A round of cleanup on rewind code - break subclass into their own files, into a rewind subfolder, cleanup some formatting and naming
This commit is contained in:
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edb5560da7
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@ -432,7 +432,9 @@
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</Compile>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Rewind.cs" />
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<Compile Include="rewind\Rewinder.cs" />
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<Compile Include="rewind\RewindThreader.cs" />
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<Compile Include="rewind\StreamBlobDatabase.cs" />
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<Compile Include="ScanlineSlider.cs">
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<SubType>Form</SubType>
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</Compile>
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@ -2473,20 +2473,16 @@ namespace BizHawk.Client.EmuHawk
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{
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GlobalWin.Rewinder.Rewind(1);
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suppressCaptureRewind = true;
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if (0 == GlobalWin.Rewinder.RewindBuf.Count)
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{
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runFrame = false;
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}
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else
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{
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runFrame = true;
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}
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runFrame = !(GlobalWin.Rewinder.Count == 0);
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//we don't want to capture input when rewinding, even in record mode
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if (Global.MovieSession.Movie.IsRecording)
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{
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Global.MovieSession.Movie.SwitchToPlay();
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}
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}
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if (UpdateFrame)
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{
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runFrame = true;
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@ -1,656 +0,0 @@
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using System;
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using System.IO;
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using System.Threading;
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using System.Collections.Generic;
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using System.Collections.Concurrent;
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using BizHawk.Client.Common;
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namespace BizHawk.Client.EmuHawk
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{
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public class Rewinder
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{
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public bool RewindActive = true;
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public StreamBlobDatabase RewindBuf;// = new StreamBlobDatabase(Global.Config.Rewind_OnDisk, Global.Config.Rewind_BufferSize * (long)1024 * (long)1024);
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private RewindThreader RewindThread;
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private byte[] LastState;
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private bool RewindImpossible;
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private int RewindFrequency = 1;
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private bool RewindDeltaEnable = false;
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public float Rewind_FullnessRatio { get { return RewindBuf.FullnessRatio; } }
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public int Rewind_Count { get { return RewindBuf != null ? RewindBuf.Count : 0; } }
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public long Rewind_Size { get { return RewindBuf != null ? RewindBuf.Size : 0; } }
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/// <summary>
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/// Manages a ring buffer of storage which can continually chow its own tail to keep growing forward.
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/// Probably only useful for the rewind buffer, so I didnt put it in another file
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/// </summary>
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public class StreamBlobDatabase : IDisposable
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{
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public void Dispose()
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{
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mStream.Dispose();
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mStream = null;
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if (mAllocatedBuffer != null)
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mBufferManage(mAllocatedBuffer, 0, false);
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}
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Func<byte[], long, bool, byte[]> mBufferManage;
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byte[] mAllocatedBuffer;
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public StreamBlobDatabase(bool onDisk, long capacity, Func<byte[],long,bool,byte[]> BufferManage)
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{
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this.mBufferManage = BufferManage;
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mCapacity = capacity;
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if (onDisk)
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{
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var path = Path.Combine(System.IO.Path.GetTempPath(), "bizhawk.rewindbuf-pid" + System.Diagnostics.Process.GetCurrentProcess().Id + "-" + Guid.NewGuid().ToString());
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//I checked the DeleteOnClose operation to make sure it cleans up when the process is aborted, and it seems to.
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//Otherwise we would have a more complex tempfile management problem here.
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//4KB buffer chosen due to similarity to .net defaults, and fear of anything larger making hiccups for small systems (we could try asyncing this stuff though...)
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mStream = new FileStream(path, FileMode.Create, System.Security.AccessControl.FileSystemRights.FullControl, FileShare.None, 4*1024, FileOptions.DeleteOnClose);
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}
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else
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{
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mAllocatedBuffer = mBufferManage(null, capacity, true);
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mStream = new MemoryStream(mAllocatedBuffer);
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}
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}
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public class ListItem
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{
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public ListItem(int _timestamp, long _index, int _length) { this.timestamp = _timestamp; this.index = _index; this.length = _length; }
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public int timestamp;
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public long index;
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public int length;
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public long endExclusive { get { return index + length; } }
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}
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Stream mStream;
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LinkedList<ListItem> mBookmarks = new LinkedList<ListItem>();
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LinkedListNode<ListItem> mHead, mTail;
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long mCapacity, mSize;
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/// <summary>
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/// Returns the amount of the buffer that's used
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/// </summary>
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public long Size { get { return mSize; } }
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/// <summary>
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/// Gets the current fullness ratio (Size/Capacity). Note that this wont reach 100% due to the buffer size not being a multiple of a fixed savestate size.
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/// </summary>
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public float FullnessRatio { get { return (float)((double)Size / (double)mCapacity); } }
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/// <summary>
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/// the number of frames stored here
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/// </summary>
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public int Count { get { return mBookmarks.Count; } }
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/// <summary>
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/// The underlying stream to
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/// </summary>
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public Stream Stream { get { return mStream; } }
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public void Clear()
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{
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mHead = mTail = null;
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mSize = 0;
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mBookmarks.Clear();
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}
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/// <summary>
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/// The push and pop semantics are for historical reasons and not resemblence to normal definitions
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/// </summary>
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public void Push(ArraySegment<byte> seg)
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{
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var buf = seg.Array;
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int len = seg.Count;
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long offset = Enqueue(0, len);
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mStream.Position = offset;
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mStream.Write(buf, seg.Offset, len);
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}
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/// <summary>
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/// The push and pop semantics are for historical reasons and not resemblence to normal definitions
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/// </summary>
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public MemoryStream PopMemoryStream()
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{
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var item = Pop();
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var buf = new byte[item.length];
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mStream.Position = item.index;
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mStream.Read(buf, 0, item.length);
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var ret = new MemoryStream(buf, 0, item.length, false, true);
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return ret;
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}
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public long Enqueue(int timestamp, int amount)
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{
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mSize += amount;
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if (mHead == null)
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{
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mTail = mHead = mBookmarks.AddFirst(new ListItem(timestamp, 0, amount));
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return 0;
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}
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long target = mHead.Value.endExclusive + amount;
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if (mTail != null && target <= mTail.Value.index)
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{
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//theres room to add a new head before the tail
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mHead = mBookmarks.AddAfter(mHead, new ListItem(timestamp, mHead.Value.endExclusive, amount));
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goto CLEANUP;
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}
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//maybe the tail is earlier than the head
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if (mTail.Value.index < mHead.Value.index)
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{
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if (target <= mCapacity)
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{
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//theres room to add a new head before the end of capacity
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mHead = mBookmarks.AddAfter(mHead, new ListItem(timestamp, mHead.Value.endExclusive, amount));
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goto CLEANUP;
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}
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}
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else
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{
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//nope, tail is after head. we'll have to clobber from the tail
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mHead = mBookmarks.AddAfter(mHead, new ListItem(timestamp, mHead.Value.endExclusive, amount));
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goto CLEANUP;
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}
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//no room before the tail, or before capacity. head needs to wrap around.
