creation_sourcecode: {{
    "language": "Solidity",
    "sources": {
      "src/contracts/facilitators/gsm/feeStrategy/FixedFeeStrategy.sol": {
        "content": "// SPDX-License-Identifier: MIT\npragma solidity ^0.8.10;\n\nimport {Math} from '@openzeppelin/contracts/utils/math/Math.sol';\nimport {PercentageMath} from '@aave/core-v3/contracts/protocol/libraries/math/PercentageMath.sol';\nimport {IGsmFeeStrategy} from './interfaces/IGsmFeeStrategy.sol';\n\n/**\n * @title FixedFeeStrategy\n * @author Aave\n * @notice Fee strategy using a fixed rate to calculate buy/sell fees\n */\ncontract FixedFeeStrategy is IGsmFeeStrategy {\n  using Math for uint256;\n\n  uint256 internal constant MAXIMUM_FEE_PERCENT = 5000;\n\n  uint256 internal immutable _buyFee;\n  uint256 internal immutable _sellFee;\n\n  /**\n   * @dev Constructor\n   * @dev Fees must be lower than 5000 bps (e.g. 50.00%)\n   * @param buyFee The fee paid when buying the underlying asset in exchange for GHO, expressed in bps\n   * @param sellFee The fee paid when selling the underlying asset in exchange for GHO, expressed in bps\n   */\n  constructor(uint256 buyFee, uint256 sellFee) {\n    require(buyFee < MAXIMUM_FEE_PERCENT, 'INVALID_BUY_FEE');\n    require(sellFee < MAXIMUM_FEE_PERCENT, 'INVALID_SELL_FEE');\n    require(buyFee > 0 || sellFee > 0, 'MUST_HAVE_ONE_NONZERO_FEE');\n    _buyFee = buyFee;\n    _sellFee = sellFee;\n  }\n\n  /// @inheritdoc IGsmFeeStrategy\n  function getBuyFee(uint256 grossAmount) external view returns (uint256) {\n    return grossAmount.mulDiv(_buyFee, PercentageMath.PERCENTAGE_FACTOR, Math.Rounding.Up);\n  }\n\n  /// @inheritdoc IGsmFeeStrategy\n  function getSellFee(uint256 grossAmount) external view returns (uint256) {\n    return grossAmount.mulDiv(_sellFee, PercentageMath.PERCENTAGE_FACTOR, Math.Rounding.Up);\n  }\n\n  /// @inheritdoc IGsmFeeStrategy\n  function getGrossAmountFromTotalBought(uint256 totalAmount) external view returns (uint256) {\n    if (totalAmount == 0) {\n      return 0;\n    } else if (_buyFee == 0) {\n      return totalAmount;\n    } else {\n      return\n        totalAmount.mulDiv(\n          PercentageMath.PERCENTAGE_FACTOR,\n          PercentageMath.PERCENTAGE_FACTOR + _buyFee,\n          Math.Rounding.Down\n        );\n    }\n  }\n\n  /// @inheritdoc IGsmFeeStrategy\n  function getGrossAmountFromTotalSold(uint256 totalAmount) external view returns (uint256) {\n    if (totalAmount == 0) {\n      return 0;\n    } else if (_sellFee == 0) {\n      return totalAmount;\n    } else {\n      return\n        totalAmount.mulDiv(\n          PercentageMath.PERCENTAGE_FACTOR,\n          PercentageMath.PERCENTAGE_FACTOR - _sellFee,\n          Math.Rounding.Up\n        );\n    }\n  }\n}\n"
      },
      "lib/openzeppelin-contracts/contracts/utils/math/Math.sol": {
        "content": "// SPDX-License-Identifier: MIT\n// OpenZeppelin Contracts (last updated v4.8.0) (utils/math/Math.sol)\n\npragma solidity ^0.8.0;\n\n/**\n * @dev Standard math utilities missing in the Solidity language.\n */\nlibrary Math {\n    enum Rounding {\n        Down, // Toward negative infinity\n        Up, // Toward infinity\n        Zero // Toward zero\n    }\n\n    /**\n     * @dev Returns the largest of two numbers.\n     */\n    function max(uint256 a, uint256 b) internal pure returns (uint256) {\n        return a > b ? a : b;\n    }\n\n    /**\n     * @dev Returns the smallest of two numbers.\n     */\n    function min(uint256 a, uint256 b) internal pure returns (uint256) {\n        return a < b ? a : b;\n    }\n\n    /**\n     * @dev Returns the average of two numbers. The result is rounded towards\n     * zero.\n     */\n    function average(uint256 a, uint256 b) internal pure returns (uint256) {\n        // (a + b) / 2 can overflow.\n        return (a & b) + (a ^ b) / 2;\n    }\n\n    /**\n     * @dev Returns the ceiling of the division of two numbers.\n     *\n     * This differs from standard division with `/` in that it rounds up instead\n     * of rounding down.\n     */\n    function ceilDiv(uint256 a, uint256 b) internal pure returns (uint256) {\n        // (a + b - 1) / b can overflow on addition, so we distribute.\n        return a == 0 ? 