stategen

package
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Published: May 16, 2020 License: GPL-3.0 Imports: 20 Imported by: 0

Documentation

Overview

Package stategen defines functions to regenerate beacon chain states by replaying blocks from a stored state checkpoint, useful for optimization and reducing a beacon node's resource consumption.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type State

type State struct {
	// contains filtered or unexported fields
}

State represents a management object that handles the internal logic of maintaining both hot and cold states in DB.

func New

func New(db db.NoHeadAccessDatabase, stateSummaryCache *cache.StateSummaryCache) *State

New returns a new state management object.

func (*State) ComputeStateUpToSlot

func (s *State) ComputeStateUpToSlot(ctx context.Context, targetSlot uint64) (*state.BeaconState, error)

ComputeStateUpToSlot returns a processed state up to input target slot. If the last processed block is at slot 32, given input target slot at 40, this returns processed state up to slot 40 via empty slots. If there's duplicated blocks in a single slot, the canonical block will be returned.

func (*State) DeleteHotStateInCache

func (s *State) DeleteHotStateInCache(root [32]byte)

DeleteHotStateInCache deletes the hot state entry from the cache.

func (*State) HasState

func (s *State) HasState(ctx context.Context, blockRoot [32]byte) bool

HasState returns true if the state exists in cache or in DB.

func (*State) LoadBlocks

func (s *State) LoadBlocks(ctx context.Context, startSlot uint64, endSlot uint64, endBlockRoot [32]byte) ([]*ethpb.SignedBeaconBlock, error)

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 (*State) MigrateToCold

func (s *State) MigrateToCold(ctx context.Context, finalizedSlot uint64, finalizedRoot [32]byte) error

MigrateToCold advances the split point in between the cold and hot state sections. It moves the recent finalized states from the hot section to the cold section and only preserve the ones that's on archived point.

func (*State) ReplayBlocks

func (s *State) ReplayBlocks(ctx context.Context, state *state.BeaconState, signed []*ethpb.SignedBeaconBlock, targetSlot uint64) (*state.BeaconState, error)

ReplayBlocks replays the input blocks on the input state until the target slot is reached.

func (*State) Resume

func (s *State) Resume(ctx context.Context) (*state.BeaconState, error)

Resume resumes a new state management object from previously saved finalized check point in DB.

func (*State) SaveState

func (s *State) SaveState(ctx context.Context, root [32]byte, state *state.BeaconState) error

SaveState saves the state in the DB. It knows which cold and hot state section the input state should belong to.

func (*State) StateByRoot

func (s *State) StateByRoot(ctx context.Context, blockRoot [32]byte) (*state.BeaconState, error)

StateByRoot retrieves the state from DB using input block root. It retrieves state from the hot section if the state summary slot is below the split point cut off.

func (*State) StateByRootInitialSync

func (s *State) StateByRootInitialSync(ctx context.Context, blockRoot [32]byte) (*state.BeaconState, error)

StateByRootInitialSync retrieves the state from the DB for the initial syncing phase. It assumes initial syncing using a block list rather than a block tree hence the returned state is not copied. Do not use this method for anything other than initial syncing purpose or block tree is applied.

func (*State) StateBySlot

func (s *State) StateBySlot(ctx context.Context, slot uint64) (*state.BeaconState, error)

StateBySlot retrieves the state from DB using input slot. It retrieves state from the cold section if the input slot is below the split point cut off. Note: `StateByRoot` is preferred over this. Retrieving state by root `StateByRoot` is more performant than retrieving by slot.

func (*State) StateSummaryExists

func (s *State) StateSummaryExists(ctx context.Context, blockRoot [32]byte) bool

StateSummaryExists returns true if the corresponding state summary of the input block root either exists in the DB or in the cache.

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