package stategen import ( "context" "fmt" "github.com/pkg/errors" types "github.com/prysmaticlabs/eth2-types" transition "github.com/prysmaticlabs/prysm/beacon-chain/core/state" "github.com/prysmaticlabs/prysm/beacon-chain/db/filters" iface "github.com/prysmaticlabs/prysm/beacon-chain/state/interface" "github.com/prysmaticlabs/prysm/proto/interfaces" "github.com/prysmaticlabs/prysm/shared/bytesutil" "go.opencensus.io/trace" ) // ReplayBlocks replays the input blocks on the input state until the target slot is reached. func (s *State) ReplayBlocks( ctx context.Context, state iface.BeaconState, signed []interfaces.SignedBeaconBlock, targetSlot types.Slot, ) (iface.BeaconState, error) { ctx, span := trace.StartSpan(ctx, "stateGen.ReplayBlocks") defer span.End() var err error // The input block list is sorted in decreasing slots order. if len(signed) > 0 { for i := len(signed) - 1; i >= 0; i-- { if ctx.Err() != nil { return nil, ctx.Err() } if state.Slot() >= targetSlot { break } // A node shouldn't process the block if the block slot is lower than the state slot. if state.Slot() >= signed[i].Block().Slot() { continue } state, err = executeStateTransitionStateGen(ctx, state, signed[i]) if err != nil { return nil, err } } } // If there is skip slots at the end. if targetSlot > state.Slot() { state, err = processSlotsStateGen(ctx, state, targetSlot) if err != nil { return nil, err } } return state, nil } // LoadBlocks loads the blocks between start slot and end slot by recursively fetching from end block root. // The Blocks are returned in slot-descending order. func (s *State) LoadBlocks(ctx context.Context, startSlot, endSlot types.Slot, endBlockRoot [32]byte) ([]interfaces.SignedBeaconBlock, error) { // Nothing to load for invalid range. if endSlot < startSlot { return nil, fmt.Errorf("start slot %d >= end slot %d", startSlot, endSlot) } filter := filters.NewFilter().SetStartSlot(startSlot).SetEndSlot(endSlot) blocks, blockRoots, err := s.beaconDB.Blocks(ctx, filter) if err != nil { return nil, err } // The retrieved blocks and block roots have to be in the same length given same filter. if len(blocks) != len(blockRoots) { return nil, errors.New("length of blocks and roots don't match") } // Return early if there's no block given the input. length := len(blocks) if length == 0 { return nil, nil } // The last retrieved block root has to match input end block root. // Covers the edge case if there's multiple blocks on the same end slot, // the end root may not be the last index in `blockRoots`. for length >= 3 && blocks[length-1].Block().Slot() == blocks[length-2].Block().Slot() && blockRoots[length-1] != endBlockRoot { if ctx.Err() != nil { return nil, ctx.Err() } length-- if blockRoots[length-2] == endBlockRoot { length-- break } } if blockRoots[length-1] != endBlockRoot { return nil, errors.New("end block roots don't match") } filteredBlocks := []interfaces.SignedBeaconBlock{blocks[length-1]} // Starting from second to last index because the last block is already in the filtered block list. for i := length - 2; i >= 0; i-- { if ctx.Err() != nil { return nil, ctx.Err() } b := filteredBlocks[len(filteredBlocks)-1] if bytesutil.ToBytes32(b.Block().ParentRoot()) != blockRoots[i] { continue } filteredBlocks = append(filteredBlocks, blocks[i]) } return filteredBlocks, nil } // executeStateTransitionStateGen applies state transition on input historical state and block for state gen usages. // There's no signature verification involved given state gen only works with stored block and state in DB. // If the objects are already in stored in DB, one can omit redundant signature checks and ssz hashing calculations. // WARNING: This method should not be used on an unverified new block. func executeStateTransitionStateGen( ctx context.Context, state iface.BeaconState, signed interfaces.SignedBeaconBlock, ) (iface.BeaconState, error) { if ctx.Err() != nil { return nil, ctx.Err() } if signed == nil || signed.IsNil() || signed.Block().IsNil() { return nil, errUnknownBlock } ctx, span := trace.StartSpan(ctx, "stategen.ExecuteStateTransitionStateGen") defer span.End() var err error // Execute per slots transition. // Given this is for state gen, a node uses the version process slots without skip slots cache. state, err = processSlotsStateGen(ctx, state, signed.Block().Slot()) if err != nil { return nil, errors.Wrap(err, "could not process slot") } // Execute per block transition. // Given