using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Text;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.IEmulatorExtensions;
namespace BizHawk.Client.Common
{
private class tsmState
{
static int state_id = 0;
byte[] _state;
int frame;
int ID;
public tsmState(byte[] state)
{
_state = state;
ID = state_id;
state_id++;
}
public byte[] State
{
get
{
if (_state != null)
return _state;
string path = Path.Combine(TasStateManager.statePath, ID.ToString());
return File.ReadAllBytes(path);
}
set
{
if (_state != null)
{
_state = value;
return;
}
string path = Path.Combine(TasStateManager.statePath, ID.ToString());
File.WriteAllBytes(path, value);
}
}
public int Length { get { return State.Length; } }
public bool IsOnDisk { get { return _state == null; } }
public void MoveToDisk()
{
if (IsOnDisk)
return;
string path = Path.Combine(TasStateManager.statePath, ID.ToString());
File.WriteAllBytes(path, _state);
_state = null;
}
public void MoveToRAM()
{
if (!IsOnDisk)
return;
string path = Path.Combine(TasStateManager.statePath, ID.ToString());
_state = File.ReadAllBytes(path);
File.Delete(path);
}
public void DeleteFile()
{
if (!IsOnDisk)
return;
string path = Path.Combine(TasStateManager.statePath, ID.ToString());
File.Delete(path);
}
}
///
/// Captures savestates and manages the logic of adding, retrieving,
/// invalidating/clearing of states. Also does memory management and limiting of states
///
public class TasStateManager
{
// TODO: pass this in, and find a solution to a stale reference (this is instantiated BEFORE a new core instance is made, making this one stale if it is simply set in the constructor
private IStatable Core
{
get
{
return Global.Emulator.AsStatable();
}
}
public Action InvalidateCallback { get; set; }
private void CallInvalidateCallback(int index)
{
if (InvalidateCallback != null)
{
InvalidateCallback(index);
}
}
static private Guid guid = Guid.NewGuid();
private SortedList States = new SortedList();
private SortedList> BranchStates = new SortedList>();
private int branches = 0;
///
/// Checks if the state at frame in the given branch (-1 for current) has any duplicates.
///
/// Returns the ID of the branch (-1 for current) of the first match. If no match, returns -2.
private int stateHasDuplicate(int frame, int branch)
{
tsmState stateToMatch;
if (branch == -1)
stateToMatch = States[frame];
else
{
stateToMatch = BranchStates[frame][branch];
if (States.ContainsKey(frame) && States[frame] == stateToMatch)
return -1;
}
for (int i = 0; i < branches; i++)
{
if (i == branch)
continue;
if (BranchStates.ContainsKey(frame))
{
SortedList stateList = BranchStates[frame];
if (stateList != null && stateList.ContainsKey(i) && stateList[i] == stateToMatch)
return i;
}
}
return -2;
}
public static string statePath
{
get
{
var basePath = PathManager.MakeAbsolutePath(Global.Config.PathEntries["Global", "TAStudio states"].Path, null);
return Path.Combine(basePath, guid.ToString());
}
}
private bool _isMountedForWrite;
private readonly TasMovie _movie;
private ulong _expectedStateSize = 0;
private int _minFrequency = VersionInfo.DeveloperBuild ? 2 : 1;
private const int _maxFrequency = 16;
private int StateFrequency
{
get
{
int freq = (int)(_expectedStateSize / 65536);
if (freq < _minFrequency)
{
return _minFrequency;
}
if (freq > _maxFrequency)
{
return _maxFrequency;
}
return freq;
}
}
private int maxStates
{ get { return (int)(Settings.Cap / _expectedStateSize); } }
public TasStateManager(TasMovie movie)
{
_movie = movie;
Settings = new TasStateManagerSettings(Global.Config.DefaultTasProjSettings);
accessed = new List();
}
///
/// Mounts this instance for write access. Prior to that it's read-only
///
public void MountWriteAccess()
{
if (_isMountedForWrite)
return;
_isMountedForWrite = true;
if (Directory.Exists(statePath))
{
Directory.Delete(statePath, true); // To delete old files that may still exist.
