tendermint/consensus
Zach e0e600df05
Merge branch 'develop' into config
2018-01-06 05:30:38 +00:00
..
test_data rebase fix 2017-12-28 20:49:02 +00:00
types config: unexpose chainID 2017-12-28 20:49:02 +00:00
README.md some comments 2016-08-09 20:31:53 -04:00
byzantine_test.go int64 height 2017-12-01 19:04:53 -06:00
common_test.go Merge branch 'develop' into config 2018-01-06 05:30:38 +00:00
mempool_test.go excessive logging. update tmlibs for timer fix 2017-12-16 19:16:08 -05:00
reactor.go final updates for state 2017-12-28 23:15:54 -05:00
reactor_test.go change voting power change, not number of vals 2017-12-25 17:49:36 -06:00
replay.go fixes from review 2017-12-28 23:15:54 -05:00
replay_file.go fixes from review 2017-12-28 23:15:54 -05:00
replay_test.go bump wal test timeout 2017-12-29 17:51:13 -05:00
state.go ValidateBlock is a method on blockExec 2017-12-28 23:15:54 -05:00
state_test.go config: unexpose chainID 2017-12-28 20:49:02 +00:00
ticker.go consensus: Fix typo on ticker.go documentation 2017-12-09 13:14:53 +01:00
version.go all: no more anonymous imports 2017-10-04 16:40:45 -04:00
wal.go Updates -> ValidatoSetUpdates 2017-12-19 13:03:39 -06:00
wal_fuzz.go add gofuzz test for consensus wal 2017-12-15 11:56:24 -06:00
wal_generator.go fixes from review 2017-12-28 23:15:54 -05:00
wal_test.go handle data corruption errors 2017-12-11 19:48:20 -06:00

README.md

The core consensus algorithm.

  • state.go - The state machine as detailed in the whitepaper
  • reactor.go - A reactor that connects the state machine to the gossip network

Go-routine summary

The reactor runs 2 go-routines for each added peer: gossipDataRoutine and gossipVotesRoutine.

The consensus state runs two persistent go-routines: timeoutRoutine and receiveRoutine. Go-routines are also started to trigger timeouts and to avoid blocking when the internalMsgQueue is really backed up.

Replay/WAL

A write-ahead log is used to record all messages processed by the receiveRoutine, which amounts to all inputs to the consensus state machine: messages from peers, messages from ourselves, and timeouts. They can be played back deterministically at startup or using the replay console.