This introduces a new "target block" feature into Game's syncing logic. If the target block is set, then the Game will try to sync to exactly that block, stopping when it reaches it (in a new AT_TARGET state). The target can be set dynamically and the Game will then try to sync to the new one, or it can be unset and the Game will sync to tip.
This introduces a new "target block" feature into
Game
's syncing logic. If the target block is set, then theGame
will try to sync to exactly that block, stopping when it reaches it (in a newAT_TARGET
state). The target can be set dynamically and theGame
will then try to sync to the new one, or it can be unset and theGame
will sync to tip.