}
Directory.CreateDirectory(statePath);
int limit = 0;
_expectedStateSize = (ulong)Core.SaveStateBinary().Length;
if (_expectedStateSize > 0)
{
limit = maxStates;
}
States = new SortedList(limit);
}
public TasStateManagerSettings Settings { get; set; }
///
/// Retrieves the savestate for the given frame,
/// If this frame does not have a state currently, will return an empty array
///
/// A savestate for the given frame or an empty array if there isn't one
public KeyValuePair this[int frame]
{
get
{
if (frame == 0 && _movie.StartsFromSavestate)
{
return new KeyValuePair(0, _movie.BinarySavestate);
}
if (States.ContainsKey(frame))
{
StateAccessed(frame);
return new KeyValuePair(frame, States[frame].State);
}
return new KeyValuePair(-1, new byte[0]);
}
}
private List accessed;
public byte[] InitialState
{
get
{
if (_movie.StartsFromSavestate)
{
return _movie.BinarySavestate;
}
return States[0].State;
}
}
///
/// Requests that the current emulator state be captured
/// Unless force is true, the state may or may not be captured depending on the logic employed by "greenzone" management
///
public void Capture(bool force = false)
{
bool shouldCapture = false;
int frame = Global.Emulator.Frame;
if (_movie.StartsFromSavestate && frame == 0) // Never capture frame 0 on savestate anchored movies since we have it anyway
{
shouldCapture = false;
}
else if (force)
{
shouldCapture = force;
}
else if (frame == 0) // For now, long term, TasMovie should have a .StartState property, and a tasproj file for the start state in non-savestate anchored movies
{
shouldCapture = true;
}
else if (_movie.Markers.IsMarker(frame + 1))
{
shouldCapture = true; // Markers shoudl always get priority
}
else
{
shouldCapture = frame - States.Keys.LastOrDefault(k => k < frame) >= StateFrequency;
}
if (shouldCapture)
{
SetState(frame, (byte[])Core.SaveStateBinary().Clone());
}
}
private void MaybeRemoveState()
{
int shouldRemove = -1;
if (Used + DiskUsed > Settings.CapTotal)
shouldRemove = StateToRemove();
if (shouldRemove != -1)
{
RemoveState(States.ElementAt(shouldRemove).Key);
}
if (Used > Settings.Cap)
{
int lastMemState = -1;
do { lastMemState++; } while (States[accessed[lastMemState]] == null);
MoveStateToDisk(accessed[lastMemState]);
}
}
private int StateToRemove()
{
int markerSkips = maxStates / 3;
int shouldRemove = _movie.StartsFromSavestate ? -1 : 0;
do
{
shouldRemove++;
// No need to have two savestates with only lag frames between them:
// zero 05-aug-2015 - changed algorithm to iterate through States (a SortedList) instead of repeatedly call ElementAt (which is slow)
// previously : for (int i = shouldRemove; i < States.Count - 1; i++) if (AllLag(States.ElementAt(i).Key, States.ElementAt(i + 1).Key)) { shouldRemove = i; break; } }
int ctr = 0;
KeyValuePair? prior = null;
foreach (var kvp in States)
{
ctr++;
if (ctr < shouldRemove)
{
prior = kvp;
continue;
}
if (prior.HasValue)
{
if (AllLag(prior.Value.Key, kvp.Key))
{
shouldRemove = ctr - 1;
break;
}
}
prior = kvp;
}
// Keep marker states
markerSkips--;
if (markerSkips < 0)
shouldRemove = _movie.StartsFromSavestate ? 0 : 1;
} while (_movie.Markers.IsMarker(States.ElementAt(shouldRemove).Key + 1) && markerSkips > -1);
return shouldRemove;
}
private bool AllLag(int from, int upTo)
{
if (upTo >= Global.Emulator.Frame)
{
upTo = Global.Emulator.Frame - 1;
if (!Global.Emulator.AsInputPollable().IsLagFrame)
return false;
}
for (int i = from; i < upTo; i++)
{
if (!_movie[i].Lagged.Value)
return false;
}
return true;
}
private void MoveStateToDisk(int index)
{
DiskUsed += _expectedStateSize;
Used -= (ulong)States[index].Length;
States[index].MoveToDisk();
}
private void MoveStateToMemory(int index)
{
States[index].MoveToRAM();
DiskUsed -= _expectedStateSize;
Used += (ulong)States[index].Length;
}
internal void SetState(int frame, byte[] state)
{
MaybeRemoveState(); // Remove before adding so this state won't be removed.
