optimism fault-proof背后的机制(五):op-challenger

  • joohhnnn
  • 更新于 2024-08-07 00:09
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op-challenger主要负责操作FDG

原文链接:<https://github.com/joohhnnn/The-book-of-optimism-fault-proof-CN/blob/main/05-op-challenger.md>\ 作者:joohhnnn

op-challenger

op-challenger 主要负责操作 FDG (Fault Dispute Game),它通过直接使用 Cannon、op-program 等组件来维持整个 FDG 的正常执行。

image

我们将 op-challenger 分为两部分:

  • 监控(monitor):监控游戏进程,并做出相应操作。
  • 执行子任务,如 step、move、upload preimage 等。

监控 (monitor)

monitor 组件负责订阅 L1 上的区块。每当有新的区块生成时,它会检索所有游戏,查看是否需要分配并执行具体操作。

启动监控

使用 StartMonitoring() 函数启动监控。onNewL1Head() 函数作为回调参数传入 resubscribeFunction(),并最终注册到 eth.WatchHeadChanges 中。 每 10 秒钟检索一次,当检索到新区块后,将该区块的哈希和区块号传入 progressGames() 进行处理。


func (m *gameMonitor) onNewL1Head(ctx context.Context, sig eth.L1BlockRef) {
    m.clock.SetTime(sig.Time)
    if err := m.progressGames(ctx, sig.Hash, sig.Number); err != nil {
        m.logger.Error("Failed to progress games", "err", err)
    }
    if err := m.preimages.Schedule(sig.Hash, sig.Number); err != nil {
        m.logger.Error("Failed to validate large preimages", "err", err)
    }
}

func (m *gameMonitor) resubscribeFunction() event.ResubscribeErrFunc {
    // The ctx is cancelled as soon as the subscription is returned,
    // but is only used to create the subscription, and does not affect the returned subscription.
    return func(ctx context.Context, err error) (event.Subscription, error) {
        if err != nil {
            m.logger.Warn("resubscribing after failed L1 subscription", "err", err)
        }
        return eth.WatchHeadChanges(ctx, m.l1Source, m.onNewL1Head)
    }
}

func (m *gameMonitor) StartMonitoring() {
    m.runState.Lock()
    defer m.runState.Unlock()
    if m.l1HeadsSub != nil {
        return // already started
    }
    m.l1HeadsSub = event.ResubscribeErr(time.Second*10, m.resubscribeFunction())
}

分配子任务

progressGames 函数在监听到新的区块后执行,其主要作用是获取所有有效的 game,并将这些 game 传入 Schedule 中用于后续的任务派发。需要注意的是,schedule 分为多个类别,如 bondSchedule(用于管理 claim 对应的 bond)和 pre-image schedule(用于上传 pre-image 数据)。我们在这里仅针对最基础的 move 和 step 的 schedule 进行讲解。

func (m *gameMonitor) progressGames(ctx context.Context, blockHash common.Hash, blockNumber uint64) error {
    minGameTimestamp := clock.MinCheckedTimestamp(m.clock, m.gameWindow)
    games, err := m.source.GetGamesAtOrAfter(ctx, blockHash, minGameTimestamp)
    if err != nil {
        return fmt.Errorf("failed to load games: %w", err)
    }
    var gamesToPlay []types.GameMetadata
    for _, game := range games {
        if !m.allowedGame(game.Proxy) {
            m.logger.Debug("Skipping game not on allow list", "game", game.Proxy)
            continue
        }
        gamesToPlay = append(gamesToPlay, game)
    }
    if err := m.claimer.Schedule(blockNumber, gamesToPlay); err != nil {
        return fmt.Errorf("failed to schedule bond claims: %w", err)
    }
    if err := m.scheduler.Schedule(gamesToPlay, blockNumber); errors.Is(err, scheduler.ErrBusy) {
        m.logger.Info("Scheduler still busy with previous update")
    } else if err != nil {
        return fmt.Errorf("failed to schedule games: %w", err)
    }
    return nil
}

schedule() 函数处理接收到的 game,并在 createJob 中判断 game 是否需要新的子操作,然后通过 enqueueJob 函数将所有的子操作添加到 jobQueue 中进行传递。

func (c *coordinator) schedule(ctx context.Context, games []types.GameMetadata, blockNumber uint64) error {

