedResolution is derived from the number of currently accepted proofs:

Proof countDelay
0Never resolvable.
1SLOW_FINALIZATION_DELAY, fixed at 7 days.
2FAST_FINALIZATION_DELAY, fixed at 1 day.

Adding a proof can only decrease expectedResolution. Nullifying a proof can increase it. A challenge with a ZK proof sets expectedResolution to 7 days from the challenge so the challenge can itself be nullified.

Challenge

challenge(proofBytes, intermediateRootIndex, intermediateRootToProve) challenges a TEE-backed proposal with a ZK proof for one intermediate interval.

The call is accepted only when:

  • the game is still IN_PROGRESS
  • the game itself is valid according to the registry
  • the parent has not resolved with CHALLENGER_WINS
  • the game has a TEE proof
  • the game does not already have a ZK proof
  • the supplied proof type is ZK
  • the challenged index is in range
  • the supplied root differs from the currently proposed intermediate root

If the ZK proof verifies, the game records the ZK prover, increments proofCount, stores the 1-based countered intermediate index, and emits Challenged. When the game resolves, the challenger receives the bond and the game status becomes CHALLENGER_WINS.

Nullification

nullify(proofBytes, intermediateRootIndex, intermediateRootToProve) removes an already accepted proof by proving a contradictory intermediate root.

For an unchallenged game, the target root must differ from the proposed intermediate root. For a challenged game, only the challenged index can be nullified, only with a ZK proof, and the supplied root must match the original proposed intermediate root.

After a successful nullification:

  • the prover slot for that proof type is deleted
  • proofCount decreases
  • expectedResolution is recalculated
  • the countered index is cleared if the ZK challenge was nullified
  • the corresponding verifier contract is nullified

Verifier nullification is a global safety stop. Once TEE_VERIFIER.nullify() or ZK_VERIFIER.nullify() succeeds, future proof verification through that verifier reverts until the system is upgraded or reconfigured.

Resolve, Close, and Bonds

resolve() can be called by anyone. The parent must be resolved unless the parent is the registry itself. If the parent resolved with CHALLENGER_WINS, or later became blacklisted or retired, the child also resolves with CHALLENGER_WINS. Otherwise the game must be over and must have at least PROOF_THRESHOLD accepted proofs.

If the game was challenged, resolve() sets CHALLENGER_WINS and moves the bond recipient to the ZK prover. Otherwise it sets DEFENDER_WINS.

closeGame() is permissionless. It reverts while the registry is paused, requires the game to be resolved and finalized by the registry, and then attempts AnchorStateRegistry.setAnchorState(). The anchor update is best-effort: if the registry rejects the game because it is no longer the newest valid claim, closeGame() swallows that registry revert.

claimCredit() has two phases:

  1. Unlock the bond in DelayedWETH.
  2. After the DelayedWETH delay, withdraw WETH and send ETH to bondRecipient.

If accepted proofs have been nullified and expectedResolution is reset to the never-resolvable sentinel, claimCredit() is blocked until 14 days after createdAt. This prevents a stuck game from locking the bond forever.

ZKVerifier

ZKVerifier adapts the Succinct SP1 verifier gateway to the common IVerifier interface used by AggregateVerifier.

The call:

verify(proofBytes, imageId, journal)

performs:

SP1_VERIFIER.verifyProof(imageId, abi.encodePacked(journal), proofBytes)

and returns true if the SP1 gateway does not revert. imageId is the aggregate program verification key supplied by the game, and journal is the hash of the public inputs assembled by the game.

ZKVerifier inherits verifier nullification. After a proper respected game nullifies the verifier, all future verify() calls revert.

TEEVerifier

TEEVerifier verifies TEE proof signatures against the TEEProverRegistry.

The proof bytes passed to TEEVerifier are:

BytesDescription
[0, 20)Proposer address.
[20, 85)65-byte ECDSA signature.

The signature is recovered over the journal hash directly. It is not wrapped with the Ethereum signed-message prefix.

A TEE proof is valid only when:

  • the proof is at least 85 bytes
  • the signature recovers cleanly
  • the proposer is allowlisted in TEEProverRegistry
  • the recovered signer is registered in TEEProverRegistry
  • the signer's registered image hash equals the imageId supplied by the calling game

The image-hash check prevents an enclave registered for one image from producing accepted proofs for a game type or upgrade that expects another image.

TEEVerifier also inherits verifier nullification.

TEEProverRegistry

TEEProverRegistry manages TEE signer registration and proposer allowlisting.

The registry has:

  • an owner
  • a manager
  • a NitroEnclaveVerifier
  • a DisputeGameFactory
  • a configurable gameType
  • registered signer state
  • proposer allowlist state

The owner can set proposer addresses and update the gameType. The owner or manager can register and deregister signers.

Expected Image Hash

The registry reads the expected TEE image hash from the current game implementation:

DisputeGameFactory.gameImpls(gameType).TEE_IMAGE_HASH()

setGameType() validates that this call succeeds and returns a non-zero hash. isValidSigner() returns true only when the signer is registered and its stored image hash matches the current expected hash.

Signer registration itself is PCR0-agnostic. This lets operators pre-register signers for a future image before a game-type migration. Those signers do not become valid for proof submission until the game implementation's TEE_IMAGE_HASH matches their registered image hash.

