--- title: Tick Verification --- This design the criteria and validation of ticks in a slot. It also describes error handling and slashing conditions encompassing how the system handles transmissions that do not meet these requirements. # Slot structure Each slot must contain an expected `ticks_per_slot` number of ticks. The last shred in a slot must contain only the entirety of the last tick, and nothing else. The leader must also mark this shred containing the last tick with the `LAST_SHRED_IN_SLOT` flag. Between ticks, there must be `hashes_per_tick` number of hashes. # Handling bad transmissions Malicious transmissions `T` are handled in two ways: 1. If a leader can generate some erronenous transmission `T` and also some alternate transmission `T'` for the same slot without violating any slashing rules for duplicate transmissions (for instance if `T'` is a subset of `T`), then the cluster must handle the possibility of both transmissions being live. Thus this means we cannot mark the erronenous transmission `T` as dead because the cluster may have reached consensus on `T'`. These cases necessitate a slashing proof to punish this bad behavior. 2. Otherwise, we can simply mark the slot as dead and not playable. A slashing proof may or may not be necessary depending on feasibility. # Blockstore receiving shreds When blockstore receives a new shred `s`, there are two cases: 1. `s` is marked as `LAST_SHRED_IN_SLOT`, then check if there exists a shred `s'` in blockstore for that slot where `s'.index > s.index` If so, together `s` and `s'` constitute a slashing proof. 2. Blockstore has already received a shred `s'` marked as `LAST_SHRED_IN_SLOT` with index `i`. If `s.index > i`, then together `s` and `s'`constitute a slashing proof. In this case, blockstore will also not insert `s`. 3. Duplicate shreds for the same index are ignored. Non-duplicate shreds for the same index are a slashable condition. Details for this case are covered in the `Leader Duplicate Block Slashing` section. # Replaying and validating ticks 1. Replay stage replays entries from blockstore, keeping track of the number of ticks it has seen per slot, and verifying there are `hashes_per_tick` number of hashes between ticcks. After the tick from this last shred has been played, replay stage then checks the total number of ticks. Failure scenario 1: If ever there are two consecutive ticks between which the number of hashes is `!= hashes_per_tick`, mark this slot as dead. Failure scenario 2: If the number of ticks != `ticks_per_slot`, mark slot as dead. Failure scenario 3: If the number of ticks reaches `ticks_per_slot`, but we still haven't seen the `LAST_SHRED_IN_SLOT`, mark this slot as dead. 2. When ReplayStage reaches a shred marked as the last shred, it checks if this last shred is a tick. Failure scenario: If the signed shred with the `LAST_SHRED_IN_SLOT` flag cannot be deserialized into a tick (either fails to deserialize or deserializes into an entry), mark this slot as dead.