this is for state gen, a node only cares about the post state without proposer // and randao signature verifications. state, err = transition.ProcessBlockForStateRoot(ctx, state, signed) if err != nil { return nil, errors.Wrap(err, "could not process block") } return state, nil } // processSlotsStateGen to process old slots for state gen usages. // There's no skip slot cache involved given state gen only works with already stored block and state in DB. // WARNING: This method should not be used for future slot. func processSlotsStateGen(ctx context.Context, state iface.BeaconState, slot types.Slot) (iface.BeaconState, error) { ctx, span := trace.StartSpan(ctx, "stategen.ProcessSlotsStateGen") defer span.End() if state == nil || state.IsNil() { return nil, errUnknownState } if state.Slot() > slot { err := fmt.Errorf("expected state.slot %d < slot %d", state.Slot(), slot) return nil, err } if state.Slot() == slot { return state, nil } var err error for state.Slot() < slot { state, err = transition.ProcessSlot(ctx, state) if err != nil { return nil, errors.Wrap(err, "could not process slot") } if transition.CanProcessEpoch(state) { state, err = transition.ProcessEpochPrecompute(ctx, state) if err != nil { return nil, errors.Wrap(err, "could not process epoch with optimizations") } } if err := state.SetSlot(state.Slot() + 1); err != nil { return nil, err } } return state, nil } // This finds the last saved block in DB from searching backwards from input slot, // it returns the block root and the slot of the block. // This is used by both hot and cold state management. func (s *State) lastSavedBlock(ctx context.Context, slot types.Slot) ([32]byte, types.Slot, error) { ctx, span := trace.StartSpan(ctx, "stateGen.lastSavedBlock") defer span.End() // Handle the genesis case where the input slot is 0. if slot == 0 { gRoot, err := s.genesisRoot(ctx) if err != nil { return [32]byte{}, 0, err } return gRoot, 0, nil } lastSaved, err := s.beaconDB.HighestSlotBlocksBelow(ctx, slot+1) if err != nil { return [32]byte{}, 0, err } // Given this is used to query canonical block. There should only be one saved canonical block of a given slot. if len(lastSaved) != 1 { return [32]byte{}, 0, fmt.Errorf("highest saved block does not equal to 1, it equals to %d", len(lastSaved)) } if lastSaved[0] == nil || lastSaved[0].IsNil() || lastSaved[0].Block().IsNil() { return [32]byte{}, 0, nil } r, err := lastSaved[0].Block().HashTreeRoot() if err != nil { return [32]byte{}, 0, err } return r, lastSaved[0].Block().Slot(), nil } // This finds the last saved state in DB from searching backwards from input slot, // it returns the block root of the block which was used to produce the state. // This is used by both hot and cold state management. func (s *State) lastSavedState(ctx context.Context, slot types.Slot) (iface.ReadOnlyBeaconState, error) { ctx, span := trace.StartSpan(ctx, "stateGen.lastSavedState") defer span.End() // Handle the genesis case where the input slot is 0. if slot == 0 { return s.beaconDB.GenesisState(ctx) } lastSaved, err := s.beaconDB.HighestSlotStatesBelow(ctx, slot+1) if err != nil { return nil, err } // Given this is used to query canonical state. There should only be one saved canonical block of a given slot. if len(lastSaved) != 1 { return nil, fmt.Errorf("highest saved state does not equal to 1, it equals to %d", len(lastSaved)) } if lastSaved[0] == nil { return nil, errUnknownState } return lastSaved[0], nil } // This returns the genesis root. func (s *State) genesisRoot(ctx context.Context) ([32]byte, error) { b, err := s.beaconDB.GenesisBlock(ctx) if err != nil { return [32]byte{}, err } return b.Block().HashTreeRoot() } // Given the start slot and the end slot, this returns the finalized beacon blocks in between. // Since hot states don't have finalized blocks, this should ONLY be used for replaying cold state. func (s *State) loadFinalizedBlocks(ctx context.Context, startSlot, endSlot types.Slot) ([]interfaces.SignedBeaconBlock, error) { f := filters.NewFilter().SetStartSlot(startSlot).SetEndSlot(endSlot) bs, bRoots, err := s.beaconDB.Blocks(ctx, f) if err != nil { return nil, err } if len(bs) != len(bRoots) { return nil, errors.New("length of blocks and roots don't match") } fbs := make([]interfaces.SignedBeaconBlock, 0, len(bs)) for i := len(bs) - 1; i >= 0; i-- { if s.beaconDB.IsFinalizedBlock(ctx, bRoots[i]) { fbs = append(fbs, bs[i]) } } return fbs, nil }