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mHead = mBookmarks.AddAfter(mHead, new ListItem(timestamp, 0, amount));
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CLEANUP:
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//while the head impinges on tail items, discard them
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for (; ; )
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{
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if (mTail == null) break;
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if (mHead.Value.endExclusive > mTail.Value.index && mHead.Value.index <= mTail.Value.index)
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{
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LinkedListNode<ListItem> nextTail = mTail.Next;
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mSize -= mTail.Value.length;
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mBookmarks.Remove(mTail);
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mTail = nextTail;
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}
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else break;
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}
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return mHead.Value.index;
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}
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public ListItem Pop()
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{
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if (mHead == null) throw new InvalidOperationException("Attempted to pop from an empty data structure");
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var ret = mHead.Value;
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mSize -= ret.length;
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LinkedListNode<ListItem> nextHead = mHead.Previous;
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mBookmarks.Remove(mHead);
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if (mHead == mTail)
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mTail = null;
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mHead = nextHead;
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if (mHead == null)
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mHead = mBookmarks.Last;
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return ret;
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}
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public ListItem Dequeue()
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{
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if (mTail == null) throw new InvalidOperationException("Attempted to dequeue from an empty data structure");
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var ret = mTail.Value;
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mSize -= ret.length;
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LinkedListNode<ListItem> nextTail = mTail.Next;
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mBookmarks.Remove(mTail);
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if (mTail == mHead)
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mHead = null;
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mTail = nextTail;
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if (mTail == null)
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mTail = mBookmarks.First;
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return ret;
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}
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//-------- tests ---------
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public void AssertMonotonic()
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{
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if (mTail == null) return;
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int ts = mTail.Value.timestamp;
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LinkedListNode<ListItem> curr = mTail;
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for (; ; )
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{
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if (curr == null)
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curr = mBookmarks.First;
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if (curr == null) break;
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System.Diagnostics.Debug.Assert(curr.Value.timestamp >= ts);
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if (curr == mHead) return;
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ts = curr.Value.timestamp;
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curr = curr.Next;
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}
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}
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//void Test()
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//{
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// var sbb = new StreamBlobDatabase(false, Global.Config.Rewind_BufferSize * 1024 * 1024);
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// var rand = new Random(0);
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// int timestamp = 0;
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// for (; ; )
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// {
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// long test = sbb.Enqueue(timestamp, rand.Next(100 * 1024));
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// if (rand.Next(10) == 0)
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// if (sbb.Count != 0) sbb.Dequeue();
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// if (rand.Next(10) == 0)
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// if (sbb.Count != 0) sbb.Pop();
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// if (rand.Next(50) == 1)
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// {
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// while (sbb.Count != 0)
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// {
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// Console.WriteLine("ZAM!!!");
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// sbb.Dequeue();
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// }
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// }
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// sbb.AssertMonotonic();
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// timestamp++;
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// Console.WriteLine("{0}, {1}", test, sbb.Count);
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// }
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//}
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} //class StreamBlobDatabase
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class RewindThreader : IDisposable
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{
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//adelikat: tweak this to test performance with threading or not with threading
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// natt: IEmulator.SaveStateBinary() returns a byte[] but you're not allowed to modify it,
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// and if the method is called again, the data from a previous call could be invalidated.
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// GPGX and N64 make use of this property. if you set IsThreaded = true, you'll need to Clone() in many cases,
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// which will kill N64 for sure...
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public static bool IsThreaded = false;
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Rewinder mf;
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public RewindThreader(Rewinder mf, bool isThreaded)
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{
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IsThreaded = isThreaded;
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this.mf = mf;
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if (IsThreaded)
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{
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ewh = new EventWaitHandle(false, EventResetMode.AutoReset);
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ewh2 = new EventWaitHandle(false, EventResetMode.AutoReset);
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thread = new Thread(ThreadProc);
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thread.IsBackground = true;
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thread.Start();
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}
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}
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public void Dispose()
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{
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if (!IsThreaded)
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return;
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var job = new Job();
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job.Type = JobType.Abort;
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Jobs.Enqueue(job);
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ewh.Set();
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thread.Join();
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ewh.Dispose();
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ewh2.Dispose();
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}
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void ThreadProc()
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{
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for (; ; )
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{
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ewh.WaitOne();
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while (Jobs.Count != 0)
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{
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Job job = null;
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if (Jobs.TryDequeue(out job))
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{
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if (job.Type == JobType.Abort)
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return;
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if (job.Type == JobType.Capture)
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{
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mf._RunCapture(job.CoreState);
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}
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if (job.Type == JobType.Rewind)
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{
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mf._RunRewind(job.Frames);
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ewh2.Set();
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}
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}
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}
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}
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}
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EventWaitHandle ewh, ewh2;
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Thread thread;
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public void Rewind(int frames)
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{
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if (!IsThreaded)
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{
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mf._RunRewind(frames);
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return;
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}
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var job = new Job();
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job.Type = JobType.Rewind;
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job.Frames = frames;
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Jobs.Enqueue(job);
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ewh.Set();
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ewh2.WaitOne();
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}
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void DoSafeEnqueue(Job job)
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{
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Jobs.Enqueue(job);
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ewh.Set();
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//just in case... we're getting really behind.. slow it down here
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//if this gets backed up too much, then the rewind will seem to malfunction since it requires all the captures in the queue to complete first
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while (Jobs.Count > 15)
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{
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Thread.Sleep(0);
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}
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}
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public void Capture(byte[] coreSavestate)
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{
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if (!IsThreaded)
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{
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mf._RunCapture(coreSavestate);
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return;
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}
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var job = new Job();
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job.Type = JobType.Capture;
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job.CoreState = coreSavestate;
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DoSafeEnqueue(job);
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}
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enum JobType
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{
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Capture, Rewind, Abort
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}
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class Job
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{
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public JobType Type;
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public byte[] CoreState;
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public int Frames;
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}
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ConcurrentQueue<Job> Jobs = new ConcurrentQueue<Job>();
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}
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// TOOD: this should not be parameterless?! It is only possible due to passing a static context in
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public void CaptureRewindState()
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{
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if (RewindImpossible)
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return;
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if (LastState == null)
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{
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DoRewindSettings();
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}
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//log a frame
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if (LastState != null && Global.Emulator.Frame % RewindFrequency == 0)
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{
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byte[] CurrentState = Global.Emulator.SaveStateBinary();
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RewindThread.Capture(CurrentState);
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}
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}
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void SetRewindParams(bool enabled, int frequency)
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{
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if (RewindActive != enabled)
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{
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GlobalWin.OSD.AddMessage("Rewind " + (enabled ? "Enabled" : "Disabled"));
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}
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if (RewindFrequency != frequency && enabled)
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{
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GlobalWin.OSD.AddMessage("Rewind frequency set to " + frequency);
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}
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RewindActive = enabled;
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RewindFrequency = frequency;
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if(!RewindActive)
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LastState = null;
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}
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public void DoRewindSettings()
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{
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// This is the first frame. Capture the state, and put it in LastState for future deltas to be compared against.
