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// Copyright 2015 The go-ethereum Authors
// This file is part of the go-ethereum library.
//
// The go-ethereum library is free software: you can redistribute it and/or modify
// it under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// The go-ethereum library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with the go-ethereum library. If not, see <http://www.gnu.org/licenses/>.

package state

import (
    "bytes"
    "fmt"
    "math/big"

    "github.com/ethereum/go-ethereum/common"
    "github.com/ethereum/go-ethereum/rlp"
    "github.com/ethereum/go-ethereum/trie"
)

// NodeIterator is an iterator to traverse the entire state trie post-order,
// including all of the contract code and contract state tries.
type NodeIterator struct {
    state *StateDB // State being iterated

    stateIt *trie.NodeIterator // Primary iterator for the global state trie
    dataIt  *trie.NodeIterator // Secondary iterator for the data trie of a contract

    codeHash common.Hash // Hash of the contract source code
    code     []byte      // Source code associated with a contract

    Hash  common.Hash // Hash of the current entry being iterated (nil if not standalone)
    Entry interface{} // Current state entry being iterated (internal representation)
}

// NewNodeIterator creates an post-order state node iterator.
func NewNodeIterator(state *StateDB) *NodeIterator {
    return &NodeIterator{
        state: state,
    }
}

// Next moves the iterator to the next node, returning whether there are any
// further nodes.
func (it *NodeIterator) Next() bool {
    it.step()
    return it.retrieve()
}

// step moves the iterator to the next entry of the state trie.
func (it *NodeIterator) step() {
    // Abort if we reached the end of the iteration
    if it.state == nil {
        return
    }
    // Initialize the iterator if we've just started
    if it.stateIt == nil {
        it.stateIt = trie.NewNodeIterator(it.state.trie.Trie)
    }
    // If we had data nodes previously, we surely have at least state nodes
    if it.dataIt != nil {
        if cont := it.dataIt.Next(); !cont {
            it.dataIt = nil
        }
        return
    }
    // If we had source code previously, discard that
    if it.code != nil {
        it.code = nil
        return
    }
    // Step to the next state trie node, terminating if we're out of nodes
    if cont := it.stateIt.Next(); !cont {
        it.state, it.stateIt = nil, nil
        return
    }
    // If the state trie node is an internal entry, leave as is
    if !it.stateIt.Leaf {
        return
    }
    // Otherwise we've reached an account node, initiate data iteration
    var account struct {
        Nonce    uint64
        Balance  *big.Int
        Root     common.Hash
        CodeHash []byte
    }
    err := rlp.Decode(bytes.NewReader(it.stateIt.LeafBlob), &account)
    if err != nil {
        panic(err)
    }
    dataTrie, err := trie.New(account.Root, it.state.db)
    if err != nil {
        panic(err)
    }
    it.dataIt = trie.NewNodeIterator(dataTrie)
    if !it.dataIt.Next() {
        it.dataIt = nil
    }
    if bytes.Compare(account.CodeHash, emptyCodeHash) != 0 {
        it.codeHash = common.BytesToHash(account.CodeHash)
        it.code, err = it.state.db.Get(account.CodeHash)
        if err != nil {
            panic(fmt.Sprintf("code %x: %v", account.CodeHash, err))
        }
    }
}

// retrieve pulls and caches the current state entry the iterator is traversing.
// The method returns whether there are any more data left for inspection.
func (it *NodeIterator) retrieve() bool {
    // Clear out any previously set values
    it.Hash, it.Entry = common.Hash{}, nil

    // If the iteration's done, return no available data
    if it.state == nil {
        return false
    }
    // Otherwise retrieve the current entry
    switch {
    case it.dataIt != nil:
        it.Hash, it.Entry = it.dataIt.Hash, it.dataIt.Node
    case it.code != nil:
        it.Hash, it.Entry = it.codeHash, it.code
    case it.stateIt != nil:
        it.Hash, it.Entry = it.stateIt.Hash, it.stateIt.Node
    }
    return true
}