Merge branch 'debugger': deterministic timeline, history, verify-replay cmd

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Steven Hugg committed 2026-09-28 18:57:04 +02:00
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// Recorded history over a DeterministicCore: periodic checkpoints plus the
// per-frame input needed to reproduce everything between them.
//
// The point of recording is not to store the past but to be able to *re-run*
// it. Nothing is kept between checkpoints, so a breakpoint condition can be
// asked about a moment that has already gone by: restore the checkpoint before
// it and replay with the condition installed as a trap. That is what findLast()
// does, and it is why reverse-step and "when did this memory last change?" are
// the same operation with different predicates.
import { ProbeAll, TrapCondition } from "./devices";
import {
compareTimestamps,
DeterministicCore,
formatTimestamp,
RunResult,
Timestamp,
timestamp,
} from "./timeline";
/**
* Everything that has to be re-applied at a frame boundary for a replay to
* reproduce the original run: controls, and the seed of the one PRNG a machine
* is allowed to touch. Implemented by the platform, which knows what its input
* looks like; the history layer only knows *when* to call it.
*/
export interface FrameInputSource {
/** Record whatever input applies to this frame, as it is about to run. */
capture(frame: number): void;
/** Re-apply the input recorded for this frame before re-running it. */
replay(frame: number): void;
/** Drop everything recorded for frames before this one. */
trim?(firstFrame: number): void;
}
export interface Checkpoint<S = any> {
at: Timestamp;
state: S;
}
/**
* A condition to search for. A plain predicate is enough for anything that only
* looks at current state (a PC, a register). A condition built on the probe
* needs two more things:
*
* - `probe` is attached only for the duration of the search and detached after,
* because probing costs real time (the probe wrapper roughly doubles the cost
* of a frame) and recording must not pay for a question nobody has asked yet.
* Determinism is what makes this safe: the probe sees the replay, and the
* replay is the same execution as the original.
* - `reset` drops what the probe latched, and is called after every reposition,
* since a search seeks around and a latch set during a seek is not a hit.
*/
export interface ProbeCondition {
test: TrapCondition;
reset?: () => void;
probe?: ProbeAll;
}
export type SearchCondition = TrapCondition | ProbeCondition;
function conditionTest(c: SearchCondition): TrapCondition {
return typeof c === 'function' ? c : c.test;
}
function conditionReset(c: SearchCondition): void {
if (typeof c !== 'function') c.reset?.();
}
export interface HistoryOptions {
/** Frames between checkpoints. Larger = less memory, slower seeks. */
checkpointInterval?: number;
/** Oldest checkpoints are dropped past this. */
maxCheckpoints?: number;
input?: FrameInputSource;
}
/**
* A window of recorded emulated time, and the searches you can run over it.
*
* Checkpoints are only ever taken at frame boundaries, which is what lets any
* sub-frame position be reached exactly: restore the frame's start and replay
* into it (see MachineCore).
*/
export class History<S = any> {
readonly core: DeterministicCore<S>;
checkpointInterval: number;
maxCheckpoints: number;
private input?: FrameInputSource;
private checkpoints: Checkpoint<S>[] = [];
/** Latest point ever reached, i.e. the present. */
private head: Timestamp = timestamp(0, 0);
/** Called when the recorded range changes, for the UI's timeline. */
onChange: () => void = null;
constructor(core: DeterministicCore<S>, opts: HistoryOptions = {}) {
this.core = core;
this.checkpointInterval = opts.checkpointInterval ?? 10;
this.maxCheckpoints = opts.maxCheckpoints ?? 300;
this.input = opts.input;
this.reset();
}
/** Start recording again from wherever the core is now. */
reset(): void {
this.checkpoints = [{ at: this.core.now(), state: this.core.snapshot() }];
this.head = this.core.now();
this.onChange?.();
}
/** Round a target to what the core can actually stop at. */
clamp(t: Timestamp): Timestamp {
return this.core.clamp ? this.core.clamp(t) : t;
}
/** Oldest point still reachable. Earlier checkpoints have been dropped. */
first(): Timestamp { return this.checkpoints[0].at; }
/** The present: the furthest point recording has reached. */
last(): Timestamp { return this.head; }
now(): Timestamp { return this.core.now(); }
/** True if the core is showing a reconstructed past rather than the present. */
isInPast(): boolean { return compareTimestamps(this.core.now(), this.head) < 0; }
getCheckpoints(): ReadonlyArray<Checkpoint<S>> { return this.checkpoints; }
/**
* Run one frame at the head of the recording, capturing input and taking a
* checkpoint when one is due. This is the recording loop; it must be called
* with the core positioned at the head.
*/
recordFrame(trap?: TrapCondition | null): RunResult {
const t = this.core.now();
if (compareTimestamps(t, this.head) !== 0) {
throw new Error(`not at the head of the recording: ${formatTimestamp(t)} != ${formatTimestamp(this.head)}`);
}
if (t.step === 0) {
this.input?.capture(t.frame);
this.checkpointIfDue(t);
}
const r = this.core.runUntil(timestamp(t.frame + 1, 0), trap);
this.head = r.at;
this.onChange?.();
return r;
}
private checkpointIfDue(at: Timestamp): void {
const last = this.checkpoints[this.checkpoints.length - 1];
if (last && at.frame - last.at.frame < this.checkpointInterval) return;
this.checkpoints.push({ at, state: this.core.snapshot() });
while (this.checkpoints.length > this.maxCheckpoints) {
this.checkpoints.shift();
this.input?.trim?.(this.checkpoints[0].at.frame);
}
}
/** The latest checkpoint at or before t, or null if t is before the window. */
checkpointAtOrBefore(t: Timestamp): Checkpoint<S> | null {
for (var i = this.checkpoints.length - 1; i >= 0; i--) {
if (compareTimestamps(this.checkpoints[i].at, t) <= 0) return this.checkpoints[i];
}
return null;
}
/**
* Put the core at t, replaying from the nearest checkpoint. Seeking backwards
* costs the same as seeking forwards -- that's the whole trick.
*/
seek(t: Timestamp, trap?: TrapCondition | null): RunResult {
t = this.clamp(t);
if (compareTimestamps(t, this.head) > 0) t = this.head;
const cp = this.checkpointAtOrBefore(t);
if (!cp) {
throw new Error(`${formatTimestamp(t)} is older than the recording`);
}
// only replay from the checkpoint if we can't just run forward to it
const cur = this.core.now();
if (compareTimestamps(cur, t) > 0 || compareTimestamps(cur, cp.at) < 0) {
this.core.restore(cp.state, cp.at);
}
return this.runTo(t, trap);
}
/**
* Run forward to t from the core's current position, re-applying recorded
* input at each frame boundary. Frames are driven one at a time so the input
* hook lands in the right place; the core handles everything within a frame.
