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In this PR, we create a new package, `protofsm` which is intended to abstract away from something we've done dozens of time in the daemon: create a new event-drive protocol FSM. One example of this is the co-op close state machine, and also the channel state machine itself. This packages picks out the common themes of: * clear states and transitions between them * calling out to special daemon adapters for I/O such as transaction broadcast or sending a message to a peer * cleaning up after state machine execution * notifying relevant callers of updates to the state machine The goal of this PR, is that devs can now implement a state machine based off of this primary interface: ```go // State defines an abstract state along, namely its state transition function // that takes as input an event and an environment, and returns a state // transition (next state, and set of events to emit). As state can also either // be terminal, or not, a terminal event causes state execution to halt. type State[Event any, Env Environment] interface { // ProcessEvent takes an event and an environment, and returns a new // state transition. This will be iteratively called until either a // terminal state is reached, or no further internal events are // emitted. ProcessEvent(event Event, env Env) (*StateTransition[Event, Env], error) // IsTerminal returns true if this state is terminal, and false otherwise. IsTerminal() bool } ``` With their focus being _only_ on each state transition, rather than all the boiler plate involved (processing new events, advancing to completion, doing I/O, etc, etc). Instead, they just make their states, then create the state machine given the starting state and env. The only other custom component needed is something capable of mapping wire messages or other events from the "outside world" into the domain of the state machine. The set of types is based on a pseudo sum type system wherein you declare an interface, make the sole method private, then create other instances based on that interface. This restricts call sites (must pass in that interface) type, and with some tooling, exhaustive matching can also be enforced via a linter. The best way to get a hang of the pattern proposed here is to check out the tests. They make a mock state machine, and then use the new executor to drive it to completion. You'll also get a view of how the code will actually look, with the focus being on the: input event, current state, and output transition (can also emit events to drive itself forward).
404 lines
12 KiB
Go
404 lines
12 KiB
Go
package protofsm
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import (
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"fmt"
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"sync"
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"time"
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"github.com/btcsuite/btcd/btcec/v2"
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"github.com/btcsuite/btcd/wire"
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"github.com/lightningnetwork/lnd/fn"
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"github.com/lightningnetwork/lnd/lnwire"
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)
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const (
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// pollInterval is the interval at which we'll poll the SendWhen
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// predicate if specified.
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pollInterval = time.Millisecond * 100
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)
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// EmittedEvent is a special type that can be emitted by a state transition.
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// This can container internal events which are to be routed back to the state,
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// or external events which are to be sent to the daemon.
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type EmittedEvent[Event any] struct {
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// InternalEvent is an optional internal event that is to be routed
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// back to the target state. This enables state to trigger one or many
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// state transitions without a new external event.
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InternalEvent fn.Option[Event]
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// ExternalEvent is an optional external event that is to be sent to
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// the daemon for dispatch. Usually, this is some form of I/O.
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ExternalEvents fn.Option[DaemonEventSet]
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}
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// StateTransition is a state transition type. It denotes the next state to go
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// to, and also the set of events to emit.
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type StateTransition[Event any, Env Environment] struct {
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// NextState is the next state to transition to.
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NextState State[Event, Env]
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// NewEvents is the set of events to emit.
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NewEvents fn.Option[EmittedEvent[Event]]
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}
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// Environment is an abstract interface that represents the environment that
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// the state machine will execute using. From the PoV of the main state machine
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// executor, we just care about being able to clean up any resources that were
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// allocated by the environment.
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type Environment interface {
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// Name returns the name of the environment. This is used to uniquely
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// identify the environment of related state machines.
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Name() string
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}
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// State defines an abstract state along, namely its state transition function
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// that takes as input an event and an environment, and returns a state
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// transition (next state, and set of events to emit). As state can also either
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// be terminal, or not, a terminal event causes state execution to halt.
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type State[Event any, Env Environment] interface {
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// ProcessEvent takes an event and an environment, and returns a new
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// state transition. This will be iteratively called until either a
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// terminal state is reached, or no further internal events are
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// emitted.
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ProcessEvent(event Event, env Env) (*StateTransition[Event, Env], error)
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// IsTerminal returns true if this state is terminal, and false otherwise.
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IsTerminal() bool
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// TODO(roasbeef): also add state serialization?
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}
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// DaemonAdapters is a set of methods that server as adapters to bridge the
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// pure world of the FSM to the real world of the daemon. These will be used to
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// do things like broadcast transactions, or send messages to peers.
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type DaemonAdapters interface {
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// SendMessages sends the target set of messages to the target peer.
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SendMessages(btcec.PublicKey, []lnwire.Message) error
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// BroadcastTransaction broadcasts a transaction with the target label.
