Update after each transition instead of at the end.
Updating the state /after/ the entire transition creates invalid receipts.
This commit is contained in:
parent
731f55a05d
commit
5ea7598408
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@ -127,6 +127,9 @@ done:
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// Notify all subscribers
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// Notify all subscribers
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self.Ethereum.Reactor().Post("newTx:post", tx)
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self.Ethereum.Reactor().Post("newTx:post", tx)
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// Update the state with pending changes
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state.Update()
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txGas.Sub(txGas, st.gas)
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txGas.Sub(txGas, st.gas)
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accumelative := new(big.Int).Set(totalUsedGas.Add(totalUsedGas, txGas))
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accumelative := new(big.Int).Set(totalUsedGas.Add(totalUsedGas, txGas))
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receipt := &Receipt{tx, ethutil.CopyBytes(state.Root().([]byte)), accumelative}
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receipt := &Receipt{tx, ethutil.CopyBytes(state.Root().([]byte)), accumelative}
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@ -135,8 +138,6 @@ done:
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handled = append(handled, tx)
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handled = append(handled, tx)
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}
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}
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fmt.Println("################# MADE\n", receipts, "\n############################")
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parent.GasUsed = totalUsedGas
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parent.GasUsed = totalUsedGas
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return receipts, handled, unhandled, err
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return receipts, handled, unhandled, err
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@ -154,7 +155,7 @@ func (sm *StateManager) Process(block *Block, dontReact bool) error {
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}
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}
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// Block processing and validating with a given (temporarily) state
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// Block processing and validating with a given (temporarily) state
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func (sm *StateManager) ProcessBlock(state *State, parent, block *Block, dontReact bool) error {
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func (sm *StateManager) ProcessBlock(state *State, parent, block *Block, dontReact bool) (err error) {
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// Processing a blocks may never happen simultaneously
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// Processing a blocks may never happen simultaneously
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sm.mutex.Lock()
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sm.mutex.Lock()
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defer sm.mutex.Unlock()
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defer sm.mutex.Unlock()
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@ -175,32 +176,42 @@ func (sm *StateManager) ProcessBlock(state *State, parent, block *Block, dontRea
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if !sm.bc.HasBlock(block.PrevHash) && sm.bc.CurrentBlock != nil {
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if !sm.bc.HasBlock(block.PrevHash) && sm.bc.CurrentBlock != nil {
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return ParentError(block.PrevHash)
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return ParentError(block.PrevHash)
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}
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}
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fmt.Println(block.Receipts())
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coinbase := state.GetOrNewStateObject(block.Coinbase)
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coinbase := state.GetOrNewStateObject(block.Coinbase)
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coinbase.SetGasPool(block.CalcGasLimit(parent))
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coinbase.SetGasPool(block.CalcGasLimit(parent))
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fmt.Println(block.Receipts())
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// Process the transactions on to current block
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// Process the transactions on to current block
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sm.ProcessTransactions(coinbase, state, block, parent, block.Transactions())
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receipts, _, _, _ := sm.ProcessTransactions(coinbase, state, block, parent, block.Transactions())
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defer func() {
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if err != nil {
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if len(receipts) == len(block.Receipts()) {
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for i, receipt := range block.Receipts() {
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ethutil.Config.Log.Debugf("diff (r) %v ~ %x <=> (c) %v ~ %x (%x)\n", receipt.CumulativeGasUsed, receipt.PostState[0:4], receipts[i].CumulativeGasUsed, receipts[i].PostState[0:4], receipt.Tx.Hash())
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}
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} else {
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ethutil.Config.Log.Debugln("Unable to print receipt diff. Length didn't match", len(receipts), "for", len(block.Receipts()))
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}
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}
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}()
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// Block validation
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// Block validation
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if err := sm.ValidateBlock(block); err != nil {
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if err = sm.ValidateBlock(block); err != nil {
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fmt.Println("[SM] Error validating block:", err)
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fmt.Println("[SM] Error validating block:", err)
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return err
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return err
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}
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}
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// I'm not sure, but I don't know if there should be thrown
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// I'm not sure, but I don't know if there should be thrown
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// any errors at this time.
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// any errors at this time.
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if err := sm.AccumelateRewards(state, block); err != nil {
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if err = sm.AccumelateRewards(state, block); err != nil {
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fmt.Println("[SM] Error accumulating reward", err)
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fmt.Println("[SM] Error accumulating reward", err)
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return err
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return err
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}
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}
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// Update the state with pending changes
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state.Update()
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if !block.State().Cmp(state) {
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if !block.State().Cmp(state) {
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return fmt.Errorf("Invalid merkle root.\nrec: %x\nis: %x", block.State().trie.Root, state.trie.Root)
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err = fmt.Errorf("Invalid merkle root.\nrec: %x\nis: %x", block.State().trie.Root, state.trie.Root)
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return
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}
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}
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// Calculate the new total difficulty and sync back to the db
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// Calculate the new total difficulty and sync back to the db
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