mirror of
https://github.com/sehugg/8bitworkshop.git
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149 lines
4.9 KiB
TypeScript
149 lines
4.9 KiB
TypeScript
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import { Platform, EmuState, EmuControlsState, EmuRecorder } from "./baseplatform";
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import { getNoiseSeed, setNoiseSeed } from "./emu";
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// RECORDER
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type FrameRec = {controls:EmuControlsState, seed:number};
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export class StateRecorderImpl implements EmuRecorder {
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checkpointInterval : number = 10;
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callbackStateChanged : () => void;
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callbackNewCheckpoint : (state:EmuState) => void;
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maxCheckpoints : number = 300;
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platform : Platform;
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checkpoints : EmuState[];
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framerecs : FrameRec[];
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frameCount : number;
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lastSeekFrame : number;
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lastSeekStep : number;
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lastStepCount : number;
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constructor(platform : Platform) {
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this.reset();
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this.platform = platform;
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}
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reset() {
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this.checkpoints = [];
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this.framerecs = [];
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this.frameCount = 0;
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this.lastSeekFrame = 0;
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this.lastSeekStep = 0;
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this.lastStepCount = 0;
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if (this.callbackStateChanged) this.callbackStateChanged();
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}
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frameRequested() : boolean {
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var controls = {
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controls:this.platform.saveControlsState(),
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seed:getNoiseSeed()
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};
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var requested = false;
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// are we replaying? then we don't need to save a frame, just replace controls
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if (this.lastSeekFrame < this.frameCount) {
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this.loadControls(this.lastSeekFrame);
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} else {
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// record the control state, if available
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if (this.platform.saveControlsState) {
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this.framerecs.push(controls);
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}
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// time to save next frame?
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requested = (this.frameCount++ % this.checkpointInterval) == 0;
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}
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this.lastSeekFrame++;
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this.lastSeekStep = 0;
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if (this.callbackStateChanged) this.callbackStateChanged();
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return requested;
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}
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numFrames() : number {
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return this.frameCount;
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}
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currentFrame() : number {
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return this.lastSeekFrame;
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}
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currentStep() : number {
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return this.lastSeekStep;
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}
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recordFrame(state : EmuState) {
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this.checkpoints.push(state);
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if (this.callbackNewCheckpoint) this.callbackNewCheckpoint(state);
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// checkpoints full?
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if (this.checkpoints.length > this.maxCheckpoints) {
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this.checkpoints.shift(); // remove 1st checkpoint
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this.framerecs = this.framerecs.slice(this.checkpointInterval);
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this.lastSeekFrame -= this.checkpointInterval;
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this.frameCount -= this.checkpointInterval;
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if (this.callbackStateChanged) this.callbackStateChanged();
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}
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}
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getStateAtOrBefore(frame : number) : {frame : number, state : EmuState} {
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// initial frame?
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if (frame <= 0 && this.checkpoints.length > 0)
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return {frame:0, state:this.checkpoints[0]};
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var bufidx = Math.floor(frame / this.checkpointInterval);
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var foundidx = bufidx < this.checkpoints.length ? bufidx : this.checkpoints.length-1;
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var foundframe = foundidx * this.checkpointInterval;
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return {frame:foundframe, state:this.checkpoints[foundidx]};
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}
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loadFrame(seekframe : number, seekstep? : number) : number {
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seekframe |= 0;
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seekstep |= 0;
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if (seekframe == this.lastSeekFrame && seekstep == this.lastSeekStep) {
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return seekframe; // already set to this frame
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}
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// TODO: what if < 1?
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let {frame,state} = this.getStateAtOrBefore(seekframe-1);
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if (state) {
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var numSteps = 0;
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this.platform.pause();
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this.platform.loadState(state);
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// seek to frame index
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while (frame < seekframe) {
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if (frame < this.framerecs.length) {
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this.loadControls(frame);
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}
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frame++;
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numSteps = this.platform.advance(frame < seekframe); // TODO: infinite loop?
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}
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// TODO: if first frame, we must figure out # of steps
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if (frame == 0) {
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numSteps = this.platform.advance(true);
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this.platform.loadState(state);
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}
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// seek to step index
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// TODO: what if advance() returns clocks, but steps use insns?
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if (seekstep > 0 && this.platform.advanceFrameClock) {
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seekstep = this.platform.advanceFrameClock(null, seekstep);
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}
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// record new values
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this.lastSeekFrame = seekframe;
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this.lastSeekStep = seekstep;
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this.lastStepCount = numSteps;
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return seekframe;
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} else {
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return -1;
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}
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}
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loadControls(frame : number) {
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if (this.platform.loadControlsState)
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this.platform.loadControlsState(this.framerecs[frame].controls);
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setNoiseSeed(this.framerecs[frame].seed);
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}
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getLastCheckpoint() : EmuState {
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return this.checkpoints.length && this.checkpoints[this.checkpoints.length-1];
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}
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}
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