*/
private runTo(t: Timestamp, trap?: TrapCondition | null): RunResult {
t = this.clamp(t);
while (compareTimestamps(this.core.now(), t) < 0) {
const at = this.core.now();
if (at.step === 0) this.input?.replay(at.frame);
const frameEnd = timestamp(at.frame + 1, 0);
const stop = compareTimestamps(frameEnd, t) < 0 ? frameEnd : t;
const r = this.core.runUntil(stop, trap);
if (r.trapped) return r;
// a core that reports no progress can't reach t; stop rather than spin
if (compareTimestamps(r.at, at) <= 0) break;
}
return { at: this.core.now(), trapped: false };
}
/**
* First moment in [from, to) where pred holds, or null. Leaves the core at
* the hit, or at `to` if there wasn't one.
*/
findNext(cond: SearchCondition, from?: Timestamp, to?: Timestamp): Timestamp | null {
from = this.clamp(from ?? this.core.now());
to = this.clamp(to ?? this.head);
if (compareTimestamps(from, to) >= 0) return null;
return this.withProbe(cond, () => {
this.seek(from);
conditionReset(cond);
const r = this.runTo(to, conditionTest(cond));
return r.trapped ? r.at : null;
});
}
/**
* Attach the condition's probe for the length of the search only. The core
* runs unprobed the rest of the time, which is most of the time.
*/
private withProbe<R>(cond: SearchCondition, body: () => R): R {
const probe = typeof cond === 'function' ? null : cond.probe;
if (!probe || !this.core.connectProbe) return body();
this.core.connectProbe(probe);
try {
return body();
} finally {
this.core.connectProbe(null);
}
}
/**
* Last moment in [from, to) where pred holds, or null -- the reverse search
* that "break on a condition that already happened" is built from.
*
* Walks back a checkpoint at a time and replays each span forward collecting
* hits, so the cost is bounded by the checkpoint interval rather than by how
* far back the answer is. Leaves the core parked on the hit.
*/
findLast(cond: SearchCondition, from?: Timestamp, to?: Timestamp): Timestamp | null {
from = this.clamp(from ?? this.first());
to = this.clamp(to ?? this.core.now());
if (compareTimestamps(from, to) >= 0) return null;
return this.withProbe(cond, () => this.findLastUnprobed(cond, from, to));
}
private findLastUnprobed(cond: SearchCondition, from: Timestamp, to: Timestamp): Timestamp | null {
for (var i = this.checkpoints.length - 1; i >= 0; i--) {
const cp = this.checkpoints[i];
if (compareTimestamps(cp.at, to) >= 0) continue; // span is entirely ahead of us
// search [max(cp, from), min(next checkpoint, to))
const spanStart = compareTimestamps(cp.at, from) < 0 ? from : cp.at;
const hit = this.lastHitIn(spanStart, to, cond);
if (hit) {
this.seek(hit);
return hit;
}
to = cp.at; // nothing here; look further back
if (compareTimestamps(cp.at, from) <= 0) break;
}
return null;
}
/** Replay [from, to) collecting every hit, and report the last one. */
private lastHitIn(from: Timestamp, to: Timestamp, cond: SearchCondition): Timestamp | null {
this.seek(from);
conditionReset(cond);
const test = conditionTest(cond);
var last: Timestamp = null;
this.runTo(to, () => {
if (test()) last = this.core.now();
return false; // keep going; we want the last hit, not the first
});
return last;
}
/**
* The moment one step before t: reverse single-step. Exact, because it is
* reached by replaying rather than by guessing a cycle count backwards.
*/
previousStep(t?: Timestamp): Timestamp | null {
t = t ?? this.core.now();
if (compareTimestamps(t, this.first()) <= 0) return null;
if (t.step > 0) {
const prev = timestamp(t.frame, t.step - 1);
this.seek(prev);
return prev;
}
// step 0 of a frame: the previous step is the last step of the frame before
if (t.frame - 1 < this.first().frame) return null;
var steps = 0;
this.seek(timestamp(t.frame - 1, 0));
this.runTo(timestamp(t.frame, 0), () => { steps++; return false; });
if (steps === 0) return null;
const prev = timestamp(t.frame - 1, steps - 1);
this.seek(prev);
return prev;
}
}
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// Bridges the existing Platform objects to the deterministic timeline.
//
// Most platforms are built on a Machine and get MachineCore, which can stop
// between instructions. The ones that aren't -- vcs (Javatari), verilog, x86 --
// only know how to run a whole frame, so they get FramePlatformCore, which says
// so through its granularity instead of pretending to sub-frame accuracy.
import { Platform } from "./baseplatform";
import { getNoiseSeed, setNoiseSeed } from "./emu";
import { FrameInputSource } from "./history";
import {
DeterministicCore,
formatTimestamp,
Granularity,
MachineCore,
RunResult,
Timestamp,
timestamp,
} from "./timeline";
import { TrapCondition } from "./devices";
export interface RecordedKey {
key: number;
code: number;
flags: number;
}
export interface PlatformInputOptions {
/** Which frame an incoming key event belongs to. */
currentFrame?: () => number;
/** How to re-deliver a recorded key event during a replay. */
dispatchKey?: (key: number, code: number, flags: number) => void;
}
/**
* Captures and replays what varies between otherwise identical frames: the
* controls, the seed of the shared PRNG, and the key events themselves.
*
* Snapshotting the controls is not enough on its own. Some platforms *act* on a
* key event rather than only latching it -- atari8 raises a POKEY interrupt on
* key-down (atari8.ts, getKeyboardFunction) -- and that effect lands in POKEY's
* registers, which saveControlsState() does not cover. A replay that only
* restored controls would silently lose the interrupt.
*
* So when a dispatcher is supplied, the recorded events are the source of truth
* and the controls snapshot is not restored at all. The two must not be
* combined: a checkpoint already contains the effect of every earlier event, so
* redelivering on top of a restore applies them twice -- on c64 the key goes
* into a queue inside the WASM state, and the doubled press diverges
* immediately. Replaying just the events that came after the checkpoint is both
* necessary and sufficient. Without a dispatcher there is nothing to replay, so
* the controls snapshot is used instead.
*
* Frames are a fine granularity for this because the browser cannot deliver a
* key event in the middle of advanceFrame() -- JS is single-threaded, so events
* queue until the frame returns.
