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174 lines
5.8 KiB
174 lines
5.8 KiB
package core
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import (
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"math/rand"
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"sort"
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"strconv"
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"github.com/harmony-one/harmony/core/types"
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)
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const (
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// InitialSeed is the initial random seed, a magic number to answer everything, remove later
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InitialSeed int64 = 42
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)
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// ShardingState is data structure hold the sharding state
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type ShardingState struct {
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epoch uint64 // current epoch
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rnd int64 // random seed for resharding
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numShards int
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shardState types.ShardState
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}
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// sortedCommitteeBySize will sort shards by size
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// Suppose there are N shards, the first N/2 larger shards are called active committees
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// the rest N/2 smaller committees are called inactive committees
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// actually they are all just normal shards
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// TODO: sort the committee weighted by total staking instead of shard size
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func (ss *ShardingState) sortCommitteeBySize() {
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sort.Slice(ss.shardState, func(i, j int) bool {
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return len(ss.shardState[i].NodeList) > len(ss.shardState[j].NodeList)
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})
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}
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// assignNewNodes add new nodes into the N/2 active committees evenly
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func (ss *ShardingState) assignNewNodes(newNodeList []types.NodeID) {
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ss.sortCommitteeBySize()
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numActiveShards := ss.numShards / 2
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Shuffle(newNodeList)
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for i, nid := range newNodeList {
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id := i % numActiveShards
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ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid)
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}
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}
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// cuckooResharding uses cuckoo rule to reshard X% of active committee(shards) into inactive committee(shards)
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func (ss *ShardingState) cuckooResharding(percent float64) {
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ss.sortCommitteeBySize()
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numActiveShards := ss.numShards / 2
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kickedNodes := []types.NodeID{}
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for i := range ss.shardState {
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if i >= numActiveShards {
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break
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}
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Shuffle(ss.shardState[i].NodeList)
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numKicked := int(percent * float64(len(ss.shardState[i].NodeList)))
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tmp := ss.shardState[i].NodeList[:numKicked]
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kickedNodes = append(kickedNodes, tmp...)
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ss.shardState[i].NodeList = ss.shardState[i].NodeList[numKicked:]
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}
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Shuffle(kickedNodes)
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for i, nid := range kickedNodes {
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id := numActiveShards + i%(ss.numShards-numActiveShards)
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ss.shardState[id].NodeList = append(ss.shardState[id].NodeList, nid)
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}
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}
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// UpdateShardState will first add new nodes into shards, then use cuckoo rule to reshard to get new shard state
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func (ss *ShardingState) UpdateShardState(newNodeList []types.NodeID, percent float64) {
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rand.Seed(ss.rnd)
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ss.assignNewNodes(newNodeList)
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ss.cuckooResharding(percent)
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}
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// Shuffle will shuffle the list with result uniquely determined by seed, assuming there is no repeat items in the list
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func Shuffle(list []types.NodeID) {
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sort.Slice(list, func(i, j int) bool {
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return types.CompareNodeID(list[i], list[j]) == -1
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})
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rand.Shuffle(len(list), func(i, j int) {
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list[i], list[j] = list[j], list[i]
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})
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}
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// GetBlockNumberFromEpoch calculates the block number where epoch sharding information is stored
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func GetBlockNumberFromEpoch(epoch uint64) uint64 {
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number := epoch * uint64(BlocksPerEpoch) // currently we use the first block in each epoch
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return number
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}
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// GetEpochFromBlockNumber calculates the epoch number the block belongs to
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func GetEpochFromBlockNumber(blockNumber uint64) uint64 {
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return blockNumber / uint64(BlocksPerEpoch)
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}
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// CheckEpochBlock check whethere a given block number is the one to store epoch information
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func CheckEpochBlock(blockNumber uint64) bool {
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return blockNumber%uint64(BlocksPerEpoch) == 0
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}
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// GetPreviousEpochBlockNumber gets the epoch block number of previous epoch
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func GetPreviousEpochBlockNumber(blockNumber uint64) uint64 {
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epoch := GetEpochFromBlockNumber(blockNumber)
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if epoch == 1 {
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// no previous epoch
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return epoch
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}
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return GetBlockNumberFromEpoch(epoch - 1)
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}
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// GetShardingStateFromBlockChain will retrieve random seed and shard map from beacon chain for given a epoch
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func GetShardingStateFromBlockChain(bc *BlockChain, epoch uint64) *ShardingState {
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number := GetBlockNumberFromEpoch(epoch)
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shardState := bc.GetShardStateByNumber(number)
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rnd := bc.GetRandSeedByNumber(number)
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return &ShardingState{epoch: epoch, rnd: rnd, shardState: shardState, numShards: len(shardState)}
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}
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// CalculateNewShardState get sharding state from previous epoch and calcualte sharding state for new epoch
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// TODO: currently, we just mock everything
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func CalculateNewShardState(bc *BlockChain, epoch uint64) types.ShardState {
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if epoch == 1 {
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return fakeGetInitShardState()
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}
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ss := GetShardingStateFromBlockChain(bc, epoch-1)
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newNodeList := fakeNewNodeList(ss.rnd)
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percent := ss.calculateKickoutRate(newNodeList)
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ss.UpdateShardState(newNodeList, percent)
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return ss.shardState
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}
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// calculateKickoutRate calculates the cuckoo rule kick out rate in order to make committee balanced
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func (ss *ShardingState) calculateKickoutRate(newNodeList []types.NodeID) float64 {
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numActiveCommittees := ss.numShards / 2
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newNodesPerShard := len(newNodeList) / numActiveCommittees
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ss.sortCommitteeBySize()
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return float64(newNodesPerShard) / float64(len(ss.shardState[numActiveCommittees].NodeList))
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}
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// FakeGenRandSeed generate random seed based on previous rnd seed; remove later after VRF implemented
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func FakeGenRandSeed(seed int64) int64 {
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rand.Seed(seed)
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return rand.Int63()
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}
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// remove later after bootstrap codes ready
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func fakeGetInitShardState() types.ShardState {
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rand.Seed(InitialSeed)
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shardState := types.ShardState{}
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for i := 0; i < 6; i++ {
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sid := uint32(i)
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com := types.Committee{ShardID: sid}
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for j := 0; j < 10; j++ {
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nid := strconv.Itoa(int(rand.Int63()))
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com.NodeList = append(com.NodeList, types.NodeID(nid))
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}
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shardState = append(shardState, com)
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}
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return shardState
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}
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// remove later after new nodes list generation ready
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func fakeNewNodeList(seed int64) []types.NodeID {
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rand.Seed(seed)
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numNewNodes := rand.Intn(10)
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nodeList := []types.NodeID{}
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for i := 0; i < numNewNodes; i++ {
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nid := strconv.Itoa(int(rand.Int63()))
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nodeList = append(nodeList, types.NodeID(nid))
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}
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return nodeList
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}
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