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test/cli/testdeterminism.js finding bugs in platforms
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@@ -110,6 +110,11 @@ export class History<S = any> {
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this.onChange?.();
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}
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/** Round a target to what the core can actually stop at. */
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clamp(t: Timestamp): Timestamp {
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return this.core.clamp ? this.core.clamp(t) : t;
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}
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/** Oldest point still reachable. Earlier checkpoints have been dropped. */
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first(): Timestamp { return this.checkpoints[0].at; }
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/** The present: the furthest point recording has reached. */
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@@ -162,6 +167,7 @@ export class History<S = any> {
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* costs the same as seeking forwards -- that's the whole trick.
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*/
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seek(t: Timestamp, trap?: TrapCondition | null): RunResult {
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t = this.clamp(t);
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if (compareTimestamps(t, this.head) > 0) t = this.head;
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const cp = this.checkpointAtOrBefore(t);
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if (!cp) {
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@@ -181,6 +187,7 @@ export class History<S = any> {
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* hook lands in the right place; the core handles everything within a frame.
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*/
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private runTo(t: Timestamp, trap?: TrapCondition | null): RunResult {
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t = this.clamp(t);
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while (compareTimestamps(this.core.now(), t) < 0) {
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const at = this.core.now();
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if (at.step === 0) this.input?.replay(at.frame);
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@@ -188,6 +195,8 @@ export class History<S = any> {
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const stop = compareTimestamps(frameEnd, t) < 0 ? frameEnd : t;
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const r = this.core.runUntil(stop, trap);
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if (r.trapped) return r;
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// a core that reports no progress can't reach t; stop rather than spin
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if (compareTimestamps(r.at, at) <= 0) break;
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}
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return { at: this.core.now(), trapped: false };
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}
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@@ -197,8 +206,8 @@ export class History<S = any> {
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* the hit, or at `to` if there wasn't one.
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*/
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findNext(cond: SearchCondition, from?: Timestamp, to?: Timestamp): Timestamp | null {
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from = from ?? this.core.now();
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to = to ?? this.head;
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from = this.clamp(from ?? this.core.now());
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to = this.clamp(to ?? this.head);
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if (compareTimestamps(from, to) >= 0) return null;
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return this.withProbe(cond, () => {
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this.seek(from);
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@@ -232,8 +241,8 @@ export class History<S = any> {
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* far back the answer is. Leaves the core parked on the hit.
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*/
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findLast(cond: SearchCondition, from?: Timestamp, to?: Timestamp): Timestamp | null {
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from = from ?? this.first();
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to = to ?? this.core.now();
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from = this.clamp(from ?? this.first());
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to = this.clamp(to ?? this.core.now());
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if (compareTimestamps(from, to) >= 0) return null;
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return this.withProbe(cond, () => this.findLastUnprobed(cond, from, to));
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}
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@@ -0,0 +1,176 @@
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// Bridges the existing Platform objects to the deterministic timeline.
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//
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// Most platforms are built on a Machine and get MachineCore, which can stop
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// between instructions. The ones that aren't -- vcs (Javatari), verilog, x86 --
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// only know how to run a whole frame, so they get FramePlatformCore, which says
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// so through its granularity instead of pretending to sub-frame accuracy.
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import { Platform } from "./baseplatform";
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import { getNoiseSeed, setNoiseSeed } from "./emu";
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import { FrameInputSource } from "./history";
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import {
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DeterministicCore,
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formatTimestamp,
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Granularity,
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MachineCore,
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RunResult,
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Timestamp,
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timestamp,
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} from "./timeline";
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import { TrapCondition } from "./devices";
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export interface RecordedKey {
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key: number;
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code: number;
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flags: number;
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}
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export interface PlatformInputOptions {
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/** Which frame an incoming key event belongs to. */
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currentFrame?: () => number;
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/** How to re-deliver a recorded key event during a replay. */
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dispatchKey?: (key: number, code: number, flags: number) => void;
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}
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/**
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* Captures and replays what varies between otherwise identical frames: the
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* controls, the seed of the shared PRNG, and the key events themselves.
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*
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* Snapshotting the controls is not enough on its own. Some platforms *act* on a
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* key event rather than only latching it -- atari8 raises a POKEY interrupt on
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* key-down (atari8.ts, getKeyboardFunction) -- and that effect lands in POKEY's
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* registers, which saveControlsState() does not cover. A replay that only
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* restored controls would silently lose the interrupt.
