BizHawk/BizHawk.Client.Common/movie/tasproj/TasStateManager.cs

212 lines
4.6 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.IO;
using System.Linq;
using System.Text;
namespace BizHawk.Client.Common
{
/// <summary>
/// Captures savestates and manages the logic of adding, retrieving,
/// invalidating/clearing of states. Also does memory management and limiting of states
/// </summary>
public class TasStateManager
{
private readonly SortedDictionary<int, byte[]> States = new SortedDictionary<int, byte[]>();
private readonly TasMovie _movie;
public TasStateManager(TasMovie movie)
{
_movie = movie;
Settings = new ManagerSettings();
}
public ManagerSettings Settings { get; set; }
/// <summary>
/// Retrieves the savestate for the given frame,
/// If this frame does not have a state currently, will return an empty array
/// </summary>
/// <returns>A savestate for the given frame or an empty array if there isn't one</returns>
public byte[] this[int frame]
{
get
{
if (frame == 0 && _movie.StartsFromSavestate)
{
return _movie.BinarySavestate;
}
if (States.ContainsKey(frame))
{
return States[frame];
}
return new byte[0];
}
}
/// <summary>
/// Requests that the current emulator state be captured
/// </summary>
public void Capture()
{
var frame = Global.Emulator.Frame;
var state = (byte[])Global.Emulator.SaveStateBinary().Clone();
if (States.ContainsKey(frame))
{
States[frame] = state;
}
else
{
if (Used + state.Length >= Settings.Cap)
{
States.Remove(0);
}
States.Add(frame, state);
}
}
public bool HasState(int frame)
{
return States.ContainsKey(frame);
}
/// <summary>
/// Clears out all savestates after the given frame number
/// </summary>
public void Invalidate(int frame)
{
// TODO be more efficient, this could get slow
var toRemove = States
.Where(x => x.Key > frame)
.Select(x => x.Key)
.ToList();
foreach (var f in toRemove)
{
States.Remove(f);
}
}
/// <summary>
/// Clears all state information
/// </summary>
public void Clear()
{
States.Clear();
}
public byte[] ToArray()
{
MemoryStream ms = new MemoryStream();
var bytes = BitConverter.GetBytes(States.Count);
ms.Write(bytes, 0, bytes.Length);
foreach (var kvp in States.OrderBy(s => s.Key))
{
var frame = BitConverter.GetBytes(kvp.Key);
ms.Write(frame, 0, frame.Length);
var stateLen = BitConverter.GetBytes(kvp.Value.Length);
ms.Write(stateLen, 0, stateLen.Length);
ms.Write(kvp.Value, 0, kvp.Value.Length);
}
return ms.ToArray();
}
// Map:
// 4 bytes - total savestate count
//[Foreach state]
// 4 bytes - frame
// 4 bytes - length of savestate
// 0 - n savestate
public void FromArray(byte[] bytes)
{
var position = 0;
var stateCount = BitConverter.ToInt32(bytes, 0);
position += 4;
for (int i = 0; i < stateCount; i++)
{
var frame = BitConverter.ToInt32(bytes, position);
position += 4;
var stateLen = BitConverter.ToInt32(bytes, position);
position += 4;
var state = bytes
.Skip(position)
.Take(stateLen)
.ToArray();
position += stateLen;
States.Add(frame, state);
}
}
private int Used
{
get
{
return States.Sum(s => s.Value.Length);
}
}
public int StateCount
{
get
{
return States.Count;
}
}
public KeyValuePair<int, byte[]> Last
{
get { return States.Last(); }
}
public class ManagerSettings
{
public ManagerSettings()
{
SaveGreenzone = true;
Capacitymb = 512;
}
/// <summary>
/// Whether or not to save greenzone information to disk
/// </summary>
public bool SaveGreenzone { get; set; }
/// <summary>
/// The total amount of memory to devote to greenzone in megabytes
/// </summary>
public int Capacitymb { get; set; }
public int Cap
{
get { return Capacitymb * 1024 * 1024; }
}
public override string ToString()
{
StringBuilder sb = new StringBuilder();
sb.AppendLine(SaveGreenzone.ToString());
sb.AppendLine(Capacitymb.ToString());
return sb.ToString();
}
public void PopulateFromString(string settings)
{
var lines = settings.Split(new [] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
SaveGreenzone = bool.Parse(lines[0]);
Capacitymb = int.Parse(lines[1]);
}
}
}
}