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https://github.com/btcsuite/btcd.git
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54f6fa948e
In this commit, we extract the BIP 9 state transition logic from the thresholdState method into a new thresholdStateTransition function that allows us to test all the defined state transitions, including the modified "speedy trial" logic.
422 lines
14 KiB
Go
422 lines
14 KiB
Go
// Copyright (c) 2016-2017 The btcsuite developers
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// Use of this source code is governed by an ISC
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// license that can be found in the LICENSE file.
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package blockchain
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import (
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"fmt"
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"time"
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"github.com/btcsuite/btcd/chaincfg/chainhash"
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"github.com/btcsuite/btcd/wire"
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)
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// ThresholdState define the various threshold states used when voting on
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// consensus changes.
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type ThresholdState byte
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// These constants are used to identify specific threshold states.
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const (
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// ThresholdDefined is the first state for each deployment and is the
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// state for the genesis block has by definition for all deployments.
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ThresholdDefined ThresholdState = iota
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// ThresholdStarted is the state for a deployment once its start time
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// has been reached.
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ThresholdStarted
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// ThresholdLockedIn is the state for a deployment during the retarget
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// period which is after the ThresholdStarted state period and the
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// number of blocks that have voted for the deployment equal or exceed
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// the required number of votes for the deployment.
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ThresholdLockedIn
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// ThresholdActive is the state for a deployment for all blocks after a
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// retarget period in which the deployment was in the ThresholdLockedIn
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// state.
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ThresholdActive
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// ThresholdFailed is the state for a deployment once its expiration
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// time has been reached and it did not reach the ThresholdLockedIn
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// state.
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ThresholdFailed
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// numThresholdsStates is the maximum number of threshold states used in
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// tests.
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numThresholdsStates
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)
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// thresholdStateStrings is a map of ThresholdState values back to their
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// constant names for pretty printing.
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var thresholdStateStrings = map[ThresholdState]string{
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ThresholdDefined: "ThresholdDefined",
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ThresholdStarted: "ThresholdStarted",
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ThresholdLockedIn: "ThresholdLockedIn",
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ThresholdActive: "ThresholdActive",
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ThresholdFailed: "ThresholdFailed",
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}
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// String returns the ThresholdState as a human-readable name.
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func (t ThresholdState) String() string {
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if s := thresholdStateStrings[t]; s != "" {
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return s
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}
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return fmt.Sprintf("Unknown ThresholdState (%d)", int(t))
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}
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// thresholdConditionChecker provides a generic interface that is invoked to
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// determine when a consensus rule change threshold should be changed.
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type thresholdConditionChecker interface {
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// HasStarted returns true if based on the passed block blockNode the
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// consensus is eligible for deployment.
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HasStarted(*blockNode) bool
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// HasEnded returns true if the target consensus rule change has
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// expired or timed out.
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HasEnded(*blockNode) bool
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// RuleChangeActivationThreshold is the number of blocks for which the
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// condition must be true in order to lock in a rule change.
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RuleChangeActivationThreshold() uint32
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// MinerConfirmationWindow is the number of blocks in each threshold
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// state retarget window.
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MinerConfirmationWindow() uint32
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// EligibleToActivate returns true if a custom deployment can
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// transition from the LockedIn to the Active state. For normal
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// deployments, this always returns true. However, some deployments add
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// extra rules like a minimum activation height, which can be
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// abstracted into a generic arbitrary check at the final state via
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// this method.
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EligibleToActivate(*blockNode) bool
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// IsSpeedy returns true if this is to be a "speedy" deployment. A
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// speedy deployment differs from a regular one in that only after a
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// miner block confirmation window can the deployment expire.
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IsSpeedy() bool
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// Condition returns whether or not the rule change activation
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// condition has been met. This typically involves checking whether or
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// not the bit associated with the condition is set, but can be more
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// complex as needed.
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Condition(*blockNode) (bool, error)
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}
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// thresholdStateCache provides a type to cache the threshold states of each
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// threshold window for a set of IDs.
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type thresholdStateCache struct {
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entries map[chainhash.Hash]ThresholdState
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}
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// Lookup returns the threshold state associated with the given hash along with
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// a boolean that indicates whether or not it is valid.
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func (c *thresholdStateCache) Lookup(hash *chainhash.Hash) (ThresholdState, bool) {
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state, ok := c.entries[*hash]
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return state, ok
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}
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// Update updates the cache to contain the provided hash to threshold state
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// mapping.
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func (c *thresholdStateCache) Update(hash *chainhash.Hash, state ThresholdState) {
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c.entries[*hash] = state
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}
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// newThresholdCaches returns a new array of caches to be used when calculating
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// threshold states.