0 : (a - 1) / b + 1;\n    }\n\n    /**\n     * @notice Calculates floor(x * y / denominator) with full precision. Throws if result overflows a uint256 or denominator == 0\n     * @dev Original credit to Remco Bloemen under MIT license (https://xn--2-umb.com/21/muldiv)\n     * with further edits by Uniswap Labs also under MIT license.\n     */\n    function mulDiv(\n        uint256 x,\n        uint256 y,\n        uint256 denominator\n    ) internal pure returns (uint256 result) {\n        unchecked {\n            // 512-bit multiply [prod1 prod0] = x * y. Compute the product mod 2^256 and mod 2^256 - 1, then use\n            // use the Chinese Remainder Theorem to reconstruct the 512 bit result. The result is stored in two 256\n            // variables such that product = prod1 * 2^256 + prod0.\n            uint256 prod0; // Least significant 256 bits of the product\n            uint256 prod1; // Most significant 256 bits of the product\n            assembly {\n                let mm := mulmod(x, y, not(0))\n                prod0 := mul(x, y)\n                prod1 := sub(sub(mm, prod0), lt(mm, prod0))\n            }\n\n            // Handle non-overflow cases, 256 by 256 division.\n            if (prod1 == 0) {\n                return prod0 / denominator;\n            }\n\n            // Make sure the result is less than 2^256. Also prevents denominator == 0.\n            require(denominator > prod1);\n\n            ///////////////////////////////////////////////\n            // 512 by 256 division.\n            ///////////////////////////////////////////////\n\n            // Make division exact by subtracting the remainder from [prod1 prod0].\n            uint256 remainder;\n            assembly {\n                // Compute remainder using mulmod.\n                remainder := mulmod(x, y, denominator)\n\n                // Subtract 256 bit number from 512 bit number.\n                prod1 := sub(prod1, gt(remainder, prod0))\n                prod0 := sub(prod0, remainder)\n            }\n\n            // Factor powers of two out of denominator and compute largest power of two divisor of denominator. Always >= 1.\n            // See https://cs.stackexchange.com/q/138556/92363.\n\n            // Does not overflow because the denominator cannot be zero at this stage in the function.\n            uint256 twos = denominator & (~denominator + 1);\n            assembly {\n                // Divide denominator by twos.\n                denominator := div(denominator, twos)\n\n                // Divide [prod1 prod0] by twos.\n                prod0 := div(prod0, twos)\n\n                // Flip twos such that it is 2^256 / twos. If twos is zero, then it becomes one.\n                twos := add(div(sub(0, twos), twos), 1)\n            }\n\n            // Shift in bits from prod1 into prod0.\n            prod0 |= prod1 * twos;\n\n            // Invert denominator mod 2^256. Now that denominator is an odd number, it has an inverse modulo 2^256 such\n            // that denominator * inv = 1 mod 2^256. Compute the inverse by starting with a seed that is correct for\n            // four bits. That is, denominator * inv = 1 mod 2^4.\n            uint256 inverse = (3 * denominator) ^ 2;\n\n            // Use the Newton-Raphson iteration to improve the precision. Thanks to Hensel's lifting lemma, this also works\n            // in modular arithmetic, doubling the correct bits in each step.\n            inverse *= 2 - denominator * inverse; // inverse mod 2^8\n            inverse *= 2 - denominator * inverse; // inverse mod 2^16\n            inverse *= 2 - denominator * inverse; // inverse mod 2^32\n            inverse *= 2 - denominator * inverse; // inverse mod 2^64\n            inverse *= 2 - denominator * inverse; // inverse mod 2^128\n            inverse *= 2 - denominator * inverse; // inverse mod 2^256\n\n            // Because the division is now exact we can divide by multiplying with the modular inverse of denominator.\n            // This will give us the correct result modulo 2^256. Since the preconditions guarantee that the outcome is\n            // less than 2^256, this is the final result. We don't need to compute the high bits of the result and prod1\n            // is no longer required.