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*
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* So when a dispatcher is supplied, the recorded events are the source of truth
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* and the controls snapshot is not restored at all. The two must not be
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* combined: a checkpoint already contains the effect of every earlier event, so
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* redelivering on top of a restore applies them twice -- on c64 the key goes
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* into a queue inside the WASM state, and the doubled press diverges
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* immediately. Replaying just the events that came after the checkpoint is both
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* necessary and sufficient. Without a dispatcher there is nothing to replay, so
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* the controls snapshot is used instead.
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*
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* Frames are a fine granularity for this because the browser cannot deliver a
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* key event in the middle of advanceFrame() -- JS is single-threaded, so events
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* queue until the frame returns.
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*/
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export class PlatformFrameInput implements FrameInputSource {
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private frames = new Map<number, { controls: any, seed: number }>();
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private keys = new Map<number, RecordedKey[]>();
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private oldest = 0;
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constructor(readonly platform: Platform, readonly opts: PlatformInputOptions = {}) { }
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/** Note a key event as it is delivered, so the replay can redeliver it. */
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recordKey(key: number, code: number, flags: number): void {
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const frame = this.opts.currentFrame ? this.opts.currentFrame() : 0;
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var evs = this.keys.get(frame);
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if (!evs) this.keys.set(frame, evs = []);
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evs.push({ key, code, flags });
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}
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capture(frame: number): void {
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this.frames.set(frame, {
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controls: this.platform.saveControlsState ? this.platform.saveControlsState() : undefined,
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seed: getNoiseSeed(),
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});
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}
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replay(frame: number): void {
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const rec = this.frames.get(frame);
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if (rec) {
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if (!this.opts.dispatchKey && rec.controls !== undefined && this.platform.loadControlsState) {
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this.platform.loadControlsState(rec.controls);
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}
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setNoiseSeed(rec.seed);
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}
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const evs = this.opts.dispatchKey && this.keys.get(frame);
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if (evs) {
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for (const e of evs) this.opts.dispatchKey(e.key, e.code, e.flags);
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}
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}
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trim(firstFrame: number): void {
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while (this.oldest < firstFrame) {
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this.frames.delete(this.oldest);
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this.keys.delete(this.oldest);
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this.oldest++;
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}
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}
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get size(): number { return this.frames.size; }
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get keyEventCount(): number {
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var n = 0;
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this.keys.forEach((v) => n += v.length);
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return n;
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}
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}
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/**
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* A core for platforms with no Machine behind them. Frames are the only thing
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* it can count, so every target is rounded down to a frame boundary and
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* clamp() tells the history layer as much -- without that, a caller asking for
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* a sub-frame position would spin waiting for progress that can never happen.
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*/
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export class FramePlatformCore implements DeterministicCore {
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readonly granularity: Granularity = 'frame';
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private frame: number = 0;
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constructor(readonly platform: Platform) { }
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now(): Timestamp { return timestamp(this.frame, 0); }
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clamp(t: Timestamp): Timestamp {
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return t.step === 0 ? t : timestamp(t.frame, 0);
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}
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snapshot() { return this.platform.saveState(); }
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restore(state: any, at: Timestamp): void {
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if (at.step !== 0) {
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throw new Error(`can only restore at a frame boundary, not ${formatTimestamp(at)}`);
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}
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this.platform.loadState(state);
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this.frame = at.frame;
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}
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runUntil(target: Timestamp, trap?: TrapCondition | null): RunResult {
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while (this.frame < target.frame) {
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if (trap && trap()) return { at: this.now(), trapped: true };
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this.advanceFrame();
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this.frame++;
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}
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return { at: this.now(), trapped: false };
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}
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private advanceFrame(): void {
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const p = this.platform as any;
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// advance() is the bare frame; nextFrame() would also poll controls and
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// drive the old recorder, which would fight with this one
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if (p.advance) p.advance(true);
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else if (p.nextFrame) p.nextFrame(true);
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else throw new Error('platform cannot advance a frame');
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}
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}
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/** True if this platform can be rewound at all. */
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export function isRewindable(platform: Platform): boolean {
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return !!(platform && platform.saveState && platform.loadState &&
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((platform as any).machine || (platform as any).advance));
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}
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/**
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* Pick the most precise core the platform supports. WASM machines trap per
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* clock tick, JS machines per instruction; both are exposed as "steps" but the
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* granularity is reported so the UI can label the sub-frame axis honestly.