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func newThresholdCaches(numCaches uint32) []thresholdStateCache {
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caches := make([]thresholdStateCache, numCaches)
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for i := 0; i < len(caches); i++ {
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caches[i] = thresholdStateCache{
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entries: make(map[chainhash.Hash]ThresholdState),
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}
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}
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return caches
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}
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// PastMedianTime returns the past median time from the PoV of the passed block
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// header. The past median time is the median time of the 11 blocks prior to
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// the passed block header.
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//
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// NOTE: This is part of the chainfg.BlockClock interface
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func (b *BlockChain) PastMedianTime(blockHeader *wire.BlockHeader) (time.Time, error) {
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prevHash := blockHeader.PrevBlock
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prevNode := b.index.LookupNode(&prevHash)
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// If we can't find the previous node, then we can't compute the block
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// time since it requires us to walk backwards from this node.
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if prevNode == nil {
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return time.Time{}, fmt.Errorf("blockHeader(%v) has no "+
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"previous node", blockHeader.BlockHash())
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}
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blockNode := newBlockNode(blockHeader, prevNode)
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return blockNode.CalcPastMedianTime(), nil
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}
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// thresholdStateTransition given a state, a previous node, and a toeholds
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// checker, this function transitions to the next state as defined by BIP 009.
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// This state transition function is also aware of the "speedy trial"
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// modifications made to BIP 0009 as part of the taproot softfork activation.
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func thresholdStateTransition(state ThresholdState, prevNode *blockNode,
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checker thresholdConditionChecker,
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confirmationWindow int32) (ThresholdState, error) {
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switch state {
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case ThresholdDefined:
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// The deployment of the rule change fails if it
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// expires before it is accepted and locked in. However
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// speed deployments can only transition to failed
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// after a confirmation window.
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if !checker.IsSpeedy() && checker.HasEnded(prevNode) {
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state = ThresholdFailed
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break
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}
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// The state for the rule moves to the started state
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// once its start time has been reached (and it hasn't
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// already expired per the above).
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if checker.HasStarted(prevNode) {
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state = ThresholdStarted
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}
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case ThresholdStarted:
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// The deployment of the rule change fails if it
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// expires before it is accepted and locked in, but
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// only if this deployment isn't speedy.
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if !checker.IsSpeedy() && checker.HasEnded(prevNode) {
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state = ThresholdFailed
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break
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}
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// At this point, the rule change is still being voted
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// on by the miners, so iterate backwards through the
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// confirmation window to count all of the votes in it.
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var count uint32
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countNode := prevNode
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for i := int32(0); i < confirmationWindow; i++ {
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condition, err := checker.Condition(countNode)
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if err != nil {
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return ThresholdFailed, err
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}
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if condition {
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count++
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}
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// Get the previous block node.
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countNode = countNode.parent
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}
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switch {
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// The state is locked in if the number of blocks in the
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// period that voted for the rule change meets the
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// activation threshold.
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case count >= checker.RuleChangeActivationThreshold():
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state = ThresholdLockedIn
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// If this is a speedy deployment, we didn't meet the
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// threshold above, and the deployment has expired, then
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// we transition to failed.
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case checker.IsSpeedy() && checker.HasEnded(prevNode):
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state = ThresholdFailed
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}
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case ThresholdLockedIn:
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// At this point, we'll consult the deployment see if a
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// custom deployment has any other arbitrary conditions
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// that need to pass before execution. This might be a
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// minimum activation height or another policy.
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//
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// If we aren't eligible to active yet, then we'll just
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// stay in the locked in position.
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if !checker.EligibleToActivate(prevNode) {
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state = ThresholdLockedIn
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} else {
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// The new rule becomes active when its
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// previous state was locked in assuming it's
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// now eligible to activate.
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state = ThresholdActive
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}
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// Nothing to do if the previous state is active or failed since
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// they are both terminal states.
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case ThresholdActive:
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case ThresholdFailed:
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}
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return state, nil
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}
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// thresholdState returns the current rule change threshold state for the block
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// AFTER the given node and deployment ID. The cache is used to ensure the
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// threshold states for previous windows are only calculated once.
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//
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// This function MUST be called with the chain state lock held (for writes).
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func (b *BlockChain) thresholdState(prevNode *blockNode, checker thresholdConditionChecker, cache *thresholdStateCache) (ThresholdState, error) {
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// The threshold state for the window that contains the genesis block is
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// defined by definition.
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confirmationWindow := int32(checker.MinerConfirmationWindow())
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if prevNode == nil || (prevNode.height+1) < confirmationWindow {
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return ThresholdDefined, nil
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}
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// Get the ancestor that is the last block of the previous confirmation
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// window in order to get its threshold state. This can be done because
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// the state is the same for all blocks within a given window.
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prevNode = prevNode.Ancestor(prevNode.height -
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(prevNode.height+1)%confirmationWindow)
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// Iterate backwards through each of the previous confirmation windows
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// to find the most recently cached threshold state.
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var neededStates []*blockNode
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for prevNode != nil {
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// Nothing more to do if the state of the block is already
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// cached.