        ……

    // Next collect all the jobs to schedule and ensure all games are recorded in the states map.
    // Otherwise, results may start being processed before all games are recorded, resulting in existing
    // data directories potentially being deleted for games that are required.
    for _, game := range games {
        if j, err := c.createJob(ctx, game, blockNumber); err != nil {
            errs = append(errs, fmt.Errorf("failed to create job for game %v: %w", game.Proxy, err))
        } else if j != nil {
            jobs = append(jobs, *j)
            c.m.RecordGameUpdateScheduled()
        }
    }

        ……

    // Finally, enqueue the jobs
    for _, j := range jobs {
        if err := c.enqueueJob(ctx, j); err != nil {
            errs = append(errs, fmt.Errorf("failed to enqueue job for game %v: %w", j.addr, err))
        }
    }
    return errors.Join(errs...)
}

子任务的执行操作

生成 action

当 jobQueue 中出现数据后,需要在 CalculateNextActions() 中将这些子任务信号转化为具体的 action。以 step 操作为例,当 game depth 达到 MaxDepth 时,我们会生成对应 step 的 action。

func (s *GameSolver) CalculateNextActions(ctx context.Context, game types.Game) ([]types.Action, error) {

        ……
    var actions []types.Action
    agreedClaims := newHonestClaimTracker()

    for _, claim := range game.Claims() {
        var action *types.Action
        if claim.Depth() == game.MaxDepth() {
            action, err = s.calculateStep(ctx, game, claim, agreedClaims)
        } else {
            action, err = s.calculateMove(ctx, game, claim, agreedClaims)
        }
        ……
        if action == nil {
            continue
        }
        actions = append(actions, *action)
    }
    return actions, nil
}
func (s *GameSolver) calculateStep(ctx context.Context, game types.Game, claim types.Claim, agreedClaims *honestClaimTracker) (*types.Action, error) {
    if claim.CounteredBy != (common.Address{}) {
        return nil, nil
    }
    step, err := s.claimSolver.AttemptStep(ctx, game, claim, agreedClaims)
    if err != nil {
        return nil, err
    }
    if step == nil {
        return nil, nil
    }
    return &types.Action{
        Type:        types.ActionTypeStep,
        ParentClaim: step.LeafClaim,
        IsAttack:    step.IsAttack,
        PreState:    step.PreState,
        ProofData:   step.ProofData,
        OracleData:  step.OracleData,
    }, nil
}
func (s *claimSolver) AttemptStep(ctx context.Context, game types.Game, claim types.Claim, honestClaims *honestClaimTracker) (*StepData, error) {

        ……
    preState, proofData, oracleData, err := s.trace.GetStepData(ctx, game, claim, position)
    if err != nil {
        return nil, err
    }

    return &StepData{
        LeafClaim:  claim,
        IsAttack:   !claimCorrect,
        PreState:   preState,
        ProofData:  proofData,
        OracleData: oracleData,
    }, nil
}

