lbcd/blockchain/thresholdstate.go
Dave Collins 712399c0db
blockchain: Correct startup threshold state warns.
The thresholdState and deploymentState functions expect the block node
for the block prior to which the threshold state is calculated, however
the startup code which checked the threshold states was using the
current best node instead of its parent.

While here, also update the comments and rename a couple of variables to
help make this fact more clear.
2016-12-03 13:42:26 -06:00

323 lines
11 KiB
Go

// Copyright (c) 2016 The btcsuite developers
// Use of this source code is governed by an ISC
// license that can be found in the LICENSE file.
package blockchain
import (
"fmt"
"github.com/btcsuite/btcd/chaincfg/chainhash"
)
// ThresholdState define the various threshold states used when voting on
// consensus changes.
type ThresholdState byte
// These constants are used to identify specific threshold states.
//
// NOTE: This section specifically does not use iota for the individual states
// since these values are serialized and must be stable for long-term storage.
const (
// ThresholdDefined is the first state for each deployment and is the
// state for the genesis block has by defintion for all deployments.
ThresholdDefined ThresholdState = 0
// ThresholdStarted is the state for a deployment once its start time
// has been reached.
ThresholdStarted ThresholdState = 1
// ThresholdLockedIn is the state for a deployment during the retarget
// period which is after the ThresholdStarted state period and the
// number of blocks that have voted for the deployment equal or exceed
// the required number of votes for the deployment.
ThresholdLockedIn ThresholdState = 2
// ThresholdActive is the state for a deployment for all blocks after a
// retarget period in which the deployment was in the ThresholdLockedIn
// state.
ThresholdActive ThresholdState = 3
// ThresholdFailed is the state for a deployment once its expiration
// time has been reached and it did not reach the ThresholdLockedIn
// state.
ThresholdFailed ThresholdState = 4
// numThresholdsStates is the maximum number of threshold states used in
// tests.
numThresholdsStates = iota
)
// thresholdStateStrings is a map of ThresholdState values back to their
// constant names for pretty printing.
var thresholdStateStrings = map[ThresholdState]string{
ThresholdDefined: "ThresholdDefined",
ThresholdStarted: "ThresholdStarted",
ThresholdLockedIn: "ThresholdLockedIn",
ThresholdActive: "ThresholdActive",
ThresholdFailed: "ThresholdFailed",
}
// String returns the ThresholdState as a human-readable name.
func (t ThresholdState) String() string {
if s := thresholdStateStrings[t]; s != "" {
return s
}
return fmt.Sprintf("Unknown ThresholdState (%d)", int(t))
}
// thresholdConditionChecker provides a generic interface that is invoked to
// determine when a consensus rule change threshold should be changed.
type thresholdConditionChecker interface {
// BeginTime returns the unix timestamp for the median block time after
// which voting on a rule change starts (at the next window).
BeginTime() uint64
// EndTime returns the unix timestamp for the median block time after
// which an attempted rule change fails if it has not already been
// locked in or activated.
EndTime() uint64
// RuleChangeActivationThreshold is the number of blocks for which the
// condition must be true in order to lock in a rule change.
RuleChangeActivationThreshold() uint32
// MinerConfirmationWindow is the number of blocks in each threshold
// state retarget window.
MinerConfirmationWindow() uint32
// Condition returns whether or not the rule change activation condition
// has been met. This typically involves checking whether or not the
// bit assocaited with the condition is set, but can be more complex as
// needed.
Condition(*blockNode) (bool, error)
}
// thresholdStateCache provides a type to cache the threshold states of each
// threshold window for a set of IDs. It also keeps track of which entries have
// been modified and therefore need to be written to the database.
type thresholdStateCache struct {
dbUpdates map[chainhash.Hash]ThresholdState
entries map[chainhash.Hash]ThresholdState
}
// Lookup returns the threshold state associated with the given hash along with
// a boolean that indicates whether or not it is valid.
func (c *thresholdStateCache) Lookup(hash chainhash.Hash) (ThresholdState, bool) {
state, ok := c.entries[hash]
return state, ok
}
// Update updates the cache to contain the provided hash to threshold state
// mapping while properly tracking needed updates flush changes to the database.
func (c *thresholdStateCache) Update(hash chainhash.Hash, state ThresholdState) {
if existing, ok := c.entries[hash]; ok && existing == state {
return
}
c.dbUpdates[hash] = state
c.entries[hash] = state
}
// MarkFlushed marks all of the current udpates as flushed to the database.
// This is useful so the caller can ensure the needed database updates are not
// lost until they have successfully been written to the database.
func (c *thresholdStateCache) MarkFlushed() {
for hash := range c.dbUpdates {
delete(c.dbUpdates, hash)
}
}
// newThresholdCaches returns a new array of caches to be used when calculating
// threshold states.
func newThresholdCaches(numCaches uint32) []thresholdStateCache {
caches := make([]thresholdStateCache, numCaches)
for i := 0; i < len(caches); i++ {
caches[i] = thresholdStateCache{
entries: make(map[chainhash.Hash]ThresholdState),
dbUpdates: make(map[chainhash.Hash]ThresholdState),
}
}
