598 lines
21 KiB
Nim
598 lines
21 KiB
Nim
import
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bitops, chronicles, options, sequtils, tables,
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ssz, beacon_chain_db, state_transition, extras,
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beacon_node_types,
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spec/[crypto, datatypes, digest, helpers]
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proc parent*(bs: BlockSlot): BlockSlot =
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BlockSlot(
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blck: if bs.slot > bs.blck.slot: bs.blck else: bs.blck.parent,
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slot: bs.slot - 1
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)
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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 BlockRef, root: Eth2Digest, slot: Slot): BlockRef =
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BlockRef(
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root: root,
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slot: slot
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)
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proc init*(T: type BlockRef, root: Eth2Digest, blck: BeaconBlock): BlockRef =
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BlockRef.init(root, blck.slot)
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proc findAncestorBySlot*(blck: BlockRef, slot: Slot): BlockRef =
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## Find the first ancestor that has a slot number less than or equal to `slot`
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assert(not blck.isNil)
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result = blck
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while result.parent != nil and result.slot > slot:
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result = result.parent
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assert(not result.isNil)
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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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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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tailRoot = tail.get()
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tailBlock = db.getBlock(tailRoot).get()
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tailRef = BlockRef.init(tailRoot, tailBlock)
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headRoot = head.get()
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var
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blocks = {tailRef.root: tailRef}.toTable()
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latestStateRoot = Option[Eth2Digest]()
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headStateBlock = tailRef
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headRef: BlockRef
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if headRoot != tailRoot:
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var curRef: BlockRef
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for root, blck in db.getAncestors(headRoot):
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if root == tailRef.root:
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doAssert(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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let newRef = BlockRef.init(root, blck)
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if curRef == nil:
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curRef = newRef
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headRef = newRef
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else:
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link(newRef, curRef)
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curRef = curRef.parent
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blocks[curRef.root] = curRef
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if latestStateRoot.isNone() and db.containsState(blck.state_root):
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latestStateRoot = some(blck.state_root)
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doAssert curRef == tailRef,
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"head block does not lead to tail, database corrupt?"
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else:
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headRef = tailRef
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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.uint64, @[]).add(b)
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let
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# The head state is necessary to find out what we considered to be the
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# finalized epoch last time we saved something.
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headStateRoot =
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if latestStateRoot.isSome():
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latestStateRoot.get()
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else:
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db.getBlock(tailRef.root).get().state_root
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# TODO right now, because we save a state at every epoch, this *should*
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# be the latest justified state or newer, meaning it's enough for
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# establishing what we consider to be the finalized head. This logic
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# will need revisiting however
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headState = db.getState(headStateRoot).get()
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finalizedHead =
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headRef.findAncestorBySlot(headState.finalized_epoch.get_epoch_start_slot())
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justifiedHead =
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headRef.findAncestorBySlot(headState.current_justified_epoch.get_epoch_start_slot())
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doAssert justifiedHead.slot >= finalizedHead.slot,
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"justified head comes before finalized head - database corrupt?"
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# TODO what about ancestors? only some special blocks are
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# finalized / justified but to find out exactly which ones, we would have
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# to replay state transitions from tail to head and note each one...
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finalizedHead.finalized = true
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justifiedHead.justified = true
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BlockPool(
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pending: initTable[Eth2Digest, BeaconBlock](),
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missing: initTable[Eth2Digest, MissingBlock](),
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blocks: blocks,
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blocksBySlot: blocksBySlot,
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tail: tailRef,
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head: headRef,
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finalizedHead: finalizedHead,
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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, bs: BlockSlot) {.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): BlockRef {.gcsafe.} =
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## return the block, if resolved...
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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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doAssert blockRoot == signed_root(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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blck = shortLog(blck),
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blockRoot = shortLog(blockRoot)
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return pool.blocks[blockRoot]
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pool.missing.del(blockRoot)
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# If the block we get is older than what we finalized already, we drop it.
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# One way this can happen is that we start resolving a block and finalization
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# happens in the meantime - the block we requested will then be stale
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# by the time it gets here.
