fix: state: short-circuit genesis state computation

This commit is contained in:
Aayush 2023-03-06 15:38:46 -05:00
parent c3e1d26ddf
commit 54e7fa8f70
2 changed files with 8 additions and 8 deletions

View File

@ -331,6 +331,14 @@ func (t *TipSetExecutor) ExecuteTipSet(ctx context.Context,
}
}
if ts.Height() == 0 {
// NB: This is here because the process that executes blocks requires that the
// block miner reference a valid miner in the state tree. Unless we create some
// magical genesis miner, this won't work properly, so we short circuit here
// This avoids the question of 'who gets paid the genesis block reward'
return blks[0].ParentStateRoot, blks[0].ParentMessageReceipts, nil
}
var parentEpoch abi.ChainEpoch
pstate := blks[0].ParentStateRoot
if blks[0].Height > 0 {

View File

@ -52,14 +52,6 @@ func (sm *StateManager) TipSetState(ctx context.Context, ts *types.TipSet) (st c
sm.stlk.Unlock()
if ts.Height() == 0 {
// NB: This is here because the process that executes blocks requires that the
// block miner reference a valid miner in the state tree. Unless we create some
// magical genesis miner, this won't work properly, so we short circuit here
// This avoids the question of 'who gets paid the genesis block reward'
return ts.Blocks()[0].ParentStateRoot, ts.Blocks()[0].ParentMessageReceipts, nil
}
st, rec, err = sm.tsExec.ExecuteTipSet(ctx, sm, ts, sm.tsExecMonitor, false)
if err != nil {
return cid.Undef, cid.Undef, err