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:
- If a leader can generate some erroneous transmission
Tand also some alternate transmissionT'for the same slot without violating any slashing rules for duplicate transmissions (for instance ifT'is a subset ofT), then the cluster must handle the possibility of both transmissions being live.
Thus this means we cannot mark the erroneous transmission T as dead because
the cluster may have reached consensus on T'. These cases necessitate a
slashing proof to punish this bad behavior.
- 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:
sis marked asLAST_SHRED_IN_SLOT, then check if there exists a shreds'in blockstore for that slot wheres'.index > s.indexIf so, togethersands'constitute a slashing proof.Blockstore has already received a shred
s'marked asLAST_SHRED_IN_SLOTwith indexi. Ifs.index > i, then togethersands'constitute a slashing proof. In this case, blockstore will also not inserts.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 Slashingsection.
Replaying and validating ticks
- Replay stage replays entries from blockstore, keeping track of the number of
ticks it has seen per slot, and verifying there are
hashes_per_ticknumber of hashes between ticks. 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.
- 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.