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LastState = (byte[])Global.Emulator.SaveStateBinary().Clone();
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int state_size = 0;
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if (LastState.Length >= Global.Config.Rewind_LargeStateSize)
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{
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SetRewindParams(Global.Config.RewindEnabledLarge, Global.Config.RewindFrequencyLarge);
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state_size = 3;
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}
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else if (LastState.Length >= Global.Config.Rewind_MediumStateSize)
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{
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SetRewindParams(Global.Config.RewindEnabledMedium, Global.Config.RewindFrequencyMedium);
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state_size = 2;
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}
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else
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{
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SetRewindParams(Global.Config.RewindEnabledSmall, Global.Config.RewindFrequencySmall);
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state_size = 1;
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}
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bool rewind_enabled = false;
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if (state_size == 1) rewind_enabled = Global.Config.RewindEnabledSmall;
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if (state_size == 2) rewind_enabled = Global.Config.RewindEnabledMedium;
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if (state_size == 3) rewind_enabled = Global.Config.RewindEnabledLarge;
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RewindDeltaEnable = Global.Config.Rewind_UseDelta;
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if (rewind_enabled)
|
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{
|
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long cap = Global.Config.Rewind_BufferSize * (long)1024 * (long)1024;
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|
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if(RewindBuf != null)
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RewindBuf.Dispose();
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RewindBuf = new StreamBlobDatabase(Global.Config.Rewind_OnDisk, cap, BufferManage);
|
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if (RewindThread != null)
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RewindThread.Dispose();
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RewindThread = new RewindThreader(this, Global.Config.Rewind_IsThreaded);
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}
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}
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byte[] RewindFellationBuf;
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byte[] BufferManage(byte[] inbuf, long size, bool allocate)
|
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{
|
||||
if (allocate)
|
||||
{
|
||||
//if we have an appropriate buffer free, return it
|
||||
if (RewindFellationBuf != null && RewindFellationBuf.LongLength == size)
|
||||
{
|
||||
byte[] ret = RewindFellationBuf;
|
||||
RewindFellationBuf = null;
|
||||
return ret;
|
||||
}
|
||||
//otherwise, allocate it
|
||||
return new byte[size];
|
||||
}
|
||||
else
|
||||
{
|
||||
RewindFellationBuf = inbuf;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
void CaptureRewindStateNonDelta(byte[] CurrentState)
|
||||
{
|
||||
long offset = RewindBuf.Enqueue(0, CurrentState.Length + 1);
|
||||
Stream stream = RewindBuf.Stream;
|
||||
stream.Position = offset;
|
||||
|
||||
//write the header for a non-delta frame
|
||||
stream.WriteByte(1); //i.e. true
|
||||
stream.Write(CurrentState, 0, CurrentState.Length);
|
||||
}
|
||||
|
||||
byte[] TempBuf = new byte[0];
|
||||
void CaptureRewindStateDelta(byte[] CurrentState, bool isSmall)
|
||||
{
|
||||
//in case the state sizes mismatch, capture a full state rather than trying to do anything clever
|
||||
if (CurrentState.Length != LastState.Length)
|
||||
{
|
||||
CaptureRewindStateNonDelta(CurrentState);
|
||||
return;
|
||||
}
|
||||
|
||||
int beginChangeSequence = -1;
|
||||
bool inChangeSequence = false;
|
||||
MemoryStream ms;
|
||||
|
||||
//try to set up the buffer in advance so we dont ever have exceptions in here
|
||||
if(TempBuf.Length < CurrentState.Length)
|
||||
TempBuf = new byte[CurrentState.Length*2];
|
||||
|
||||
ms = new MemoryStream(TempBuf, 0, TempBuf.Length, true, true);
|
||||
RETRY:
|
||||
try
|
||||
{
|
||||
var writer = new BinaryWriter(ms);
|
||||
writer.Write(false); // delta state
|
||||
for (int i = 0; i < CurrentState.Length; i++)
|
||||
{
|
||||
if (inChangeSequence == false)
|
||||
{
|
||||
if (i >= LastState.Length)
|
||||
continue;
|
||||
if (CurrentState[i] == LastState[i])
|
||||
continue;
|
||||
|
||||
inChangeSequence = true;
|
||||
