366 lines
13 KiB
Nim
366 lines
13 KiB
Nim
import
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bitops, chronicles, options, sequtils, sets, tables,
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ssz, beacon_chain_db, state_transition, extras,
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spec/[crypto, datatypes, digest, helpers],
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beacon_node_types
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proc link(parent, child: BlockRef) =
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doAssert (not (parent.root == Eth2Digest() or child.root == Eth2Digest())),
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"blocks missing root!"
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doAssert parent.root != child.root, "self-references not allowed"
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child.parent = parent
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parent.children.add(child)
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proc init*(T: type BlockPool, db: BeaconChainDB): BlockPool =
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# TODO we require that the db contains both a head and a tail block -
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# asserting here doesn't seem like the right way to go about it however..
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# TODO head is updated outside of block pool but read here - ugly.
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let
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tail = db.getTailBlock()
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head = db.getHeadBlock()
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doAssert tail.isSome(), "Missing tail block, database corrupt?"
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doAssert head.isSome(), "Missing head block, database corrupt?"
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let
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headRoot = head.get()
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tailRoot = tail.get()
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tailRef = BlockRef(root: tailRoot)
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var blocks = {tailRef.root: tailRef}.toTable()
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if headRoot != tailRoot:
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var curRef: BlockRef
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for root, _ in db.getAncestors(headRoot):
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if root == tailRef.root:
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assert(not curRef.isNil)
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link(tailRef, curRef)
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curRef = curRef.parent
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break
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if curRef == nil:
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curRef = BlockRef(root: root)
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else:
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link(BlockRef(root: root), curRef)
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curRef = curRef.parent
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blocks[curRef.root] = curRef
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doAssert curRef == tailRef,
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"head block does not lead to tail, database corrupt?"
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var blocksBySlot = initTable[uint64, seq[BlockRef]]()
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for _, b in tables.pairs(blocks):
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let slot = db.getBlock(b.root).get().slot
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blocksBySlot.mgetOrPut(slot, @[]).add(b)
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BlockPool(
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pending: initTable[Eth2Digest, BeaconBlock](),
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unresolved: initTable[Eth2Digest, UnresolvedBlock](),
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blocks: blocks,
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blocksBySlot: blocksBySlot,
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tail: BlockData(
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data: db.getBlock(tailRef.root).get(),
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refs: tailRef,
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),
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db: db
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)
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proc addSlotMapping(pool: BlockPool, slot: uint64, br: BlockRef) =
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proc addIfMissing(s: var seq[BlockRef], v: BlockRef) =
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if v notin s:
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s.add(v)
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pool.blocksBySlot.mgetOrPut(slot, @[]).addIfMissing(br)
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proc updateState*(
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pool: BlockPool, state: var StateData, blck: BlockRef) {.gcsafe.}
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proc add*(
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pool: var BlockPool, state: var StateData, blockRoot: Eth2Digest,
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blck: BeaconBlock): bool {.gcsafe.} =
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## return false indicates that the block parent was missing and should be
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## fetched
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## the state parameter may be updated to include the given block, if
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## everything checks out
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# TODO reevaluate passing the state in like this
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# TODO reevaluate this API - it's pretty ugly with the bool return
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doAssert blockRoot == hash_tree_root_final(blck)
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# Already seen this block??
