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