beginChangeSequence = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i - beginChangeSequence == 254 || i == CurrentState.Length - 1)
|
||||
{
|
||||
writer.Write((byte)(i - beginChangeSequence + 1));
|
||||
if (isSmall) writer.Write((ushort)beginChangeSequence);
|
||||
else writer.Write(beginChangeSequence);
|
||||
writer.Write(LastState, beginChangeSequence, i - beginChangeSequence + 1);
|
||||
inChangeSequence = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (CurrentState[i] == LastState[i])
|
||||
{
|
||||
writer.Write((byte)(i - beginChangeSequence));
|
||||
if (isSmall) writer.Write((ushort)beginChangeSequence);
|
||||
else writer.Write(beginChangeSequence);
|
||||
writer.Write(LastState, beginChangeSequence, i - beginChangeSequence);
|
||||
inChangeSequence = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NotSupportedException)
|
||||
{
|
||||
//ok... we had an exception after all
|
||||
//if we did actually run out of room in the memorystream, then try it again with a bigger buffer
|
||||
TempBuf = new byte[TempBuf.Length * 2];
|
||||
goto RETRY;
|
||||
}
|
||||
|
||||
if (LastState != null && LastState.Length == CurrentState.Length)
|
||||
Buffer.BlockCopy(CurrentState, 0, LastState, 0, LastState.Length);
|
||||
else
|
||||
LastState = (byte[])CurrentState.Clone();
|
||||
var seg = new ArraySegment<byte>(TempBuf, 0, (int)ms.Position);
|
||||
RewindBuf.Push(seg);
|
||||
}
|
||||
|
||||
void RewindLarge() { RewindDelta(false); }
|
||||
void Rewind64K() { RewindDelta(true); }
|
||||
void RewindDelta(bool isSmall)
|
||||
{
|
||||
var ms = RewindBuf.PopMemoryStream();
|
||||
var reader = new BinaryReader(ms);
|
||||
bool fullstate = reader.ReadBoolean();
|
||||
if (fullstate)
|
||||
{
|
||||
Global.Emulator.LoadStateBinary(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
var output = new MemoryStream(LastState);
|
||||
while (ms.Position < ms.Length - 1)
|
||||
{
|
||||
byte len = reader.ReadByte();
|
||||
int offset;
|
||||
if(isSmall)
|
||||
offset = reader.ReadUInt16();
|
||||
else offset = reader.ReadInt32();
|
||||
output.Position = offset;
|
||||
output.Write(ms.GetBuffer(), (int)ms.Position, len);
|
||||
ms.Position += len;
|
||||
}
|
||||
reader.Close();
|
||||
output.Position = 0;
|
||||
Global.Emulator.LoadStateBinary(new BinaryReader(output));
|
||||
}
|
||||
}
|
||||
|
||||
public void Rewind(int frames)
|
||||
{
|
||||
RewindThread.Rewind(frames);
|
||||
}
|
||||
|
||||
void _RunRewind(int frames)
|
||||
{
|
||||
for (int i = 0; i < frames; i++)
|
||||
{
|
||||
if (RewindBuf.Count == 0 || (Global.MovieSession.Movie.IsActive && Global.MovieSession.Movie.InputLogLength == 0))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (LastState.Length < 0x10000)
|
||||
{
|
||||
Rewind64K();
|
||||
}
|
||||
else
|
||||
{
|
||||
RewindLarge();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void _RunCapture(byte[] coreSavestate)
|
||||
{
|
||||
if (RewindDeltaEnable)
|
||||
{
|
||||
if (LastState.Length <= 0x10000)
|
||||
CaptureRewindStateDelta(coreSavestate, true);
|
||||
else
|
||||
CaptureRewindStateDelta(coreSavestate, false);
|
||||
}
|
||||
else CaptureRewindStateNonDelta(coreSavestate);
|
||||
}
|
||||
|
||||
public void ResetRewindBuffer()
|
||||
{
|
||||
if (RewindBuf != null) { RewindBuf.Clear(); }
|
||||
RewindImpossible = false;
|
||||
LastState = null;
|
||||
}
|
||||
|
||||
public int RewindBufferCount()
|
||||
{
|
||||
return RewindBuf.Count;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -19,10 +19,10 @@ namespace BizHawk.Client.EmuHawk
|
|||
|
||||
private void RewindConfig_Load(object sender, EventArgs e)
|
||||
{
|
||||
if (GlobalWin.Rewinder.RewindBuf != null)
|
||||
if (GlobalWin.Rewinder.HasBuffer)
|
||||
{
|
||||
FullnessLabel.Text = String.Format("{0:0.00}", GlobalWin.Rewinder.Rewind_FullnessRatio * 100) + "%";
|
||||
RewindFramesUsedLabel.Text = GlobalWin.Rewinder.Rewind_Count.ToString();
|
||||
FullnessLabel.Text = String.Format("{0:0.00}", GlobalWin.Rewinder.FullnessRatio * 100) + "%";
|
||||
RewindFramesUsedLabel.Text = GlobalWin.Rewinder.Count.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -260,9 +260,9 @@ namespace BizHawk.Client.EmuHawk
|
|||
if (UseDeltaCompression.Checked || _stateSize == 0)
|
||||
{
|
||||
|
||||
if (GlobalWin.Rewinder.Rewind_Count > 0)
|
||||
if (GlobalWin.Rewinder.Count > 0)
|
||||
{
|
||||
avg_state_size = GlobalWin.Rewinder.Rewind_Size / GlobalWin.Rewinder.Rewind_Count;
|
||||
avg_state_size = GlobalWin.Rewinder.Size / GlobalWin.Rewinder.Count;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -0,0 +1,140 @@
|
|||
using System;
|
||||
using System.Threading;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
public class RewindThreader : IDisposable
|
||||
{
|
||||
// adelikat: tweak this to test performance with threading or not with threading
|
||||
// natt: IEmulator.SaveStateBinary() returns a byte[] but you're not allowed to modify it,
|
||||
// and if the method is called again, the data from a previous call could be invalidated.
|
||||
// GPGX and N64 make use of this property. if you set IsThreaded = true, you'll need to Clone() in many cases,
|
||||
// which will kill N64 for sure...