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if blck.slot <= pool.finalizedHead.slot:
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debug "Old block, dropping",
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blck = shortLog(blck),
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tailSlot = humaneSlotNum(pool.tail.slot),
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blockRoot = shortLog(blockRoot)
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return
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let parent = pool.blocks.getOrDefault(blck.previous_block_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.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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# TODO if the block is from the future, we should not be resolving it (yet),
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# but maybe we should use it as a hint that our clock is wrong?
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updateState(pool, state, BlockSlot(blck: parent, slot: blck.slot - 1))
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if not updateState(state.data, 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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blck = shortLog(blck),
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blockRoot = shortLog(blockRoot)
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return
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let blockRef = BlockRef.init(blockRoot, blck)
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link(parent, blockRef)
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pool.blocks[blockRoot] = blockRef
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pool.addSlotMapping(blck.slot.uint64, 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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# This block *might* have caused a justification - make sure we stow away
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# that information:
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let
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justifiedBlock =
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blockRef.findAncestorBySlot(
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state.data.current_justified_epoch.get_epoch_start_slot())
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if not justifiedBlock.justified:
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info "Justified block",
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justifiedBlockRoot = shortLog(justifiedBlock.root),
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justifiedBlockRoot = humaneSlotnum(justifiedBlock.slot),
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headBlockRoot = shortLog(blockRoot),
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headBlockSlot = humaneSlotnum(blck.slot)
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justifiedBlock.justified = true
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info "Block resolved",
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blck = shortLog(blck),
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blockRoot = shortLog(blockRoot)
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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 blockRef
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pool.pending[blockRoot] = blck
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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.previous_block_root in pool.missing or
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blck.previous_block_root in pool.pending:
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return
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# This is an unresolved block - put its parent on the missing 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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# TODO when we receive the block, we don't know how many others we're missing
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# from that branch, so right now, we'll just do a blind guess
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debug "Unresolved block (parent missing)",
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blck = shortLog(blck),
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blockRoot = shortLog(blockRoot)
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let parentSlot = blck.slot - 1
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pool.missing[blck.previous_block_root] = MissingBlock(
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slots:
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# The block is at least two slots ahead - try to grab whole history
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if parentSlot > pool.head.slot:
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parentSlot - pool.head.slot
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else:
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# It's a sibling block from a branch that we're missing - fetch one
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# epoch at a time
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max(1.uint64, SLOTS_PER_EPOCH.uint64 -
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(parentSlot.uint64 mod SLOTS_PER_EPOCH.uint64))
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)
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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.missing[root] = MissingBlock(slots: 1)
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iterator blockRootsForSlot*(pool: BlockPool, slot: uint64|Slot): Eth2Digest =
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for br in pool.blocksBySlot.getOrDefault(slot.uint64, @[]):
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yield br.root
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proc checkMissing*(pool: var BlockPool): seq[FetchRecord] =
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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.missing.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.missing.del(k)
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# simple (simplistic?) exponential backoff for retries..
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for k, v in pool.missing.pairs():
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if v.tries.popcount() == 1:
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result.add(FetchRecord(root: k, historySlots: v.slots))
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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.slot - 1, afterUpdate)
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let ok = updateState(state, blck, flags)
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afterUpdate(state)
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ok
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proc maybePutState(pool: BlockPool, state: BeaconState, blck: BlockRef) =
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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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let root = hash_tree_root(state)
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if not pool.db.containsState(root):
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info "Storing state",
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stateSlot = humaneSlotNum(state.slot),
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stateRoot = shortLog(root)
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pool.db.putState(root, state)
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# TODO this should be atomic with the above write..
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pool.db.putStateRoot(blck.root, state.slot, root)
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proc rewindState(pool: BlockPool, state: var StateData, bs: BlockSlot):
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seq[BlockData] =
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var ancestors = @[pool.get(bs.blck)]
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# Common case: the last block applied is the parent of the block to apply:
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if not bs.blck.parent.isNil and state.blck.root == bs.blck.parent.root and
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state.data.slot < bs.slot:
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return ancestors
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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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var
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stateRoot = pool.db.getStateRoot(bs.blck.root, bs.slot)
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curBs = bs
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while stateRoot.isNone():
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let parBs = curBs.parent()
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if parBs.blck.isNil:
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break # Bug probably!
