pub struct StateManager<T: Owner> {
pub db: Database,
queue: PGMQueueExt,
owner: T,
round_machines: Vec<InitializedStateMachine<RoundStateMachine<T>>>,
kickoff_machines: Vec<InitializedStateMachine<KickoffStateMachine<T>>>,
context: StateContext<T>,
paramset: &'static ProtocolParamset,
next_height_to_process: u32,
}
Expand description
State manager stores the state machines.
It is responsible for following:
- Persisting current state of the state machines to the database.
- Collecting new SystemEvent
s from the message queue and passing them to the state machines,
thus updating the state machines.
Fields§
§db: Database
§queue: PGMQueueExt
§owner: T
§round_machines: Vec<InitializedStateMachine<RoundStateMachine<T>>>
§kickoff_machines: Vec<InitializedStateMachine<KickoffStateMachine<T>>>
§context: StateContext<T>
§paramset: &'static ProtocolParamset
§next_height_to_process: u32
Implementations§
Source§impl<T: Owner + Debug + 'static> StateManager<T>
impl<T: Owner + Debug + 'static> StateManager<T>
Sourcepub async fn dispatch_new_round_machine(
db: Database,
tx: DatabaseTransaction<'_, '_>,
operator_data: OperatorData,
) -> Result<(), Report>
pub async fn dispatch_new_round_machine( db: Database, tx: DatabaseTransaction<'_, '_>, operator_data: OperatorData, ) -> Result<(), Report>
Appends a message to the state manager’s message queue to create a new round state machine
Sourcepub async fn dispatch_new_kickoff_machine(
db: Database,
tx: DatabaseTransaction<'_, '_>,
kickoff_data: KickoffData,
kickoff_height: u32,
deposit_data: DepositData,
payout_blockhash: Witness,
) -> Result<(), Report>
pub async fn dispatch_new_kickoff_machine( db: Database, tx: DatabaseTransaction<'_, '_>, kickoff_data: KickoffData, kickoff_height: u32, deposit_data: DepositData, payout_blockhash: Witness, ) -> Result<(), Report>
Appends a message to the state manager’s message queue to create a new kickoff state machine
Sourcepub fn update_block_cache(&mut self, block: &Block, block_height: u32)
pub fn update_block_cache(&mut self, block: &Block, block_height: u32)
Updates the block cache with the new block Sets the block cache in the context
Sourcepub async fn handle_event(
&mut self,
event: SystemEvent,
dbtx: DatabaseTransaction<'_, '_>,
) -> Result<(), BridgeError>
pub async fn handle_event( &mut self, event: SystemEvent, dbtx: DatabaseTransaction<'_, '_>, ) -> Result<(), BridgeError>
Handles the system events
Source§impl<T: Owner + Debug + 'static> StateManager<T>
impl<T: Owner + Debug + 'static> StateManager<T>
pub async fn block_fetcher_task( &self, ) -> Result<WithDelay<impl Task<Output = bool> + Debug>, BridgeError>
Source§impl<T: Owner + Debug + 'static> StateManager<T>
impl<T: Owner + Debug + 'static> StateManager<T>
Sourcepub fn queue_name() -> String
pub fn queue_name() -> String
Returns message queue name for the state manager.
pub async fn new( db: Database, owner: T, paramset: &'static ProtocolParamset, ) -> Result<Self>
Sourcepub async fn load_from_db(&mut self) -> Result<(), BridgeError>
pub async fn load_from_db(&mut self) -> Result<(), BridgeError>
Loads the state machines from the database. This method should be called when initializing the StateManager.
§Errors
Returns a BridgeError
if the database operation fails
Sourcepub async fn save_state_to_db(
&mut self,
block_height: u32,
dbtx: Option<DatabaseTransaction<'_, '_>>,
) -> Result<()>
pub async fn save_state_to_db( &mut self, block_height: u32, dbtx: Option<DatabaseTransaction<'_, '_>>, ) -> Result<()>
Saves the state machines with dirty flag set to the database. Resets the dirty flag for all machines after successful save.
§Errors
Returns a BridgeError
if the database operation fails.
pub fn get_next_height_to_process(&self) -> u32
Sourcefn update_machines<'a, M>(
machines: &mut Vec<InitializedStateMachine<M>>,
base_context: &'a StateContext<T>,
) -> (Vec<InitializedStateMachine<M>>, Vec<impl Future<Output = (InitializedStateMachine<M>, StateContext<T>)> + Send + 'a>)where
M: IntoStateMachine + Send + Sync + 'static,
M::State: Send + Sync + 'static,
InitializedStateMachine<M>: ContextProcessor<T, M>,
fn update_machines<'a, M>(
machines: &mut Vec<InitializedStateMachine<M>>,
base_context: &'a StateContext<T>,
) -> (Vec<InitializedStateMachine<M>>, Vec<impl Future<Output = (InitializedStateMachine<M>, StateContext<T>)> + Send + 'a>)where
M: IntoStateMachine + Send + Sync + 'static,
M::State: Send + Sync + 'static,
InitializedStateMachine<M>: ContextProcessor<T, M>,
Updates the machines using the context and returns machines without
events and futures that process new events for machines that changed.
Empties the machines
vector.
§Parameters
machines
: A mutable reference to the vector of state machines to update.base_context
: A reference to the base state context.
§Returns
A tuple of the unchanged machines and the futures that process new events for machines that generated events.
§Type Parameters
M
: The type of the state machine.a
: The lifetime of the state context reference (the future captures the context by reference).
Sourcepub async fn process_and_add_new_states_from_height(
&mut self,
new_round_machines: Vec<InitializedStateMachine<RoundStateMachine<T>>>,
new_kickoff_machines: Vec<InitializedStateMachine<KickoffStateMachine<T>>>,
start_height: u32,
) -> Result<(), Report>
pub async fn process_and_add_new_states_from_height( &mut self, new_round_machines: Vec<InitializedStateMachine<RoundStateMachine<T>>>, new_kickoff_machines: Vec<InitializedStateMachine<KickoffStateMachine<T>>>, start_height: u32, ) -> Result<(), Report>
Given some new states and a start height, process the states from the given start height until the next height to process. Then append the new states to the current state machines.
Sourcepub async fn process_block_parallel(
&mut self,
block_height: u32,
) -> Result<(), Report>
pub async fn process_block_parallel( &mut self, block_height: u32, ) -> Result<(), Report>
It requires that the block cache is updated before calling this function. Moves all state machines forward in parallel. The state machines are updated until all of them stabilize in their state (ie. the block does not generate any new events)
§Errors
If the state machines do not stabilize after some iterations, we return an error.
Trait Implementations§
Source§impl<T: Clone + Owner> Clone for StateManager<T>
impl<T: Clone + Owner> Clone for StateManager<T>
Source§fn clone(&self) -> StateManager<T>
fn clone(&self) -> StateManager<T>
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source
. Read moreAuto Trait Implementations§
impl<T> Freeze for StateManager<T>where
T: Freeze,
impl<T> !RefUnwindSafe for StateManager<T>
impl<T> Send for StateManager<T>
impl<T> Sync for StateManager<T>
impl<T> Unpin for StateManager<T>where
T: Unpin,
impl<T> !UnwindSafe for StateManager<T>
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