|
||||
public static bool IsThreaded = false;
|
||||
|
||||
private readonly ConcurrentQueue<Job> Jobs = new ConcurrentQueue<Job>();
|
||||
private EventWaitHandle _ewh, _ewh2;
|
||||
private Thread _thread;
|
||||
|
||||
// TODO: this is bad design!
|
||||
private Rewinder _rewinder;
|
||||
|
||||
public RewindThreader(Rewinder rewinder, bool isThreaded)
|
||||
{
|
||||
IsThreaded = isThreaded;
|
||||
_rewinder = rewinder;
|
||||
|
||||
if (IsThreaded)
|
||||
{
|
||||
_ewh = new EventWaitHandle(false, EventResetMode.AutoReset);
|
||||
_ewh2 = new EventWaitHandle(false, EventResetMode.AutoReset);
|
||||
_thread = new Thread(ThreadProc);
|
||||
_thread.IsBackground = true;
|
||||
_thread.Start();
|
||||
}
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (!IsThreaded)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var job = new Job();
|
||||
job.Type = JobType.Abort;
|
||||
Jobs.Enqueue(job);
|
||||
_ewh.Set();
|
||||
|
||||
_thread.Join();
|
||||
_ewh.Dispose();
|
||||
_ewh2.Dispose();
|
||||
}
|
||||
|
||||
void ThreadProc()
|
||||
{
|
||||
for (; ; )
|
||||
{
|
||||
_ewh.WaitOne();
|
||||
while (Jobs.Count != 0)
|
||||
{
|
||||
Job job = null;
|
||||
if (Jobs.TryDequeue(out job))
|
||||
{
|
||||
if (job.Type == JobType.Abort)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (job.Type == JobType.Capture)
|
||||
{
|
||||
_rewinder.RunCapture(job.CoreState);
|
||||
}
|
||||
|
||||
if (job.Type == JobType.Rewind)
|
||||
{
|
||||
_rewinder._RunRewind(job.Frames);
|
||||
_ewh2.Set();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Rewind(int frames)
|
||||
{
|
||||
if (!IsThreaded)
|
||||
{
|
||||
_rewinder._RunRewind(frames);
|
||||
return;
|
||||
}
|
||||
|
||||
var job = new Job();
|
||||
job.Type = JobType.Rewind;
|
||||
job.Frames = frames;
|
||||
Jobs.Enqueue(job);
|
||||
_ewh.Set();
|
||||
_ewh2.WaitOne();
|
||||
}
|
||||
|
||||
void DoSafeEnqueue(Job job)
|
||||
{
|
||||
Jobs.Enqueue(job);
|
||||
_ewh.Set();
|
||||
|
||||
//just in case... we're getting really behind.. slow it down here
|
||||
//if this gets backed up too much, then the rewind will seem to malfunction since it requires all the captures in the queue to complete first
|
||||
while (Jobs.Count > 15)
|
||||
{
|
||||
Thread.Sleep(0);
|
||||
}
|
||||
}
|
||||
|
||||
public void Capture(byte[] coreSavestate)
|
||||
{
|
||||
if (!IsThreaded)
|
||||
{
|
||||
_rewinder.RunCapture(coreSavestate);
|
||||
return;
|
||||
}
|
||||
|
||||
var job = new Job();
|
||||
job.Type = JobType.Capture;
|
||||
job.CoreState = coreSavestate;
|
||||
DoSafeEnqueue(job);
|
||||
}
|
||||
|
||||
private enum JobType
|
||||
{
|
||||
Capture, Rewind, Abort
|
||||
}
|
||||
|
||||
private class Job
|
||||
{
|
||||
public JobType Type;
|
||||
public byte[] CoreState;
|
||||
public int Frames;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,370 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
|
||||
using BizHawk.Client.Common;
|
||||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
public class Rewinder
|
||||
{
|
||||
public bool RewindActive = true;
|
||||
|
||||
private StreamBlobDatabase RewindBuffer;
|
||||
private RewindThreader RewindThread;
|
||||
private byte[] LastState;
|
||||
private bool RewindImpossible;
|
||||
private int RewindFrequency = 1;
|
||||
private bool RewindDeltaEnable = false;
|
||||
private byte[] RewindFellationBuf;
|
||||
private byte[] TempBuf = new byte[0];
|
||||
|
||||
// TODO: make RewindBuf never be null
|
||||
public float FullnessRatio
|
||||
{
|
||||
get { return RewindBuffer.FullnessRatio; }
|
||||
}
|
||||
|
||||
public int Count
|
||||
{
|
||||
get { return RewindBuffer != null ? RewindBuffer.Count : 0; }
|
||||
}
|
||||
|
||||
public long Size
|
||||
{
|
||||
get { return RewindBuffer != null ? RewindBuffer.Size : 0; }
|
||||
}
|
||||
|
||||
public int BufferCount
|
||||
{
|
||||
get { return RewindBuffer != null ? RewindBuffer.Count : 0; }
|
||||
}
|
||||
|
||||
public bool HasBuffer
|
||||
{
|
||||
get { return RewindBuffer != null; }
|
||||
}
|
||||
|
||||
// TOOD: this should not be parameterless?! It is only possible due to passing a static context in
|
||||
public void CaptureRewindState()
|
||||
{
|
||||
if (RewindImpossible)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (LastState == null)
|
||||
{
|
||||
DoRewindSettings();
|
||||
}
|
||||
|
||||
|
||||
//log a frame
|
||||
if (LastState != null && Global.Emulator.Frame % RewindFrequency == 0)
|
||||
{
|
||||
byte[] CurrentState = Global.Emulator.SaveStateBinary();
|
||||
RewindThread.Capture(CurrentState);
|
||||
}
|
||||
}
|
||||
|
||||
public void DoRewindSettings()
|
||||
{
|
||||
// This is the first frame. Capture the state, and put it in LastState for future deltas to be compared against.
