Description of the Raiden State Machines¶

Introduction¶

The current Raiden prototype chose to use hierarchical state machines to represent the internal state of the node. The state of the whole node is a tree that can be serialized on and recovered from the disk. Moreover, whenever the state changes, the change is triggered by a state change object, which can also be serialized on the disk. A snapshot of the state and the subsequent state change objects are enough to compute the current state of the node. That’s how a node recovers from crashes.

Kinds of State Machines¶

The state of the whole node is represented as a ChainState object. The ChainState object contains many other different kinds of objects. This section describes them in a bottom-to-top manner.

This section is still in construction. It contains only the simplest of the state machines.

HashTimeLockState¶

A HashTimeLockState represents a hash time lock.

See the code.

State Changes on a HashTimeLockState¶

No state changes operate on a HashTimeLockState. A HashTimeLockState is just added to and removed from NettingChannelEndState.

(TODO: describe)

Other State Machines to be Added¶

• NettingChannelEndState
• NettingChannelState
• TokenNetworkState
• PaymentMappingState
• PaymentNetworkState
• ChainState