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*/
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export function createCore(platform: Platform): DeterministicCore {
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const machine = (platform as any).machine;
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if (machine && typeof machine.advanceFrame === 'function' && typeof machine.saveState === 'function') {
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const granularity: Granularity = typeof machine.advanceFrameClock === 'function' ? 'clock' : 'insn';
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return new MachineCore(machine, granularity);
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}
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return new FramePlatformCore(platform);
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}
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@@ -0,0 +1,69 @@
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// A stable hash over an emulator state, for detecting divergence between a
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// live run and a replay of it. Save states are a grab bag of plain objects,
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// typed arrays, numbers and (on vcs) base64 strings, so the walk has to cope
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// with all of them and, above all, be order-independent for object keys --
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// two states that differ only in key insertion order are the same state.
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function fnv(h: number, byte: number): number {
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return Math.imul(h ^ (byte & 0xff), 0x01000193) >>> 0;
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}
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const scratch = new DataView(new ArrayBuffer(8));
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function hashNumber(h: number, v: number): number {
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scratch.setFloat64(0, v);
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for (var i = 0; i < 8; i++) h = fnv(h, scratch.getUint8(i));
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return h;
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}
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function hashString(h: number, s: string): number {
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for (var i = 0; i < s.length; i++) {
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h = fnv(h, s.charCodeAt(i));
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h = fnv(h, s.charCodeAt(i) >> 8);
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}
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return h;
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}
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function hashValue(h: number, v: any, path: Set<object>): number {
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if (v == null) return fnv(h, v === null ? 1 : 2);
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switch (typeof v) {
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case 'number': return hashNumber(fnv(h, 3), v);
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case 'boolean': return fnv(fnv(h, 4), v ? 1 : 0);
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case 'string': return hashString(fnv(h, 5), v);
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case 'function': return fnv(h, 6); // not state
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}
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if (ArrayBuffer.isView(v)) {
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const bytes = new Uint8Array((v as any).buffer, (v as any).byteOffset, (v as any).byteLength);
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h = fnv(h, 7);
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h = hashNumber(h, bytes.length);
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for (var i = 0; i < bytes.length; i++) h = fnv(h, bytes[i]);
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return h;
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}
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// Emulator states are graphs, not trees -- jsnes's mapper points back at the
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// machine. Only cycles are collapsed, by tracking the current path; a shared
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// subtree reachable twice is hashed twice. Recording object *identity*
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// instead would make two states with identical contents hash differently
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// just because loadState() rebuilt an array that used to be shared, which is
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// divergence that isn't there. A depth cutoff is worse still: where it bites
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// depends on where the walk started.
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if (path.has(v)) return fnv(h, 10);
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path.add(v);
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if (Array.isArray(v)) {
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h = fnv(h, 8);
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h = hashNumber(h, v.length);
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for (var i = 0; i < v.length; i++) h = hashValue(h, v[i], path);
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} else {
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h = fnv(h, 9);
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for (const k of Object.keys(v).sort()) {
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h = hashString(h, k);
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h = hashValue(h, v[k], path);
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}
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}
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path.delete(v);
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return h;
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}
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/** FNV-1a over the whole state graph. Equal hashes mean equal states. */
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export function hashState(state: any): number {
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return hashValue(0x811c9dc5, state, new Set());
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}
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@@ -87,6 +87,13 @@ export interface DeterministicCore<S = any> {
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*/
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runUntil(target: Timestamp, trap?: TrapCondition | null): RunResult;
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/**
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* Round a target to something this core can actually stop at. A frame-only
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* core rounds sub-frame targets down; without this a caller could ask for a
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* position the core can never reach and wait forever for progress.
