From 8b8b25ddacb814401b42335d3b8e5c0f41de8709 Mon Sep 17 00:00:00 2001 From: tersec Date: Tue, 8 Dec 2020 18:11:54 +0100 Subject: [PATCH] always check whether gossip should be enabled in onslotstart (#2162) --- beacon_chain/nimbus_beacon_node.nim | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/beacon_chain/nimbus_beacon_node.nim b/beacon_chain/nimbus_beacon_node.nim index f3609cd6d..0de9b1b7c 100644 --- a/beacon_chain/nimbus_beacon_node.nim +++ b/beacon_chain/nimbus_beacon_node.nim @@ -591,6 +591,8 @@ proc onSlotStart(node: BeaconNode, lastSlot, scheduledSlot: Slot) {.async.} = slot = wallSlot.slot # afterGenesis == true! nextSlot = slot + 1 + defer: await node.updateGossipStatus(slot) + beacon_slot.set slot.int64 beacon_current_epoch.set slot.epoch.int64 @@ -649,8 +651,6 @@ proc onSlotStart(node: BeaconNode, lastSlot, scheduledSlot: Slot) {.async.} = finalizedHead = shortLog(node.chainDag.finalizedHead.blck), finalizedEpoch = shortLog(node.chainDag.finalizedHead.blck.slot.compute_epoch_at_slot()) - await node.updateGossipStatus(slot) - when declared(GC_fullCollect): # The slots in the beacon node work as frames in a game: we want to make # sure that we're ready for the next one and don't get stuck in lengthy