\n            result = prod0 * inverse;\n            return result;\n        }\n    }\n\n    /**\n     * @notice Calculates x * y / denominator with full precision, following the selected rounding direction.\n     */\n    function mulDiv(\n        uint256 x,\n        uint256 y,\n        uint256 denominator,\n        Rounding rounding\n    ) internal pure returns (uint256) {\n        uint256 result = mulDiv(x, y, denominator);\n        if (rounding == Rounding.Up && mulmod(x, y, denominator) > 0) {\n            result += 1;\n        }\n        return result;\n    }\n\n    /**\n     * @dev Returns the square root of a number. If the number is not a perfect square, the value is rounded down.\n     *\n     * Inspired by Henry S. Warren, Jr.'s \"Hacker's Delight\" (Chapter 11).\n     */\n    function sqrt(uint256 a) internal pure returns (uint256) {\n        if (a == 0) {\n            return 0;\n        }\n\n        // For our first guess, we get the biggest power of 2 which is smaller than the square root of the target.\n        //\n        // We know that the \"msb\" (most significant bit) of our target number `a` is a power of 2 such that we have\n        // `msb(a) <= a < 2*msb(a)`. This value can be written `msb(a)=2**k` with `k=log2(a)`.\n        //\n        // This can be rewritten `2**log2(a) <= a < 2**(log2(a) + 1)`\n        // → `sqrt(2**k) <= sqrt(a) < sqrt(2**(k+1))`\n        // → `2**(k/2) <= sqrt(a) < 2**((k+1)/2) <= 2**(k/2 + 1)`\n        //\n        // Consequently, `2**(log2(a) / 2)` is a good first approximation of `sqrt(a)` with at least 1 correct bit.\n        uint256 result = 1 << (log2(a) >> 1);\n\n        // At this point `result` is an estimation with one bit of precision. We know the true value is a uint128,\n        // since it is the square root of a uint256. Newton's method converges quadratically (precision doubles at\n        // every iteration). We thus need at most 7 iteration to turn our partial result with one bit of precision\n        // into the expected uint128 result.\n        unchecked {\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            result = (result + a / result) >> 1;\n            return min(result, a / result);\n        }\n    }\n\n    /**\n     * @notice Calculates sqrt(a), following the selected rounding direction.\n     */\n    function sqrt(uint256 a, Rounding rounding) internal pure returns (uint256) {\n        unchecked {\n            uint256 result = sqrt(a);\n            return result + (rounding == Rounding.Up && result * result < a ? 1 : 0);\n        }\n    }\n\n    /**\n     * @dev Return the log in base 2, rounded down, of a positive value.\n     * Returns 0 if given 0.\n     */\n    function log2(uint256 value) internal pure returns (uint256) {\n        uint256 result = 0;\n        unchecked {\n            if (value >> 128 > 0) {\n                value >>= 128;\n                result += 128;\n            }\n            if (value >> 64 > 0) {\n                value >>= 64;\n                result += 64;\n            }\n            if (value >> 32 > 0) {\n                value >>= 32;\n                result += 32;\n            }\n            if (value >> 16 > 0) {\n                value >>= 16;\n                result += 16;\n            }\n            if (value >> 8 > 0) {\n                value >>= 8;\n                result += 8;\n            }\n            if (value >> 4 > 0) {\n                value >>= 4;\n                result += 4;\n            }\n            if (value >> 2 > 0) {\n                value >>= 2;\n                result += 2;\n            }\n            if (value >> 1 > 0) {\n                result += 1;\n            }\n        }\n        return result;\n    }\n\n    /**\n     * @dev Return the log in base 2, following the selected rounding direction, of a positive value.\n     * Returns 0 if given 0.\n     */\n    function log2(uint256 value, Rounding rounding) internal pure returns (uint256) {\n        unchecked {\n            uint256 result = log2(value);\n            return result + (rounding == Rounding.Up && 1 << result < value ? 1 : 0);\n        }\n    }\n\n    /**\n     * @dev Return the log in base 10, rounded down, of a positive value.\n     * Returns 0 if given 0.