*/
export class PlatformFrameInput implements FrameInputSource {
private frames = new Map<number, { controls: any, seed: number }>();
private keys = new Map<number, RecordedKey[]>();
private oldest = 0;
constructor(readonly platform: Platform, readonly opts: PlatformInputOptions = {}) { }
/** Note a key event as it is delivered, so the replay can redeliver it. */
recordKey(key: number, code: number, flags: number): void {
const frame = this.opts.currentFrame ? this.opts.currentFrame() : 0;
var evs = this.keys.get(frame);
if (!evs) this.keys.set(frame, evs = []);
evs.push({ key, code, flags });
}
capture(frame: number): void {
this.frames.set(frame, {
controls: this.platform.saveControlsState ? this.platform.saveControlsState() : undefined,
seed: getNoiseSeed(),
});
}
replay(frame: number): void {
const rec = this.frames.get(frame);
if (rec) {
if (!this.opts.dispatchKey && rec.controls !== undefined && this.platform.loadControlsState) {
this.platform.loadControlsState(rec.controls);
}
setNoiseSeed(rec.seed);
}
const evs = this.opts.dispatchKey && this.keys.get(frame);
if (evs) {
for (const e of evs) this.opts.dispatchKey(e.key, e.code, e.flags);
}
}
trim(firstFrame: number): void {
while (this.oldest < firstFrame) {
this.frames.delete(this.oldest);
this.keys.delete(this.oldest);
this.oldest++;
}
}
get size(): number { return this.frames.size; }
get keyEventCount(): number {
var n = 0;
this.keys.forEach((v) => n += v.length);
return n;
}
}
/**
* A core for platforms with no Machine behind them. Frames are the only thing
* it can count, so every target is rounded down to a frame boundary and
* clamp() tells the history layer as much -- without that, a caller asking for
* a sub-frame position would spin waiting for progress that can never happen.
*/
export class FramePlatformCore implements DeterministicCore {
readonly granularity: Granularity = 'frame';
private frame: number = 0;
constructor(readonly platform: Platform) { }
now(): Timestamp { return timestamp(this.frame, 0); }
clamp(t: Timestamp): Timestamp {
return t.step === 0 ? t : timestamp(t.frame, 0);
}
snapshot() { return this.platform.saveState(); }
restore(state: any, at: Timestamp): void {
if (at.step !== 0) {
throw new Error(`can only restore at a frame boundary, not ${formatTimestamp(at)}`);
}
this.platform.loadState(state);
this.frame = at.frame;
}
runUntil(target: Timestamp, trap?: TrapCondition | null): RunResult {
while (this.frame < target.frame) {
if (trap && trap()) return { at: this.now(), trapped: true };
this.advanceFrame();
this.frame++;
}
return { at: this.now(), trapped: false };
}
private advanceFrame(): void {
const p = this.platform as any;
// advance() is the bare frame; nextFrame() would also poll controls and
// drive the old recorder, which would fight with this one
if (p.advance) p.advance(true);
else if (p.nextFrame) p.nextFrame(true);
else throw new Error('platform cannot advance a frame');
}
}
/** True if this platform can be rewound at all. */
export function isRewindable(platform: Platform): boolean {
return !!(platform && platform.saveState && platform.loadState &&
((platform as any).machine || (platform as any).advance));
}
/**
* Pick the most precise core the platform supports. WASM machines trap per
* clock tick, JS machines per instruction; both are exposed as "steps" but the
* granularity is reported so the UI can label the sub-frame axis honestly.
*/
export function createCore(platform: Platform): DeterministicCore {
const machine = (platform as any).machine;
if (machine && typeof machine.advanceFrame === 'function' && typeof machine.saveState === 'function') {
const granularity: Granularity = typeof machine.advanceFrameClock === 'function' ? 'clock' : 'insn';
return new MachineCore(machine, granularity);
}
return new FramePlatformCore(platform);
}
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// A stable hash over an emulator state, for detecting divergence between a
// live run and a replay of it. Save states are a grab bag of plain objects,
// typed arrays, numbers and (on vcs) base64 strings, so the walk has to cope
// with all of them and, above all, be order-independent for object keys --
// two states that differ only in key insertion order are the same state.
function fnv(h: number, byte: number): number {
return Math.imul(h ^ (byte & 0xff), 0x01000193) >>> 0;
}
const scratch = new DataView(new ArrayBuffer(8));
function hashNumber(h: number, v: number): number {
scratch.setFloat64(0, v);
for (var i = 0; i < 8; i++) h = fnv(h, scratch.getUint8(i));
return h;
}
function hashString(h: number, s: string): number {
for (var i = 0; i < s.length; i++) {
h = fnv(h, s.charCodeAt(i));
h = fnv(h, s.charCodeAt(i) >> 8);
}
return h;
}
function hashValue(h: number, v: any, path: Set<object>): number {
if (v == null) return fnv(h, v === null ? 1 : 2);
switch (typeof v) {
case 'number': return hashNumber(fnv(h, 3), v);
case 'boolean': return fnv(fnv(h, 4), v ? 1 : 0);
case 'string': return hashString(fnv(h, 5), v);
case 'function': return fnv(h, 6); // not state
}
if (ArrayBuffer.isView(v)) {
const bytes = new Uint8Array((v as any).buffer, (v as any).byteOffset, (v as any).byteLength);
h = fnv(h, 7);
h = hashNumber(h, bytes.length);
for (var i = 0; i < bytes.length; i++) h = fnv(h, bytes[i]);
return h;
}
// Emulator states are graphs, not trees -- jsnes's mapper points back at the
// machine. Only cycles are collapsed, by tracking the current path; a shared
// subtree reachable twice is hashed twice. Recording object *identity*
// instead would make two states with identical contents hash differently
// just because loadState() rebuilt an array that used to be shared, which is
// divergence that isn't there. A depth cutoff is worse still: where it bites
// depends on where the walk started.
if (path.has(v)) return fnv(h, 10);
path.add(v);
if (Array.isArray(v)) {
h = fnv(h, 8);
h = hashNumber(h, v.length);
for (var i = 0; i < v.length; i++) h = hashValue(h, v[i], path);
} else {
h = fnv(h, 9);
for (const k of Object.keys(v).sort()) {
h = hashString(h, k);
h = hashValue(h, v[k], path);
}
}
path.delete(v);
return h;
}
/** FNV-1a over the whole state graph. Equal hashes mean equal states. */
export function hashState(state: any): number {
return hashValue(0x811c9dc5, state, new Set());
}
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// Deterministic timeline: a monotonic time coordinate for the debugger, and
// the narrow core interface that rewinding needs.
//
// The old debugger keyed everything on frames plus a per-frame clock that was
// rewound on every frame boundary (BaseDebugPlatform.preFrame), which is why a
// breakpoint condition could not span frames. Here time is a (frame, step) pair
// that only ever moves forward as the machine runs, so "run until T" and "when
// was P last true?" are expressible without caring where frames begin and end.
