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