Bad contract -> no contract. Unfortunately we've got a broken
6f1837723768f27a6f6a14452977e3e0e264f2cc contract on the mainnet which can't
be decoded (even though it had been saved successfully), so this is a
temporary fix for #2801 to be able to start mainnet node after shutdown.
v.estack is used throughout the code to work with estack, while ctx.sc.estack
is (theoretically) just a reference to it that is saved on script load and
restored to v.estack on context unload. The problem is that v.estack can grow
as we use it and can be reallocated away from its original slice (saved in the
ctx.sc.estack), so either ctx.sc.estack should be a pointer or we need to
ensure that it's correct when loading a new script. The second approach is a
bit safer for now and it fixes#2798.
client_test.go:1935:
Error Trace: /home/rik/dev/neo-go/pkg/services/rpcsrv/client_test.go:1935
Error: Should NOT be empty, but was 00000000-0000-0000-0000-000000000000
Test: TestClient_Iterator_SessionConfigVariations/sessions_disabled
It's obviously empty, since we have sessions disabled, but it was not
considered to be empty in testify 1.7.0, now it is, see 840cb80149
There is a security issue found in github.com/btcsuite/btcd that we don't care
about (we're only using 256k1 implementation), but GitHub complains about
it. We could update to github.com/btcsuite/btcd/btcec/v2, but it's now just a
thin wrapper over github.com/decred/dcrd/dcrec/secp256k1/v4, so we better use
it directly.
* strip NEP-XX methods before going into generator to avoid unused imports
* nepXX.Invoker types already include Call
* always import util, it's used for Hash
Execution events are followed by block events, not vise versa, thus,
we can wait until VUB block to be accepted to be sure that
transaction wasn't accepted to chain.
Every 1000 blocks seems to be OK for big networks (that only had done some
initial requests previously and then effectively never requested addresses
again because there was a sufficient number of addresses), won't hurt smaller
ones as well (that effectively keep doing this on every connect/disconnect,
peer changes are very rare there, but when they happen we want to have some
quick reaction to these changes).
32 is a very good number, but we all know 42 is a better one. And it can even
be proven by tests with higher peaking TPS values.
You may wonder why is it so good? Because we're using packet-switching
networks mostly and a packet is a packet almost irrespectively of how bit it
is. Yet a packet has some maximum possible size (hi, MTU) and this size most
of the time is 1500 (or a little less than that, hi VPN). Subtract IP header
(20 for IPv4 or 40 for IPv6 not counting options), TCP header (another 20) and
Neo message/payload headers (~8 for this case) and we have just a little more
than 1400 bytes for our dear hashes. Which means that in a single packet most
of the time we can have 42-44 of them, maybe 45. Choosing between these
numbers is not hard then.
We have AttemptConnPeers that is closely related, the more we have there the
bigger the network supposedly is, so it's much better than magic minPoolCount.
When block is being spread through the network we can get a lot of invs with
the same hash. Some more stale nodes may also announce previous or some
earlier block. We can avoid full DB lookup for them and minimize inv handling
time (timeouts in inv handler had happened in #2744).
It doesn't affect tests, just makes node a little less likely to spend some
considerable amount of time in the inv handler.
Sometimes we already have it, but it's not yet processed, so we can save on
getdata request. It only affects very high-speed networks like 4-1 scenario
and it doesn't affect it a lot, but still we can do it.
This is not exactly the protocol-level batching as was tried in #1770 and
proposed by neo-project/neo#2365, but it's a TCP-level change in that we now
Write() a set of messages and given that Go sets up TCP sockets with
TCP_NODELAY by default this is a substantial change, we have less packets
generated with the same amount of data. It doesn't change anything on properly
connected networks, but the ones with delays benefit from it a lot.
This also improves queueing because we no longer generate 32 messages to
deliver on transaction's GetData, it's just one stream of bytes with 32
messages inside.
Do the same with GetBlocksByIndex, we can have a lot of messages there too.
But don't forget about potential peer DoS attacks, if a peer is to request a
lot of big blocks we need to flush them before we process the whole set.
This allows to naturally scale transaction processing if we have some peer
that is sending a lot of them while others are mostly silent. It also can help
somewhat in the event we have 50 peers that all send transactions. 4+1
scenario benefits a lot from it, while 7+2 slows down a little. Delayed
scenarios don't care.
Surprisingly, this also makes disconnects (#2744) much more rare, 4-node
scenario almost never sees it now. Most probably this is the case where peers
affect each other a lot, single-threaded transaction receiver can be slow
enough to trigger some timeout in getdata handler of its peer (because it
tries to push a number of replies).
It makes sense in general (further narrowing down the time window when
transactions are processed by consensus thread) and it improves block times a
little too, especially in the 7+2 scenario.
Related to #2744.
Until the consensus process starts for a new block and until it really needs
some transactions we can spare some cycles by not delivering transactions to
it. In tests this doesn't affect TPS, but makes block delays a bit more
stable. Related to #2744, I think it also may cause timeouts during
transaction processing (waiting on the consensus process channel while it does
something dBFT-related).
When the network is big enough, MinPeers may be suboptimal for good network
connectivity, but if we know the network size we can do some estimation on the
number of sufficient peers.
Share parameters parsing code between 'contract invokefunction' and
'vm run' commands. It allows VM CLI to parse more complicated parameter
types including arrays and file-backed bytestrings.
They can fail right in the getPeers or they can fail later when packet send
is attempted. Of course they can complete handshake in-between these events,
but most likely they won't and we'll waste more resources on this attempt. So
rule out bad peers immediately.
Drop EnqueueP2PPacket, replace EnqueueHPPacket with EnqueueHPMessage. We use
Enqueue* when we have a specific per-peer message, it makes zero sense
duplicating serialization code for it (unlike Broadcast*).