The core protocol of WoopChain
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woop/core/resharding.go

180 lines
6.1 KiB

package core
import (
"encoding/binary"
"math"
"math/rand"
"sort"
"strconv"
"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
// FirstEpoch is the number of the first epoch.
// TODO(minhdoan): we should design the first epoch as 0. Please figure out how to change other logic to make it 0
FirstEpoch = 1
)
// ShardingState is data structure hold the sharding state
type ShardingState struct {
epoch uint64 // current epoch
rnd uint64 // random seed for resharding
numShards int
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 := i % numActiveShards
ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid)
}
}
// 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++
}
length := len(ss.shardState[i].NodeList)
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 + i%numInactiveShards
ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid)
}
}
// assignLeaders will first add new nodes into shards, then use cuckoo rule to reshard to get new shard state
func (ss *ShardingState) assignLeaders() {
for i := 0; i < ss.numShards; i++ {
Shuffle(ss.shardState[i].NodeList)
ss.shardState[i].Leader = ss.shardState[i].NodeList[0]
}
}
// UpdateShardState will first add new nodes into shards, then use cuckoo rule to reshard to get new shard state
func (ss *ShardingState) UpdateShardState(newNodeList []types.NodeID, percent float64) {
rand.Seed(int64(ss.rnd))
ss.sortCommitteeBySize()
// TODO: separate shuffling and leader assignment
ss.assignLeaders()
ss.assignNewNodes(newNodeList)
ss.cuckooResharding(percent)
}
// 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.CompareNodeID(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
}
// 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 uint64) *ShardingState {
number := GetBlockNumberFromEpoch(epoch)
shardState := bc.GetShardStateByNumber(number)
rndSeedBytes := bc.GetRandSeedByNumber(number)
rndSeed := binary.BigEndian.Uint64(rndSeedBytes[:])
return &ShardingState{epoch: epoch, rnd: rndSeed, shardState: shardState, numShards: len(shardState)}
}
// CalculateNewShardState get sharding state from previous epoch and calculate sharding state for new epoch
// TODO: currently, we just mock everything
func CalculateNewShardState(bc *BlockChain, epoch uint64) types.ShardState {
if epoch == FirstEpoch {
return fakeGetInitShardState(6, 10)
}
ss := GetShardingStateFromBlockChain(bc, epoch-1)
newNodeList := fakeNewNodeList(int64(ss.rnd))
percent := ss.calculateKickoutRate(newNodeList)
ss.UpdateShardState(newNodeList, percent)
return ss.shardState
}
// calculateKickoutRate calculates the cuckoo rule kick out rate in order to make committee balanced
func (ss *ShardingState) calculateKickoutRate(newNodeList []types.NodeID) float64 {
numActiveCommittees := ss.numShards / 2
newNodesPerShard := math.Ceil(float64(len(newNodeList)) / float64(numActiveCommittees))
ss.sortCommitteeBySize()
L := len(ss.shardState[0].NodeList)
if L == 0 {
return 0.0
}
rate := newNodesPerShard / float64(L)
return math.Max(0.1, math.Min(rate, 1.0))
}
// remove later after bootstrap codes ready
func fakeGetInitShardState(numberOfShards, numOfNodes int) types.ShardState {
rand.Seed(int64(InitialSeed))
shardState := types.ShardState{}
for i := 0; i < numberOfShards; i++ {
sid := uint32(i)
com := types.Committee{ShardID: sid}
for j := 0; j < numOfNodes; j++ {
nid := strconv.Itoa(int(rand.Int63()))
com.NodeList = append(com.NodeList, types.NodeID(nid))
}
shardState = append(shardState, com)
}
return shardState
}
// remove later after new nodes list generation ready
func fakeNewNodeList(seed int64) []types.NodeID {
rand.Seed(seed)
numNewNodes := rand.Intn(10)
nodeList := []types.NodeID{}
for i := 0; i < numNewNodes; i++ {
nid := strconv.Itoa(int(rand.Int63()))
nodeList = append(nodeList, types.NodeID(nid))
}
return nodeList
}