package core import ( "encoding/binary" "math/big" "math/rand" "sort" "github.com/ethereum/go-ethereum/common" "github.com/harmony-one/bls/ffi/go/bls" "github.com/harmony-one/harmony/contracts/structs" "github.com/harmony-one/harmony/internal/ctxerror" "github.com/harmony-one/harmony/internal/utils" "github.com/harmony-one/harmony/internal/utils/contract" "github.com/harmony-one/harmony/core/types" ) const ( // InitialSeed is the initial random seed, a magic number to answer everything, remove later InitialSeed uint32 = 42 // GenesisEpoch is the number of the genesis epoch. GenesisEpoch = 0 // FirstEpoch is the number of the first epoch. FirstEpoch = 1 // GenesisShardNum is the number of shard at genesis GenesisShardNum = 4 // GenesisShardSize is the size of each shard at genesis GenesisShardSize = 50 // CuckooRate is the percentage of nodes getting reshuffled in the second step of cuckoo resharding. CuckooRate = 0.1 ) // ShardingState is data structure hold the sharding state type ShardingState struct { epoch uint64 // current epoch rnd uint64 // random seed for resharding numShards int // TODO ek – equal to len(shardState); remove this shardState types.ShardState } // sortedCommitteeBySize will sort shards by size // Suppose there are N shards, the first N/2 larger shards are called active committees // the rest N/2 smaller committees are called inactive committees // actually they are all just normal shards // TODO: sort the committee weighted by total staking instead of shard size func (ss *ShardingState) sortCommitteeBySize() { sort.Slice(ss.shardState, func(i, j int) bool { return len(ss.shardState[i].NodeList) > len(ss.shardState[j].NodeList) }) } // assignNewNodes add new nodes into the N/2 active committees evenly func (ss *ShardingState) assignNewNodes(newNodeList []types.NodeID) { ss.sortCommitteeBySize() numActiveShards := ss.numShards / 2 Shuffle(newNodeList) for i, nid := range newNodeList { id := 0 if numActiveShards > 0 { id = i % numActiveShards } if id < len(ss.shardState) { ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid) } else { utils.GetLogInstance().Error("assignNewNodes", "index out of range", len(ss.shardState), "id", id) } } } // cuckooResharding uses cuckoo rule to reshard X% of active committee(shards) into inactive committee(shards) func (ss *ShardingState) cuckooResharding(percent float64) { numActiveShards := ss.numShards / 2 kickedNodes := []types.NodeID{} for i := range ss.shardState { if i >= numActiveShards { break } numKicked := int(percent * float64(len(ss.shardState[i].NodeList))) if numKicked == 0 { numKicked++ // At least kick one node out } length := len(ss.shardState[i].NodeList) if length-numKicked <= 0 { continue // Never empty a shard } tmp := ss.shardState[i].NodeList[length-numKicked:] kickedNodes = append(kickedNodes, tmp...) ss.shardState[i].NodeList = ss.shardState[i].NodeList[:length-numKicked] } Shuffle(kickedNodes) numInactiveShards := ss.numShards - numActiveShards for i, nid := range kickedNodes { id := numActiveShards if numInactiveShards > 0 { id += i % numInactiveShards } ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid) } } // Reshard will first add new nodes into shards, then use cuckoo rule to reshard to get new shard state func (ss *ShardingState) Reshard(newNodeList []types.NodeID, percent float64) { rand.Seed(int64(ss.rnd)) ss.sortCommitteeBySize() // Take out and preserve leaders leaders := []types.NodeID{} for i := 0; i < ss.numShards; i++ { if len(ss.shardState[i].NodeList) > 0 { leaders = append(leaders, ss.shardState[i].NodeList[0]) ss.shardState[i].NodeList = ss.shardState[i].NodeList[1:] // Also shuffle the rest of the nodes Shuffle(ss.shardState[i].NodeList) } } ss.assignNewNodes(newNodeList) ss.cuckooResharding(percent) // Put leader back if len(leaders) < ss.numShards { utils.GetLogInstance().Error("Not enough leaders to assign to shards") } for i := 0; i < ss.numShards; i++ { ss.shardState[i].NodeList = append([]types.NodeID{leaders[i]}, ss.shardState[i].NodeList...) } } // Shuffle