//
// A *step* is one invocation of the TrapCondition that FrameBased.advanceFrame()
// already defines. That means the unit is whatever the machine traps on -- one
// instruction for BasicScanlineMachine, one clock tick for the WASM machines --
// and it is consistent within a machine, which is all the timeline needs. It is
// the same unit the replay bar's "Step" slider already uses.
import { FrameBased, ProbeAll, SavesState, TrapCondition } from "./devices";
/**
* A point in emulated time. Frames count from the start of recording and are
* never reset; step counts trap invocations since the start of the frame.
*/
export interface Timestamp {
readonly frame: number;
readonly step: number;
}
export const TIMESTAMP_ZERO: Timestamp = { frame: 0, step: 0 };
export function timestamp(frame: number, step: number = 0): Timestamp {
return { frame, step };
}
/** Lexicographic order: <0 if a is before b, 0 if equal, >0 if after. */
export function compareTimestamps(a: Timestamp, b: Timestamp): number {
return a.frame - b.frame || a.step - b.step;
}
export function timestampsEqual(a: Timestamp, b: Timestamp): boolean {
return a.frame === b.frame && a.step === b.step;
}
export function formatTimestamp(t: Timestamp): string {
return `${t.frame}:${t.step}`;
}
/**
* How finely a core can be positioned in time. Cores that can only stop at
* frame boundaries say so instead of silently ignoring sub-frame targets, so
* the UI can disable sub-frame seeking rather than lie about it.
*/
export type Granularity = 'clock' | 'insn' | 'frame';
export interface RunResult {
/** Where the core ended up. */
at: Timestamp;
/** True if the caller's trap stopped the run before the target. */
trapped: boolean;
}
/**
* The minimum an emulator must provide to be rewound and searched. Deliberately
* smaller than Platform or Machine: no video, audio, input or disassembly, so
* that emulators which don't descend from Machine (Javatari, jsnes) can be
* adapted without being rewritten.
*/
export interface DeterministicCore<S = any> {
readonly granularity: Granularity;
/** Current position in emulated time. */
now(): Timestamp;
/**
* Capture the machine state. Only states captured at a frame boundary
* (step 0) may be passed back to restore(); see the class comment on
* MachineCore for why.
*/
snapshot(): S;
/** Restore a frame-boundary snapshot and declare the time it was taken. */
restore(state: S, at: Timestamp): void;
/**
* Run forward until now() reaches `target`, or until `trap` returns true.
* `trap` is evaluated at every step from the current position onward, so a
* run that crosses frame boundaries evaluates it continuously -- there is no
* per-frame reset.
*/
runUntil(target: Timestamp, trap?: TrapCondition | null): RunResult;
/**
* Round a target to something this core can actually stop at. A frame-only
* core rounds sub-frame targets down; without this a caller could ask for a
* position the core can never reach and wait forever for progress.
*/
clamp?(t: Timestamp): Timestamp;
/** Connect a probe, if this core supports probing. */
connectProbe?(probe: ProbeAll): void;
}
/**
* What MachineCore needs from a machine. Any src/machine/* Machine satisfies
* this structurally; the interface is stated in terms of devices.ts alone so
* this module doesn't drag in baseplatform.ts and the DOM with it.
*/
export interface CoreMachine extends FrameBased, SavesState<any> {
connectProbe?(probe: ProbeAll): void;
}
/**
* Adapts any FrameBased + SavesState machine to DeterministicCore.
*
* The one subtlety is that advanceFrame() is not resumable on most machines:
* BasicScanlineMachine restarts its scanline loop from the top on every call,
* so breaking out mid-frame and calling it again re-runs the frame rather than
* continuing it. So a frame is the atomic replay unit here: the core keeps the
* snapshot taken at the start of the current frame, and any sub-frame position
* is reached by restoring that snapshot and replaying to the wanted step. That
* is what makes stepping backwards inside a frame exact instead of approximate,
* and it costs one snapshot per frame -- which the recorder wants anyway.
*/
export class MachineCore<T extends CoreMachine> implements DeterministicCore {
readonly machine: T;
readonly granularity: Granularity;
private frame: number = 0;
private step: number = 0;
// state at the start of the current frame; the anchor for sub-frame seeks
private frameStart: any = null;
// steps in the last frame we counted, or -1 if that frame ran unmetered
private lastFrameSteps: number = -1;
constructor(machine: T, granularity: Granularity = 'insn') {
this.machine = machine;
this.granularity = granularity;
this.frameStart = machine.saveState();
}
now(): Timestamp {
return { frame: this.frame, step: this.step };
}
snapshot() {
return this.machine.saveState();
}
restore(state: any, at: Timestamp): void {
if (at.step !== 0) {
// Restoring mid-frame would leave us without a frame-start anchor, so
// any later sub-frame seek in that frame would be unreachable. Callers
// seek to a mid-frame position by restoring the frame and running to it.
throw new Error(`can only restore at a frame boundary, not ${formatTimestamp(at)}`);
}
this.machine.loadState(state);
this.frame = at.frame;
this.step = 0;
this.frameStart = state;
this.lastFrameSteps = -1;
}
/**
* Steps counted in the most recently completed frame, or -1 if that frame
* ran without a trap and so was never counted. The UI uses this for the
* range of the sub-frame slider.
*/
getLastFrameSteps(): number {
return this.lastFrameSteps;
}
connectProbe(probe: ProbeAll): void {
this.machine.connectProbe?.(probe);
}
runUntil(target: Timestamp, trap?: TrapCondition | null): RunResult {
while (compareTimestamps(this.now(), target) < 0) {
// run to the end of this frame, or to target.step if the target is in it
const untilStep = this.frame < target.frame ? Infinity : target.step;
if (this.runFrame(untilStep, trap)) {
return { at: this.now(), trapped: true };
}
}
return { at: this.now(), trapped: false };
}
/**
* Advance within the current frame to `untilStep` (Infinity = end of frame).
* Returns true if `trap` stopped the run.
