dojo-world
Dojo World Management
Manage your Dojo world's permissions, namespaces, resource registration, and access control policies.
When to Use This Skill
- "Configure world permissions"
- "Set up namespace access"
- "Grant writer permissions"
- "Manage resource ownership"
What This Skill Does
Handles world management:
- Namespace configuration
- Writer permissions (can write data)
- Owner permissions (can write data + manage permissions)
- Permission hierarchy management
Quick Start
Configure permissions:
"Grant writer permission to my system"
Check permissions:
"List permissions for my world"
Permission Concepts
Permission Types
Owner Permission:
- Write data to the resource
- Grant and revoke permissions to others
- Upgrade the resource
- Set resource metadata
Writer Permission:
- Write data to the resource
- Cannot grant permissions to others
- Cannot upgrade the resource
Reading is always permissionless.
Permission Hierarchy
World Owner (highest)
└── Namespace Owner
└── Resource Owner / Writer (lowest)
- World Owner: Can do anything in the world
- Namespace Owner: Can manage all resources in their namespace
- Resource Owner: Can manage a specific resource (model/contract/event)
- Writer: Can only write data to a resource
Configuration-Based Permissions
Set permissions during deployment in dojo_<profile>.toml:
[writers]
# Namespace-level: actions can write to all resources in my_game
"my_game" = ["my_game-actions"]
# Resource-specific: movement can only write to Position
"my_game-Position" = ["my_game-movement"]
[owners]
# Namespace ownership
"my_game" = ["my_game-admin"]
Format: "<TARGET_TAG>" = ["<GRANTEE_TAG>"]
CLI Permission Management
Grant Permissions
# Grant writer permission
sozo auth grant writer my_game-Position,my_game-actions
# Grant owner permission
sozo auth grant owner my_game,my_game-admin
Revoke Permissions
# Revoke writer permission
sozo auth revoke writer my_game-Position,my_game-actions
# Revoke owner permission
sozo auth revoke owner my_game,my_game-admin
List Permissions
# List all permissions
sozo auth list
Runtime Permission Management (Cairo)
Grant Permissions
use dojo::world::WorldStorage;
// Grant writer permission to a contract
world.grant_writer(
selector_from_tag!("my_game-Position"),
movement_system_address
);
// Grant owner permission
world.grant_owner(
selector_from_tag!("my_game-GameState"),
new_owner_address
);
Revoke Permissions
// Revoke writer permission
world.revoke_writer(
selector_from_tag!("my_game-Position"),
old_system_address
);
// Revoke owner permission
world.revoke_owner(
selector_from_tag!("my_game-GameState"),
old_owner_address
);
Check Permissions
// Check if address is owner
let is_owner = world.is_owner(resource_selector, address);
// Check if address is writer
let can_write = world.is_writer(resource_selector, address);
Permission Patterns
Principle of Least Privilege
// Good: Specific permissions for specific functions
world.grant_writer(selector_from_tag!("my_game-Position"), movement_contract);
world.grant_writer(selector_from_tag!("my_game-Health"), combat_contract);
// Bad: Overly broad permissions
world.grant_owner(selector_from_tag!("my_game"), movement_contract);
Multi-System Architecture
// Different systems handle different aspects
world.grant_writer(selector_from_tag!("my_game-Position"), movement_system);
world.grant_writer(selector_from_tag!("my_game-Health"), combat_system);
world.grant_writer(selector_from_tag!("my_game-Inventory"), inventory_system);
// Trading system needs access to Inventory too
world.grant_writer(selector_from_tag!("my_game-Inventory"), trading_system);
Namespace-Level Permissions
Grant access to all resources in a namespace:
// This system can write to ANY resource in "my_game" namespace
world.grant_writer(
selector_from_tag!("my_game"),
system_contract
);
Admin System
// Admin has owner permission on namespace
world.grant_owner(selector_from_tag!("my_game"), game_admin);
// Admin has owner permission on critical resources
