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Ethan Buchman 0c01b0ded9 state.State and wal.writeHeight after handshake 8 years ago
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test_data test: automate building consensus/test_data 8 years ago
README.md some comments 8 years ago
byzantine_test.go consensus: TimeoutTicker, skip TimeoutCommit on HasAll 8 years ago
common.go consensus: test validator set change 8 years ago
common_test.go consensus: mv timeoutRoutine into TimeoutTicker 8 years ago
height_vote_set.go Fix BFT issue where VoteSetMaj23Message wasn't being sent where prs.Round == blockStore.Round() 8 years ago
height_vote_set_test.go Fixing issues from review in #229 8 years ago
log.go Make consensus logs use default log handler 9 years ago
mempool_test.go fixes 8 years ago
reactor.go consensus: no internal vars in reactor.String() 8 years ago
reactor_test.go test: dont start cs until all peers connected 8 years ago
replay.go state.State and wal.writeHeight after handshake 8 years ago
replay_test.go consensus: wal.Flush() and cleanup replay tests 8 years ago
state.go state.State and wal.writeHeight after handshake 8 years ago
state_test.go MakePartSet takes partSize from config. fix replay test 8 years ago
ticker.go consensus: mv timeoutRoutine into TimeoutTicker 8 years ago
version.go version bump and release branch 8 years ago
wal.go consensus: sync wal.writeHeight 8 years ago

README.md

The core consensus algorithm.

  • state.go - The state machine as detailed in the whitepaper
  • reactor.go - A reactor that connects the state machine to the gossip network

Go-routine summary

The reactor runs 2 go-routines for each added peer: gossipDataRoutine and gossipVotesRoutine.

The consensus state runs two persistent go-routines: timeoutRoutine and receiveRoutine. Go-routines are also started to trigger timeouts and to avoid blocking when the internalMsgQueue is really backed up.

Replay/WAL

A write-ahead log is used to record all messages processed by the receiveRoutine, which amounts to all inputs to the consensus state machine: messages from peers, messages from ourselves, and timeouts. They can be played back deterministically at startup or using the replay console.