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 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。
我们将 op-challenger 分为两部分:
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。
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())
}
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...)
}
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 < 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
}
在 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:
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)
}
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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