Signer Registration

registerSigner(output, proofBytes) calls:

NITRO_VERIFIER.verify(output, ZkCoProcessorType.RiscZero, proofBytes)

The returned journal must have VerificationResult.Success. The attestation timestamp must not be older than MAX_AGE, which is fixed at 60 minutes. The public key must be exactly 65 bytes in uncompressed ANSI X9.62 form:

0x04 || x || y

The registry derives the signer address as:

address(uint160(uint256(keccak256(x || y))))

The registry extracts PCR0 from the journal and stores:

signerImageHash[signer] = keccak256(pcr0.first || pcr0.second)

It then marks the signer as registered and adds it to an enumerable signer set.

Deregistration

deregisterSigner(signer) deletes the signer's registration and image hash, removes the signer from the enumerable set, and emits SignerDeregistered.

getRegisteredSigners() returns the current enumerable set. Ordering is not guaranteed.

NitroEnclaveVerifier

NitroEnclaveVerifier verifies ZK proofs of AWS Nitro Enclave attestation documents. It is the attestation verifier used by TEEProverRegistry.

The contract supports:

  • single-attestation verification
  • batch attestation verification
  • RISC Zero and Succinct SP1 proof systems
  • root certificate configuration
  • trusted intermediate certificate caching
  • certificate revocation
  • route-specific verifier selection
  • permanently frozen proof routes

Roles and Configuration

The owner controls:

  • rootCert
  • maxTimeDiff
  • proofSubmitter
  • revoker
  • ZK verifier configuration
  • verifier program IDs
  • aggregator program IDs
  • route-specific verifier overrides
  • route freezing

The revoker can also revoke trusted intermediate certificates. proofSubmitter is the only address allowed to call verify() or batchVerify().

zkConfig[zkCoProcessor] stores:

FieldPurpose
verifierIdProgram ID for single-attestation verification.
aggregatorIdProgram ID for batch verification.
zkVerifierDefault verifier contract address.

Route-specific verifier overrides are keyed by (zkCoProcessor, selector), where selector is the first four bytes of proofBytes. If a route is frozen, verification through that route permanently reverts.

Single Verification

verify(output, zkCoprocessor, proofBytes):

  1. Requires msg.sender == proofSubmitter.
  2. Resolves the verifier route from the proof selector.
  3. Verifies the ZK proof against zkConfig[zkCoprocessor].verifierId.
  4. Decodes output as a VerifierJournal.
  5. Validates the journal.
  6. Emits AttestationSubmitted.
  7. Returns the journal with its final verification result.

For RISC Zero, proof verification uses:

IRiscZeroVerifier.verify(proofBytes, programId, sha256(output))

For Succinct, proof verification uses:

ISP1Verifier.verifyProof(programId, output, proofBytes)

Batch Verification

batchVerify(output, zkCoprocessor, proofBytes):

  1. Requires msg.sender == proofSubmitter.
  2. Verifies the ZK proof against zkConfig[zkCoprocessor].aggregatorId.
  3. Decodes output as a BatchVerifierJournal.
  4. Requires batchJournal.verifierVk == getVerifierProofId(zkCoprocessor).
  5. Validates every embedded VerifierJournal.
  6. Emits BatchAttestationSubmitted.
  7. Returns the validated journals.

Journal Validation

A successful journal remains successful only when:

  • the trusted certificate prefix length is non-zero
  • the first certificate equals rootCert
  • every trusted intermediate certificate is still trusted and unexpired
  • every newly supplied certificate is unexpired
  • the attestation timestamp is not too old
  • the attestation timestamp is not in the future

Attestation timestamps are provided in milliseconds and converted to seconds. The timestamp is valid only when:

timestamp + maxTimeDiff > block.timestamp
timestamp < block.timestamp

New certificates beyond the trusted prefix are cached with their expiry timestamps after successful validation. A revoked certificate can become trusted again only if it appears in a later successful attestation proof and is cached again.

Cross-Contract Safety Properties

The proof contracts rely on the following cross-contract properties:

  • Factory uniqueness: a logical (gameType, rootClaim, extraData) can create at most one game.
  • Parent validity: non-anchor games can only start from a registered, respected, non-retired, non-blacklisted parent that has not lost.
  • Monotonic checkpoints: each child game must advance exactly BLOCK_INTERVAL L2 blocks from its starting root.
  • Intermediate accountability: every proposal commits to all intermediate roots, so challengers can target the first invalid checkpoint interval.
  • Verifier separation: TEE and ZK proofs use different verifier contracts and different journal domain separators (TEE_IMAGE_HASH versus ZK_RANGE_HASH).
  • Fast finality requires diversity: a game with two accepted proof types can resolve after one day, while a game with one proof waits seven days.
  • Registry finality is separate from game resolution: a game can resolve before the AnchorStateRegistry accepts it as a valid claim.
  • Safety controls fail closed: pause, blacklist, retirement, verifier nullification, route freezing, and certificate revocation all prevent acceptance rather than expanding trust.

Administrative Surfaces

ContractPrivileged rolePrivileged actions
DisputeGameFactoryOwnerSet game implementations, implementation args, and initialization bonds.
AnchorStateRegistryGuardian from SystemConfigSet respected game type, blacklist games, update retirement timestamp.
DelayedWETHProxy admin ownerRecover ETH and hold WETH from accounts.
TEEProverRegistryOwnerSet proposers, update game type, transfer ownership or management.
TEEProverRegistryOwner or managerRegister and deregister TEE signers.
NitroEnclaveVerifierOwnerConfigure root certificate, time tolerance, proof submitter, revoker, ZK routes, and program IDs.
NitroEnclaveVerifierOwner or revokerRevoke trusted intermediate certificates.

These surfaces are intentionally narrow but high impact. Operational changes to them can affect which games are respected, which proofs verify, and which attestations can register new TEE signers.