\n     */\n    function log10(uint256 value) internal pure returns (uint256) {\n        uint256 result = 0;\n        unchecked {\n            if (value >= 10**64) {\n                value /= 10**64;\n                result += 64;\n            }\n            if (value >= 10**32) {\n                value /= 10**32;\n                result += 32;\n            }\n            if (value >= 10**16) {\n                value /= 10**16;\n                result += 16;\n            }\n            if (value >= 10**8) {\n                value /= 10**8;\n                result += 8;\n            }\n            if (value >= 10**4) {\n                value /= 10**4;\n                result += 4;\n            }\n            if (value >= 10**2) {\n                value /= 10**2;\n                result += 2;\n            }\n            if (value >= 10**1) {\n                result += 1;\n            }\n        }\n        return result;\n    }\n\n    /**\n     * @dev Return the log in base 10, following the selected rounding direction, of a positive value.\n     * Returns 0 if given 0.\n     */\n    function log10(uint256 value, Rounding rounding) internal pure returns (uint256) {\n        unchecked {\n            uint256 result = log10(value);\n            return result + (rounding == Rounding.Up && 10**result < value ? 1 : 0);\n        }\n    }\n\n    /**\n     * @dev Return the log in base 256, rounded down, of a positive value.\n     * Returns 0 if given 0.\n     *\n     * Adding one to the result gives the number of pairs of hex symbols needed to represent `value` as a hex string.\n     */\n    function log256(uint256 value) internal pure returns (uint256) {\n        uint256 result = 0;\n        unchecked {\n            if (value >> 128 > 0) {\n                value >>= 128;\n                result += 16;\n            }\n            if (value >> 64 > 0) {\n                value >>= 64;\n                result += 8;\n            }\n            if (value >> 32 > 0) {\n                value >>= 32;\n                result += 4;\n            }\n            if (value >> 16 > 0) {\n                value >>= 16;\n                result += 2;\n            }\n            if (value >> 8 > 0) {\n                result += 1;\n            }\n        }\n        return result;\n    }\n\n    /**\n     * @dev Return the log in base 10, following the selected rounding direction, of a positive value.\n     * Returns 0 if given 0.\n     */\n    function log256(uint256 value, Rounding rounding) internal pure returns (uint256) {\n        unchecked {\n            uint256 result = log256(value);\n            return result + (rounding == Rounding.Up && 1 << (result * 8) < value ? 1 : 0);\n        }\n    }\n}\n"
      },
      "lib/aave-v3-core/contracts/protocol/libraries/math/PercentageMath.sol": {
        "content": "// SPDX-License-Identifier: BUSL-1.1\npragma solidity ^0.8.0;\n\n/**\n * @title PercentageMath library\n * @author Aave\n * @notice Provides functions to perform percentage calculations\n * @dev Percentages are defined by default with 2 decimals of precision (100.00). The precision is indicated by PERCENTAGE_FACTOR\n * @dev Operations are rounded. If a value is >=.5, will be rounded up, otherwise rounded down.\n */\nlibrary PercentageMath {\n  // Maximum percentage factor (100.00%)\n  uint256 internal constant PERCENTAGE_FACTOR = 1e4;\n\n  // Half percentage factor (50.00%)\n  uint256 internal constant HALF_PERCENTAGE_FACTOR = 0.5e4;\n\n  /**\n   * @notice Executes a percentage multiplication\n   * @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328\n   * @param value The value of which the percentage needs to be calculated\n   * @param percentage The percentage of the value to be calculated\n   * @return result value percentmul percentage\n   */\n  function percentMul(uint256 value, uint256 percentage) internal pure returns (uint256 result) {\n    // to avoid overflow, value <= (type(uint256).max - HALF_PERCENTAGE_FACTOR) / percentage\n    assembly {\n      if iszero(\n        or(\n          iszero(percentage),\n          iszero(gt(value, div(sub(not(0), HALF_PERCENTAGE_FACTOR), percentage)))\n        )\n      ) {\n        revert(0, 0)\n      }\n\n      result := div(add(mul(value, percentage), HALF_PERCENTAGE_FACTOR), PERCENTAGE_FACTOR)\n    }\n  }\n\n  /**\n   * @notice Executes a percentage division\n   * @dev assembly optimized for improved gas