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// Copyright 2018 The dexon-consensus Authors
// This file is part of the dexon-consensus library.
//
// The dexon-consensus 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 dexon-consensus 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 dexon-consensus library. If not, see
// <http://www.gnu.org/licenses/>.

package test

import (
    "errors"
    "math"
    "math/rand"
    "time"

    "github.com/dexon-foundation/dexon-consensus/common"
    "github.com/dexon-foundation/dexon-consensus/core/crypto/ecdsa"
    "github.com/dexon-foundation/dexon-consensus/core/db"
    "github.com/dexon-foundation/dexon-consensus/core/types"
    "github.com/dexon-foundation/dexon-consensus/core/utils"
)

// ErrParentNotAcked would be raised when some block doesn't
// ack its parent block.
var ErrParentNotAcked = errors.New("parent is not acked")

// nodeStatus is a state holder for each node
// during generating blocks.
type nodeStatus struct {
    blocks          []*types.Block
    genesisTime     time.Time
    signer          *utils.Signer
    tip             *types.Block
    nextAckingIndex map[types.NodeID]uint64
}

// getAckedBlockHash would randomly pick one block between
// last acked one to current head.
func (ns *nodeStatus) getAckedBlockHash(
    ackedNID types.NodeID,
    ackedNode *nodeStatus,
    randGen *rand.Rand) (
    hash common.Hash, ok bool) {
    baseAckingIndex := ns.nextAckingIndex[ackedNID]
    totalBlockCount := uint64(len(ackedNode.blocks))
    if totalBlockCount <= baseAckingIndex {
        // There is no new block to ack.
        return
    }
    ackableRange := totalBlockCount - baseAckingIndex
    idx := uint64((randGen.Uint64() % ackableRange) + baseAckingIndex)
    ns.nextAckingIndex[ackedNID] = idx + 1
    hash = ackedNode.blocks[idx].Hash
    ok = true
    return
}

func (ns *nodeStatus) getNextBlockTime(
    timePicker func(time.Time) time.Time) time.Time {
    if ns.tip == nil {
        return timePicker(ns.genesisTime)
    }
    return timePicker(ns.tip.Timestamp)
}

// nodeSetStatus is a state holder for all nodes
// during generating blocks.
type nodeSetStatus struct {
    round         uint64
    status        map[types.NodeID]*nodeStatus
    proposerChain map[types.NodeID]uint32
    endTime       time.Time
    nIDs          []types.NodeID
    randGen       *rand.Rand
    timePicker    func(time.Time) time.Time
}

func newNodeSetStatus(
    numChains uint32,
    tips map[uint32]*types.Block,
    round uint64,
    genesisTime, endTime time.Time,
    timePicker func(time.Time) time.Time) *nodeSetStatus {
    var (
        status        = make(map[types.NodeID]*nodeStatus)
        proposerChain = make(map[types.NodeID]uint32)
        nIDs          = []types.NodeID{}
    )
    for i := uint32(0); i < numChains; i++ {
        prvKey, err := ecdsa.NewPrivateKey()
        if err != nil {
            panic(err)
        }
        nID := types.NewNodeID(prvKey.PublicKey())
        nIDs = append(nIDs, nID)
        status[nID] = &nodeStatus{
            blocks:          []*types.Block{},
            genesisTime:     genesisTime,
            signer:          utils.NewSigner(prvKey),
            tip:             tips[i],
            nextAckingIndex: make(map[types.NodeID]uint64),
        }
        proposerChain[nID] = i
    }
    return &nodeSetStatus{
        round:         round,
        status:        status,
        proposerChain: proposerChain,
        endTime:       endTime,
        nIDs:          nIDs,
        randGen:       rand.New(rand.NewSource(time.Now().UnixNano())),
        timePicker:    timePicker,
    }
}

// findIncompleteNodes is a helper to check which node doesn't generate
// enough blocks.
func (ns *nodeSetStatus) findIncompleteNodes() (nIDs []types.NodeID) {
    for nID, status := range ns.status {
        if status.tip == nil {
            nIDs = append(nIDs, nID)
            continue
        }
        if status.tip.Timestamp.After(ns.endTime) {
            continue
        }
        nIDs = append(nIDs, nID)
    }
    return
}