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BroadcastTransaction(*wire.MsgTx, string) error
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}
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// stateQuery is used by outside callers to query the internal state of the
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// state machine.
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type stateQuery[Event any, Env Environment] struct {
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// CurrentState is a channel that will be sent the current state of the
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// state machine.
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CurrentState chan State[Event, Env]
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}
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// StateMachine represents an abstract FSM that is able to process new incoming
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// events and drive a state machine to termination. This implementation uses
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// type params to abstract over the types of events and environment. Events
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// trigger new state transitions, that use the environment to perform some
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// action.
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//
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// TODO(roasbeef): terminal check, daemon event execution, init?
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type StateMachine[Event any, Env Environment] struct {
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currentState State[Event, Env]
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env Env
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daemon DaemonAdapters
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events chan Event
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quit chan struct{}
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wg sync.WaitGroup
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// newStateEvents is an EventDistributor that will be used to notify
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// any relevant callers of new state transitions that occur.
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newStateEvents *fn.EventDistributor[State[Event, Env]]
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stateQuery chan stateQuery[Event, Env]
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startOnce sync.Once
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stopOnce sync.Once
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// TODO(roasbeef): also use that context guard here?
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}
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// NewStateMachine creates a new state machine given a set of daemon adapters,
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// an initial state, and an environment.
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func NewStateMachine[Event any, Env Environment](adapters DaemonAdapters,
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initialState State[Event, Env],
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env Env) StateMachine[Event, Env] {
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return StateMachine[Event, Env]{
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daemon: adapters,
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events: make(chan Event, 1),
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currentState: initialState,
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stateQuery: make(chan stateQuery[Event, Env]),
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quit: make(chan struct{}),
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env: env,
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newStateEvents: fn.NewEventDistributor[State[Event, Env]](),
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}
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}
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// Start starts the state machine. This will spawn a goroutine that will drive
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// the state machine to completion.
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func (s *StateMachine[Event, Env]) Start() {
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s.startOnce.Do(func() {
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s.wg.Add(1)
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go s.driveMachine()
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})
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}
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// Stop stops the state machine. This will block until the state machine has
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// reached a stopping point.
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func (s *StateMachine[Event, Env]) Stop() {
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s.stopOnce.Do(func() {
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close(s.quit)
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s.wg.Wait()
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})
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}
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// SendEvent sends a new event to the state machine.
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//
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// TODO(roasbeef): bool if processed?
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func (s *StateMachine[Event, Env]) SendEvent(event Event) {
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select {
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case s.events <- event:
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case <-s.quit:
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return
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}
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}
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// CurrentState returns the current state of the state machine.
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func (s *StateMachine[Event, Env]) CurrentState() (State[Event, Env], error) {
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query := stateQuery[Event, Env]{
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CurrentState: make(chan State[Event, Env], 1),
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}
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if !fn.SendOrQuit(s.stateQuery, query, s.quit) {
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return nil, fmt.Errorf("state machine is shutting down")
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}
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return fn.RecvOrTimeout(query.CurrentState, time.Second)
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}
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// StateSubscriber represents an active subscription to be notified of new
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// state transitions.
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type StateSubscriber[E any, F Environment] *fn.EventReceiver[State[E, F]]
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// RegisterStateEvents registers a new event listener that will be notified of
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// new state transitions.
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func (s *StateMachine[Event, Env]) RegisterStateEvents() StateSubscriber[Event, Env] {
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subscriber := fn.NewEventReceiver[State[Event, Env]](10)
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// TODO(roasbeef): instead give the state and the input event?
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s.newStateEvents.RegisterSubscriber(subscriber)
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return subscriber
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}
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// RemoveStateSub removes the target state subscriber from the set of active
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// subscribers.
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func (s *StateMachine[Event, Env]) RemoveStateSub(sub StateSubscriber[Event, Env]) {
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s.newStateEvents.RemoveSubscriber(sub)
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}
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// executeDaemonEvent executes a daemon event, which is a special type of event
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// that can be emitted as part of the state transition function of the state
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// machine. An error is returned if the type of event is unknown.
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func (s *StateMachine[Event, Env]) executeDaemonEvent(event DaemonEvent) error {
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switch daemonEvent := event.(type) {
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// This is a send message event, so we'll send the event, and also mind
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// any preconditions as well as post-send events.
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case *SendMsgEvent[Event]:
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sendAndCleanUp := func() error {
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err := s.daemon.SendMessages(
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daemonEvent.TargetPeer, daemonEvent.Msgs,
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)
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if err != nil {
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return fmt.Errorf("unable to send msgs: %w", err)
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}
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// If a post-send event was specified, then we'll
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// funnel that back into the main state machine now as
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// well.
