import "helpers.spec" import "methods/IGovernor.spec" import "Governor.helpers.spec" /* ┌─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┐ │ Rule: state returns one of the value in the enumeration │ └─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘ */ rule stateConsistency(env e, uint256 pId) { uint8 result = state(e, pId); assert ( result == PENDING() || result == ACTIVE() || result == CANCELED() || result == DEFEATED() || result == SUCCEEDED() || result == QUEUED() || result == EXECUTED() ); } /* ┌─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┐ │ Rule: State transitions caused by function calls │ └─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘ */ rule stateTransitionFn(uint256 pId, env e, method f, calldataarg args) filtered { f -> !skip(f) } { require clock(e) > 0; // Sanity uint8 stateBefore = state(e, pId); f(e, args); uint8 stateAfter = state(e, pId); assert (stateBefore != stateAfter) => ( stateBefore == UNSET() => ( stateAfter == PENDING() && f.selector == propose(address[],uint256[],bytes[],string).selector ) && stateBefore == PENDING() => ( (stateAfter == CANCELED() && f.selector == cancel(address[],uint256[],bytes[],bytes32).selector) ) && stateBefore == SUCCEEDED() => ( (stateAfter == QUEUED() && f.selector == queue(address[],uint256[],bytes[],bytes32).selector) || (stateAfter == EXECUTED() && f.selector == execute(address[],uint256[],bytes[],bytes32).selector) ) && stateBefore == QUEUED() => ( (stateAfter == EXECUTED() && f.selector == execute(address[],uint256[],bytes[],bytes32).selector) ) && stateBefore == ACTIVE() => false && stateBefore == CANCELED() => false && stateBefore == DEFEATED() => false && stateBefore == EXECUTED() => false ); } /* ┌─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┐ │ Rule: State transitions caused by time passing │ └─────────────────────────────────────────────────────────────────────────────────────────────────────────────────────┘ */ rule stateTransitionWait(uint256 pId, env e1, env e2) { require clock(e1) > 0; // Sanity require clock(e2) > clock(e1); uint8 stateBefore = state(e1, pId); uint8 stateAfter = state(e2, pId); assert (stateBefore != stateAfter) => ( stateBefore == PENDING() => stateAfter == ACTIVE() && stateBefore == ACTIVE() => (stateAfter == SUCCEEDED() || stateAfter == DEFEATED()) && stateBefore == UNSET() => false && stateBefore == SUCCEEDED() => false && stateBefore == QUEUED() => false && stateBefore == CANCELED() => false && stateBefore == DEFEATED() => false && stateBefore == EXECUTED() => false ); }