savings, see https://twitter.com/transmissions11/status/1451131036377571328\n   * @param value The value of which the percentage needs to be calculated\n   * @param percentage The percentage of the value to be calculated\n   * @return result value percentdiv percentage\n   */\n  function percentDiv(uint256 value, uint256 percentage) internal pure returns (uint256 result) {\n    // to avoid overflow, value <= (type(uint256).max - halfPercentage) / PERCENTAGE_FACTOR\n    assembly {\n      if or(\n        iszero(percentage),\n        iszero(iszero(gt(value, div(sub(not(0), div(percentage, 2)), PERCENTAGE_FACTOR))))\n      ) {\n        revert(0, 0)\n      }\n\n      result := div(add(mul(value, PERCENTAGE_FACTOR), div(percentage, 2)), percentage)\n    }\n  }\n}\n"
      },
      "src/contracts/facilitators/gsm/feeStrategy/interfaces/IGsmFeeStrategy.sol": {
        "content": "// SPDX-License-Identifier: MIT\npragma solidity ^0.8.0;\n\n/**\n * @title IGsmFeeStrategy\n * @author Aave\n * @notice Defines the behaviour of Fee Strategies\n * @dev Functions' logic must be invertible, being possible to calculate the fee amount based on the gross amount, and\n * the other way round.\n * @dev All math operations must round up, favoring the protocol.\n */\ninterface IGsmFeeStrategy {\n  /**\n   * @notice Returns the fee to be applied when buying an underlying asset in exchange for GHO\n   * @param grossAmount The amount of GHO being sold for the underlying asset\n   * @return The fee amount of GHO\n   */\n  function getBuyFee(uint256 grossAmount) external view returns (uint256);\n\n  /**\n   * @notice Returns the fee to be applied when buying GHO in exchange for an underlying asset\n   * @param grossAmount The amount of underlying, converted to GHO, being sold\n   * @return The fee amount of GHO\n   */\n  function getSellFee(uint256 grossAmount) external view returns (uint256);\n\n  /**\n   * @notice Returns the gross amount of GHO being bought based on the total bought amount\n   * @param totalAmount The total amount of GHO being bought (gross amount, GHO bought plus fee)\n   * @return The gross amount of GHO being bought (total amount minus fee)\n   */\n  function getGrossAmountFromTotalBought(uint256 totalAmount) external view returns (uint256);\n\n  /**\n   * @notice Returns the amount of GHO being sold based on the total sold amount\n   * @param totalAmount The total amount of GHO being sold (gross amount, GHO sold minus fee)\n   * @return The gross amount of GHO being sold (total amount plus fee)\n   */\n  function getGrossAmountFromTotalSold(uint256 totalAmount) external view returns (uint256);\n}\n"
      }
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    "settings": {
      "remappings": [
        "@aave/core-v3/=lib/aave-v3-core/",
        "@aave/periphery-v3/=lib/aave-v3-periphery/",
        "@aave/=lib/aave-token/",
        "@openzeppelin/=lib/openzeppelin-contracts/",
        "aave-stk-v1-5/=lib/aave-stk-v1-5/",
        "ds-test/=lib/forge-std/lib/ds-test/src/",
        "eth-gas-reporter/=node_modules/eth-gas-reporter/",
        "forge-std/=lib/forge-std/src/",
        "hardhat-deploy/=node_modules/hardhat-deploy/",
        "hardhat/=node_modules/hardhat/",
        "aave-address-book/=lib/aave-address-book/src/",
        "aave-helpers/=lib/aave-stk-v1-5/lib/aave-helpers/",
        "aave-v3-core/=lib/aave-address-book/lib/aave-v3-core/",
        "aave-v3-periphery/=lib/aave-address-book/lib/aave-v3-periphery/",
        "erc4626-tests/=lib/aave-stk-v1-5/lib/openzeppelin-contracts/lib/erc4626-tests/",
        "openzeppelin-contracts/=lib/aave-stk-v1-5/lib/openzeppelin-contracts/",
        "solidity-utils/=lib/solidity-utils/src/",
        "aave-token/=lib/aave-token/contracts/",
        "safety-module/=lib/safety-module/contracts/"
      ],
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        "enabled": true,
        "runs": 200
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        "useLiteralContent": false,
        "bytecodeHash": "ipfs"
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          "*": [
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      "evmVersion": "london",
      "viaIR": false,
      "libraries": {}
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  }}