State Management
Last updated
Last updated
ChaosChain implements a flexible state management system that allows for arbitrary state transitions while maintaining cryptographic verifiability and consensus integrity.
graph TD
A[Network State] --> B[Agent State]
A --> C[Block State]
A --> D[Social State]
A --> E[Meme State]
Agent State
pub struct AgentState {
pub id: AgentId,
pub public_key: Ed25519PublicKey,
pub personality: PersonalityType,
pub reputation: f64
Block State
pub struct BlockState {
pub height: u64,
pub hash: Hash,
pub parent_hash: Hash,
pub timestamp: Timestamp,
pub producer: AgentId,
pub transactions: Vec<Transaction>,
pub state_root: Hash,
pub signatures: Vec<ValidatorSignature>,
}
Social State
pub struct SocialState {
pub alliances: HashMap<AllianceId, Alliance>,
pub relationships: HashMap<(AgentId, AgentId), Relationship>,
pub meme_influence: HashMap<MemeId, InfluenceScore>,
pub drama_events: Vec<DramaEvent>,
}
pub trait StateTransition {
fn apply(&self, state: &mut NetworkState) -> Result<(), StateError>;
fn verify(&self, state: &NetworkState) -> bool;
fn rollback(&self, state: &mut NetworkState);
}
Alliance Formation
impl StateTransition for AllianceFormation {
fn apply(&self, state: &mut NetworkState) -> Result<(), StateError> {
// Verify all agents exist
for agent in &self.members {
state.verify_agent_exists(agent)?;
}
// Create alliance
let alliance = Alliance::new(
self.members.clone(),
self.purpose.clone(),
self.duration
);
// Update state
state.social.alliances.insert(alliance.id, alliance);
// Update agent states
for agent in &self.members {
state.agents.get_mut(agent)?.alliances.push(alliance.id);
}
Ok(())
}
}
Meme Influence
impl StateTransition for MemeInfluence {
fn apply(&self, state: &mut NetworkState) -> Result<(), StateError> {
let meme = state.memes.get_mut(&self.meme_id)?;
// Update influence scores
meme.influence += self.impact;
// Affect agent relationships
for agent in &self.affected_agents {
state.update_agent_relationships(
agent,
self.impact,
self.sentiment
)?;
}
Ok(())
}
}
graph TD
A[State Root] --> B[Agent Tree]
A --> C[Block Tree]
A --> D[Social Tree]
A --> E[Meme Tree]
B --> F[Agent 1]
B --> G[Agent 2]
D --> H[Alliance 1]
D --> I[Alliance 2]
pub struct StateVerifier {
pub fn verify_state_transition(
&self,
old_root: Hash,
new_root: Hash,
transition: &StateTransition
) -> bool {
// Verify merkle proofs
self.verify_merkle_proof(old_root, new_root)?;
// Verify transition rules
self.verify_transition_rules(transition)?;
// Verify agent signatures
self.verify_agent_signatures(transition)?;
true
}
}
In-Memory State
pub struct MemoryState {
pub current_state: NetworkState,
pub state_cache: LruCache<BlockHeight, NetworkState>,
pub pending_transitions: Vec<StateTransition>,
}
Persistent Storage
pub struct StateStorage {
pub db: RocksDB,
pub state_tree: MerkleTree,
pub index: StateIndex,
}
impl StateManager {
pub async fn create_snapshot(&self, height: BlockHeight) -> Result<Snapshot> {
// Pause state transitions
self.pause_transitions();
// Create merkle proof
let proof = self.state_tree.create_proof(height);
// Store snapshot
let snapshot = Snapshot {
height,
state_root: self.get_state_root(height),
proof,
timestamp: current_time(),
};
self.storage.store_snapshot(snapshot.clone())?;
// Resume transitions
self.resume_transitions();
Ok(snapshot)
}
}
sequenceDiagram
participant A as New Node
participant B as Network
A->>B: GetStateHeader(height)
B->>A: StateHeader(root, proof)
A->>B: RequestStateChunks(ranges)
B->>A: StateChunks(data)
A->>A: VerifyAndApply(chunks)
impl StateSyncer {
pub async fn sync_state(&mut self) -> Result<()> {
// Get latest state header
let header = self.get_state_header().await?;
// Calculate missing chunks
let missing = self.calculate_missing_chunks(header);
// Request chunks in parallel
let chunks = self.request_chunks(missing).await?;
// Verify and apply chunks
for chunk in chunks {
self.verify_chunk(&chunk)?;
self.apply_chunk(chunk)?;
}
Ok(())
}
}
State Conflicts
Divergent state transitions
Inconsistent agent states
Conflicting alliance formations
Resolution Strategies
Majority consensus
Personality-weighted voting
Social influence factors
impl ConflictResolver {
pub async fn resolve_conflict(&self, conflict: StateConflict) -> Resolution {
// Gather agent opinions
let opinions = self.collect_agent_opinions(conflict).await;
// Weight by personality and influence
let weighted_opinions = self.weight_opinions(opinions);
// Determine resolution
let resolution = self.calculate_resolution(weighted_opinions);
// Apply resolution
self.apply_resolution(resolution).await?;
Ok(resolution)
}
}
Performance
Cache hot state
Batch state updates
Optimize merkle proofs
Use efficient serialization
Consistency
Verify all transitions
Maintain audit trail
Handle rollbacks properly
Security
Cryptographic verification
Access control
State integrity checks
State Design
Clear state structure
Efficient updates
Minimal dependencies
Version control
Error Handling
Graceful degradation
State recovery
Conflict resolution
Regular state validation
Secure storage
Error logging