if (States.ContainsKey(frame))
{
if (stateHasDuplicate(frame, -1) != -2)
Used += (ulong)state.Length;
States[frame].State = state;
}
else
{
Used += (ulong)state.Length;
States.Add(frame, new tsmState(state));
}
StateAccessed(frame);
}
private void RemoveState(int frame)
{
if (States[frame].IsOnDisk)
{
DiskUsed -= _expectedStateSize;
States[frame].DeleteFile();
}
else
Used -= (ulong)States[frame].Length;
States.RemoveAt(States.IndexOfKey(frame));
accessed.Remove(frame);
}
private void StateAccessed(int index)
{
if (index == 0 && _movie.StartsFromSavestate)
return;
bool removed = accessed.Remove(index);
accessed.Add(index);
if (States[index].IsOnDisk)
{
if (!States[accessed[0]].IsOnDisk)
MoveStateToDisk(accessed[0]);
MoveStateToMemory(index);
}
if (!removed && accessed.Count > (int)(Used / _expectedStateSize))
accessed.RemoveAt(0);
}
public bool HasState(int frame)
{
if (_movie.StartsFromSavestate && frame == 0)
{
return true;
}
return States.ContainsKey(frame);
}
///
/// Clears out all savestates after the given frame number
///
public bool Invalidate(int frame)
{
bool anyInvalidated = false;
if (Any())
{
if (!_movie.StartsFromSavestate && frame == 0) // Never invalidate frame 0 on a non-savestate-anchored movie
{
frame = 1;
}
var statesToRemove = States
.Where(x => x.Key >= frame)
.ToList();
anyInvalidated = statesToRemove.Any();
foreach (var state in statesToRemove)
{
if (state.Value.IsOnDisk)
{
DiskUsed -= _expectedStateSize;
state.Value.DeleteFile();
}
else
Used -= (ulong)state.Value.Length;
accessed.Remove(state.Key);
States.Remove(state.Key);
}
CallInvalidateCallback(frame);
}
return anyInvalidated;
}
///
/// Clears all state information
///
///
public void Clear()
{
States.Clear();
accessed.Clear();
Used = 0;
DiskUsed = 0;
clearDiskStates();
}
public void ClearStateHistory()
{
if (States.Any())
{
KeyValuePair power = States.FirstOrDefault(s => s.Key == 0);
StateAccessed(power.Key);
if (power.Value.IsOnDisk) // TODO: Is this needed?
power = States.FirstOrDefault(s => s.Key == 0);
States.Clear();
accessed.Clear();
if (power.Value != null) // savestate-anchored movie?
{
SetState(0, power.Value.State);
Used = (ulong)power.Value.Length;
}
else
Used = 0;
DiskUsed = 0;
clearDiskStates();
}
}
private void clearDiskStates()
{
if (Directory.Exists(statePath))
{
Directory.Delete(statePath, true);
Directory.CreateDirectory(statePath);
}
}
// TODO: save/load BranchStates
public void Save(BinaryWriter bw)
{
List noSave = ExcludeStates();
bw.Write(States.Count - noSave.Count);
for (int i = 0; i < States.Count; i++)
{
if (noSave.Contains(i))
continue;
StateAccessed(States.ElementAt(i).Key);
KeyValuePair kvp = States.ElementAt(i);
bw.Write(kvp.Key);
bw.Write(kvp.Value.Length);
bw.Write(kvp.Value.State);
}
}
private List ExcludeStates()
{
List ret = new List();
ulong saveUsed = Used + DiskUsed;
int index = -1;
while (saveUsed > (ulong)Settings.DiskSaveCapacitymb * 1024 * 1024)
{
do
{
index++;
} while (_movie.Markers.IsMarker(States.ElementAt(index).Key + 1));
ret.Add(index);
if (States.ElementAt(index).Value.IsOnDisk)
saveUsed -= _expectedStateSize;
else
saveUsed -= (ulong)States.ElementAt(index).Value.Length;
}
// If there are enough markers to still be over the limit, remove marker frames
index = -1;
while (saveUsed > (ulong)Settings.DiskSaveCapacitymb * 1024 * 1024)
{
index++;
ret.Add(index);
if (States.ElementAt(index).Value.IsOnDisk)
saveUsed -= _expectedStateSize;
else
saveUsed -= (ulong)States.ElementAt(index).Value.Length;
}
return ret;
}
public void Load(BinaryReader br)
{
States.Clear();
//if (br.BaseStream.Length > 0)
//{ BaseStream.Length does not return the expected value.