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if blockRoot in pool.blocks:
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debug "Block already exists",
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slot = humaneSlotNum(blck.slot),
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stateRoot = shortLog(blck.state_root),
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parentRoot = shortLog(blck.parent_root),
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blockRoot = shortLog(blockRoot)
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return true
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# The tail block points to a cutoff time beyond which we don't store blocks -
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# if we receive a block with an earlier slot, there's no hope of ever
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# resolving it
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if blck.slot <= pool.tail.data.slot:
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debug "Old block, dropping",
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slot = humaneSlotNum(blck.slot),
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tailSlot = humaneSlotNum(pool.tail.data.slot),
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stateRoot = shortLog(blck.state_root),
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parentRoot = shortLog(blck.parent_root),
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blockRoot = shortLog(blockRoot)
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return true
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let parent = pool.blocks.getOrDefault(blck.parent_root)
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if parent != nil:
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# The block might have been in either of these - we don't want any more
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# work done on its behalf
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pool.unresolved.del(blockRoot)
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pool.pending.del(blockRoot)
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# The block is resolved, now it's time to validate it to ensure that the
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# blocks we add to the database are clean for the given state
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updateState(pool, state, parent)
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skipSlots(state.data, parent.root, blck.slot - 1)
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if not updateState(state.data, parent.root, blck, {}):
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# TODO find a better way to log all this block data
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notice "Invalid block",
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blockRoot = shortLog(blockRoot),
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slot = humaneSlotNum(blck.slot),
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stateRoot = shortLog(blck.state_root),
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parentRoot = shortLog(blck.parent_root),
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signature = shortLog(blck.signature),
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proposer_slashings = blck.body.proposer_slashings.len,
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attester_slashings = blck.body.attester_slashings.len,
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attestations = blck.body.attestations.len,
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deposits = blck.body.deposits.len,
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voluntary_exits = blck.body.voluntary_exits.len,
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transfers = blck.body.transfers.len
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let blockRef = BlockRef(
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root: blockRoot
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)
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link(parent, blockRef)
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pool.blocks[blockRoot] = blockRef
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pool.addSlotMapping(blck.slot, blockRef)
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# Resolved blocks should be stored in database
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pool.db.putBlock(blockRoot, blck)
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info "Block resolved",
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blockRoot = shortLog(blockRoot),
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slot = humaneSlotNum(blck.slot),
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stateRoot = shortLog(blck.state_root),
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parentRoot = shortLog(blck.parent_root),
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signature = shortLog(blck.signature),
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proposer_slashings = blck.body.proposer_slashings.len,
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attester_slashings = blck.body.attester_slashings.len,
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attestations = blck.body.attestations.len,
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deposits = blck.body.deposits.len,
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voluntary_exits = blck.body.voluntary_exits.len,
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transfers = blck.body.transfers.len
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# Now that we have the new block, we should see if any of the previously
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# unresolved blocks magically become resolved
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# TODO there are more efficient ways of doing this, that also don't risk
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# running out of stack etc
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let retries = pool.pending
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for k, v in retries:
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discard pool.add(state, k, v)
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return true
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# TODO possibly, it makes sense to check the database - that would allow sync
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# to simply fill up the database with random blocks the other clients
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# think are useful - but, it would also risk filling the database with
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# junk that's not part of the block graph
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if blck.parent_root in pool.unresolved:
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return true
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# This is an unresolved block - put it on the unresolved list for now...
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# TODO if we receive spam blocks, one heurestic to implement might be to wait
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# for a couple of attestations to appear before fetching parents - this
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# would help prevent using up network resources for spam - this serves
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# two purposes: one is that attestations are likely to appear for the
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# block only if it's valid / not spam - the other is that malicious
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# validators that are not proposers can sign invalid blocks and send
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# them out without penalty - but signing invalid attestations carries
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# a risk of being slashed, making attestations a more valuable spam
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# filter.
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debug "Unresolved block",
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slot = humaneSlotNum(blck.slot),
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stateRoot = shortLog(blck.state_root),
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parentRoot = shortLog(blck.parent_root),
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blockRoot = shortLog(blockRoot)
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pool.unresolved[blck.parent_root] = UnresolvedBlock()
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pool.pending[blockRoot] = blck
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false
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proc get*(pool: BlockPool, blck: BlockRef): BlockData =
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## Retrieve the associated block body of a block reference
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doAssert (not blck.isNil), "Trying to get nil BlockRef"
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let data = pool.db.getBlock(blck.root)
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doAssert data.isSome, "BlockRef without backing data, database corrupt?"
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BlockData(data: data.get(), refs: blck)
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proc get*(pool: BlockPool, root: Eth2Digest): Option[BlockData] =
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## Retrieve a resolved block reference and its associated body, if available
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let refs = pool.blocks.getOrDefault(root)
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if not refs.isNil:
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some(pool.get(refs))
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else:
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none(BlockData)
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proc getOrResolve*(pool: var BlockPool, root: Eth2Digest): BlockRef =
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## Fetch a block ref, or nil if not found (will be added to list of
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## blocks-to-resolve)
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result = pool.blocks.getOrDefault(root)
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if result.isNil:
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pool.unresolved[root] = UnresolvedBlock()
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iterator blockRootsForSlot*(pool: BlockPool, slot: uint64): Eth2Digest =
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for br in pool.blocksBySlot.getOrDefault(slot, @[]):
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yield br.root
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proc checkUnresolved*(pool: var BlockPool): seq[Eth2Digest] =
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## Return a list of blocks that we should try to resolve from other client -
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## to be called periodically but not too often (once per slot?)