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*/
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clamp?(t: Timestamp): Timestamp;
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/** Connect a probe, if this core supports probing. */
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connectProbe?(probe: ProbeAll): void;
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}
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@@ -13,6 +13,11 @@
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import * as fs from 'fs';
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import * as os from 'os';
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import * as path from 'path';
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import { KeyFlags } from '../common/emu';
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import { History } from '../common/history';
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import { createCore, isRewindable, PlatformFrameInput } from '../common/platformcore';
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import { hashState } from '../common/statehash';
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import { formatTimestamp, timestamp } from '../common/timeline';
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import { isProbablyBinary } from '../common/util';
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import { fail, hasOutput, note, output, setJsonMode } from './cliformat';
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import { EmuTarget, loadPlatform } from './emutarget';
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@@ -41,12 +46,14 @@ const SHORT_FLAGS: { [short: string]: string } = {
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const BOOLEAN_FLAGS: { [command: string]: string[] } = {
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build: ['check', 'symbols', 'save'],
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run: ['info'],
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'verify-replay': ['verbose'],
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};
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const ALIASES: { [alias: string]: string } = {
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compile: 'build',
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check: 'build',
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compilerun: 'run',
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verify: 'verify-replay',
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};
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function parseArgs(argv: string[]): { command: string; args: Args; positional: string[] } {
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@@ -249,6 +256,150 @@ async function writeScreenshot(video: ReturnType<EmuTarget['getVideo']>, pngFile
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}
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}
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////////////////////////////////////////////////////////////////////////
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// determinism
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/**
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* Keys worth mashing: the directions and the fire/start buttons, which is what
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* a joystick-driven platform reads. Pressing arbitrary keyboard keys would be
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* noisier without testing anything more.
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*/
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const EXERCISE_KEYS = [37, 38, 39, 40, 32, 13]; // left up right down space enter
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/**
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* A seeded button masher. Verification is only meaningful if the recording has
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* input in it -- without input the controls path is never exercised, and a
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* platform whose loadControlsState() is not the inverse of saveControlsState()
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* passes for the wrong reason. Seeded so a failure is reproducible.
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*/
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class InputExerciser {
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private state = 1;
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private held = new Map<number, boolean>();
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/** Where delivered events are logged so the replay can redeliver them. */
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log: PlatformFrameInput | null = null;
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constructor(readonly target: EmuTarget, seed: number) {
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this.state = seed | 0 || 1;
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}
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private next(): number {
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// xorshift32, same shape as the emulator's own noise()
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let x = this.state;
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x ^= x << 13; x ^= x >>> 17; x ^= x << 5;
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return (this.state = x) >>> 0;
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}
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/** Press or release a key or two, as if a player were at the controls. */
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frame(): void {
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for (const key of EXERCISE_KEYS) {
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if ((this.next() & 7) !== 0) continue; // ~1 change per key per 8 frames
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const down = !this.held.get(key);
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this.held.set(key, down);
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const flags = down ? KeyFlags.KeyDown : KeyFlags.KeyUp;
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this.target.setKeyInput(key, key, flags);
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this.log?.recordKey(key, key, flags);
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}