will shuffle the list with result uniquely determined by seed, assuming there is no repeat items in the list func Shuffle(list []types.NodeID) { // Sort to make sure everyone will generate the same with the same rand seed. sort.Slice(list, func(i, j int) bool { return types.CompareNodeIDByBLSKey(list[i], list[j]) == -1 }) rand.Shuffle(len(list), func(i, j int) { list[i], list[j] = list[j], list[i] }) } // GetBlockNumberFromEpoch calculates the block number where epoch sharding information is stored func GetBlockNumberFromEpoch(epoch uint64) uint64 { number := epoch * uint64(BlocksPerEpoch) // currently we use the first block in each epoch return number } // GetLastBlockNumberFromEpoch calculates the last block number for the given // epoch. TODO ek – this is a temp hack. func GetLastBlockNumberFromEpoch(epoch uint64) uint64 { return (epoch+1)*BlocksPerEpoch - 1 } // GetEpochFromBlockNumber calculates the epoch number the block belongs to func GetEpochFromBlockNumber(blockNumber uint64) uint64 { return blockNumber / uint64(BlocksPerEpoch) } // GetShardingStateFromBlockChain will retrieve random seed and shard map from beacon chain for given a epoch func GetShardingStateFromBlockChain(bc *BlockChain, epoch *big.Int) (*ShardingState, error) { shardState, err := bc.ReadShardState(epoch) if err != nil { return nil, err } shardState = shardState.DeepCopy() blockNumber := GetBlockNumberFromEpoch(epoch.Uint64()) rndSeedBytes := bc.GetRandSeedByNumber(blockNumber) rndSeed := binary.BigEndian.Uint64(rndSeedBytes[:]) return &ShardingState{epoch: epoch.Uint64(), rnd: rndSeed, shardState: shardState, numShards: len(shardState)}, nil } // CalculateNewShardState get sharding state from previous epoch and calculate sharding state for new epoch func CalculateNewShardState( bc *BlockChain, epoch *big.Int, stakeInfo *map[common.Address]*structs.StakeInfo, ) (types.ShardState, error) { if epoch.Cmp(big.NewInt(GenesisEpoch)) == 0 { return GetInitShardState(), nil } prevEpoch := new(big.Int).Sub(epoch, common.Big1) ss, err := GetShardingStateFromBlockChain(bc, prevEpoch) if err != nil { return nil, ctxerror.New("cannot retrieve previous sharding state"). WithCause(err) } newNodeList := ss.UpdateShardingState(stakeInfo) utils.GetLogInstance().Info("Cuckoo Rate", "percentage", CuckooRate) ss.Reshard(newNodeList, CuckooRate) return ss.shardState, nil } // UpdateShardingState remove the unstaked nodes and returns the newly staked node Ids. func (ss *ShardingState) UpdateShardingState(stakeInfo *map[common.Address]*structs.StakeInfo) []types.NodeID { oldBlsPublicKeys := make(map[types.BlsPublicKey]bool) // map of bls public keys for _, shard := range ss.shardState { newNodeList := shard.NodeList for _, nodeID := range shard.NodeList { oldBlsPublicKeys[nodeID.BlsPublicKey] = true _, ok := (*stakeInfo)[common.HexToAddress(nodeID.EcdsaAddress)] if ok { // newNodeList = append(newNodeList, nodeID) } else { // TODO: Remove the node if it's no longer staked } } shard.NodeList = newNodeList } newAddresses := []types.NodeID{} for addr, info := range *stakeInfo { _, ok := oldBlsPublicKeys[info.BlsPublicKey] if !ok { newAddresses = append(newAddresses, types.NodeID{addr.Hex(), info.BlsPublicKey}) } } return newAddresses } // GetInitShardState returns the initial shard state at genesis. func GetInitShardState() types.ShardState { shardState := types.ShardState{} for i := 0; i < GenesisShardNum; i++ { com := types.Committee{ShardID: uint32(i)} for j := 0; j < GenesisShardSize; j++ { index := i*GenesisShardSize + j // The initial account to use for genesis nodes priKey := bls.SecretKey{} priKey.SetHexString(contract.GenesisBLSAccounts[index].Private) pubKey := [96]byte{} copy(pubKey[:], priKey.GetPublicKey().Serialize()[:]) // TODO: directly read address for bls too curNodeID := types.NodeID{contract.GenesisAccounts[index].Address, pubKey} com.NodeList = append(com.NodeList, curNodeID) } shardState = append(shardState, com) } return shardState }