int nstates = br.ReadInt32();
for (int i = 0; i < nstates; i++)
{
int frame = br.ReadInt32();
int len = br.ReadInt32();
byte[] data = br.ReadBytes(len);
SetState(frame, data);
//States.Add(frame, data);
//Used += len;
}
//}
}
public KeyValuePair GetStateClosestToFrame(int frame)
{
var s = States.LastOrDefault(state => state.Key < frame);
return this[s.Key];
}
// Map:
// 4 bytes - total savestate count
//[Foreach state]
// 4 bytes - frame
// 4 bytes - length of savestate
// 0 - n savestate
private ulong Used
{
get;
set;
}
private ulong DiskUsed
{
get;
set;
}
public int StateCount
{
get
{
return States.Count;
}
}
public bool Any()
{
if (_movie.StartsFromSavestate)
{
return States.Count > 0;
}
return States.Count > 1;
}
public int LastKey
{
get
{
if (States.Count == 0)
{
return 0;
}
return States.Last().Key;
}
}
public int LastEmulatedFrame
{
get
{
if (StateCount > 0)
{
return LastKey;
}
return 0;
}
}
#region "Branches"
public void AddBranch()
{
foreach (KeyValuePair kvp in States)
{
if (!BranchStates.ContainsKey(kvp.Key))
BranchStates.Add(kvp.Key, new SortedList());
SortedList stateList = BranchStates[kvp.Key];
if (stateList == null)
{
stateList = new SortedList();
BranchStates[kvp.Key] = stateList;
}
stateList.Add(branches, kvp.Value);
}
branches++;
}
public void RemoveBranch(int index)
{
foreach (KeyValuePair> kvp in BranchStates)
{
SortedList stateList = kvp.Value;
if (stateList == null)
continue;
if (stateHasDuplicate(kvp.Key, index) == -2)
{
if (stateList[index].IsOnDisk)
DiskUsed -= _expectedStateSize;
else
Used -= (ulong)stateList[index].Length;
}
stateList.Remove(index);
if (stateList.Count == 0)
BranchStates[kvp.Key] = null;
}
branches--;
}
public void UpdateBranch(int index)
{
// RemoveBranch
foreach (KeyValuePair> kvp in BranchStates)
{
SortedList stateList = kvp.Value;
if (stateList == null)
continue;
if (stateHasDuplicate(kvp.Key, index) == -2)
{
if (stateList[index].IsOnDisk)
DiskUsed -= _expectedStateSize;
else
Used -= (ulong)stateList[index].Length;
}
stateList.Remove(index);
if (stateList.Count == 0)
BranchStates[kvp.Key] = null;
}
// AddBranch
foreach (KeyValuePair kvp in States)
{
if (!BranchStates.ContainsKey(kvp.Key))
BranchStates.Add(kvp.Key, new SortedList());
SortedList stateList = BranchStates[kvp.Key];
if (stateList == null)
{
stateList = new SortedList();
BranchStates[kvp.Key] = stateList;
}
stateList.Add(index, kvp.Value);
}
}
public void LoadBranch(int index)
{
Invalidate(0); // Not a good way of doing it?
foreach (KeyValuePair> kvp in BranchStates)
{
if (kvp.Key == 0 && States.ContainsKey(0))
continue; // TODO: It might be a better idea to just not put state 0 in BranchStates.
if (kvp.Value.ContainsKey(index))
SetState(kvp.Key, kvp.Value[index].State);
}
}
#endregion
}
}