package chaos import ( "github.com/filecoin-project/go-address" "github.com/filecoin-project/go-state-types/abi" "github.com/filecoin-project/go-state-types/exitcode" "github.com/filecoin-project/specs-actors/actors/builtin" "github.com/filecoin-project/specs-actors/actors/runtime" "github.com/filecoin-project/specs-actors/actors/util/adt" "github.com/ipfs/go-cid" typegen "github.com/whyrusleeping/cbor-gen" ) //go:generate go run ./gen // Actor is a chaos actor. It implements a variety of illegal behaviours that // trigger violations of VM invariants. These behaviours are not found in // production code, but are important to test that the VM constraints are // properly enforced. // // The chaos actor is being incubated and its behaviour and ABI be standardised // shortly. Its CID is ChaosActorCodeCID, and its singleton address is 98 (Address). // It cannot be instantiated via the init actor, and its constructor panics. // // Test vectors relying on the chaos actor being deployed will carry selector // "chaos_actor:true". type Actor struct{} // CallerValidationBranch is an enum used to select a branch in the // CallerValidation method. type CallerValidationBranch int64 const ( CallerValidationBranchNone CallerValidationBranch = iota CallerValidationBranchTwice CallerValidationBranchAddrNilSet CallerValidationBranchTypeNilSet ) // MutateStateBranch is an enum used to select the type of state mutation to attempt. type MutateStateBranch int64 const ( // MutateInTransaction legally mutates state within a transaction. MutateInTransaction MutateStateBranch = iota // MutateReadonly ILLEGALLY mutates readonly state. MutateReadonly // MutateAfterTransaction ILLEGALLY mutates state after a transaction. MutateAfterTransaction ) const ( _ = 0 // skip zero iota value; first usage of iota gets 1. MethodCallerValidation = builtin.MethodConstructor + iota MethodCreateActor MethodResolveAddress // MethodDeleteActor is the identifier for the method that deletes this actor. MethodDeleteActor // MethodSend is the identifier for the method that sends a message to another actor. MethodSend // MethodMutateState is the identifier for the method that attempts to mutate // a state value in the actor. MethodMutateState ) // Exports defines the methods this actor exposes publicly. func (a Actor) Exports() []interface{} { return []interface{}{ builtin.MethodConstructor: a.Constructor, MethodCallerValidation: a.CallerValidation, MethodCreateActor: a.CreateActor, MethodResolveAddress: a.ResolveAddress, MethodDeleteActor: a.DeleteActor, MethodSend: a.Send, MethodMutateState: a.MutateState, } } var _ runtime.Invokee = Actor{} // SendArgs are the arguments for the Send method. type SendArgs struct { To address.Address Value abi.TokenAmount Method abi.MethodNum Params []byte } // SendReturn is the return values for the Send method. type SendReturn struct { Return runtime.CBORBytes Code exitcode.ExitCode } // Send requests for this actor to send a message to an actor with the // passed parameters. func (a Actor) Send(rt runtime.Runtime, args *SendArgs) *SendReturn { rt.ValidateImmediateCallerAcceptAny() ret, code := rt.Send( args.To, args.Method, runtime.CBORBytes(args.Params), args.Value, ) var out runtime.CBORBytes if ret != nil { if err := ret.Into(&out); err != nil { rt.Abortf(exitcode.ErrIllegalState, "failed to unmarshal send return: %v", err) } } return &SendReturn{ Return: out, Code: code, } } // Constructor will panic because the Chaos actor is a singleton. func (a Actor) Constructor(_ runtime.Runtime, _ *adt.EmptyValue) *adt.EmptyValue { panic("constructor should not be called; the Chaos actor is a singleton actor") } // CallerValidation violates VM call validation constraints. // // CallerValidationBranchNone performs no validation. // CallerValidationBranchTwice validates twice. // CallerValidationBranchAddrNilSet validates against an empty caller // address set. // CallerValidationBranchTypeNilSet validates against an empty caller type set. func (a Actor) CallerValidation(rt runtime.Runtime, branch *typegen.CborInt) *adt.EmptyValue { switch CallerValidationBranch(*branch) { case CallerValidationBranchNone: case CallerValidationBranchTwice: rt.ValidateImmediateCallerAcceptAny() rt.ValidateImmediateCallerAcceptAny() case CallerValidationBranchAddrNilSet: rt.ValidateImmediateCallerIs() case CallerValidationBranchTypeNilSet: rt.ValidateImmediateCallerType() default: panic("invalid branch passed to CallerValidation") } return nil } // CreateActorArgs are the arguments to CreateActor. type CreateActorArgs struct { // UndefActorCID instructs us to use cid.Undef; we can't pass cid.Undef // in ActorCID because it doesn't serialize. UndefActorCID bool ActorCID cid.Cid // UndefAddress is the same as UndefActorCID but for Address. UndefAddress bool Address address.Address } // CreateActor creates an actor with the supplied CID and Address. func (a Actor) CreateActor(rt runtime.Runtime, args *CreateActorArgs) *adt.EmptyValue { rt.ValidateImmediateCallerAcceptAny() var ( acid = args.ActorCID addr = args.Address ) if args.UndefActorCID { acid = cid.Undef } if args.UndefAddress { addr = address.Undef } rt.CreateActor(acid, addr) return nil } // ResolveAddressResponse holds the response of a call to runtime.ResolveAddress type ResolveAddressResponse struct { Address address.Address Success bool } func (a Actor) ResolveAddress(rt runtime.Runtime, args *address.Address) *ResolveAddressResponse { rt.ValidateImmediateCallerAcceptAny() resolvedAddr, ok := rt.ResolveAddress(*args) if !ok { invalidAddr, _ := address.NewIDAddress(0) resolvedAddr = invalidAddr } return &ResolveAddressResponse{resolvedAddr, ok} } // DeleteActor deletes the executing actor from the state tree, transferring any // balance to beneficiary. func (a Actor) DeleteActor(rt runtime.Runtime, beneficiary *address.Address) *adt.EmptyValue { rt.ValidateImmediateCallerAcceptAny() rt.DeleteActor(*beneficiary) return nil } // MutateStateArgs specify the value to set on the state and the way in which // it should be attempted to be set. type MutateStateArgs struct { Value string Branch MutateStateBranch } // MutateState attempts to mutate a state value in the actor. func (a Actor) MutateState(rt runtime.Runtime, args *MutateStateArgs) *adt.EmptyValue { rt.ValidateImmediateCallerAcceptAny() var st State switch args.Branch { case MutateInTransaction: rt.State().Transaction(&st, func() { st.Value = args.Value }) case MutateReadonly: rt.State().Readonly(&st) st.Value = args.Value case MutateAfterTransaction: rt.State().Transaction(&st, func() { st.Value = args.Value + "-in" }) st.Value = args.Value default: panic("unknown mutation type") } return nil }