import config from '../config'; import { IDifficultyAdjustment } from '../mempool.interfaces'; import blocks from './blocks'; class DifficultyAdjustmentApi { constructor() { } public getDifficultyAdjustment(): IDifficultyAdjustment { const ESTIMATE_LAG_BLOCKS = 146; // For first 7.2% of epoch, don't estimate. const EPOCH_BLOCK_LENGTH = 2016; const DATime = blocks.getLastDifficultyAdjustmentTime(); const previousRetarget = blocks.getPreviousDifficultyRetarget(); const blockHeight = blocks.getCurrentBlockHeight(); const blocksCache = blocks.getBlocks(); const latestBlock = blocksCache[blocksCache.length - 1]; const nowSeconds = Math.floor(new Date().getTime() / 1000); const diffSeconds = nowSeconds - DATime; const blocksInEpoch = (blockHeight >= 0) ? blockHeight % EPOCH_BLOCK_LENGTH : 0; const progressPercent = (blockHeight >= 0) ? blocksInEpoch / EPOCH_BLOCK_LENGTH * 100 : 100; const remainingBlocks = EPOCH_BLOCK_LENGTH - blocksInEpoch; const nextRetargetHeight = (blockHeight >= 0) ? blockHeight + remainingBlocks : 0; let difficultyChange = 0; // Only calculate the estimate once we have 7.2% of blocks in current epoch if (blocksInEpoch >= ESTIMATE_LAG_BLOCKS) { difficultyChange = (600 / (diffSeconds / blocksInEpoch) - 1) * 100; // Max increase is x4 (+300%) if (difficultyChange > 300) { difficultyChange = 300; } // Max decrease is /4 (-75%) if (difficultyChange < -75) { difficultyChange = -75; } } let timeAvgMins = blocksInEpoch >= ESTIMATE_LAG_BLOCKS ? diffSeconds / blocksInEpoch / 60 : 10; // Testnet difficulty is set to 1 after 20 minutes of no blocks, // therefore the time between blocks will always be below 20 minutes (1200s). let timeOffset = 0; if (config.MEMPOOL.NETWORK === 'testnet') { if (timeAvgMins > 20) { timeAvgMins = 20; } if (nowSeconds - latestBlock.timestamp + timeAvgMins * 60 > 1200) { timeOffset = -Math.min(nowSeconds - latestBlock.timestamp, 1200) * 1000; } } const timeAvg = Math.floor(timeAvgMins * 60 * 1000); const remainingTime = remainingBlocks * timeAvg; const estimatedRetargetDate = remainingTime + nowSeconds * 1000; return { progressPercent, difficultyChange, estimatedRetargetDate, remainingBlocks, remainingTime, previousRetarget, nextRetargetHeight, timeAvg, timeOffset, }; } } export default new DifficultyAdjustmentApi();