BizHawk/BizHawk.Client.Common/rewind/Rewinder.cs

422 lines
11 KiB
C#

using System;
using System.IO;
using BizHawk.Common;
using BizHawk.Emulation.Common.IEmulatorExtensions;
namespace BizHawk.Client.Common
{
public class Rewinder
{
private const int MaxByteArraySize = 0x7FFFFFC7; // .NET won't let us allocate more than this in one array
private StreamBlobDatabase _rewindBuffer;
private byte[] _rewindBufferBacking;
private long _memoryLimit = MaxByteArraySize;
private RewindThreader _rewindThread;
private byte[] _lastState;
private int _rewindFrequency = 1;
private bool _rewindDeltaEnable;
private bool _lastRewindLoadedState;
private byte[] _deltaBuffer = new byte[0];
public Rewinder()
{
RewindActive = true;
}
public Action<string> MessageCallback { get; set; }
public bool RewindActive { get; set; }
public float FullnessRatio
{
get { return _rewindBuffer?.FullnessRatio ?? 0; }
}
public int Count
{
get { return _rewindBuffer?.Count ?? 0; }
}
public long Size
{
get { return _rewindBuffer?.Size ?? 0; }
}
public bool HasBuffer
{
get { return _rewindBuffer != null; }
}
public int RewindFrequency
{
get { return _rewindFrequency; }
}
private bool IsRewindEnabledAtAll
{
get { return Global.Config.RewindEnabledLarge || Global.Config.RewindEnabledMedium || Global.Config.RewindEnabledSmall; }
}
public void Initialize()
{
Clear();
if (Global.Emulator.HasSavestates())
{
int stateSize = Global.Emulator.AsStatable().SaveStateBinary().Length;
if (stateSize >= Global.Config.Rewind_LargeStateSize)
{
SetRewindParams(Global.Config.RewindEnabledLarge, Global.Config.RewindFrequencyLarge);
}
else if (stateSize >= Global.Config.Rewind_MediumStateSize)
{
SetRewindParams(Global.Config.RewindEnabledMedium, Global.Config.RewindFrequencyMedium);
}
else
{
SetRewindParams(Global.Config.RewindEnabledSmall, Global.Config.RewindFrequencySmall);
}
}
else
{
SetRewindParams(false, 1);
}
_rewindDeltaEnable = Global.Config.Rewind_UseDelta;
if (RewindActive)
{
var capacity = Global.Config.Rewind_BufferSize * (long)1024 * 1024;
_rewindBuffer = new StreamBlobDatabase(Global.Config.Rewind_OnDisk, capacity, BufferManage);
_rewindThread = new RewindThreader(CaptureInternal, RewindInternal, Global.Config.Rewind_IsThreaded);
}
}
public void Clear()
{
if (_rewindThread != null)
{
_rewindThread.Dispose();
_rewindThread = null;
}
if (_rewindBuffer != null)
{
_rewindBuffer.Dispose();
_rewindBuffer = null;
}
_lastState = new byte[0];
}
private void DoMessage(string message)
{
MessageCallback?.Invoke(message);
}
private void SetRewindParams(bool enabled, int frequency)
{
if (RewindActive != enabled)
{
DoMessage("Rewind " + (enabled ? "Enabled" : "Disabled"));
}
if (_rewindFrequency != frequency && enabled)
{
DoMessage("Rewind frequency set to " + frequency);
}
RewindActive = enabled;
_rewindFrequency = frequency;
}
private byte[] BufferManage(byte[] inbuf, ref long size, bool allocate)
{
if (!allocate)
{
_rewindBufferBacking = inbuf;
return null;
}
size = Math.Min(size, _memoryLimit);
// if we have an appropriate buffer free, return it
var buf = _rewindBufferBacking;
_rewindBufferBacking = null;
if (buf != null && buf.LongLength == size)
{
return buf;
}
// otherwise, allocate it
do
{
try
{
return new byte[size];
}
catch (OutOfMemoryException)
{
size /= 2;
_memoryLimit = size;
}
}
while (size > 1);
throw new OutOfMemoryException();
}
public void Capture()
{
if (!IsRewindEnabledAtAll || !Global.Emulator.HasSavestates())
{
return;
}
if (_rewindThread == null)
{
Initialize();
}
if (_rewindThread == null || Global.Emulator.Frame % _rewindFrequency != 0)
{
return;
}
_rewindThread.Capture(Global.Emulator.AsStatable().SaveStateBinary());
}
private void CaptureInternal(byte[] coreSavestate)
{
if (_rewindDeltaEnable)
{
CaptureStateDelta(coreSavestate);
}
else
{
CaptureStateNonDelta(coreSavestate);
}
}
private void CaptureStateNonDelta(byte[] state)
{
long offset = _rewindBuffer.Enqueue(0, state.Length + 1);
var stream = _rewindBuffer.Stream;
stream.Position = offset;
// write the header for a non-delta frame
stream.WriteByte(1); // Full state = true
stream.Write(state, 0, state.Length);
}
private void UpdateLastState(byte[] state, int index, int length)
{
if (_lastState.Length != length)
{
_lastState = new byte[length];
}
Buffer.BlockCopy(state, index, _lastState, 0, length);
}
private void UpdateLastState(byte[] state)
{
UpdateLastState(state, 0, state.Length);
}
private unsafe void CaptureStateDelta(byte[] currentState)
{
// Keep in mind that everything captured here is intended to be played back in
// reverse. The goal is, given the current state, how to get back to the previous
// state. That's why the data portion of the delta comes from the previous state,
// and also why the previous state is used if we have to bail out and capture the
// full state instead.