// prepareAcksForNewBlock collects acks for one block.
func (ns *nodeSetStatus) prepareAcksForNewBlock(
    proposerID types.NodeID, ackingCount int) (
    acks common.Hashes, err error) {
    acks = common.Hashes{}
    if len(ns.status[proposerID].blocks) == 0 {
        // The 'Acks' filed of genesis blocks would always be empty.
        return
    }
    // Pick nodeIDs to be acked.
    ackingNIDs := map[types.NodeID]struct{}{}
    if ackingCount > 0 {
        ackingCount-- // We would always include ack to parent block.
    }
    for _, i := range ns.randGen.Perm(len(ns.nIDs))[:ackingCount] {
        ackingNIDs[ns.nIDs[i]] = struct{}{}
    }
    // Generate acks.
    for nID := range ackingNIDs {
        if nID == proposerID {
            continue
        }
        ack, ok := ns.status[proposerID].getAckedBlockHash(
            nID, ns.status[nID], ns.randGen)
        if !ok {
            if nID == proposerID {
                err = ErrParentNotAcked
            }
            continue
        }
        acks = append(acks, ack)
    }
    return
}

// proposeBlock propose new block and update node status.
func (ns *nodeSetStatus) proposeBlock(
    proposerID types.NodeID, acks common.Hashes) (*types.Block, error) {
    status := ns.status[proposerID]
    parentHash := common.Hash{}
    blockHeight := uint64(0)
    if status.tip != nil {
        parentHash = status.tip.Hash
        blockHeight = status.tip.Position.Height + 1
        acks = append(acks, parentHash)
    }
    chainID := ns.proposerChain[proposerID]
    newBlock := &types.Block{
        ParentHash: parentHash,
        Position: types.Position{
            Round:   ns.round,
            Height:  blockHeight,
            ChainID: chainID,
        },
        Timestamp: status.getNextBlockTime(ns.timePicker),
    }
    newBlock.Acks = common.NewSortedHashes(acks)
    if err := status.signer.SignBlock(newBlock); err != nil {
        return nil, err
    }
    status.blocks = append(status.blocks, newBlock)
    status.tip = newBlock
    return newBlock, nil
}

// normalAckingCountGenerator would randomly pick acking count
// by a normal distribution.
func normalAckingCountGenerator(
    chainNum uint32, mean, deviation float64) func() int {
    return func() int {
        var expected float64
        for {
            expected = rand.NormFloat64()*deviation + mean
            if expected >= 0 && expected <= float64(chainNum) {
                break
            }
        }
        return int(math.Ceil(expected))
    }
}

// MaxAckingCountGenerator return generator which returns
// fixed maximum acking count.
func MaxAckingCountGenerator(count uint32) func() int {
    return func() int { return int(count) }
}

// generateNodePicker is a function generator, which would generate
// a function to randomly pick one node ID from a slice of node ID.
func generateNodePicker() func([]types.NodeID) types.NodeID {
    privateRand := rand.New(rand.NewSource(time.Now().UnixNano()))
    return func(nIDs []types.NodeID) types.NodeID {
        return nIDs[privateRand.Intn(len(nIDs))]
    }
}

// defaultTimePicker would pick a time based on reference time plus min.
func generateTimePicker(min time.Duration) (f func(time.Time) time.Time) {
    privateRand := rand.New(rand.NewSource(time.Now().UnixNano()))
    return func(ref time.Time) time.Time {
        return ref.Add(min + time.Duration(
            privateRand.Int63n(int64(500*time.Millisecond))))
    }
}

// BlocksGeneratorConfig is the configuration for BlocksGenerator.
type BlocksGeneratorConfig struct {
    NumChains            uint32
    MinBlockTimeInterval time.Duration
}