|
||||
LastState = (byte[])Global.Emulator.SaveStateBinary().Clone();
|
||||
|
||||
int state_size = 0;
|
||||
if (LastState.Length >= Global.Config.Rewind_LargeStateSize)
|
||||
{
|
||||
SetRewindParams(Global.Config.RewindEnabledLarge, Global.Config.RewindFrequencyLarge);
|
||||
state_size = 3;
|
||||
}
|
||||
else if (LastState.Length >= Global.Config.Rewind_MediumStateSize)
|
||||
{
|
||||
SetRewindParams(Global.Config.RewindEnabledMedium, Global.Config.RewindFrequencyMedium);
|
||||
state_size = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRewindParams(Global.Config.RewindEnabledSmall, Global.Config.RewindFrequencySmall);
|
||||
state_size = 1;
|
||||
}
|
||||
|
||||
bool rewind_enabled = false;
|
||||
if (state_size == 1)
|
||||
{
|
||||
rewind_enabled = Global.Config.RewindEnabledSmall;
|
||||
}
|
||||
else if (state_size == 2)
|
||||
{
|
||||
rewind_enabled = Global.Config.RewindEnabledMedium;
|
||||
}
|
||||
else if (state_size == 3)
|
||||
{
|
||||
rewind_enabled = Global.Config.RewindEnabledLarge;
|
||||
}
|
||||
|
||||
RewindDeltaEnable = Global.Config.Rewind_UseDelta;
|
||||
|
||||
if (rewind_enabled)
|
||||
{
|
||||
long cap = Global.Config.Rewind_BufferSize * (long)1024 * (long)1024;
|
||||
|
||||
if (RewindBuffer != null)
|
||||
RewindBuffer.Dispose();
|
||||
RewindBuffer = new StreamBlobDatabase(Global.Config.Rewind_OnDisk, cap, BufferManage);
|
||||
|
||||
if (RewindThread != null)
|
||||
RewindThread.Dispose();
|
||||
RewindThread = new RewindThreader(this, Global.Config.Rewind_IsThreaded);
|
||||
}
|
||||
}
|
||||
|
||||
public void Rewind(int frames)
|
||||
{
|
||||
RewindThread.Rewind(frames);
|
||||
}
|
||||
|
||||
// TODO remove me
|
||||
public void _RunRewind(int frames)
|
||||
{
|
||||
for (int i = 0; i < frames; i++)
|
||||
{
|
||||
if (RewindBuffer.Count == 0 || (Global.MovieSession.Movie.IsActive && Global.MovieSession.Movie.InputLogLength == 0))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (LastState.Length < 0x10000)
|
||||
{
|
||||
Rewind64K();
|
||||
}
|
||||
else
|
||||
{
|
||||
RewindLarge();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: only run by RewindThreader, refactor
|
||||
public void RunCapture(byte[] coreSavestate)
|
||||
{
|
||||
if (RewindDeltaEnable)
|
||||
{
|
||||
if (LastState.Length <= 0x10000)
|
||||
{
|
||||
CaptureRewindStateDelta(coreSavestate, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
CaptureRewindStateDelta(coreSavestate, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CaptureRewindStateNonDelta(coreSavestate);
|
||||
}
|
||||
}
|
||||
|
||||
public void ResetRewindBuffer()
|
||||
{
|
||||
if (RewindBuffer != null)
|
||||
{
|
||||
RewindBuffer.Clear();
|
||||
}
|
||||
|
||||
RewindImpossible = false;
|
||||
LastState = null;
|
||||
}
|
||||
|
||||
private void SetRewindParams(bool enabled, int frequency)
|
||||
{
|
||||
if (RewindActive != enabled)
|
||||
{
|
||||
GlobalWin.OSD.AddMessage("Rewind " + (enabled ? "Enabled" : "Disabled"));
|
||||
}
|
||||
|
||||
if (RewindFrequency != frequency && enabled)
|
||||
{
|
||||
GlobalWin.OSD.AddMessage("Rewind frequency set to " + frequency);
|
||||
}
|
||||
|
||||
RewindActive = enabled;
|
||||
RewindFrequency = frequency;
|
||||
|
||||
if (!RewindActive)
|
||||
{
|
||||
LastState = null;
|
||||
}
|
||||
}
|
||||
|
||||
private byte[] BufferManage(byte[] inbuf, long size, bool allocate)
|
||||
{
|
||||
if (allocate)
|
||||
{
|
||||
//if we have an appropriate buffer free, return it
|
||||
if (RewindFellationBuf != null && RewindFellationBuf.LongLength == size)
|
||||
{
|
||||
byte[] ret = RewindFellationBuf;
|
||||
RewindFellationBuf = null;
|
||||
return ret;
|
||||
}
|
||||
//otherwise, allocate it
|
||||
return new byte[size];
|
||||
}
|
||||
else
|
||||
{
|
||||
RewindFellationBuf = inbuf;
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
private void CaptureRewindStateNonDelta(byte[] CurrentState)
|
||||
{
|
||||
long offset = RewindBuffer.Enqueue(0, CurrentState.Length + 1);
|
||||
Stream stream = RewindBuffer.Stream;
|
||||
stream.Position = offset;
|
||||
|
||||
//write the header for a non-delta frame
|
||||
stream.WriteByte(1); //i.e. true
|
||||
stream.Write(CurrentState, 0, CurrentState.Length);
|
||||
}
|
||||
|
||||
private void CaptureRewindStateDelta(byte[] CurrentState, bool isSmall)
|
||||
{
|
||||
//in case the state sizes mismatch, capture a full state rather than trying to do anything clever
|
||||
if (CurrentState.Length != LastState.Length)
|
||||
{
|
||||
CaptureRewindStateNonDelta(CurrentState);
|
||||
return;
|
||||
}
|
||||
|
||||
int beginChangeSequence = -1;
|
||||
bool inChangeSequence = false;
|
||||
MemoryStream ms;
|
||||
|
||||
// try to set up the buffer in advance so we dont ever have exceptions in here
|
||||
if (TempBuf.Length < CurrentState.Length)
|
||||
{
|
||||
TempBuf = new byte[CurrentState.Length * 2];
|
||||
}
|
||||
|
||||
ms = new MemoryStream(TempBuf, 0, TempBuf.Length, true, true);
|
||||
RETRY:
|
||||
try
|
||||
{
|
||||
var writer = new BinaryWriter(ms);
|
||||
writer.Write(false); // delta state
|
||||
for (int i = 0; i < CurrentState.Length; i++)
|
||||
{