*/
private runFrame(untilStep: number, trap?: TrapCondition | null): boolean {
// Unmetered fast path: a whole frame with nothing to evaluate. Machines
// can take their bulk-execution route (e.g. machine_exec) instead of
// paying for a trap call per tick.
if (untilStep === Infinity && !trap) {
this.machine.advanceFrame(null);
this.endFrame(-1);
return false;
}
// Re-run the frame from its start if we're already partway into it, since
// advanceFrame() restarts rather than resumes. Steps before our current
// position already happened, so the caller's trap must not see them again.
const from = this.step;
if (from > 0) {
this.machine.loadState(this.frameStart);
}
let n = 0;
let trapped = false;
// The trap runs before each step, so when it returns true exactly n steps
// have executed -- n is the position, not the step about to run. step is
// published before calling the caller's trap so that now() is the current
// position while the condition is being evaluated; a search relies on that
// to record where a hit happened.
this.machine.advanceFrame(() => {
this.step = n;
if (n >= untilStep) return true;
if (n >= from && trap && trap()) {
trapped = true;
return true;
}
n++;
return false;
});
if (trapped || n >= untilStep) {
this.step = n;
return trapped;
}
// ran off the end of the frame without stopping
this.endFrame(n);
return false;
}
private endFrame(steps: number): void {
this.frame++;
this.step = 0;
this.lastFrameSteps = steps;
this.frameStart = this.machine.saveState();
}
}
+159
View File
@@ -13,6 +13,11 @@
import * as fs from 'fs';
import * as os from 'os';
import * as path from 'path';
import { KeyFlags } from '../common/emu';
import { History } from '../common/history';
import { createCore, isRewindable, PlatformFrameInput } from '../common/platformcore';
import { hashState } from '../common/statehash';
import { formatTimestamp, timestamp } from '../common/timeline';
import { isProbablyBinary } from '../common/util';
import { fail, hasOutput, note, output, setJsonMode } from './cliformat';
import { EmuTarget, loadPlatform } from './emutarget';
@@ -43,12 +48,14 @@ const SHORT_FLAGS: { [short: string]: string } = {
const BOOLEAN_FLAGS: { [command: string]: string[] } = {
build: ['check', 'symbols', 'save'],
run: ['info'],
'verify-replay': ['verbose'],
};
const ALIASES: { [alias: string]: string } = {
compile: 'build',
check: 'build',
compilerun: 'run',
verify: 'verify-replay',
};
function parseArgs(argv: string[]): { command: string; args: Args; positional: string[] } {
@@ -425,6 +432,150 @@ async function doDetect(positional: string[]): Promise<void> {
output({ success: true, command: 'detect', data: { input, clear: isClearWinner(detections), detections: detections.slice(0, 8) } });
}
////////////////////////////////////////////////////////////////////////
// determinism
/**
* Keys worth mashing: the directions and the fire/start buttons, which is what
* a joystick-driven platform reads. Pressing arbitrary keyboard keys would be
* noisier without testing anything more.
*/
const EXERCISE_KEYS = [37, 38, 39, 40, 32, 13]; // left up right down space enter
/**
* A seeded button masher. Verification is only meaningful if the recording has
* input in it -- without input the controls path is never exercised, and a
* platform whose loadControlsState() is not the inverse of saveControlsState()
* passes for the wrong reason. Seeded so a failure is reproducible.
*/
class InputExerciser {
private state = 1;
private held = new Map<number, boolean>();
/** Where delivered events are logged so the replay can redeliver them. */
log: PlatformFrameInput | null = null;
constructor(readonly target: EmuTarget, seed: number) {
this.state = seed | 0 || 1;
}
private next(): number {
// xorshift32, same shape as the emulator's own noise()
let x = this.state;
x ^= x << 13; x ^= x >>> 17; x ^= x << 5;
return (this.state = x) >>> 0;
}
/** Press or release a key or two, as if a player were at the controls. */
frame(): void {
for (const key of EXERCISE_KEYS) {
if ((this.next() & 7) !== 0) continue; // ~1 change per key per 8 frames
const down = !this.held.get(key);
this.held.set(key, down);
const flags = down ? KeyFlags.KeyDown : KeyFlags.KeyUp;
this.target.setKeyInput(key, key, flags);
this.log?.recordKey(key, key, flags);
}
}
}
/**
* Record a run, then replay it from the first checkpoint and check that every
* frame comes back bit for bit. This is what keeps the deterministic debugger
* honest: rewinding is only meaningful on platforms that reproduce, and a
* platform that quietly picks up entropy (an unseeded Math.random, a clock)
* shows up here as a diverging frame rather than as a mystery months later.
*/
async function doVerifyReplay(args: Args, positional: string[]): Promise<void> {
const input = positional[0];
const platformId = str(args, 'platform') || (input ? ROM_PLATFORMS[path.extname(input).toLowerCase()] : null);
if (!platformId) fail('verify-replay', 'Required: verify-replay --platform <id> [rom]');
const target = await openTarget(args, platformId);
if (input) {
if (!fs.existsSync(input)) fail('verify-replay', `No such file: ${input}`);
target.loadROM(new Uint8Array(fs.readFileSync(input)), path.basename(input));
}
const platform = target.platform;
if (!isRewindable(platform)) {
fail('verify-replay', `'${platformId}' cannot save and restore state`);
}
const frames = parseInt(str(args, 'frames') ?? '') || 60;
const wantInput = (str(args, 'input') ?? 'keys') !== 'none';
const seed = parseInt(str(args, 'seed') ?? '') || 12345;
let exerciser: InputExerciser | null = null;
let inputMode = 'none';
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
@@ -450,6 +601,7 @@ function usage(error?: string): never {
'build': 'compile a source file or folder to a ROM',
'run': 'run a ROM -- or a source file or folder, built first',
'detect': 'guess the platform and main file of a source file or directory',
'verify-replay': 'record a run with random key input, replay it, and check every frame matches',
'list-platforms': 'platforms available to --platform',
'list-tools': 'compilers and assemblers available to --tool',
},
@@ -479,6 +631,12 @@ function usage(error?: string): never {
'--info': 'dump debug info and disassembly when done',
'--memdump <a,b>': 'hexdump a hex address range',
},
'verify-replay options': {
'-p, --platform <id>': 'platform emulator',
'-f, --frames <n>': 'frames to record (default 60)',
'--input <keys|none>': 'press random keys while recording (default keys)',
'--seed <n>': 'seed for the random keys',
},
'global options': {
'--json': 'machine-readable output on stdout',
},
@@ -506,6 +664,7 @@ async function main() {
case 'build': await doBuild(args, positional); break;
case 'run': await doRun(args, positional); break;
case 'detect': await doDetect(positional); break;
case 'verify-replay': await doVerifyReplay(args, positional); break;
case 'list-tools':
case 'list-platforms': await doList(command); break;
case 'help': usage(); break;
+111
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@@ -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);
});
});
+184
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@@ -0,0 +1,184 @@
import assert from "assert";
import { describe, it } from "mocha";
import { TrapCondition } from "../../src/common/devices";
import { FrameInputSource, History } from "../../src/common/history";
import {
formatTimestamp,
MachineCore,
timestamp,
timestampsEqual,
} from "../../src/common/timeline";
// Same shape as the real machines: advanceFrame() restarts the frame rather
// than resuming it. `inp` stands in for a controller: it changes only between
// frames, and the frame's result depends on it, so a replay that forgets to
// re-apply it diverges visibly.