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if parBs.blck != curBs.blck:
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ancestors.add(pool.get(parBs.blck))
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if (let tmp = pool.db.getStateRoot(parBs.blck.root, parBs.slot); tmp.isSome()):
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if pool.db.containsState(tmp.get):
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stateRoot = tmp
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break
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curBs = parBs
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if stateRoot.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 root!",
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blockRoot = shortLog(bs.blck.root)
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doAssert false, "Oh noes, we passed big bang!"
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let
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ancestor = ancestors[^1]
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ancestorState = pool.db.getState(stateRoot.get())
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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(bs.blck.root)
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doAssert false, "Oh noes, we passed big bang!"
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debug "Replaying state transitions",
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stateSlot = humaneSlotNum(state.data.slot),
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ancestorStateRoot = shortLog(ancestor.data.state_root),
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ancestorStateSlot = humaneSlotNum(ancestorState.get().slot),
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slot = humaneSlotNum(bs.slot),
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blockRoot = shortLog(bs.blck.root),
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ancestors = ancestors.len
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state.data = ancestorState.get()
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ancestors
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proc updateState*(pool: BlockPool, state: var StateData, bs: BlockSlot) =
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## Rewind or advance state such that it matches the given block and slot -
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## this may include replaying from an earlier snapshot if blck is on a
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## different branch or has advanced to a higher slot number than slot
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## If slot is higher than blck.slot, replay will fill in with empty/non-block
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## slots, else it is ignored
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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 == bs.blck.root and state.data.slot <= bs.slot:
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# Might be that we're moving to the same block but later slot
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skipSlots(state.data, bs.slot) do (state: BeaconState):
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pool.maybePutState(state, bs.blck)
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return # State already at the right spot
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let ancestors = rewindState(pool, state, bs)
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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 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 ok =
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skipAndUpdateState(state.data, ancestors[i].data, {skipValidation}) do(
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state: BeaconState):
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pool.maybePutState(state, ancestors[i].refs)
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doAssert ok, "Blocks in database should never fail to apply.."
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skipSlots(state.data, bs.slot) do (state: BeaconState):
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pool.maybePutState(state, bs.blck)
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# TODO could perhaps avoi a hash_tree_root if putState happens.. hmm..
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state.blck = bs.blck
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state.root =
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if state.data.slot == ancestors[0].data.slot: ancestors[0].data.state_root
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else: hash_tree_root(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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let stateRoot = pool.db.getBlock(pool.tail.root).get().state_root
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StateData(
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data: pool.db.getState(stateRoot).get(),
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root: stateRoot,
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blck: pool.tail
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)
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proc updateHead*(pool: BlockPool, state: var StateData, blck: BlockRef) =
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## Update what we consider to be the current head, as given by the fork
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## choice.
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## The choice of head affects the choice of finalization point - the order
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## of operations naturally becomes important here - after updating the head,
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## blocks that were once considered potential candidates for a tree will
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## now fall from grace, or no longer be considered resolved.
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if pool.head == blck:
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debug "No head update this time",
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headBlockRoot = shortLog(blck.root),
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headBlockSlot = humaneSlotNum(blck.slot)
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return
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let
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lastHead = pool.head
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pool.head = blck
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pool.db.putHeadBlock(blck.root)
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# Start off by making sure we have the right state
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updateState(pool, state, BlockSlot(blck: blck, slot: blck.slot))
|
|
|
|
if lastHead != blck.parent:
|
|
notice "Updated head with new parent",
|
|
lastHeadRoot = shortLog(lastHead.root),
|
|
parentRoot = shortLog(blck.parent.root),
|
|
stateRoot = shortLog(state.root),
|
|
headBlockRoot = shortLog(state.blck.root),
|
|
stateSlot = humaneSlotNum(state.data.slot),
|
|
justifiedEpoch = humaneEpochNum(state.data.current_justified_epoch),
|
|
finalizedEpoch = humaneEpochNum(state.data.finalized_epoch)
|
|
else:
|
|
info "Updated head",
|
|
stateRoot = shortLog(state.root),
|
|
headBlockRoot = shortLog(state.blck.root),
|
|
stateSlot = humaneSlotNum(state.data.slot),
|
|
justifiedEpoch = humaneEpochNum(state.data.current_justified_epoch),
|
|
finalizedEpoch = humaneEpochNum(state.data.finalized_epoch)