|
||||
if (inChangeSequence == false)
|
||||
{
|
||||
if (i >= LastState.Length)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (CurrentState[i] == LastState[i])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
inChangeSequence = true;
|
||||
beginChangeSequence = i;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i - beginChangeSequence == 254 || i == CurrentState.Length - 1)
|
||||
{
|
||||
writer.Write((byte)(i - beginChangeSequence + 1));
|
||||
if (isSmall)
|
||||
{
|
||||
writer.Write((ushort)beginChangeSequence);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.Write(beginChangeSequence);
|
||||
}
|
||||
|
||||
writer.Write(LastState, beginChangeSequence, i - beginChangeSequence + 1);
|
||||
inChangeSequence = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (CurrentState[i] == LastState[i])
|
||||
{
|
||||
writer.Write((byte)(i - beginChangeSequence));
|
||||
if (isSmall)
|
||||
{
|
||||
writer.Write((ushort)beginChangeSequence);
|
||||
}
|
||||
else
|
||||
{
|
||||
writer.Write(beginChangeSequence);
|
||||
}
|
||||
|
||||
writer.Write(LastState, beginChangeSequence, i - beginChangeSequence);
|
||||
inChangeSequence = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (NotSupportedException)
|
||||
{
|
||||
//ok... we had an exception after all
|
||||
//if we did actually run out of room in the memorystream, then try it again with a bigger buffer
|
||||
TempBuf = new byte[TempBuf.Length * 2];
|
||||
goto RETRY;
|
||||
}
|
||||
|
||||
if (LastState != null && LastState.Length == CurrentState.Length)
|
||||
{
|
||||
Buffer.BlockCopy(CurrentState, 0, LastState, 0, LastState.Length);
|
||||
}
|
||||
else
|
||||
{
|
||||
LastState = (byte[])CurrentState.Clone();
|
||||
}
|
||||
|
||||
var seg = new ArraySegment<byte>(TempBuf, 0, (int)ms.Position);
|
||||
RewindBuffer.Push(seg);
|
||||
}
|
||||
|
||||
private void RewindLarge()
|
||||
{
|
||||
RewindDelta(false);
|
||||
}
|
||||
|
||||
private void Rewind64K()
|
||||
{
|
||||
RewindDelta(true);
|
||||
}
|
||||
|
||||
private void RewindDelta(bool isSmall)
|
||||
{
|
||||
var ms = RewindBuffer.PopMemoryStream();
|
||||
var reader = new BinaryReader(ms);
|
||||
bool fullstate = reader.ReadBoolean();
|
||||
if (fullstate)
|
||||
{
|
||||
Global.Emulator.LoadStateBinary(reader);
|
||||
}
|
||||
else
|
||||
{
|
||||
var output = new MemoryStream(LastState);
|
||||
while (ms.Position < ms.Length - 1)
|
||||
{
|
||||
byte len = reader.ReadByte();
|
||||
int offset;
|
||||
if(isSmall)
|
||||
offset = reader.ReadUInt16();
|
||||
else offset = reader.ReadInt32();
|
||||
output.Position = offset;
|
||||
output.Write(ms.GetBuffer(), (int)ms.Position, len);
|
||||
ms.Position += len;
|
||||
}
|
||||
|
||||
reader.Close();
|
||||
output.Position = 0;
|
||||
Global.Emulator.LoadStateBinary(new BinaryReader(output));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,265 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Threading;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Concurrent;
|
||||
|
||||
using BizHawk.Client.Common;
|
||||
|
||||
namespace BizHawk.Client.EmuHawk
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages a ring buffer of storage which can continually chow its own tail to keep growing forward.
|
||||
/// Probably only useful for the rewind buffer
|
||||
/// </summary>
|
||||
public class StreamBlobDatabase : IDisposable
|
||||
{
|
||||
private Func<byte[], long, bool, byte[]> _mBufferManage;
|
||||
private byte[] _mAllocatedBuffer;
|
||||
private Stream _mStream;
|
||||
private LinkedList<ListItem> _mBookmarks = new LinkedList<ListItem>();
|
||||
private LinkedListNode<ListItem> _mHead, _mTail;
|
||||
private long _mCapacity, _mSize;
|
||||
|
||||
public StreamBlobDatabase(bool onDisk, long capacity, Func<byte[], long, bool, byte[]> mBufferManage)
|
||||
{
|
||||
_mBufferManage = mBufferManage;
|
||||
_mCapacity = capacity;
|
||||
if (onDisk)
|
||||
{
|
||||
var path = Path.Combine(System.IO.Path.GetTempPath(), "bizhawk.rewindbuf-pid" + System.Diagnostics.Process.GetCurrentProcess().Id + "-" + Guid.NewGuid().ToString());
|
||||
|
||||
// I checked the DeleteOnClose operation to make sure it cleans up when the process is aborted, and it seems to.
|
||||
// Otherwise we would have a more complex tempfile management problem here.
|
||||
// 4KB buffer chosen due to similarity to .net defaults, and fear of anything larger making hiccups for small systems (we could try asyncing this stuff though...)
|
||||
_mStream = new FileStream(path, FileMode.Create, System.Security.AccessControl.FileSystemRights.FullControl, FileShare.None, 4 * 1024, FileOptions.DeleteOnClose);
|
||||
}
|
||||
else
|
||||
{
|
||||
_mAllocatedBuffer = _mBufferManage(null, capacity, true);
|
||||
_mStream = new MemoryStream(_mAllocatedBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the amount of the buffer that's used
|
||||
/// </summary>
|
||||
public long Size { get { return _mSize; } }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the current fullness ratio (Size/Capacity). Note that this wont reach 100% due to the buffer size not being a multiple of a fixed savestate size.