class FakeMachine {
stepsPerFrame = 10;
acc = 0;
inp = 0;
advanceFrame(trap: TrapCondition): number {
var n = 0;
for (var i = 0; i < this.stepsPerFrame; i++) {
if (trap && trap()) break;
this.acc = (this.acc + 1 + this.inp) | 0;
n++;
}
return n;
}
saveState() { return { acc: this.acc, inp: this.inp }; }
loadState(s) { this.acc = s.acc; this.inp = s.inp; }
}
function newHistory(opts = {}) {
const m = new FakeMachine();
const core = new MachineCore(m);
return { m, core, hist: new History(core, opts) };
}
function record(hist: History, frames: number) {
for (var i = 0; i < frames; i++) hist.recordFrame();
}
describe('History', function () {
it('records frames and tracks the present', function () {
const { m, hist } = newHistory();
record(hist, 12);
assert.ok(timestampsEqual(hist.last(), timestamp(12, 0)), formatTimestamp(hist.last()));
assert.strictEqual(m.acc, 120);
assert.strictEqual(hist.isInPast(), false);
});
it('checkpoints at the configured interval', function () {
const { hist } = newHistory({ checkpointInterval: 5 });
record(hist, 21);
const at = hist.getCheckpoints().map(c => c.at.frame);
assert.deepStrictEqual(at, [0, 5, 10, 15, 20]);
});
it('seeks backwards to an exact past state', function () {
const { m, hist } = newHistory();
record(hist, 30);
hist.seek(timestamp(7, 3));
assert.strictEqual(m.acc, 73);
assert.strictEqual(hist.isInPast(), true);
// and forward again to the present
hist.seek(hist.last());
assert.strictEqual(m.acc, 300);
assert.strictEqual(hist.isInPast(), false);
});
it('replays recorded input so the past reproduces', function () {
const m = new FakeMachine();
const captured: { [frame: number]: number } = {};
// frame N runs with input N%3, which changes what the frame computes
const input: FrameInputSource = {
capture(frame) { m.inp = frame % 3; captured[frame] = m.inp; },
replay(frame) { m.inp = captured[frame]; },
};
const hist = new History(new MachineCore(m), { input });
record(hist, 20);
const present = m.acc;
hist.seek(timestamp(9, 4));
const at94 = m.acc;
// an unrecorded replay would leave inp stuck at its last value and drift
hist.seek(hist.last());
assert.strictEqual(m.acc, present);
hist.seek(timestamp(9, 4));
assert.strictEqual(m.acc, at94);
});
it('finds the last time a condition held, in the past', function () {
const { m, hist } = newHistory();
record(hist, 30);
// acc hits 250 exactly once, at 25:0 -- 250 steps in
const hit = hist.findLast(() => m.acc === 250);
assert.ok(hit, 'no hit');
assert.ok(timestampsEqual(hit, timestamp(25, 0)), formatTimestamp(hit));
// and the core is parked there
assert.strictEqual(m.acc, 250);
});
it('finds the LAST of many hits, not the first', function () {
const { m, hist } = newHistory();
record(hist, 30);
// true every 7 steps; the last one at or before 300 is 294
const hit = hist.findLast(() => m.acc % 7 === 0 && m.acc > 0);
assert.ok(timestampsEqual(hit, timestamp(29, 4)), formatTimestamp(hit));
assert.strictEqual(m.acc, 294);
});
it('searches back across many checkpoint spans', function () {
const { m, hist } = newHistory({ checkpointInterval: 4 });
record(hist, 40);
// only true early on, so the search has to walk back ~8 spans
const hit = hist.findLast(() => m.acc === 37);
assert.ok(timestampsEqual(hit, timestamp(3, 7)), formatTimestamp(hit));
assert.strictEqual(m.acc, 37);
});
it('returns null when the condition never held', function () {
const { m, hist } = newHistory();
record(hist, 20);
assert.strictEqual(hist.findLast(() => m.acc === 99999), null);
});
it('finds the next time a condition holds', function () {
const { m, hist } = newHistory();
record(hist, 30);
hist.seek(timestamp(5, 0));
const hit = hist.findNext(() => m.acc === 123, timestamp(5, 0), hist.last());
assert.ok(timestampsEqual(hit, timestamp(12, 3)), formatTimestamp(hit));
assert.strictEqual(m.acc, 123);
});
it('steps backwards exactly, within a frame', function () {
const { m, hist } = newHistory();
record(hist, 20);
hist.seek(timestamp(8, 5));
const prev = hist.previousStep();
assert.ok(timestampsEqual(prev, timestamp(8, 4)), formatTimestamp(prev));
assert.strictEqual(m.acc, 84);
});
it('steps backwards across a frame boundary', function () {
const { m, hist } = newHistory();
record(hist, 20);
hist.seek(timestamp(8, 0));
const prev = hist.previousStep();
// last step of frame 7 is position 9, i.e. 79 steps in
assert.ok(timestampsEqual(prev, timestamp(7, 9)), formatTimestamp(prev));
assert.strictEqual(m.acc, 79);
});
it('drops the oldest checkpoints and reports the window it still has', function () {
const trimmed: number[] = [];
const input: FrameInputSource = {
capture() { }, replay() { }, trim(f) { trimmed.push(f); },
};
const { hist } = newHistory({ checkpointInterval: 2, maxCheckpoints: 4, input });
record(hist, 20);
const at = hist.getCheckpoints().map(c => c.at.frame);
assert.strictEqual(at.length, 4);
assert.ok(at[0] > 0, 'old checkpoints should have been dropped');
assert.ok(timestampsEqual(hist.first(), timestamp(at[0], 0)));
// the input log is told to drop everything before the oldest checkpoint
assert.strictEqual(trimmed[trimmed.length - 1], at[0]);
});
it('refuses to seek before the recorded window', function () {
const { hist } = newHistory({ checkpointInterval: 2, maxCheckpoints: 3 });
record(hist, 20);
assert.throws(() => hist.seek(timestamp(0, 0)), /older than the recording/);
});
it('refuses to record from a replayed past', function () {
const { hist } = newHistory();
record(hist, 10);
hist.seek(timestamp(4, 0));
assert.throws(() => hist.recordFrame(), /not at the head/);
});
});
+178
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@@ -0,0 +1,178 @@
import assert from "assert";
import { describe, it } from "mocha";
import { TrapCondition } from "../../src/common/devices";
import {
compareTimestamps,
CoreMachine,
formatTimestamp,
MachineCore,
timestamp,
timestampsEqual,
} from "../../src/common/timeline";
// A machine with the same awkward property the real ones have: advanceFrame()
// restarts the frame from the top instead of resuming it, so breaking out
// mid-frame and calling it again re-runs the frame. MachineCore has to replay
// from a frame-start snapshot to get back to a sub-frame position.