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var done: seq[Eth2Digest]
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for k, v in pool.unresolved.mpairs():
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if v.tries > 8:
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done.add(k)
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else:
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inc v.tries
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for k in done:
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# TODO Need to potentially remove from pool.pending - this is currently a
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# memory leak here!
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pool.unresolved.del(k)
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# simple (simplistic?) exponential backoff for retries..
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for k, v in pool.unresolved.pairs():
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if v.tries.popcount() == 1:
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result.add(k)
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proc skipAndUpdateState(
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state: var BeaconState, blck: BeaconBlock, flags: UpdateFlags,
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afterUpdate: proc (state: BeaconState)): bool =
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skipSlots(state, blck.parent_root, blck.slot - 1, afterUpdate)
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let ok = updateState(state, blck.parent_root, blck, flags)
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afterUpdate(state)
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ok
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proc maybePutState(pool: BlockPool, state: BeaconState) =
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# TODO we save state at every epoch start but never remove them - we also
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# potentially save multiple states per slot if reorgs happen, meaning
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# we could easily see a state explosion
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if state.slot mod SLOTS_PER_EPOCH == 0:
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info "Storing state",
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stateSlot = humaneSlotNum(state.slot),
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stateRoot = shortLog(hash_tree_root_final(state)) # TODO cache?
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pool.db.putState(state)
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proc updateState*(
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pool: BlockPool, state: var StateData, blck: BlockRef) =
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# Rewind or advance state such that it matches the given block - this may
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# include replaying from an earlier snapshot if blck is on a different branch
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# or has advanced to a higher slot number than blck
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var ancestors = @[pool.get(blck)]
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# We need to check the slot because the state might have moved forwards
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# without blocks
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if state.blck.root == blck.root and state.data.slot == ancestors[0].data.slot:
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return # State already at the right spot
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# Common case: blck points to a block that is one step ahead of state
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if state.blck.root == ancestors[0].data.parent_root and
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state.data.slot + 1 == ancestors[0].data.slot:
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let ok = skipAndUpdateState(
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state.data, ancestors[0].data, {skipValidation}) do (state: BeaconState):
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pool.maybePutState(state)
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doAssert ok, "Blocks in database should never fail to apply.."
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state.blck = blck
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state.root = ancestors[0].data.state_root
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return
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# It appears that the parent root of the proposed new block is different from
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# what we expected. We will have to rewind the state to a point along the
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# chain of ancestors of the new block. We will do this by loading each
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# successive parent block and checking if we can find the corresponding state
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# in the database.
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while not ancestors[^1].refs.parent.isNil:
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let parent = pool.get(ancestors[^1].refs.parent)
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ancestors.add parent
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if pool.db.containsState(parent.data.state_root): break
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let
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ancestor = ancestors[^1]
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ancestorState = pool.db.getState(ancestor.data.state_root)
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if ancestorState.isNone():
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# TODO this should only happen if the database is corrupt - we walked the
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# list of parent blocks and couldn't find a corresponding state in the
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# database, which should never happen (at least we should have the
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# tail state in there!)
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error "Couldn't find ancestor state or block parent missing!",
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blockRoot = shortLog(blck.root)
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doAssert false, "Oh noes, we passed big bang!"
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notice "Replaying state transitions",
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stateSlot = humaneSlotNum(state.data.slot),
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stateRoot = shortLog(ancestor.data.state_root),
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prevStateSlot = humaneSlotNum(ancestorState.get().slot),
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ancestors = ancestors.len
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state.data = ancestorState.get()
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# If we come this far, we found the state root. The last block on the stack
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# is the one that produced this particular state, so we can pop it
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# TODO it might be possible to use the latest block hashes from the state to
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# do this more efficiently.. whatever!
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# Time to replay all the blocks between then and now. We skip the one because
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# it's the one that we found the state with, and it has already been
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# applied
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for i in countdown(ancestors.len - 2, 0):
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let last = ancestors[i]
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skipSlots(
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state.data, last.data.parent_root,
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last.data.slot - 1) do(state: BeaconState):
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pool.maybePutState(state)
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let ok = updateState(
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state.data, last.data.parent_root, last.data, {skipValidation})
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doAssert ok,
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"We only keep validated blocks in the database, should never fail"
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state.blck = blck
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state.root = ancestors[0].data.state_root
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pool.maybePutState(state.data)
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proc loadTailState*(pool: BlockPool): StateData =
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## Load the state associated with the current tail in the pool
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StateData(
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data: pool.db.getState(pool.tail.data.state_root).get(),
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root: pool.tail.data.state_root,
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blck: pool.tail.refs
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)
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