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package identitychain
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import (
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"fmt"
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"math"
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"math/rand"
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"net"
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"os"
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"sync"
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"github.com/simple-rules/harmony-benchmark/log"
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"github.com/simple-rules/harmony-benchmark/node"
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"github.com/simple-rules/harmony-benchmark/p2p"
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)
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var mutex sync.Mutex
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var identityPerBlock = 100000
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// IdentityChain (Blockchain) keeps Identities per epoch, currently centralized!
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type IdentityChain struct {
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//Identities []*IdentityBlock //No need to have the identity block as of now
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Identities []*node.Node
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PendingIdentities []*node.Node
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log log.Logger
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Peer p2p.Peer
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SelectedIdentitites []*node.Node
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EpochNum int
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PeerToShardMap map[*node.Node]int
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ShardLeaderMap map[int]*node.Node
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PubKey string
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CurrentEpochStartTime int64
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NumberOfShards int
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NumberOfNodesInShard int
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PowMap map[p2p.Peer]string
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}
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func seekRandomNumber(EpochNum int, SelectedIdentitites []*node.Node) int {
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// Broadcast message to all nodes and collect back their numbers, do consensus and get a leader.
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// Use leader to generate a random number.
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//all here mocked
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// interact with "node" and "wait_node"
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return rand.Intn(1000)
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}
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//GlobalBlockchainConfig stores global level blockchain configurations.
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type GlobalBlockchainConfig struct {
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NumberOfShards int
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EpochTimeSecs int16
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MaxNodesInShard int
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}
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//Shard
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func (IDC *IdentityChain) Shard() {
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IDC.SelectIds()
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IDC.CreateShardAssignment()
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IDC.ElectLeaders()
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IDC.BroadCastNewConfiguration()
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}
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//ElectLeaders
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func (IDC *IdentityChain) ElectLeaders() {
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return
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}
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//BroadCastNewConfiguration
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func (IDC *IdentityChain) BroadCastNewConfiguration() {
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fmt.Println("Broadcasting leader and shard info to everyone!")
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// allPeers := make([]p2p.Peer, len(IDC.SelectedIdentitites))
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// msgToSend := proto.
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// p2p.BroadCastMessage(allPeers, msgToSend)
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}
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//CreateShardAssignment
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func (IDC *IdentityChain) CreateShardAssignment() {
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num := seekRandomNumber(IDC.EpochNum, IDC.SelectedIdentitites)
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IDC.NumberOfShards = IDC.NumberOfShards + needNewShards()
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IDC.generateRandomPermutations(num)
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IDC.PeerToShardMap = make(map[*node.Node]int)
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numberInOneShard := len(IDC.SelectedIdentitites) / IDC.NumberOfShards
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fmt.Println(len(IDC.SelectedIdentitites))
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for peerNum := 0; peerNum < len(IDC.SelectedIdentitites); peerNum++ {
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IDC.PeerToShardMap[IDC.SelectedIdentitites[peerNum]] = peerNum / numberInOneShard
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}
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}
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func (IDC *IdentityChain) generateRandomPermutations(num int) {
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src := rand.NewSource(int64(num))
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rnd := rand.New(src)
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perm := rnd.Perm(len(IDC.SelectedIdentitites))
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SelectedIdentititesCopy := make([]*node.Node, len(IDC.SelectedIdentitites))
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for j, i := range perm {
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SelectedIdentititesCopy[j] = IDC.SelectedIdentitites[i]
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}
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IDC.SelectedIdentitites = SelectedIdentititesCopy
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}
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// SelectIds as
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func (IDC *IdentityChain) SelectIds() {
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selectNumber := IDC.NumberOfNodesInShard - len(IDC.Identities)
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// Insert the lines below once you have a identity block
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// IB := IDC.GetLatestBlock()
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// currentIDS := IB.GetIdentities()
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currentIDS := IDC.Identities
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selectNumber = int(math.Min(float64(len(IDC.PendingIdentities)), float64(selectNumber)))
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pending := IDC.PendingIdentities[:selectNumber]
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IDC.SelectedIdentitites = append(currentIDS, pending...)
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IDC.PendingIdentities = []*node.Node{}
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}
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//Checks how many new shards we need. Currently we say 0.
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func needNewShards() int {
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return 0
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}
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//StartServer a server and process the request by a handler.
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func (IDC *IdentityChain) StartServer() {
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fmt.Println("Starting server...")
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IDC.log.Info("Starting IDC server...") //log.Info does nothing for me! (ak)
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IDC.listenOnPort()
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}
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func (IDC *IdentityChain) listenOnPort() {
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addr := net.JoinHostPort("", IDC.Peer.Port)
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listen, err := net.Listen("tcp4", addr)
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if err != nil {
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IDC.log.Crit("Socket listen port failed")
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os.Exit(1)
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} else {
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fmt.Println("Starting server...now listening")
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IDC.log.Info("Identity chain is now listening ..") //log.Info does nothing for me! (ak) remove this
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}
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defer listen.Close()
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for {
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conn, err := listen.Accept()
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if err != nil {
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IDC.log.Crit("Error listening on port. Exiting", IDC.Peer.Port)
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continue
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} else {
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fmt.Println("I am accepting connections now")
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}
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go IDC.IdentityChainHandler(conn)
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}
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}
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// New Create a new Node
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func New(Peer p2p.Peer) *IdentityChain {
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IDC := IdentityChain{}
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IDC.Peer = Peer
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IDC.log = log.New()
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IDC.NumberOfShards = 1 //to be filled via global config
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IDC.NumberOfNodesInShard = 500 //to be filled via global config
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IDC.Identities = make([]*node.Node, 0)
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IDC.PendingIdentities = make([]*node.Node, 0)
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IDC.SelectedIdentitites = make([]*node.Node, 0)
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IDC.PowMap = make(map[p2p.Peer]string)
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return &IDC
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}
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// -------------------------------------------------------------
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// The code below is needed when we have a actual identity block
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// GetLatestBlock gests the latest block at the end of the chain
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// func (IDC *IdentityChain) GetLatestBlock() *IdentityBlock {
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// if len(IDC.Identities) == 0 {
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// return nil
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// }
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// return IDC.Identities[len(IDC.Identities)-1]
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// }
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//UpdateIdentityChain is to create the Blocks to be added to the chain
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// func (IDC *IdentityChain) UpdateIdentityChain() {
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// //If there are no more Identities registring the blockchain is dead
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// if len(IDC.PendingIdentities) == 0 {
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// // This is abd, because previous block might not be alive
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// return
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// }
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// if len(IDC.Identities) == 0 {
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// block := NewGenesisBlock()
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// IDC.Identities = append(IDC.Identities, block)
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// } else {
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// prevBlock := IDC.GetLatestBlock()
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// prevBlockHash := prevBlock.CalculateBlockHash()
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// NewIdentities := IDC.PendingIdentities[:identityPerBlock]
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// IDC.PendingIdentities = []*node.Node{}
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// //All other blocks are dropped, we need to inform them that they are dropped?
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// IDBlock := NewBlock(NewIdentities, prevBlockHash)
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// IDC.Identities = append(IDC.Identities, IDBlock)
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// }
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// }
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// -------------------------------------------------------------
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