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}
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}
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/**
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* Record a run, then replay it from the first checkpoint and check that every
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* frame comes back bit for bit. This is what keeps the deterministic debugger
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* honest: rewinding is only meaningful on platforms that reproduce, and a
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* platform that quietly picks up entropy (an unseeded Math.random, a clock)
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* shows up here as a diverging frame rather than as a mystery months later.
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*/
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async function doVerifyReplay(args: Args, positional: string[]): Promise<void> {
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const input = positional[0];
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const platformId = str(args, 'platform') || (input ? ROM_PLATFORMS[path.extname(input).toLowerCase()] : null);
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if (!platformId) fail('verify-replay', 'Required: verify-replay --platform <id> [rom]');
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const target = await openTarget(args, platformId);
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if (input) {
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if (!fs.existsSync(input)) fail('verify-replay', `No such file: ${input}`);
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target.loadROM(new Uint8Array(fs.readFileSync(input)), path.basename(input));
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}
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const platform = target.platform;
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if (!isRewindable(platform)) {
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fail('verify-replay', `'${platformId}' cannot save and restore state`);
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}
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const frames = parseInt(str(args, 'frames') ?? '') || 60;
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const wantInput = (str(args, 'input') ?? 'keys') !== 'none';
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const seed = parseInt(str(args, 'seed') ?? '') || 12345;
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let exerciser: InputExerciser | null = null;
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let inputMode = 'none';
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if (wantInput) {
|
||||
exerciser = new InputExerciser(target, seed);
|
||||
try {
|
||||
exerciser.frame(); // fails fast if the target takes no key input
|
||||
inputMode = 'keys';
|
||||
} catch (e) {
|
||||
exerciser = null;
|
||||
inputMode = 'unsupported';
|
||||
}
|
||||
}
|
||||
const core = createCore(platform);
|
||||
const input_ = new PlatformFrameInput(platform, {
|
||||
currentFrame: () => core.now().frame,
|
||||
dispatchKey: (key, code, flags) => target.setKeyInput(key, code, flags),
|
||||
});
|
||||
if (exerciser) exerciser.log = input_;
|
||||
// one checkpoint only, so the replay re-runs the whole span rather than
|
||||
// being handed a fresh state part way through
|
||||
const hist = new History(core, { checkpointInterval: frames + 1, input: input_ });
|
||||
|
||||
// record, hashing the state at every frame boundary
|
||||
const recorded: number[] = [];
|
||||
// distinct control states seen; 1 means the input never reached the machine,
|
||||
// which would make a passing verification meaningless
|
||||
const controlStates = new Set<number>();
|
||||
for (let i = 0; i < frames; i++) {
|
||||
// input goes in before recordFrame(), so the frame's captured controls
|
||||
// include it -- that is what the replay has to reproduce
|
||||
exerciser?.frame();
|
||||
if (platform.saveControlsState) controlStates.add(hashState(platform.saveControlsState()));
|
||||
hist.recordFrame();
|
||||
recorded.push(hashState(core.snapshot()));
|
||||
}
|
||||
|
||||
// replay the same span and compare
|
||||
const diverged: { frame: number }[] = [];
|
||||
hist.seek(hist.first());
|
||||
for (let i = 0; i < frames; i++) {
|
||||
hist.seek(timestamp(i + 1, 0));
|
||||
const h = hashState(core.snapshot());
|
||||
if (h !== recorded[i]) {
|
||||
diverged.push({ frame: i + 1 });
|
||||
if (diverged.length >= 5) break;
|
||||
}
|
||||
}
|
||||
|
||||
const ok = diverged.length === 0;
|
||||
if (!ok) {
|
||||
note(`first divergence at frame ${diverged[0].frame} of ${frames}`);
|
||||
}
|
||||
output({
|
||||
success: ok,
|
||||
command: 'verify-replay',
|
||||
error: ok ? undefined : `replay diverged at frame ${diverged[0].frame}`,
|
||||
data: {
|
||||
platform: platformId,
|
||||
rom: input ?? null,
|
||||
frames,
|
||||
input: inputMode === 'keys' && controlStates.size < 2 ? 'keys (no effect)' : inputMode,
|
||||
controlStates: controlStates.size,
|
||||
keyEvents: input_.keyEventCount,
|
||||
seed: inputMode === 'keys' ? seed : null,
|
||||
granularity: core.granularity,
|
||||
deterministic: ok,
|
||||
firstDivergentFrame: ok ? null : diverged[0].frame,
|
||||
divergentFrames: diverged.map((d) => d.frame),
|
||||
recordedTo: formatTimestamp(hist.last()),
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// listings & help
|
||||
|
||||
@@ -322,6 +473,7 @@ async function main() {
|
||||
switch (command) {
|
||||
case 'build': await doBuild(args, positional); break;
|
||||
case 'run': await doRun(args, positional); break;
|
||||
case 'verify-replay': await doVerifyReplay(args, positional); break;
|
||||
case 'list-tools':
|
||||
case 'list-platforms': await doList(command); break;
|
||||
case 'help': usage(); break;
|
||||
|
||||
@@ -0,0 +1,111 @@
|
||||
"use strict";
|
||||
|
||||
// Determinism regression tests: record a run with input, replay it from the
|
||||
// first checkpoint, and require every frame to come back bit for bit.
|
||||
//
|
||||
// This is the guard that keeps rewinding meaningful. Without it, a field that
|
||||
// is written but never saved (ANTIC's left/right, the WASM machines' joymask)
|
||||
// leaks across a rewind and nothing notices until a user is staring at a
|
||||
// debugger that shows the wrong past.