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daemonEvent.PostSendEvent.WhenSome(func(event Event) {
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s.wg.Add(1)
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go func() {
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defer s.wg.Done()
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s.SendEvent(event)
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}()
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})
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return nil
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}
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// If this doesn't have a SendWhen predicate, then we can just
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// send it off right away.
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if !daemonEvent.SendWhen.IsSome() {
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return sendAndCleanUp()
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}
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// Otherwise, this has a SendWhen predicate, so we'll need
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// launch a goroutine to poll the SendWhen, then send only once
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// the predicate is true.
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s.wg.Add(1)
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go func() {
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defer s.wg.Done()
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predicateTicker := time.NewTicker(pollInterval)
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defer predicateTicker.Stop()
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for {
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select {
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case <-predicateTicker.C:
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canSend := fn.MapOptionZ(
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daemonEvent.SendWhen,
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func(pred SendPredicate) bool {
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return pred()
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},
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)
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if canSend {
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sendAndCleanUp()
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return
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}
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case <-s.quit:
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return
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}
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}
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}()
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return nil
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// If this is a broadcast transaction event, then we'll broadcast with
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// the label attached.
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case *BroadcastTxn:
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err := s.daemon.BroadcastTransaction(
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daemonEvent.Tx, daemonEvent.Label,
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)
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if err != nil {
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// TODO(roasbeef): hook has channel read event event is
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// hit?
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return fmt.Errorf("unable to broadcast txn: %w", err)
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}
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return nil
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}
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return fmt.Errorf("unknown daemon event: %T", event)
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}
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// applyEvents applies a new event to the state machine. This will continue
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// until no further events are emitted by the state machine. Along the way,
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// we'll also ensure to execute any daemon events that are emitted.
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func (s *StateMachine[Event, Env]) applyEvents(newEvent Event) (State[Event, Env], error) {
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// TODO(roasbeef): make starting state as part of env?
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currentState := s.currentState
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eventQueue := fn.NewQueue(newEvent)
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// Given the next event to handle, we'll process the event, then add
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// any new emitted internal events to our event queue. This continues
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// until we reach a terminal state, or we run out of internal events to
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// process.
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for nextEvent := eventQueue.Dequeue(); nextEvent.IsSome(); nextEvent = eventQueue.Dequeue() {
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err := fn.MapOptionZ(nextEvent, func(event Event) error {
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// Apply the state transition function of the current
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// state given this new event and our existing env.
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transition, err := currentState.ProcessEvent(
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event, s.env,
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)
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if err != nil {
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return err
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}
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newEvents := transition.NewEvents
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err = fn.MapOptionZ(newEvents, func(events EmittedEvent[Event]) error {
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// With the event processed, we'll process any
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// new daemon events that were emitted as part
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// of this new state transition.
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err := fn.MapOptionZ(events.ExternalEvents, func(dEvents DaemonEventSet) error {
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for _, dEvent := range dEvents {
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err := s.executeDaemonEvent(dEvent)
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if err != nil {
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return err
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}
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}
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return nil
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})
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if err != nil {
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return err
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}
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// Next, we'll add any new emitted events to
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// our event queue.
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events.InternalEvent.WhenSome(func(inEvent Event) {
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eventQueue.Enqueue(inEvent)
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})
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return nil
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})
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if err != nil {
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return err
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}
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// With our events processed, we'll now update our
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// internal state.
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currentState = transition.NextState
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// Notify our subscribers of the new state transition.
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s.newStateEvents.NotifySubscribers(currentState)
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return nil
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})
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if err != nil {
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return currentState, err
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}
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}
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return currentState, nil
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}
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// driveMachine is the main event loop of the state machine. It accepts any new
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// incoming events, and then drives the state machine forward until it reaches
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// a terminal state.
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func (s *StateMachine[Event, Env]) driveMachine() {
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defer s.wg.Done()
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// TODO(roasbeef): move into env? read only to start with
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currentState := s.currentState
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// We just started driving the state machine, so we'll notify our
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// subscribers of this starting state.
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s.newStateEvents.NotifySubscribers(currentState)
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for {
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select {
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// We have a new external event, so we'll drive the state
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// machine forward until we either run out of internal events,
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// or we reach a terminal state.
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case newEvent := <-s.events:
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newState, err := s.applyEvents(newEvent)
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if err != nil {
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// TODO(roasbeef): hard error?
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log.Errorf("unable to apply event: %v", err)
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continue
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}
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currentState = newState
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// An outside caller is querying our state, so we'll return the
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// latest state.
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case stateQuery := <-s.stateQuery:
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if !fn.SendOrQuit(stateQuery.CurrentState, currentState, s.quit) {
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return
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}
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case <-s.quit:
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// TODO(roasbeef): logs, etc
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// * something in env?
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return
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}
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}
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}
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