Fix: Use bits to calculate difficulty instead of floating points

This commit is contained in:
junderw
2023-07-31 18:22:13 -07:00
parent 22e57ae95c
commit 9bf334a22d
3 changed files with 120 additions and 7 deletions

View File

@@ -28,12 +28,13 @@ import chainTips from './chain-tips';
import websocketHandler from './websocket-handler';
import redisCache from './redis-cache';
import rbfCache from './rbf-cache';
import { calcBitsDifference } from './difficulty-adjustment';
class Blocks {
private blocks: BlockExtended[] = [];
private blockSummaries: BlockSummary[] = [];
private currentBlockHeight = 0;
private currentDifficulty = 0;
private currentBits = 0;
private lastDifficultyAdjustmentTime = 0;
private previousDifficultyRetarget = 0;
private newBlockCallbacks: ((block: BlockExtended, txIds: string[], transactions: TransactionExtended[]) => void)[] = [];
@@ -666,14 +667,14 @@ class Blocks {
const block: IEsploraApi.Block = await bitcoinApi.$getBlock(blockHash);
this.updateTimerProgress(timer, 'got block for initial difficulty adjustment');
this.lastDifficultyAdjustmentTime = block.timestamp;
this.currentDifficulty = block.difficulty;
this.currentBits = block.bits;
if (blockHeightTip >= 2016) {
const previousPeriodBlockHash = await bitcoinApi.$getBlockHash(blockHeightTip - heightDiff - 2016);
this.updateTimerProgress(timer, 'got previous block hash for initial difficulty adjustment');
const previousPeriodBlock: IEsploraApi.Block = await bitcoinApi.$getBlock(previousPeriodBlockHash);
this.updateTimerProgress(timer, 'got previous block for initial difficulty adjustment');
this.previousDifficultyRetarget = (block.difficulty - previousPeriodBlock.difficulty) / previousPeriodBlock.difficulty * 100;
this.previousDifficultyRetarget = calcBitsDifference(previousPeriodBlock.bits, block.bits);
logger.debug(`Initial difficulty adjustment data set.`);
}
} else {
@@ -786,14 +787,18 @@ class Blocks {
time: block.timestamp,
height: block.height,
difficulty: block.difficulty,
adjustment: Math.round((block.difficulty / this.currentDifficulty) * 1000000) / 1000000, // Remove float point noise
adjustment: Math.round(
// calcBitsDifference returns +- percentage, +100 returns to positive, /100 returns to ratio.
// Instead of actually doing /100, just reduce the multiplier.
(calcBitsDifference(this.currentBits, block.bits) + 100) * 10000
) / 1000000, // Remove float point noise
});
this.updateTimerProgress(timer, `saved difficulty adjustment for ${this.currentBlockHeight}`);
}
this.previousDifficultyRetarget = (block.difficulty - this.currentDifficulty) / this.currentDifficulty * 100;
this.previousDifficultyRetarget = calcBitsDifference(this.currentBits, block.bits);
this.lastDifficultyAdjustmentTime = block.timestamp;
this.currentDifficulty = block.difficulty;
this.currentBits = block.bits;
}
// wait for pending async callbacks to finish