|
||||
|
||||
var assert = require('assert');
|
||||
var fs = require('fs');
|
||||
var path = require('path');
|
||||
|
||||
var emutarget = require('../../gen/tools/emutarget.js');
|
||||
var platformcore = require('../../gen/common/platformcore.js');
|
||||
var history = require('../../gen/common/history.js');
|
||||
var statehash = require('../../gen/common/statehash.js');
|
||||
var emu = require('../../gen/common/emu.js');
|
||||
|
||||
var KEYS = [37, 38, 39, 40, 32, 13]; // left up right down space enter
|
||||
|
||||
/** Seeded button masher, so a failure is reproducible. */
|
||||
function makeExerciser(target, log, seed) {
|
||||
var state = seed | 0 || 1;
|
||||
var held = {};
|
||||
function next() {
|
||||
var x = state;
|
||||
x ^= x << 13; x ^= x >>> 17; x ^= x << 5;
|
||||
return (state = x) >>> 0;
|
||||
}
|
||||
return function () {
|
||||
for (var i = 0; i < KEYS.length; i++) {
|
||||
var key = KEYS[i];
|
||||
if ((next() & 7) !== 0) continue;
|
||||
var down = !held[key];
|
||||
held[key] = down;
|
||||
var flags = down ? emu.KeyFlags.KeyDown : emu.KeyFlags.KeyUp;
|
||||
target.setKeyInput(key, key, flags);
|
||||
log.recordKey(key, key, flags);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
function firstROM(platid) {
|
||||
var dir = path.join('test', 'roms', platid);
|
||||
return path.join(dir, fs.readdirSync(dir)[0]);
|
||||
}
|
||||
|
||||
/** Record `frames` frames with input, then replay and compare every frame. */
|
||||
async function checkDeterministic(platid, frames) {
|
||||
var target = await emutarget.loadPlatform(platid);
|
||||
await target.start();
|
||||
target.loadROM(new Uint8Array(fs.readFileSync(firstROM(platid))));
|
||||
|
||||
var core = platformcore.createCore(target.platform);
|
||||
var input = new platformcore.PlatformFrameInput(target.platform, {
|
||||
currentFrame: function () { return core.now().frame; },
|
||||
dispatchKey: function (key, code, flags) { target.setKeyInput(key, code, flags); },
|
||||
});
|
||||
// one checkpoint, so the replay re-runs the whole span
|
||||
var hist = new history.History(core, { checkpointInterval: frames + 1, input: input });
|
||||
var exercise = makeExerciser(target, input, 12345);
|
||||
|
||||
var recorded = [];
|
||||
var controlStates = {};
|
||||
for (var i = 0; i < frames; i++) {
|
||||
exercise();
|
||||
if (target.platform.saveControlsState) {
|
||||
controlStates[statehash.hashState(target.platform.saveControlsState())] = 1;
|
||||
}
|
||||
hist.recordFrame();
|
||||
recorded.push(statehash.hashState(core.snapshot()));
|
||||
}
|
||||
// the input has to actually reach the machine, or a pass means nothing
|
||||
assert.ok(Object.keys(controlStates).length > 1,
|
||||
platid + ': the exerciser never changed the controls, so nothing was tested');
|
||||
|
||||
hist.seek(hist.first());
|
||||
for (var i = 0; i < frames; i++) {
|
||||
hist.seek({ frame: i + 1, step: 0 });
|
||||
assert.strictEqual(statehash.hashState(core.snapshot()), recorded[i],
|
||||
platid + ': replay diverged at frame ' + (i + 1) + ' of ' + frames);
|
||||
}
|
||||
return core.granularity;
|
||||
}
|
||||
|
||||
describe('Deterministic replay', function () {
|
||||
this.timeout(120000);
|
||||
|
||||
// a JS scanline machine, the two that had state-restore bugs, and a WASM
|
||||
// machine of each kind
|
||||
it('should replay mw8080bw exactly', async function () {
|
||||
assert.strictEqual(await checkDeterministic('mw8080bw', 20), 'insn');
|
||||
});
|
||||
it('should replay apple2 exactly', async function () {
|
||||
await checkDeterministic('apple2', 20);
|
||||
});
|
||||
it('should replay atari8-800 exactly (ANTIC left/right must round-trip)', async function () {
|
||||
await checkDeterministic('atari8-800', 20);
|
||||
});
|
||||
it('should replay atari8-5200 exactly (key-down IRQ must be redelivered)', async function () {
|
||||
await checkDeterministic('atari8-5200', 20);
|
||||
});
|
||||
it('should replay c64 exactly (joymask must round-trip)', async function () {
|
||||
assert.strictEqual(await checkDeterministic('c64', 20), 'clock');
|
||||
});
|
||||
it('should replay zx exactly (joymask must round-trip)', async function () {
|
||||
await checkDeterministic('zx', 20);
|
||||
});
|
||||
});
|
||||
Reference in new issue
Block a user