Pot's constructor stores totalRewards as the pot's distributable balance tracker, and separately stores a per-player rewards array that claimCut pays out directly. Nothing ties these two together:
ContestManager.fundContest transfers exactly totalRewards tokens into the pot — not sum(rewards). If an admin passes a totalRewards smaller than the sum of the individual rewards entries (a simple input mistake, or a deliberate but uncaught inconsistency), the pot is funded with fewer tokens than it has promised to pay out. claimCut doesn't check the pot's balance or remainingRewards before paying — it just calls _transferReward(player, i_rewards[player]) for whichever fixed amount that player was assigned:
Whichever players happen to claim first get paid in full. Once the pot's actual token balance is exhausted, every subsequent claimant's claimCut() call reverts (the underlying ERC20 transfer reverts on insufficient balance) — permanently, since nothing ever adds more funds to the pot. checkCut() still reports these players as owed their full reward; they simply can never receive it.
Likelihood: Medium
Requires an admin to pass a totalRewards that doesn't match sum(rewards) — a straightforward, uncaught input-validation gap, not requiring any circumvention. The constructor and createContest have no check against it.
Impact: High
Players promised a specific reward and shown as owed it via checkCut() can be permanently and silently unable to claim, purely based on the arbitrary order people happen to claim in.
3 players promised 300 each (900 total), pot funded with only 600. The first two claimants succeed and drain the pot; the third is permanently bricked despite checkCut still showing they're owed 300:
Validate the invariant at construction, where the mismatch actually originates:
## Description there are two major problems that comes with the way contests are created using the `ContestManager::createContest`. - using dynamic arrays for `players` and `rewards` leads to potential DoS for the `Pot::constructor`, this is possible if the arrays are too large therefore requiring too much gas - it is not safe to trust that `totalRewards` value supplied by the `manager` is accurate and that could lead to some players not being able to `claimCut` ## Vulnerability Details - If the array of `players` is very large, the `Pot::constructor` will revert because of too much `gas` required to run the for loop in the constructor. ```Solidity constructor(address[] memory players, uint256[] memory rewards, IERC20 token, uint256 totalRewards) { i_players = players; i_rewards = rewards; i_token = token; i_totalRewards = totalRewards; remainingRewards = totalRewards; i_deployedAt = block.timestamp; // i_token.transfer(address(this), i_totalRewards); @> for (uint256 i = 0; i < i_players.length; i++) { @> playersToRewards[i_players[i]] = i_rewards[i]; @> } } ``` - Another issue is that, if a `Pot` is created with a wrong `totalRewards` that for instance is less than the sum of the reward in the `rewards` array, then some players may never get to `claim` their rewards because the `Pot` will be underfunded by the `ContestManager::fundContest` function. ## PoC Here is a test for wrong `totalRewards` ```solidity function testSomePlayersCannotClaimCut() public mintAndApproveTokens { vm.startPrank(user); // manager creates pot with a wrong(smaller) totalRewards value- contest = ContestManager(conMan).createContest(players, rewards, IERC20(ERC20Mock(weth)), 6); ContestManager(conMan).fundContest(0); vm.stopPrank(); vm.startPrank(player1); Pot(contest).claimCut(); vm.stopPrank(); vm.startPrank(player2); // player 2 cannot claim cut because the pot is underfunded due to the wrong totalScore vm.expectRevert(); Pot(contest).claimCut(); vm.stopPrank(); } ``` ## Impact - Pot not created if large dynamic array of players and rewards is used - wrong totlRewards value leads to players inability to claim their cut ## Recommendations review the pot-creation design by, either using merkle tree to store the players and their rewards OR another solution is to use mapping to clearly map players to their reward and a special function to calculate the `totalRewards` each time a player is mapped to her reward. this `totalRewards` will be used later when claiming of rewards starts.
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