|
||||
/// </summary>
|
||||
public float FullnessRatio { get { return (float)((double)Size / (double)_mCapacity); } }
|
||||
|
||||
/// <summary>
|
||||
/// the number of frames stored here
|
||||
/// </summary>
|
||||
public int Count { get { return _mBookmarks.Count; } }
|
||||
|
||||
/// <summary>
|
||||
/// The underlying stream to
|
||||
/// </summary>
|
||||
public Stream Stream { get { return _mStream; } }
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_mStream.Dispose();
|
||||
_mStream = null;
|
||||
if (_mAllocatedBuffer != null)
|
||||
{
|
||||
_mBufferManage(_mAllocatedBuffer, 0, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
_mHead = _mTail = null;
|
||||
_mSize = 0;
|
||||
_mBookmarks.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The push and pop semantics are for historical reasons and not resemblence to normal definitions
|
||||
/// </summary>
|
||||
public void Push(ArraySegment<byte> seg)
|
||||
{
|
||||
var buf = seg.Array;
|
||||
int len = seg.Count;
|
||||
long offset = Enqueue(0, len);
|
||||
_mStream.Position = offset;
|
||||
_mStream.Write(buf, seg.Offset, len);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The push and pop semantics are for historical reasons and not resemblence to normal definitions
|
||||
/// </summary>
|
||||
public MemoryStream PopMemoryStream()
|
||||
{
|
||||
var item = Pop();
|
||||
var buf = new byte[item.Length];
|
||||
_mStream.Position = item.Index;
|
||||
_mStream.Read(buf, 0, item.Length);
|
||||
var ret = new MemoryStream(buf, 0, item.Length, false, true);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public long Enqueue(int timestamp, int amount)
|
||||
{
|
||||
_mSize += amount;
|
||||
|
||||
if (_mHead == null)
|
||||
{
|
||||
_mTail = _mHead = _mBookmarks.AddFirst(new ListItem(timestamp, 0, amount));
|
||||
return 0;
|
||||
}
|
||||
|
||||
long target = _mHead.Value.EndExclusive + amount;
|
||||
if (_mTail != null && target <= _mTail.Value.Index)
|
||||
{
|
||||
// theres room to add a new head before the tail
|
||||
_mHead = _mBookmarks.AddAfter(_mHead, new ListItem(timestamp, _mHead.Value.EndExclusive, amount));
|
||||
goto CLEANUP;
|
||||
}
|
||||
|
||||
// maybe the tail is earlier than the head
|
||||
if (_mTail.Value.Index < _mHead.Value.Index)
|
||||
{
|
||||
if (target <= _mCapacity)
|
||||
{
|
||||
// theres room to add a new head before the end of capacity
|
||||
_mHead = _mBookmarks.AddAfter(_mHead, new ListItem(timestamp, _mHead.Value.EndExclusive, amount));
|
||||
goto CLEANUP;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// nope, tail is after head. we'll have to clobber from the tail
|
||||
_mHead = _mBookmarks.AddAfter(_mHead, new ListItem(timestamp, _mHead.Value.EndExclusive, amount));
|
||||
goto CLEANUP;
|
||||
}
|
||||
|
||||
// no room before the tail, or before capacity. head needs to wrap around.
|
||||
_mHead = _mBookmarks.AddAfter(_mHead, new ListItem(timestamp, 0, amount));
|
||||
|
||||
CLEANUP:
|
||||
// while the head impinges on tail items, discard them
|
||||
for (; ; )
|
||||
{
|
||||
if (_mTail == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if (_mHead.Value.EndExclusive > _mTail.Value.Index && _mHead.Value.Index <= _mTail.Value.Index)
|
||||
{
|
||||
LinkedListNode<ListItem> nextTail = _mTail.Next;
|
||||
_mSize -= _mTail.Value.Length;
|
||||
_mBookmarks.Remove(_mTail);
|
||||
_mTail = nextTail;
|
||||
}
|
||||
else break;
|
||||
}
|
||||
|
||||
return _mHead.Value.Index;
|
||||
}
|
||||
|
||||
public ListItem Pop()
|
||||
{
|
||||
if (_mHead == null)
|
||||
{
|
||||
throw new InvalidOperationException("Attempted to pop from an empty data structure");
|
||||
}
|
||||
|
||||
var ret = _mHead.Value;
|
||||
_mSize -= ret.Length;
|
||||
LinkedListNode<ListItem> nextHead = _mHead.Previous;
|
||||
_mBookmarks.Remove(_mHead);
|
||||
if (_mHead == _mTail)
|
||||
{
|
||||
_mTail = null;
|
||||
}
|
||||
|
||||
_mHead = nextHead;
|
||||
|
||||
if (_mHead == null)
|
||||
{
|
||||
_mHead = _mBookmarks.Last;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public ListItem Dequeue()
|
||||
{
|
||||
if (_mTail == null)
|
||||
{
|
||||
throw new InvalidOperationException("Attempted to dequeue from an empty data structure");
|
||||
}
|
||||
|
||||
var ret = _mTail.Value;
|
||||
_mSize -= ret.Length;
|
||||
LinkedListNode<ListItem> nextTail = _mTail.Next;
|
||||
_mBookmarks.Remove(_mTail);
|
||||
if (_mTail == _mHead)
|
||||
{
|
||||
_mHead = null;
|
||||
}
|
||||
|
||||
_mTail = nextTail;
|
||||
if (_mTail == null)
|
||||
{
|
||||
_mTail = _mBookmarks.First;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
//-------- tests ---------
|
||||
public void AssertMonotonic()
|
||||
{
|
||||
if (_mTail == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int ts = _mTail.Value.Timestamp;
|
||||
LinkedListNode<ListItem> curr = _mTail;
|
||||
for (; ; )
|
||||
{
|
||||
if (curr == null)
|
||||
{
|
||||
curr = _mBookmarks.First;
|
||||
break;
|
||||
}
|
||||
|
||||
System.Diagnostics.Debug.Assert(curr.Value.Timestamp >= ts);
|
||||
if (curr == _mHead)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ts = curr.Value.Timestamp;
|
||||
curr = curr.Next;
|
||||
}
|
||||
}
|
||||
|
||||
public class ListItem
|
||||
{
|
||||
public ListItem(int timestamp, long index, int length)
|
||||
{
|
||||
Timestamp = timestamp;
|
||||
Index = index;
|
||||
Length = length;
|
||||
}
|
||||
|
||||
public int Timestamp { get; private set; }
|
||||
public long Index { get; private set; }
|
||||
public int Length { get; private set; }
|
||||
|
||||
public long EndExclusive
|
||||
{
|
||||
get { return Index + Length; }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue