prysm-pulse/beacon-chain/state/stategen/hot.go

142 lines
4.7 KiB
Go
Raw Normal View History

package stategen
import (
"context"
"encoding/hex"
"github.com/pkg/errors"
"github.com/prysmaticlabs/prysm/beacon-chain/core/helpers"
"github.com/prysmaticlabs/prysm/beacon-chain/state"
pb "github.com/prysmaticlabs/prysm/proto/beacon/p2p/v1"
"github.com/prysmaticlabs/prysm/shared/bytesutil"
"github.com/sirupsen/logrus"
"go.opencensus.io/trace"
)
// This saves a post finalized beacon state in the hot section of the DB. On the epoch boundary,
// it saves a full state. On an intermediate slot, it saves a back pointer to the
// nearest epoch boundary state.
func (s *State) saveHotState(ctx context.Context, blockRoot [32]byte, state *state.BeaconState) error {
ctx, span := trace.StartSpan(ctx, "stateGen.saveHotState")
defer span.End()
// If the hot state is already in cache, one can be sure the state was processed and in the DB.
if s.hotStateCache.Has(blockRoot) {
return nil
}
// Only on an epoch boundary slot, saves the whole state.
if helpers.IsEpochStart(state.Slot()) {
if err := s.beaconDB.SaveState(ctx, state, blockRoot); err != nil {
return err
}
log.WithFields(logrus.Fields{
"slot": state.Slot(),
"blockRoot": hex.EncodeToString(bytesutil.Trunc(blockRoot[:]))}).Info("Saved full state on epoch boundary")
}
// On an intermediate slots, save the hot state summary.
s.stateSummaryCache.Put(blockRoot, &pb.StateSummary{
Slot: state.Slot(),
Root: blockRoot[:],
})
// Store the copied state in the cache.
s.hotStateCache.Put(blockRoot, state)
return nil
}
// This loads a post finalized beacon state from the hot section of the DB. If necessary it will
// replay blocks starting from the nearest epoch boundary. It returns the beacon state that
// corresponds to the input block root.
func (s *State) loadHotStateByRoot(ctx context.Context, blockRoot [32]byte) (*state.BeaconState, error) {
ctx, span := trace.StartSpan(ctx, "stateGen.loadHotStateByRoot")
defer span.End()
// Load the hot state from cache.
cachedState := s.hotStateCache.Get(blockRoot)
if cachedState != nil {
return cachedState, nil
}
// Load the hot state from DB.
if s.beaconDB.HasState(ctx, blockRoot) {
return s.beaconDB.State(ctx, blockRoot)
}
summary, err := s.stateSummary(ctx, blockRoot)
if err != nil {
return nil, errors.Wrap(err, "could not get state summary")
}
// Since the hot state is not in cache nor DB, start replaying using the parent state which is
// retrieved using input block's parent root.
blk, err := s.beaconDB.Block(ctx, blockRoot)
if err != nil {
return nil, err
}
if blk == nil {
return nil, errUnknownBlock
}
startState, err := s.loadHotStateByRoot(ctx, bytesutil.ToBytes32(blk.Block.ParentRoot))
if err != nil {
return nil, err
}
if startState == nil {
return nil, errUnknownBoundaryState
}
// Don't need to replay the blocks if start state is the same state for the block root.
var hotState *state.BeaconState
targetSlot := summary.Slot
if targetSlot == startState.Slot() {
hotState = startState
} else {
blks, err := s.LoadBlocks(ctx, startState.Slot()+1, targetSlot, bytesutil.ToBytes32(summary.Root))
if err != nil {
return nil, errors.Wrap(err, "could not load blocks for hot state using root")
}
hotState, err = s.ReplayBlocks(ctx, startState, blks, targetSlot)
if err != nil {
return nil, errors.Wrap(err, "could not replay blocks for hot state using root")
}
}
// Save the copied state because the reference also returned in the end.
s.hotStateCache.Put(blockRoot, hotState.Copy())
return hotState, nil
}
// This loads a hot state by slot where the slot lies between the epoch boundary points.
// This is a slower implementation (versus ByRoot) as slot is the only argument. It require fetching
// all the blocks between the epoch boundary points for playback.
// Use `loadHotStateByRoot` unless you really don't know the root.
func (s *State) loadHotStateBySlot(ctx context.Context, slot uint64) (*state.BeaconState, error) {
ctx, span := trace.StartSpan(ctx, "stateGen.loadHotStateBySlot")
defer span.End()
// Return genesis state if slot is 0.
if slot == 0 {
return s.beaconDB.GenesisState(ctx)
}
// Gather last saved state, that is where node starts to replay the blocks.
startState, err := s.lastSavedState(ctx, slot)
// Gather the last saved block root and the slot number.
lastValidRoot, lastValidSlot, err := s.lastSavedBlock(ctx, slot)
if err != nil {
return nil, errors.Wrap(err, "could not get last valid block for hot state using slot")
}
// Load and replay blocks to get the intermediate state.
replayBlks, err := s.LoadBlocks(ctx, startState.Slot()+1, lastValidSlot, lastValidRoot)
if err != nil {
return nil, err
}
return s.ReplayBlocks(ctx, startState, replayBlks, slot)
}