class FakeMachine implements CoreMachine {
stepsPerFrame = 10;
acc = 0; // one increment per step
ram = new Uint8Array(16);
advanceFrame(trap: TrapCondition): number {
var n = 0;
for (var i = 0; i < this.stepsPerFrame; i++) {
if (trap && trap()) break;
this.acc = (this.acc + 1) | 0;
this.ram[this.acc & 15] = this.acc & 0xff;
n++;
}
return n;
}
saveState() {
return { acc: this.acc, ram: this.ram.slice(0) };
}
loadState(s) {
this.acc = s.acc;
this.ram.set(s.ram);
}
}
function stateOf(m: FakeMachine) {
return JSON.stringify({ acc: m.acc, ram: Array.from(m.ram) });
}
describe('Timestamp', function () {
it('orders lexicographically by frame then step', function () {
assert.ok(compareTimestamps(timestamp(1, 5), timestamp(2, 0)) < 0);
assert.ok(compareTimestamps(timestamp(2, 0), timestamp(1, 5)) > 0);
assert.ok(compareTimestamps(timestamp(2, 3), timestamp(2, 4)) < 0);
assert.strictEqual(compareTimestamps(timestamp(2, 3), timestamp(2, 3)), 0);
assert.ok(timestampsEqual(timestamp(2, 3), timestamp(2, 3)));
assert.strictEqual(formatTimestamp(timestamp(2, 3)), '2:3');
});
});
describe('MachineCore', function () {
it('counts frames monotonically and never rewinds the clock', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
assert.ok(timestampsEqual(c.now(), timestamp(0, 0)));
c.runUntil(timestamp(3, 0));
// the old debugger reset its clock every frame; this must not
assert.ok(timestampsEqual(c.now(), timestamp(3, 0)));
assert.strictEqual(m.acc, 30);
});
it('lands exactly on a sub-frame target', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
const r = c.runUntil(timestamp(2, 5));
assert.ok(timestampsEqual(r.at, timestamp(2, 5)), formatTimestamp(r.at));
assert.strictEqual(r.trapped, false);
assert.strictEqual(m.acc, 25);
});
it('evaluates a trap across frame boundaries', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
// 23 steps in => frame 2, step 3; the trap has to survive two frame ends
const r = c.runUntil(timestamp(9, 0), () => m.acc === 23);
assert.strictEqual(r.trapped, true);
assert.ok(timestampsEqual(r.at, timestamp(2, 3)), formatTimestamp(r.at));
assert.strictEqual(m.acc, 23);
});
it('reports no trap when the condition never holds', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
const r = c.runUntil(timestamp(2, 0), () => m.acc === 9999);
assert.strictEqual(r.trapped, false);
assert.ok(timestampsEqual(r.at, timestamp(2, 0)));
});
it('resumes within a frame without re-running the trap on replayed steps', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
c.runUntil(timestamp(1, 4));
assert.strictEqual(m.acc, 14);
// getting from 1:4 to 1:9 replays the frame from its start internally,
// but the trap must only see positions 4..8
const seen: number[] = [];
const r = c.runUntil(timestamp(1, 9), () => { seen.push(m.acc); return false; });
assert.deepStrictEqual(seen, [14, 15, 16, 17, 18]);
assert.ok(timestampsEqual(r.at, timestamp(1, 9)));
assert.strictEqual(m.acc, 19);
});
it('reproduces the same state when replayed from a snapshot', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
const snap0 = c.snapshot();
c.runUntil(timestamp(3, 7));
const expected = stateOf(m);
c.restore(snap0, timestamp(0, 0));
assert.ok(timestampsEqual(c.now(), timestamp(0, 0)));
c.runUntil(timestamp(3, 7));
assert.strictEqual(stateOf(m), expected);
});
it('seeks backwards to a sub-frame position exactly', function () {
// what the state should be at 2:3, established independently
const fresh = new FakeMachine();
new MachineCore(fresh).runUntil(timestamp(2, 3));
const expected = stateOf(fresh);
const m = new FakeMachine();
const c = new MachineCore(m);
const snap0 = c.snapshot();
c.runUntil(timestamp(2, 9));
assert.notStrictEqual(stateOf(m), expected);
c.restore(snap0, timestamp(0, 0));
c.runUntil(timestamp(2, 3));
assert.ok(timestampsEqual(c.now(), timestamp(2, 3)));
assert.strictEqual(stateOf(m), expected);
});
it('restores a checkpoint taken mid-recording', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
c.runUntil(timestamp(5, 0));
const snap5 = c.snapshot();
c.runUntil(timestamp(8, 2));
const at82 = stateOf(m);
c.restore(snap5, timestamp(5, 0));
assert.strictEqual(m.acc, 50);
c.runUntil(timestamp(8, 2));
assert.strictEqual(stateOf(m), at82);
});
it('refuses to restore at a non-frame boundary', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
assert.throws(() => c.restore(c.snapshot(), timestamp(1, 3)), /frame boundary/);
});
it('counts steps only for metered frames', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
c.runUntil(timestamp(1, 0)); // no trap: unmetered fast path
assert.strictEqual(c.getLastFrameSteps(), -1);
c.runUntil(timestamp(2, 0), () => false); // trap: counted
assert.strictEqual(c.getLastFrameSteps(), 10);
});
it('does nothing when the target is already reached', function () {
const m = new FakeMachine();
const c = new MachineCore(m);
c.runUntil(timestamp(2, 4));
const before = stateOf(m);
const r = c.runUntil(timestamp(1, 0));
assert.strictEqual(stateOf(m), before);
assert.ok(timestampsEqual(r.at, timestamp(2, 4)));
});
});
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import assert from "assert";
import fs from "fs";
import { describe, it } from "mocha";
import { mockAudio, mockGlobals } from "../../src/tools/nodemock";
mockGlobals();
mockAudio();
// imported after the globals are mocked -- the machine pulls in the audio
// classes that live on globalThis
import { Midway8080 } from "../../src/machine/mw8080bw";
import { NullProbe } from "../../src/common/devices";
import { History } from "../../src/common/history";
import {
compareTimestamps,
formatTimestamp,
MachineCore,
timestamp,
timestampsEqual,
} from "../../src/common/timeline";
// MachineCore against a real machine: a Z80 BasicScanlineMachine running a
// real ROM. The fake machine in testtimeline.ts pins the semantics; this pins
// that they survive contact with an emulator whose advanceFrame() restarts the
// scanline loop and whose state is typed arrays.