GetStepData() 函数间接调用了 DoGenerateProof() 函数,启动了 Cannon 以生成 step 所需的 state data 和 proof data。

func (e *Executor) DoGenerateProof(ctx context.Context, dir string, begin uint64, end uint64, extraVmArgs ...string) error {
        ……
    args := []string{
        "run",
        "--input", start,
        "--output", lastGeneratedState,
        "--meta", "",
        "--info-at", "%" + strconv.FormatUint(uint64(e.cfg.InfoFreq), 10),
        "--proof-at", "=" + strconv.FormatUint(end, 10),
        "--proof-fmt", filepath.Join(proofDir, "%d.json.gz"),
        "--snapshot-at", "%" + strconv.FormatUint(uint64(e.cfg.SnapshotFreq), 10),
        "--snapshot-fmt", filepath.Join(snapshotDir, "%d.json.gz"),
    }
    if end &lt; math.MaxUint64 {
        args = append(args, "--stop-at", "="+strconv.FormatUint(end+1, 10))
    }
    if e.cfg.DebugInfo {
        args = append(args, "--debug-info", filepath.Join(dataDir, debugFilename))
    }
    args = append(args, extraVmArgs...)
    args = append(args,
        "--",
        e.cfg.Server, "--server",
        "--l1", e.cfg.L1,
        "--l1.beacon", e.cfg.L1Beacon,
        "--l2", e.cfg.L2,
        "--datadir", dataDir,
        "--l1.head", e.inputs.L1Head.Hex(),
        "--l2.head", e.inputs.L2Head.Hex(),
        "--l2.outputroot", e.inputs.L2OutputRoot.Hex(),
        "--l2.claim", e.inputs.L2Claim.Hex(),
        "--l2.blocknumber", e.inputs.L2BlockNumber.Text(10),
    )
        ……
    err = e.cmdExecutor(ctx, e.logger.New("proof", end), e.cfg.VmBin, args...)
        ……
    return err
}

执行 action

PerformAction() 中执行获取到的 action。此函数根据 action 的类别进行判断并执行相应的上链操作:

  • 判断是否需要上传 Pre-image data。
  • 判断操作类型是否为 Attack/Defend。
  • 判断是否为 Step 操作。
  • 判断是否可以从 L2BlockNumber 角度否定 root claim。
    func (r *FaultResponder) PerformAction(ctx context.Context, action types.Action) error {
    if action.OracleData != nil {
        var preimageExists bool
        var err error
        if !action.OracleData.IsLocal {
            preimageExists, err = r.oracle.GlobalDataExists(ctx, action.OracleData)
            if err != nil {
                return fmt.Errorf("failed to check if preimage exists: %w", err)
            }
        }
        // Always upload local preimages
        if !preimageExists {
            err := r.uploader.UploadPreimage(ctx, uint64(action.ParentClaim.ContractIndex), action.OracleData)
            if errors.Is(err, preimages.ErrChallengePeriodNotOver) {
                r.log.Debug("Large Preimage Squeeze failed, challenge period not over")
                return nil
            } else if err != nil {
                return fmt.Errorf("failed to upload preimage: %w", err)
            }
        }
    }
    var candidate txmgr.TxCandidate
    var err error
    switch action.Type {
    case types.ActionTypeMove:
        if action.IsAttack {
            candidate, err = r.contract.AttackTx(ctx, action.ParentClaim, action.Value)
        } else {
            candidate, err = r.contract.DefendTx(ctx, action.ParentClaim, action.Value)
        }
    case types.ActionTypeStep:
        candidate, err = r.contract.StepTx(uint64(action.ParentClaim.ContractIndex), action.IsAttack, action.PreState, action.ProofData)
    case types.ActionTypeChallengeL2BlockNumber:
        candidate, err = r.contract.ChallengeL2BlockNumberTx(action.InvalidL2BlockNumberChallenge)
    }
    if err != nil {
        return err
    }
    return r.sender.SendAndWaitSimple("perform action", candidate)
    }

总结

op-challenger 是一个为Fault proof设计的高度自动化系统,旨在实时监控和响应链上游戏状态的变化。通过持续监听区块链事件,并根据游戏状态动态执行攻击或防御操作,op-challenger 提供了一个策略性强、反应迅速的解决方案。该系统与 cannon op-program 等关键组件紧密集成,能够自动化地生成游戏步骤所需的数据输入,并确保游戏决策的准确执行。

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