world.grant_owner(selector_from_tag!("my_game-GameConfig"), game_admin);
Authorization in Systems
Public Functions
Anyone can call:
fn spawn(ref self: ContractState) {
let mut world = self.world_default();
let player = get_caller_address();
// No permission check - anyone can spawn
world.write_model(@Position { player, vec: Vec2 { x: 0, y: 0 } });
}
Checking Permissions
fn admin_function(ref self: ContractState) {
let mut world = self.world_default();
let caller = get_caller_address();
// Check caller is owner of the namespace
assert(
world.is_owner(selector_from_tag!("my_game"), caller),
'not authorized'
);
// Proceed with admin logic
}
Permission Events
The World contract emits events when permissions change:
#[derive(Drop, starknet::Event)]
pub struct OwnerUpdated {
#[key]
pub resource: felt252,
#[key]
pub contract: ContractAddress,
pub value: bool,
}
#[derive(Drop, starknet::Event)]
pub struct WriterUpdated {
#[key]
pub resource: felt252,
#[key]
pub contract: ContractAddress,
pub value: bool,
}
Common Scenarios
Initial Setup (via config)
# dojo_dev.toml
[namespace]
default = "my_game"
[writers]
# All resources in my_game can be written by actions
"my_game" = ["my_game-actions"]
[owners]
# Admin system owns the namespace
"my_game" = ["my_game-admin"]
Adding New System (runtime)
fn add_new_system(ref self: ContractState, new_system_address: ContractAddress) {
let mut world = self.world_default();
// Must be namespace owner to grant permissions
world.grant_writer(
selector_from_tag!("my_game-Position"),
new_system_address
);
}
Transfer Namespace Ownership
fn transfer_ownership(ref self: ContractState, new_owner: ContractAddress) {
let mut world = self.world_default();
// Grant owner to new address
world.grant_owner(selector_from_tag!("my_game"), new_owner);
// Revoke from current owner
world.revoke_owner(selector_from_tag!("my_game"), get_caller_address());
}
Troubleshooting
"Not authorized" errors
- Check writer permissions are granted
- Verify the system address is correct
- Check if permission is at namespace or resource level
"Permission denied"
- Check you have owner permission to grant/revoke
- Verify you're calling from the correct account
Debugging Permissions
fn debug_permissions(world: @WorldStorage, resource: felt252, address: ContractAddress) {
let is_owner = world.is_owner(resource, address);
let is_writer = world.is_writer(resource, address);
// Log or print these values for debugging
}
Next Steps
After permission setup:
- Test all permission checks work correctly
- Document the permission structure
- Set up monitoring for permission changes
- Consider using a multi-sig for production owner accounts
Related Skills
- dojo-deploy: Deploy world first
- dojo-system: Add authorization to systems
- dojo-config: Configure permissions in profile
- dojo-review: Audit permission setup
More from dojoengine/book
dojo-client
Integrate Dojo with game clients for JavaScript, Unity, Unreal, Rust, and other platforms. Generate typed bindings and connection code. Use when connecting frontends or game engines to your Dojo world.
69dojo-system
Create Dojo systems that implement game logic, modify model state, and handle player actions. Use when implementing game mechanics, player commands, or automated logic.
69dojo-migrate
Manage world migrations, handle breaking changes, and upgrade Dojo versions. Use when updating deployed worlds, migrating to new versions, or handling schema changes.
67dojo-test
Write tests for Dojo models and systems using spawn_test_world, cheat codes, and assertions. Use when testing game logic, verifying state changes, or ensuring system correctness.
67dojo-config
Configure Scarb.toml, dojo profiles, world settings, and dependencies. Use when setting up project configuration, managing dependencies, or configuring deployment environments.
66dojo-deploy
Deploy Dojo worlds to local Katana, testnet, or mainnet. Configure Katana sequencer and manage deployments with sozo. Use when deploying your game or starting local development environment.
66