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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ return x
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+}
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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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