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@ -289,6 +289,8 @@ func (ethash *Ethash) verifyHeader(chain consensus.ChainReader, header, parent * |
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func CalcDifficulty(config *params.ChainConfig, time uint64, parent *types.Header) *big.Int { |
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next := new(big.Int).Add(parent.Number, common.Big1) |
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switch { |
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case config.IsMetropolis(next): |
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return calcDifficultyMetropolis(time, parent) |
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case config.IsHomestead(next): |
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return calcDifficultyHomestead(time, parent) |
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default: |
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@ -299,10 +301,56 @@ func CalcDifficulty(config *params.ChainConfig, time uint64, parent *types.Heade |
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// Some weird constants to avoid constant memory allocs for them.
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var ( |
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expDiffPeriod = big.NewInt(100000) |
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big9 = big.NewInt(9) |
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big10 = big.NewInt(10) |
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bigMinus99 = big.NewInt(-99) |
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) |
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func calcDifficultyMetropolis(time uint64, parent *types.Header) *big.Int { |
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bigTime := new(big.Int).SetUint64(time) |
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bigParentTime := new(big.Int).Set(parent.Time) |
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// adj_factor = max((2 if len(parent.uncles) else 1) - ((timestamp - parent.timestamp) // 9), -99)
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var x *big.Int |
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if parent.UncleHash == types.EmptyUncleHash { |
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x = big.NewInt(1) |
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} else { |
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x = big.NewInt(2) |
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} |
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z := new(big.Int).Sub(bigTime, bigParentTime) |
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z.Div(z, big9) |
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x.Sub(x, z) |
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// max(1 - (block_timestamp - parent_timestamp) // 10, -99)))
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if x.Cmp(bigMinus99) < 0 { |
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x.Set(bigMinus99) |
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} |
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// (parent_diff + parent_diff // 2048 * max(1 - (block_timestamp - parent_timestamp) // 10, -99))
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y := new(big.Int).Div(parent.Difficulty, params.DifficultyBoundDivisor) |
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x.Mul(y, x) |
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x.Add(parent.Difficulty, x) |
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// minimum difficulty can ever be (before exponential factor)
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if x.Cmp(params.MinimumDifficulty) < 0 { |
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x.Set(params.MinimumDifficulty) |
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} |
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// for the exponential factor
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periodCount := new(big.Int).Add(parent.Number, common.Big1) |
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periodCount.Div(periodCount, expDiffPeriod) |
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// the exponential factor, commonly referred to as "the bomb"
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// diff = diff + 2^(periodCount - 2)
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if periodCount.Cmp(common.Big1) > 0 { |
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y.Sub(periodCount, common.Big2) |
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y.Exp(common.Big2, y, nil) |
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x.Add(x, y) |
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} |
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return x |
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} |
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// calcDifficultyHomestead is the difficulty adjustment algorithm. It returns
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// the difficulty that a new block should have when created at time given the
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// parent block's time and difficulty. The calculation uses the Homestead rules.
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