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bitcoin-bitcoin-core/src/test/util/net.cpp

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// Copyright (c) 2020-2022 The Bitcoin Core developers
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// Distributed under the MIT software license, see the accompanying
// file COPYING or http://www.opensource.org/licenses/mit-license.php.
#include <test/util/net.h>
#include <chainparams.h>
#include <node/eviction.h>
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#include <net.h>
#include <net_processing.h>
#include <netmessagemaker.h>
#include <span.h>
#include <vector>
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void ConnmanTestMsg::Handshake(CNode& node,
bool successfully_connected,
ServiceFlags remote_services,
ServiceFlags local_services,
int32_t version,
bool relay_txs)
{
auto& peerman{static_cast<PeerManager&>(*m_msgproc)};
auto& connman{*this};
const CNetMsgMaker mm{0};
peerman.InitializeNode(node, local_services);
net: move message conversion to wire bytes from PushMessage to SocketSendData This furthers transport abstraction by removing the assumption that a message can always immediately be converted to wire bytes. This assumption does not hold for the v2 transport proposed by BIP324, as no messages can be sent before the handshake completes. This is done by only keeping (complete) CSerializedNetMsg objects in vSendMsg, rather than the resulting bytes (for header and payload) that need to be sent. In SocketSendData, these objects are handed to the transport as permitted by it, and sending out the bytes the transport tells us to send. This also removes the nSendOffset member variable in CNode, as keeping track of how much has been sent is now a responsability of the transport. This is not a pure refactor, and has the following effects even for the current v1 transport: * Checksum calculation now happens in SocketSendData rather than PushMessage. For non-optimistic-send messages, that means this computation now happens in the network thread rather than the message handler thread (generally a good thing, as the message handler thread is more of a computational bottleneck). * Checksum calculation now happens while holding the cs_vSend lock. This is technically unnecessary for the v1 transport, as messages are encoded independent from one another, but is untenable for the v2 transport anyway. * Statistics updates about per-message sent bytes now happen when those bytes are actually handed to the OS, rather than at PushMessage time.
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FlushSendBuffer(node); // Drop the version message added by InitializeNode.
CSerializedNetMsg msg_version{
mm.Make(NetMsgType::VERSION,
version, //
Using<CustomUintFormatter<8>>(remote_services), //
int64_t{}, // dummy time
int64_t{}, // ignored service bits
WithParams(CNetAddr::V1, CService{}), // dummy
int64_t{}, // ignored service bits
WithParams(CNetAddr::V1, CService{}), // ignored
uint64_t{1}, // dummy nonce
std::string{}, // dummy subver
int32_t{}, // dummy starting_height
relay_txs),
};
(void)connman.ReceiveMsgFrom(node, std::move(msg_version));
node.fPauseSend = false;
connman.ProcessMessagesOnce(node);
peerman.SendMessages(&node);
net: move message conversion to wire bytes from PushMessage to SocketSendData This furthers transport abstraction by removing the assumption that a message can always immediately be converted to wire bytes. This assumption does not hold for the v2 transport proposed by BIP324, as no messages can be sent before the handshake completes. This is done by only keeping (complete) CSerializedNetMsg objects in vSendMsg, rather than the resulting bytes (for header and payload) that need to be sent. In SocketSendData, these objects are handed to the transport as permitted by it, and sending out the bytes the transport tells us to send. This also removes the nSendOffset member variable in CNode, as keeping track of how much has been sent is now a responsability of the transport. This is not a pure refactor, and has the following effects even for the current v1 transport: * Checksum calculation now happens in SocketSendData rather than PushMessage. For non-optimistic-send messages, that means this computation now happens in the network thread rather than the message handler thread (generally a good thing, as the message handler thread is more of a computational bottleneck). * Checksum calculation now happens while holding the cs_vSend lock. This is technically unnecessary for the v1 transport, as messages are encoded independent from one another, but is untenable for the v2 transport anyway. * Statistics updates about per-message sent bytes now happen when those bytes are actually handed to the OS, rather than at PushMessage time.
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FlushSendBuffer(node); // Drop the verack message added by SendMessages.
