fix: reward actor processes null round states
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291d2fe2de
commit
ba7eaf3cc7
@ -119,7 +119,7 @@ func (p *Processor) Start(ctx context.Context) {
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// TODO special case genesis state handling here to avoid all the special cases that will be needed for it else where
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// before doing "normal" processing.
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actorChanges, err := p.collectActorChanges(ctx, toProcess)
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actorChanges, nullRounds, err := p.collectActorChanges(ctx, toProcess)
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if err != nil {
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log.Fatalw("Failed to collect actor changes", "error", err)
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}
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@ -141,7 +141,7 @@ func (p *Processor) Start(ctx context.Context) {
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})
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grp.Go(func() error {
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if err := p.HandleRewardChanges(ctx, actorChanges[builtin.RewardActorCodeID]); err != nil {
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if err := p.HandleRewardChanges(ctx, actorChanges[builtin.RewardActorCodeID], nullRounds); err != nil {
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return xerrors.Errorf("Failed to handle reward changes: %w", err)
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}
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return nil
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@ -191,7 +191,7 @@ func (p *Processor) refreshViews() error {
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return nil
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}
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func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.Cid]*types.BlockHeader) (map[cid.Cid]ActorTips, error) {
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func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.Cid]*types.BlockHeader) (map[cid.Cid]ActorTips, []types.TipSetKey, error) {
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start := time.Now()
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defer func() {
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log.Debugw("Collected Actor Changes", "duration", time.Since(start).String())
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@ -204,6 +204,9 @@ func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.C
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var changes map[string]types.Actor
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actorsSeen := map[cid.Cid]struct{}{}
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var nullRounds []types.TipSetKey
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var nullBlkMu sync.Mutex
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// collect all actor state that has changes between block headers
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paDone := 0
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parmap.Par(50, parmap.MapArr(toProcess), func(bh *types.BlockHeader) {
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@ -217,6 +220,12 @@ func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.C
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panic(err)
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}
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if pts.ParentState().Equals(bh.ParentStateRoot) {
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nullBlkMu.Lock()
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nullRounds = append(nullRounds, pts.Key())
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nullBlkMu.Unlock()
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}
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// collect all actors that had state changes between the blockheader parent-state and its grandparent-state.
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// TODO: changes will contain deleted actors, this causes needless processing further down the pipeline, consider
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// a separate strategy for deleted actors
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@ -232,12 +241,12 @@ func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.C
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addr, err := address.NewFromString(a)
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if err != nil {
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panic(err)
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log.Fatal(err.Error())
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}
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ast, err := p.node.StateReadState(ctx, addr, pts.Key())
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if err != nil {
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panic(err)
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log.Fatal(err.Error())
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}
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// TODO look here for an empty state, maybe thats a sign the actor was deleted?
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@ -267,7 +276,7 @@ func (p *Processor) collectActorChanges(ctx context.Context, toProcess map[cid.C
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outMu.Unlock()
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}
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})
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return out, nil
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return out, nullRounds, nil
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}
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func (p *Processor) unprocessedBlocks(ctx context.Context, batch int) (map[cid.Cid]*types.BlockHeader, error) {
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@ -8,10 +8,12 @@ import (
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"golang.org/x/sync/errgroup"
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"golang.org/x/xerrors"
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"github.com/filecoin-project/lotus/build"
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"github.com/filecoin-project/specs-actors/actors/abi/big"
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"github.com/filecoin-project/specs-actors/actors/builtin"
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"github.com/filecoin-project/specs-actors/actors/builtin/reward"
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"github.com/filecoin-project/lotus/build"
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"github.com/filecoin-project/lotus/chain/types"
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)
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type rewardActorInfo struct {
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@ -58,8 +60,8 @@ create table if not exists chain_power
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return tx.Commit()
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}
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func (p *Processor) HandleRewardChanges(ctx context.Context, rewardTips ActorTips) error {
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rewardChanges, err := p.processRewardActors(ctx, rewardTips)
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func (p *Processor) HandleRewardChanges(ctx context.Context, rewardTips ActorTips, nullRounds []types.TipSetKey) error {
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rewardChanges, err := p.processRewardActors(ctx, rewardTips, nullRounds)
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if err != nil {
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log.Fatalw("Failed to process reward actors", "error", err)
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}
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@ -71,7 +73,7 @@ func (p *Processor) HandleRewardChanges(ctx context.Context, rewardTips ActorTip
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return nil
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}
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func (p *Processor) processRewardActors(ctx context.Context, rewardTips ActorTips) ([]rewardActorInfo, error) {
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func (p *Processor) processRewardActors(ctx context.Context, rewardTips ActorTips, nullRounds []types.TipSetKey) ([]rewardActorInfo, error) {
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start := time.Now()
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defer func() {
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log.Debugw("Processed Reward Actors", "duration", time.Since(start).String())
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@ -104,6 +106,37 @@ func (p *Processor) processRewardActors(ctx context.Context, rewardTips ActorTip
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out = append(out, rw)
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}
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}
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for _, tsKey := range nullRounds {
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var rw rewardActorInfo
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tipset , err := p.node.ChainGetTipSet(ctx, tsKey)
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if err != nil {
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return nil, err
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}
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rw.common.tsKey = tipset.Key()
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rw.common.height = tipset.Height()
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rw.common.stateroot = tipset.ParentState()
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rw.common.parentTsKey = tipset.Parents()
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// get reward actor states at each tipset once for all updates
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rewardActor, err := p.node.StateGetActor(ctx, builtin.RewardActorAddr, tsKey)
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if err != nil {
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return nil, err
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}
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rewardStateRaw, err := p.node.ChainReadObj(ctx, rewardActor.Head)
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if err != nil {
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return nil, err
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}
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var rewardActorState reward.State
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if err := rewardActorState.UnmarshalCBOR(bytes.NewReader(rewardStateRaw)); err != nil {
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return nil, err
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}
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rw.baseBlockReward = rewardActorState.ThisEpochReward
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rw.baselinePower = rewardActorState.ThisEpochBaselinePower
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out = append(out, rw)
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}
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return out, nil
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}
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