Ban all peers for all block script failures

This eliminates a discrepancy between block validation with multiple
script check threads, versus a single script check thread.
This commit is contained in:
Suhas Daftuar 2019-04-16 12:38:14 -04:00
parent 7b999103e2
commit 6a7f8777a0

View file

@ -1998,9 +1998,13 @@ bool CChainState::ConnectBlock(const CBlock& block, CValidationState& state, CBl
{ {
std::vector<CScriptCheck> vChecks; std::vector<CScriptCheck> vChecks;
bool fCacheResults = fJustCheck; /* Don't cache results if we're actually connecting blocks (still consult the cache, though) */ bool fCacheResults = fJustCheck; /* Don't cache results if we're actually connecting blocks (still consult the cache, though) */
if (!CheckInputs(tx, state, view, fScriptChecks, flags, fCacheResults, fCacheResults, txdata[i], nScriptCheckThreads ? &vChecks : nullptr)) if (!CheckInputs(tx, state, view, fScriptChecks, flags, fCacheResults, fCacheResults, txdata[i], nScriptCheckThreads ? &vChecks : nullptr)) {
// With parallel script checks, we always set DoS to 100; do
// that here as well for simplicity (for now).
state.DoS(100, false, state.GetRejectCode(), state.GetRejectReason(), state.CorruptionPossible(), state.GetDebugMessage());
return error("ConnectBlock(): CheckInputs on %s failed with %s", return error("ConnectBlock(): CheckInputs on %s failed with %s",
tx.GetHash().ToString(), FormatStateMessage(state)); tx.GetHash().ToString(), FormatStateMessage(state));
}
control.Add(vChecks); control.Add(vChecks);
} }