if (node.fDisconnect) return;
assert(node.nVersion == version);
assert(node.GetCommonVersion() == std::min(version, PROTOCOL_VERSION));
CNodeStateStats statestats;
assert(peerman.GetNodeStateStats(node.GetId(), statestats));
assert(statestats.m_relay_txs == (relay_txs && !node.IsBlockOnlyConn()));
assert(statestats.their_services == remote_services);
if (successfully_connected) {
CSerializedNetMsg msg_verack{mm.Make(NetMsgType::VERACK)};
(void)connman.ReceiveMsgFrom(node, std::move(msg_verack));
node.fPauseSend = false;
connman.ProcessMessagesOnce(node);
peerman.SendMessages(&node);
assert(node.fSuccessfullyConnected == true);
}
}
void ConnmanTestMsg::NodeReceiveMsgBytes(CNode& node, Span<const uint8_t> msg_bytes, bool& complete) const
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{
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assert(node.ReceiveMsgBytes(msg_bytes, complete));
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if (complete) {
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node.MarkReceivedMsgsForProcessing();
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}
}
net: move message conversion to wire bytes from PushMessage to SocketSendData This furthers transport abstraction by removing the assumption that a message can always immediately be converted to wire bytes. This assumption does not hold for the v2 transport proposed by BIP324, as no messages can be sent before the handshake completes. This is done by only keeping (complete) CSerializedNetMsg objects in vSendMsg, rather than the resulting bytes (for header and payload) that need to be sent. In SocketSendData, these objects are handed to the transport as permitted by it, and sending out the bytes the transport tells us to send. This also removes the nSendOffset member variable in CNode, as keeping track of how much has been sent is now a responsability of the transport. This is not a pure refactor, and has the following effects even for the current v1 transport: * Checksum calculation now happens in SocketSendData rather than PushMessage. For non-optimistic-send messages, that means this computation now happens in the network thread rather than the message handler thread (generally a good thing, as the message handler thread is more of a computational bottleneck). * Checksum calculation now happens while holding the cs_vSend lock. This is technically unnecessary for the v1 transport, as messages are encoded independent from one another, but is untenable for the v2 transport anyway. * Statistics updates about per-message sent bytes now happen when those bytes are actually handed to the OS, rather than at PushMessage time.
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void ConnmanTestMsg::FlushSendBuffer(CNode& node) const
{
LOCK(node.cs_vSend);
node.vSendMsg.clear();
node.m_send_memusage = 0;
while (true) {
const auto& [to_send, _more, _msg_type] = node.m_transport->GetBytesToSend(false);
net: move message conversion to wire bytes from PushMessage to SocketSendData This furthers transport abstraction by removing the assumption that a message can always immediately be converted to wire bytes. This assumption does not hold for the v2 transport proposed by BIP324, as no messages can be sent before the handshake completes. This is done by only keeping (complete) CSerializedNetMsg objects in vSendMsg, rather than the resulting bytes (for header and payload) that need to be sent. In SocketSendData, these objects are handed to the transport as permitted by it, and sending out the bytes the transport tells us to send. This also removes the nSendOffset member variable in CNode, as keeping track of how much has been sent is now a responsability of the transport. This is not a pure refactor, and has the following effects even for the current v1 transport: * Checksum calculation now happens in SocketSendData rather than PushMessage. For non-optimistic-send messages, that means this computation now happens in the network thread rather than the message handler thread (generally a good thing, as the message handler thread is more of a computational bottleneck). * Checksum calculation now happens while holding the cs_vSend lock. This is technically unnecessary for the v1 transport, as messages are encoded independent from one another, but is untenable for the v2 transport anyway. * Statistics updates about per-message sent bytes now happen when those bytes are actually handed to the OS, rather than at PushMessage time.
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if (to_send.empty()) break;
node.m_transport->MarkBytesSent(to_send.size());
}
}
bool ConnmanTestMsg::ReceiveMsgFrom(CNode& node, CSerializedNetMsg&& ser_msg) const
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{
bool queued = node.m_transport->SetMessageToSend(ser_msg);
assert(queued);
bool complete{false};
while (true) {
const auto& [to_send, _more, _msg_type] = node.m_transport->GetBytesToSend(false);
if (to_send.empty()) break;
NodeReceiveMsgBytes(node, to_send, complete);
node.m_transport->MarkBytesSent(to_send.size());
}
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return complete;
}
std::vector<NodeEvictionCandidate> GetRandomNodeEvictionCandidates(int n_candidates, FastRandomContext& random_context)
{
std::vector<NodeEvictionCandidate> candidates;
candidates.reserve(n_candidates);
for (int id = 0; id < n_candidates; ++id) {
candidates.push_back({
/*id=*/id,
/*m_connected=*/std::chrono::seconds{random_context.randrange(100)},
/*m_min_ping_time=*/std::chrono::microseconds{random_context.randrange(100)},
/*m_last_block_time=*/std::chrono::seconds{random_context.randrange(100)},
/*m_last_tx_time=*/std::chrono::seconds{random_context.randrange(100)},
/*fRelevantServices=*/random_context.randbool(),
/*m_relay_txs=*/random_context.randbool(),
/*fBloomFilter=*/random_context.randbool(),
/*nKeyedNetGroup=*/random_context.randrange(100),
/*prefer_evict=*/random_context.randbool(),
/*m_is_local=*/random_context.randbool(),
/*m_network=*/ALL_NETWORKS[random_context.randrange(ALL_NETWORKS.size())],
/*m_noban=*/false,
/*m_conn_type=*/ConnectionType::INBOUND,
});
}
return candidates;
}