|
|
|
|
let
|
|
# TODO there might not be a block at the epoch boundary - what then?
|
|
finalizedHead =
|
|
blck.findAncestorBySlot(state.data.finalized_epoch.get_epoch_start_slot())
|
|
|
|
doAssert (not finalizedHead.isNil),
|
|
"Block graph should always lead to a finalized block"
|
|
|
|
if finalizedHead != pool.finalizedHead:
|
|
info "Finalized block",
|
|
finalizedBlockRoot = shortLog(finalizedHead.root),
|
|
finalizedBlockSlot = humaneSlotNum(finalizedHead.slot),
|
|
headBlockRoot = shortLog(blck.root),
|
|
headBlockSlot = humaneSlotNum(blck.slot)
|
|
|
|
var cur = finalizedHead
|
|
while cur != pool.finalizedHead:
|
|
# Finalization means that we choose a single chain as the canonical one -
|
|
# it also means we're no longer interested in any branches from that chain
|
|
# up to the finalization point
|
|
|
|
# TODO technically, if we remove from children the gc should free the block
|
|
# because it should become orphaned, via mark&sweep if nothing else,
|
|
# though this needs verification
|
|
# TODO what about attestations? we need to drop those too, though they
|
|
# *should* be pretty harmless
|
|
# TODO remove from database as well.. here, or using some GC-like setup
|
|
# that periodically cleans it up?
|
|
for child in cur.parent.children:
|
|
if child != cur:
|
|
pool.blocks.del(child.root)
|
|
cur.parent.children = @[cur]
|
|
cur = cur.parent
|
|
|
|
pool.finalizedHead = finalizedHead
|
|
|
|
proc findLatestJustifiedBlock(
|
|
blck: BlockRef, depth: int, deepest: var tuple[depth: int, blck: BlockRef]) =
|
|
if blck.justified and depth > deepest.depth:
|
|
deepest = (depth, blck)
|
|
|
|
for child in blck.children:
|
|
findLatestJustifiedBlock(child, depth + 1, deepest)
|
|
|
|
proc latestJustifiedBlock*(pool: BlockPool): BlockRef =
|
|
## Return the most recent block that is justified and at least as recent
|
|
## as the latest finalized block
|
|
|
|
var deepest = (0, pool.finalizedHead)
|
|
|
|
findLatestJustifiedBlock(pool.finalizedHead, 0, deepest)
|
|
|
|
deepest[1]
|
|
|
|
proc latestState*(pool: BlockPool): BeaconState =
|
|
var b = pool.head
|
|
while true:
|
|
if b.isNil:
|
|
raise newException(Exception, "No state found")
|
|
if (let blk = pool.db.getBlock(b.root); blk.isSome()):
|
|
if (let state = pool.db.getState(blk.get().stateRoot); state.isSome()):
|
|
return state.get()
|
|
else:
|
|
error "Block from block pool not found in db", root = b.root
|
|
b = b.parent
|
|
|
|
|
|
proc preInit*(
|
|
T: type BlockPool, db: BeaconChainDB, state: BeaconState, blck: BeaconBlock) =
|
|
# write a genesis state, the way the BlockPool expects it to be stored in
|
|
# database
|
|
# TODO probably should just init a blockpool with the freshly written
|
|
# state - but there's more refactoring needed to make it nice - doing
|
|
# a minimal patch for now..
|
|
let
|
|
blockRoot = signed_root(blck)
|
|
|
|
notice "Creating new database from snapshot",
|
|
blockRoot = shortLog(blockRoot),
|
|
stateRoot = shortLog(blck.state_root),
|
|
fork = state.fork,
|
|
validators = state.validator_registry.len()
|
|
|
|
db.putState(state)
|
|
db.putBlock(blck)
|
|
db.putTailBlock(blockRoot)
|
|
db.putHeadBlock(blockRoot)
|
|
db.putStateRoot(blockRoot, blck.slot, blck.state_root)
|