mirror of
https://github.com/nspcc-dev/neo-go.git
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c8cc91eeee
Turns out, C# node no longer broadcasts an Inv when it's creating a block, instead it sends a ping and if we're not paying attention to the height specified there we're technically missing a new block. Of course we'll get it later after ping timer expiration and regular ping/pong sequence, but that's delaying it for no good reason.
75 lines
2.9 KiB
Go
75 lines
2.9 KiB
Go
package network
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import (
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"net"
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"github.com/nspcc-dev/neo-go/pkg/network/payload"
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)
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// Peer represents a network node neo-go is connected to.
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type Peer interface {
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// RemoteAddr returns the remote address that we're connected to now.
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RemoteAddr() net.Addr
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// PeerAddr returns the remote address that should be used to establish
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// a new connection to the node. It can differ from the RemoteAddr
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// address in case where the remote node is a client and its current
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// connection port is different from the one the other node should use
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// to connect to it. It's only valid after the handshake is completed,
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// before that it returns the same address as RemoteAddr.
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PeerAddr() net.Addr
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Disconnect(error)
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// EnqueueMessage is a temporary wrapper that sends a message via
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// EnqueuePacket if there is no error in serializing it.
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EnqueueMessage(*Message) error
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// EnqueuePacket is a blocking packet enqueuer, it doesn't return until
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// it puts given packet into the queue. It accepts a slice of bytes that
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// can be shared with other queues (so that message marshalling can be
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// done once for all peers). Does nothing is the peer is not yet
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// completed handshaking.
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EnqueuePacket([]byte) error
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// EnqueueP2PMessage is a temporary wrapper that sends a message via
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// EnqueueP2PPacket if there is no error in serializing it.
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EnqueueP2PMessage(*Message) error
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// EnqueueP2PPacket is a blocking packet enqueuer, it doesn't return until
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// it puts given packet into the queue. It accepts a slice of bytes that
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// can be shared with other queues (so that message marshalling can be
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// done once for all peers). Does nothing is the peer is not yet
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// completed handshaking. This queue is intended to be used for unicast
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// peer to peer communication that is more important than broadcasts
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// (handled by EnqueuePacket), but less important than high-priority
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// messages (handled by EnqueueHPPacket).
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EnqueueP2PPacket([]byte) error
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// EnqueueHPPacket is a blocking high priority packet enqueuer, it
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// doesn't return until it puts given packet into the high-priority
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// queue.
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EnqueueHPPacket([]byte) error
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Version() *payload.Version
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LastBlockIndex() uint32
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Handshaked() bool
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IsFullNode() bool
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// SendPing enqueues a ping message to be sent to the peer and does
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// appropriate protocol handling like timeouts and outstanding pings
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// management.
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SendPing(*Message) error
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// SendVersion checks handshake status and sends a version message to
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// the peer.
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SendVersion() error
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SendVersionAck(*Message) error
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// StartProtocol is a goroutine to be run after the handshake. It
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// implements basic peer-related protocol handling.
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StartProtocol()
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HandleVersion(*payload.Version) error
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HandleVersionAck() error
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// HandlePing checks ping contents against Peer's state and updates it.
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HandlePing(ping *payload.Ping) error
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// HandlePong checks pong contents against Peer's state and updates it.
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HandlePong(pong *payload.Ping) error
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}
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