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if _, ok := cache.Lookup(&prevNode.hash); ok {
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break
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}
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// The state is simply defined if the start time hasn't been
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// been reached yet.
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if !checker.HasStarted(prevNode) {
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cache.Update(&prevNode.hash, ThresholdDefined)
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break
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}
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// Add this node to the list of nodes that need the state
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// calculated and cached.
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neededStates = append(neededStates, prevNode)
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// Get the ancestor that is the last block of the previous
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// confirmation window.
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prevNode = prevNode.RelativeAncestor(confirmationWindow)
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}
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// Start with the threshold state for the most recent confirmation
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// window that has a cached state.
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state := ThresholdDefined
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if prevNode != nil {
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var ok bool
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state, ok = cache.Lookup(&prevNode.hash)
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if !ok {
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return ThresholdFailed, AssertError(fmt.Sprintf(
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"thresholdState: cache lookup failed for %v",
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prevNode.hash))
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}
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}
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// Since each threshold state depends on the state of the previous
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// window, iterate starting from the oldest unknown window.
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var err error
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for neededNum := len(neededStates) - 1; neededNum >= 0; neededNum-- {
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prevNode := neededStates[neededNum]
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// Based on the current state, the previous node, and the
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// condition checker, transition to the next threshold state.
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state, err = thresholdStateTransition(
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state, prevNode, checker, confirmationWindow,
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)
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if err != nil {
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return state, err
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}
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// Update the cache to avoid recalculating the state in the
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// future.
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cache.Update(&prevNode.hash, state)
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}
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return state, nil
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}
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// ThresholdState returns the current rule change threshold state of the given
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// deployment ID for the block AFTER the end of the current best chain.
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//
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// This function is safe for concurrent access.
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func (b *BlockChain) ThresholdState(deploymentID uint32) (ThresholdState, error) {
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b.chainLock.Lock()
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state, err := b.deploymentState(b.bestChain.Tip(), deploymentID)
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b.chainLock.Unlock()
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return state, err
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}
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// IsDeploymentActive returns true if the target deploymentID is active, and
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// false otherwise.
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//
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// This function is safe for concurrent access.
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func (b *BlockChain) IsDeploymentActive(deploymentID uint32) (bool, error) {
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b.chainLock.Lock()
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state, err := b.deploymentState(b.bestChain.Tip(), deploymentID)
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b.chainLock.Unlock()
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if err != nil {
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return false, err
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}
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return state == ThresholdActive, nil
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}
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// deploymentState returns the current rule change threshold for a given
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// deploymentID. The threshold is evaluated from the point of view of the block
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// node passed in as the first argument to this method.
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//
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// It is important to note that, as the variable name indicates, this function
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// expects the block node prior to the block for which the deployment state is
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// desired. In other words, the returned deployment state is for the block
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// AFTER the passed node.
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//
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// This function MUST be called with the chain state lock held (for writes).
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func (b *BlockChain) deploymentState(prevNode *blockNode, deploymentID uint32) (ThresholdState, error) {
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if deploymentID > uint32(len(b.chainParams.Deployments)) {
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return ThresholdFailed, DeploymentError(deploymentID)
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}
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deployment := &b.chainParams.Deployments[deploymentID]
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checker := deploymentChecker{deployment: deployment, chain: b}
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cache := &b.deploymentCaches[deploymentID]
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return b.thresholdState(prevNode, checker, cache)
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}
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// initThresholdCaches initializes the threshold state caches for each warning
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// bit and defined deployment and provides warnings if the chain is current per
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// the warnUnknownRuleActivations function.
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func (b *BlockChain) initThresholdCaches() error {
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// Initialize the warning and deployment caches by calculating the
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// threshold state for each of them. This will ensure the caches are
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// populated and any states that needed to be recalculated due to
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// definition changes is done now.
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prevNode := b.bestChain.Tip().parent
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for bit := uint32(0); bit < vbNumBits; bit++ {
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checker := bitConditionChecker{bit: bit, chain: b}
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cache := &b.warningCaches[bit]
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_, err := b.thresholdState(prevNode, checker, cache)
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if err != nil {
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return err
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}
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}
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for id := 0; id < len(b.chainParams.Deployments); id++ {
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deployment := &b.chainParams.Deployments[id]
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cache := &b.deploymentCaches[id]
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checker := deploymentChecker{deployment: deployment, chain: b}
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_, err := b.thresholdState(prevNode, checker, cache)
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if err != nil {
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return err
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}
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}
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// No warnings about unknown rules until the chain is current.
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if b.isCurrent() {
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bestNode := b.bestChain.Tip()
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// Warn if any unknown new rules are either about to activate or
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// have already been activated.
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if err := b.warnUnknownRuleActivations(bestNode); err != nil {
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return err
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}
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}
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return nil
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}
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