return caches
}
// thresholdState returns the current rule change threshold state for the block
// AFTER the given node and deployment ID. The cache is used to ensure the
// threshold states for previous windows are only calculated once.
//
// This function MUST be called with the chain state lock held (for writes).
func (b *BlockChain) thresholdState(prevNode *blockNode, checker thresholdConditionChecker, cache *thresholdStateCache) (ThresholdState, error) {
// The threshold state for the window that contains the genesis block is
// defined by definition.
confirmationWindow := int32(checker.MinerConfirmationWindow())
if prevNode == nil || (prevNode.height+1) < confirmationWindow {
return ThresholdDefined, nil
}
// Get the ancestor that is the last block of the previous confirmation
// window in order to get its threshold state. This can be done because
// the state is the same for all blocks within a given window.
var err error
prevNode, err = b.ancestorNode(prevNode, prevNode.height-
(prevNode.height+1)%confirmationWindow)
if err != nil {
return ThresholdFailed, err
}
// Iterate backwards through each of the previous confirmation windows
// to find the most recently cached threshold state.
var neededStates []*blockNode
for prevNode != nil {
// Nothing more to do if the state of the block is already
// cached.
if _, ok := cache.Lookup(*prevNode.hash); ok {
break
}
// The start and expiration times are based on the median block
// time, so calculate it now.
medianTime, err := b.calcPastMedianTime(prevNode)
if err != nil {
return ThresholdFailed, err
}
// The state is simply defined if the start time hasn't been
// been reached yet.
if uint64(medianTime.Unix()) < checker.BeginTime() {
cache.Update(*prevNode.hash, ThresholdDefined)
break
}
// Add this node to the list of nodes that need the state
// calculated and cached.
neededStates = append(neededStates, prevNode)
// Get the ancestor that is the last block of the previous
// confirmation window.
prevNode, err = b.ancestorNode(prevNode, prevNode.height-
confirmationWindow)
if err != nil {
return ThresholdFailed, err
}
}
// Start with the threshold state for the most recent confirmation
// window that has a cached state.
state := ThresholdDefined
if prevNode != nil {
var ok bool
state, ok = cache.Lookup(*prevNode.hash)
if !ok {
return ThresholdFailed, AssertError(fmt.Sprintf(
"thresholdState: cache lookup failed for %v",
prevNode.hash))
}
}
// Since each threshold state depends on the state of the previous
// window, iterate starting from the oldest unknown window.
for neededNum := len(neededStates) - 1; neededNum >= 0; neededNum-- {
prevNode := neededStates[neededNum]
switch state {
case ThresholdDefined:
// The deployment of the rule change fails if it expires
// before it is accepted and locked in.
medianTime, err := b.calcPastMedianTime(prevNode)
if err != nil {
return ThresholdFailed, err
}
medianTimeUnix := uint64(medianTime.Unix())
if medianTimeUnix >= checker.EndTime() {
state = ThresholdFailed
break
}
// The state for the rule moves to the started state
// once its start time has been reached (and it hasn't
// already expired per the above).
if medianTimeUnix >= checker.BeginTime() {
state = ThresholdStarted
}
case ThresholdStarted:
// The deployment of the rule change fails if it expires
// before it is accepted and locked in.
medianTime, err := b.calcPastMedianTime(prevNode)
if err != nil {
return ThresholdFailed, err
}
if uint64(medianTime.Unix()) >= checker.EndTime() {
state = ThresholdFailed
break
}
// At this point, the rule change is still being voted
// on by the miners, so iterate backwards through the
// confirmation window to count all of the votes in it.
var count uint32
countNode := prevNode
for i := int32(0); i < confirmationWindow; i++ {
condition, err := checker.Condition(countNode)
if err != nil {
return ThresholdFailed, err
}
if condition {
count++
}
// Get the previous block node. This function
// is used over simply accessing countNode.parent
// directly as it will dynamically create
// previous block nodes as needed. This helps
// allow only the pieces of the chain that are
// needed to remain in memory.
countNode, err = b.getPrevNodeFromNode(countNode)
if err != nil {
return ThresholdFailed, err
}
}
// The state is locked in if the number of blocks in the
// period that voted for the rule change meets the
// activation threshold.
if count >= checker.RuleChangeActivationThreshold() {
state = ThresholdLockedIn
}
case ThresholdLockedIn:
// The new rule becomes active when its previous state
// was locked in.
state = ThresholdActive
// Nothing to do if the previous state is active or failed since
// they are both terminal states.
case ThresholdActive:
case ThresholdFailed:
}
// Update the cache to avoid recalculating the state in the
// future.
cache.Update(*prevNode.hash, state)
}
return state, nil
}
// ThresholdState returns the current rule change threshold state of the given
// deployment ID for the block AFTER then end of the current best chain.
//
// This function is safe for concurrent access.
func (b *BlockChain) ThresholdState(deploymentID uint32) (ThresholdState, error) {
if deploymentID > uint32(len(b.chainParams.Deployments)) {
return ThresholdFailed, DeploymentError(deploymentID)
}
deployment := &b.chainParams.Deployments[deploymentID]
checker := deploymentChecker{deployment: deployment, chain: b}
cache := &b.deploymentCaches[deploymentID]
b.chainLock.Lock()
state, err := b.thresholdState(b.bestNode, checker, cache)
b.chainLock.Unlock()
return state, err
}