if (currentState.Length != _lastState.Length)
{
// If the state sizes mismatch, capture a full state rather than trying to do anything clever
goto CaptureFullState;
}
if(currentState.Length == 0)
{
//handle empty states as a "full" (empty) state
goto CaptureFullState;
}
int index = 0;
int stateLength = Math.Min(currentState.Length, _lastState.Length);
bool inChangeSequence = false;
int changeSequenceStartOffset = 0;
int lastChangeSequenceStartOffset = 0;
if (_deltaBuffer.Length < stateLength + 1)
{
_deltaBuffer = new byte[stateLength + 1];
}
_deltaBuffer[index++] = 0; // Full state = false (i.e. delta)
fixed (byte* pCurrentState = &currentState[0])
fixed (byte* pLastState = &_lastState[0])
for (int i = 0; i < stateLength; i++)
{
bool thisByteMatches = *(pCurrentState + i) == *(pLastState + i);
if (inChangeSequence == false)
{
if (thisByteMatches)
{
continue;
}
inChangeSequence = true;
changeSequenceStartOffset = i;
}
if (thisByteMatches || i == stateLength - 1)
{
const int maxHeaderSize = 10;
int length = i - changeSequenceStartOffset + (thisByteMatches ? 0 : 1);
if (index + length + maxHeaderSize >= stateLength)
{
// If the delta ends up being larger than the full state, capture the full state instead
goto CaptureFullState;
}
// Offset Delta
VLInteger.WriteUnsigned((uint)(changeSequenceStartOffset - lastChangeSequenceStartOffset), _deltaBuffer, ref index);
// Length
VLInteger.WriteUnsigned((uint)length, _deltaBuffer, ref index);
// Data
Buffer.BlockCopy(_lastState, changeSequenceStartOffset, _deltaBuffer, index, length);
index += length;
inChangeSequence = false;
lastChangeSequenceStartOffset = changeSequenceStartOffset;
}
}
_rewindBuffer.Push(new ArraySegment<byte>(_deltaBuffer, 0, index));
UpdateLastState(currentState);
return;
CaptureFullState:
CaptureStateNonDelta(_lastState);
UpdateLastState(currentState);
}
public bool Rewind(int frames)
{
if (!Global.Emulator.HasSavestates() || _rewindThread == null)
{
return false;
}
_rewindThread.Rewind(frames);
return _lastRewindLoadedState;
}
private void RewindInternal(int frames)
{
_lastRewindLoadedState = false;
for (int i = 0; i < frames; i++)
{
// Always leave the first item in the rewind buffer. For full states, once there's
// one item remaining, we've already gone back as far as possible because the code
// to load the previous state has already peeked at the first item after removing
// the second item. We want to hold on to the first item anyway since it's a copy
// of the current state (see comment in the following method). For deltas, since
// each one records how to get back to the previous state, once we've gone back to
// the second item, it's already resulted in the first state being loaded. The
// first item is just a junk entry with the initial value of _lastState (0 bytes).
if (_rewindBuffer.Count <= 1 || (Global.MovieSession.Movie.IsActive && Global.MovieSession.Movie.InputLogLength == 0))
{
break;
}
LoadPreviousState();
_lastRewindLoadedState = true;
}
}
private MemoryStream GetPreviousStateMemoryStream()
{
if (_rewindDeltaEnable)
{
// When capturing deltas, the most recent state is stored in _lastState, and the
// last item in the rewind buffer gets us back to the previous state.
return _rewindBuffer.PopMemoryStream();
}
else
{
// When capturing full states, the last item in the rewind buffer is the most
// recent state, so we need to get the item before it.
_rewindBuffer.Pop();
return _rewindBuffer.PeekMemoryStream();
}
// Note that in both cases, after loading the state, we still have a copy of it
// either in _lastState or as the last item in the rewind buffer. This is good
// because once we resume capturing, the first capture doesn't happen until
// stepping forward to the following frame, which would result in a gap if we
// didn't still have a copy of the current state here.
}
private void LoadPreviousState()
{
using (var reader = new BinaryReader(GetPreviousStateMemoryStream()))
{
byte[] buf = ((MemoryStream)reader.BaseStream).GetBuffer();
bool fullState = reader.ReadByte() == 1;
if (_rewindDeltaEnable)
{
if (fullState)
{
UpdateLastState(buf, 1, buf.Length - 1);
}
else
{
int index = 1;
int offset = 0;
while (index < buf.Length)
{
int offsetDelta = (int)VLInteger.ReadUnsigned(buf, ref index);
int length = (int)VLInteger.ReadUnsigned(buf, ref index);
offset += offsetDelta;
Buffer.BlockCopy(buf, index, _lastState, offset, length);
index += length;
}
}
using (var lastStateReader = new BinaryReader(new MemoryStream(_lastState)))
{
Global.Emulator.AsStatable().LoadStateBinary(lastStateReader);
}
}
else
{
if (!fullState)
{
throw new InvalidOperationException();
}
Global.Emulator.AsStatable().LoadStateBinary(reader);
}
}
}
}
}