// NewBlocksGeneratorConfig construct a BlocksGeneratorConfig instance.
func NewBlocksGeneratorConfig(c *types.Config) *BlocksGeneratorConfig {
    return &BlocksGeneratorConfig{
        NumChains:            c.NumChains,
        MinBlockTimeInterval: c.MinBlockInterval,
    }
}

// BlocksGenerator could generate blocks forming valid DAGs.
type BlocksGenerator struct {
    config               *BlocksGeneratorConfig
    nodePicker           func([]types.NodeID) types.NodeID
    timePicker           func(time.Time) time.Time
    ackingCountGenerator func() int
}

// NewBlocksGenerator constructs BlockGenerator.
//
// The caller is responsible to provide a function to generate count of
// acked block for each new block. The prototype of ackingCountGenerator is
// a function returning 'int'. For example, if you need to generate a group of
// blocks and each of them has maximum 2 acks.
//   func () int { return 2 }
// The default ackingCountGenerator would randomly pick a number based on
// the nodeCount you provided with a normal distribution.
func NewBlocksGenerator(
    config *BlocksGeneratorConfig,
    ackingCountGenerator func() int) *BlocksGenerator {
    if config.MinBlockTimeInterval == time.Duration(0) {
        panic(errors.New("min block interval cannot be 0"))
    }
    if ackingCountGenerator == nil {
        ackingCountGenerator = normalAckingCountGenerator(
            config.NumChains,
            float64(config.NumChains/5),
            float64(config.NumChains/7+1))
    }
    timePicker := generateTimePicker(config.MinBlockTimeInterval)
    return &BlocksGenerator{
        config:               config,
        nodePicker:           generateNodePicker(),
        timePicker:           timePicker,
        ackingCountGenerator: ackingCountGenerator,
    }
}

// Generate is the entry point to generate blocks in one round.
func (gen *BlocksGenerator) Generate(
    roundID uint64,
    roundBegin, roundEnd time.Time,
    dbInst db.Database) (err error) {
    // Find tips of previous round if available.
    tips := make(map[uint32]*types.Block)
    if roundID > 0 {
        tips, err = gen.findTips(roundID-1, dbInst)
        if err != nil {
            return
        }
    }
    status := newNodeSetStatus(gen.config.NumChains, tips, roundID,
        roundBegin, roundEnd, gen.timePicker)
    // We would record the smallest height of block that could be acked
    // from each node's point-of-view.
    toAck := make(map[types.NodeID]map[types.NodeID]uint64)
    for _, nID := range status.nIDs {
        toAck[nID] = make(map[types.NodeID]uint64)
    }
    for {
        // Find nodes that doesn't propose enough blocks and
        // pick one from them randomly.
        notYet := status.findIncompleteNodes()
        if len(notYet) == 0 {
            break
        }
        // Propose a new block.
        var (
            proposerID = gen.nodePicker(notYet)
            acks       common.Hashes
        )
        if acks, err = status.prepareAcksForNewBlock(
            proposerID, gen.ackingCountGenerator()); err != nil {
            return
        }
        var newBlock *types.Block
        if newBlock, err = status.proposeBlock(proposerID, acks); err != nil {
            return
        }
        // Persist block to db.
        if err = dbInst.PutBlock(*newBlock); err != nil {
            return
        }
    }
    return
}

// findTips is an utility to find tips of each chain in that round in db.
func (gen *BlocksGenerator) findTips(round uint64, dbInst db.Reader) (
    tips map[uint32]*types.Block, err error) {
    iter, err := dbInst.GetAllBlocks()
    if err != nil {
        return
    }
    revealer, err := NewRandomBlockRevealer(iter)
    if err != nil {
        return
    }
    tips = make(map[uint32]*types.Block)
    for {
        var b types.Block
        if b, err = revealer.NextBlock(); err != nil {
            if err == db.ErrIterationFinished {
                err = nil
                break
            }
            return
        }
        if b.Position.Round != round {
            continue
        }
        tip, exists := tips[b.Position.ChainID]
        if exists && tip.Position.Height > b.Position.Height {
            continue
        }
        tips[b.Position.ChainID] = &b
    }
    return
}