function newCore() {
const m = new Midway8080();
m.connectVideo(new Uint32Array(m.canvasWidth * m.numVisibleScanlines));
m.loadROM(new Uint8Array(fs.readFileSync('./test/roms/mw8080bw/game2.c.rom')));
m.reset();
return { m, core: new MachineCore(m) };
}
// cheap order-sensitive checksum over the whole machine state
function hashState(m: Midway8080): number {
const s: any = m.saveState();
let h = 0x811c9dc5;
const mix = (v: number) => { h = Math.imul(h ^ (v & 0xff), 0x01000193) >>> 0; };
for (const k of Object.keys(s).sort()) {
const v = s[k];
if (v instanceof Uint8Array) for (let i = 0; i < v.length; i++) mix(v[i]);
else for (const kk of Object.keys(v).sort()) { mix(kk.charCodeAt(0)); mix(v[kk]); mix(v[kk] >> 8); }
}
return h;
}
describe('MachineCore on a real machine', function () {
it('replays to the identical state from a snapshot 20 frames back', function () {
const { m, core } = newCore();
const snap0 = core.snapshot();
core.runUntil(timestamp(20, 500), () => false);
const expected = hashState(m);
const pc = m.cpu.getPC();
core.restore(snap0, timestamp(0, 0));
const r = core.runUntil(timestamp(20, 500), () => false);
assert.ok(timestampsEqual(r.at, timestamp(20, 500)), formatTimestamp(r.at));
assert.strictEqual(m.cpu.getPC(), pc);
assert.strictEqual(hashState(m), expected);
});
it('reaches a sub-frame position identically forwards and backwards', function () {
// where the machine should be at 12:250, reached only by running forward
const fwd = newCore();
fwd.core.runUntil(timestamp(12, 250), () => false);
const expected = hashState(fwd.m);
// now overshoot and come back to it
const { m, core } = newCore();
const snap0 = core.snapshot();
core.runUntil(timestamp(12, 900), () => false);
assert.notStrictEqual(hashState(m), expected);
core.restore(snap0, timestamp(0, 0));
core.runUntil(timestamp(12, 250), () => false);
assert.strictEqual(hashState(m), expected);
});
it('traps on a condition several frames ahead and reports where', function () {
const { m, core } = newCore();
core.runUntil(timestamp(5, 0));
const snap5 = core.snapshot();
// find some PC the ROM reaches later, whatever it is
const seen = new Set<number>();
core.runUntil(timestamp(6, 0), () => { seen.add(m.cpu.getPC()); return false; });
core.restore(snap5, timestamp(5, 0));
const targetPC = [...seen][Math.floor(seen.size / 2)];
const r = core.runUntil(timestamp(30, 0), () => m.cpu.getPC() === targetPC);
assert.strictEqual(r.trapped, true);
assert.strictEqual(m.cpu.getPC(), targetPC);
// the same search from the same snapshot must land on the same instant
const hit = r.at;
const expected = hashState(m);
core.restore(snap5, timestamp(5, 0));
const r2 = core.runUntil(timestamp(30, 0), () => m.cpu.getPC() === targetPC);
assert.ok(timestampsEqual(r2.at, hit), `${formatTimestamp(r2.at)} != ${formatTimestamp(hit)}`);
assert.strictEqual(hashState(m), expected);
});
it('keeps counting frames past a trap instead of resetting', function () {
const { m, core } = newCore();
core.runUntil(timestamp(3, 100), () => false);
assert.ok(timestampsEqual(core.now(), timestamp(3, 100)));
core.runUntil(timestamp(7, 20), () => false);
assert.ok(timestampsEqual(core.now(), timestamp(7, 20)));
});
it('counts a whole metered frame', function () {
const { core } = newCore();
core.runUntil(timestamp(2, 0), () => false);
// one Z80 instruction per step, so a frame is a few thousand of them
const steps = core.getLastFrameSteps();
assert.ok(steps > 100 && steps < 100000, `implausible step count ${steps}`);
});
});
// A watchpoint: a probe that latches a write to one address. Params are
// optional because NullProbe declares these with none.
class WatchProbe extends NullProbe {
hit = false;
constructor(readonly addr: number) { super(); }
logWrite(a?: number, v?: number) { if (a === this.addr) this.hit = true; }
// clearing on test means each write is reported once; handing the probe to
// the search lets History attach it only while the search runs
asCondition() {
return {
probe: this,
test: () => { const h = this.hit; this.hit = false; return h; },
reset: () => { this.hit = false; },
};
}
}
describe('History on a real machine', function () {
it('replays a recorded run back to the same present', function () {
const { m, core } = newCore();
const hist = new History(core, { checkpointInterval: 5 });
for (var i = 0; i < 40; i++) hist.recordFrame();
const present = hashState(m);
hist.seek(timestamp(3, 200));
assert.notStrictEqual(hashState(m), present);
hist.seek(hist.last());
assert.strictEqual(hashState(m), present);
});
it('finds when a memory location was last written, after the fact', function () {
const WATCH = 0x200b; // written a couple of times early in the ROM
const { m, core } = newCore();
const hist = new History(core, { checkpointInterval: 5 });
const probe = new WatchProbe(WATCH);
// recorded with no probe attached at all -- the point is to ask afterwards
for (var i = 0; i < 40; i++) hist.recordFrame();
assert.strictEqual(m.probing, false, 'recording should not be probing');
const hit = hist.findLast(probe.asCondition());
assert.strictEqual(m.probing, false, 'probe should be detached after the search');
assert.ok(hit, `no write to $${WATCH.toString(16)} found`);
assert.ok(compareTimestamps(hit, hist.first()) >= 0 && compareTimestamps(hit, hist.last()) < 0,
`hit ${formatTimestamp(hit)} outside the recorded window`);
// the multi-span walk backwards must agree with one linear scan
const solo = newCore();
const soloHist = new History(solo.core, { checkpointInterval: 100000 });
const soloProbe = new WatchProbe(WATCH);
for (var i = 0; i < 40; i++) soloHist.recordFrame();
const soloHit = soloHist.findLast(soloProbe.asCondition());
assert.ok(timestampsEqual(hit, soloHit),
`checkpointed search said ${formatTimestamp(hit)}, linear scan said ${formatTimestamp(soloHit)}`);
});
it('steps backwards one instruction exactly', function () {
const { m, core } = newCore();
const hist = new History(core, { checkpointInterval: 5 });
for (var i = 0; i < 20; i++) hist.recordFrame();
hist.seek(timestamp(10, 40));
const pcAt40 = m.cpu.getPC();
const prev = hist.previousStep();
assert.ok(timestampsEqual(prev, timestamp(10, 39)), formatTimestamp(prev));
const pcAt39 = m.cpu.getPC();
// seeking to each again must reproduce both
hist.seek(timestamp(10, 40));
assert.strictEqual(m.cpu.getPC(), pcAt40);
hist.seek(timestamp(10, 39));
assert.strictEqual(m.cpu.getPC(), pcAt39);
});
});