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

925 lines
23 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Drawing;
using BizHawk.Common;
using BizHawk.Emulation.Common;
using BizHawk.Emulation.Common.IEmulatorExtensions;
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 : IDisposable
{
// 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<int> InvalidateCallback { get; set; }
private void CallInvalidateCallback(int index)
{
if (InvalidateCallback != null)
{
InvalidateCallback(index);
}
}
private List<StateManagerState> lowPriorityStates = new List<StateManagerState>();
internal NDBDatabase ndbdatabase;
private Guid guid = Guid.NewGuid();
private SortedList<int, StateManagerState> States = new SortedList<int, StateManagerState>();
private 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) + (int)((ulong)Settings.DiskCapacitymb * 1024 * 1024 / _expectedStateSize); }
}
private int _stateGap
{
get { return 1 << Settings.StateGap; }
}
public TasStateManager(TasMovie movie)
{
_movie = movie;
Settings = new TasStateManagerSettings(Global.Config.DefaultTasProjSettings);
accessed = new List<StateManagerState>();
if (_movie.StartsFromSavestate)
SetState(0, _movie.BinarySavestate);
}
public void Dispose()
{
if (ndbdatabase != null)
ndbdatabase.Dispose();
//States and BranchStates don't need cleaning because they would only contain an ndbdatabase entry which was demolished by the above
}
/// <summary>
/// Mounts this instance for write access. Prior to that it's read-only
/// </summary>
public void MountWriteAccess()
{
if (_isMountedForWrite)
return;
_isMountedForWrite = true;
int limit = 0;
_expectedStateSize = (ulong)Core.SaveStateBinary().Length;
if (_expectedStateSize > 0)
{
limit = maxStates;
}
States = new SortedList<int, StateManagerState>(limit);
if (_expectedStateSize > int.MaxValue)
throw new InvalidOperationException();
ndbdatabase = new NDBDatabase(statePath, Settings.DiskCapacitymb * 1024 * 1024, (int)_expectedStateSize);
}
public TasStateManagerSettings 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 KeyValuePair<int, byte[]> this[int frame]
{
get
{
if (frame == 0)
{
return new KeyValuePair<int, byte[]>(0, InitialState);
}
if (States.ContainsKey(frame))
{
StateAccessed(frame);
return new KeyValuePair<int, byte[]>(frame, States[frame].State);
}
return new KeyValuePair<int, byte[]>(-1, new byte[0]);
}
}
private List<StateManagerState> accessed;
public byte[] InitialState
{
get
{
if (_movie.StartsFromSavestate)
{
return _movie.BinarySavestate;
}
return States[0].State;
}
}
/// <summary>
/// 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
/// </summary>
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 % StateFrequency == 0;
}
if (shouldCapture)
{
SetState(frame, (byte[])Core.SaveStateBinary().Clone(), skipRemoval: false);
}
}
private void MaybeRemoveStates()
{
// Loop, because removing a state that has a duplicate won't save any space
while (Used + _expectedStateSize > Settings.Cap || DiskUsed > (ulong)Settings.DiskCapacitymb * 1024 * 1024)
{
Point shouldRemove = StateToRemove();
RemoveState(shouldRemove.X, shouldRemove.Y);
}
if (Used > Settings.Cap)
{
int lastMemState = -1;
do { lastMemState++; } while (States[accessed[lastMemState].Frame] == null);
MoveStateToDisk(accessed[lastMemState].Frame);
}
}
/// <summary>
/// X is the frame of the state, Y is the branch (-1 for current).
/// </summary>
private Point StateToRemove()
{
// X is frame, Y is branch
Point shouldRemove = new Point(-1, -1);
if (BranchStates.Any() && Settings.EraseBranchStatesFirst)
{
var kvp = BranchStates.Count() > 1 ? BranchStates.ElementAt(1) : BranchStates.ElementAt(0);
shouldRemove.X = kvp.Key;
shouldRemove.Y = kvp.Value.Keys[0];
return shouldRemove;
}
int i = 0;
int markerSkips = maxStates / 2;
// lowPrioritySates (e.g. states with only lag frames between them)
do
{
if (lowPriorityStates.Count > i)
shouldRemove = findState(lowPriorityStates[i]);
else
break;
// Keep marker states
markerSkips--;
if (markerSkips < 0)
shouldRemove.X = -1;
i++;
} while (StateIsMarker(shouldRemove.X, shouldRemove.Y) && markerSkips > -1 || shouldRemove.X == 0);
// by last accessed
markerSkips = maxStates / 2;
if (shouldRemove.X < 1)
{
i = 0;
do
{
if (accessed.Count > i)
shouldRemove = findState(accessed[i]);
else
break;
// Keep marker states
markerSkips--;
if (markerSkips < 0)
shouldRemove.X = -1;
i++;
} while (StateIsMarker(shouldRemove.X, shouldRemove.Y) && markerSkips > -1 || shouldRemove.X == 0);
}
if (shouldRemove.X < 1) // only found marker states above
{
if (BranchStates.Any() && !Settings.EraseBranchStatesFirst)
{
var kvp = BranchStates.Count() > 1 ? BranchStates.ElementAt(1) : BranchStates.ElementAt(0);
shouldRemove.X = kvp.Key;
shouldRemove.Y = kvp.Value.Keys[0];
}
else
{
StateManagerState s = States.Values[1];
shouldRemove.X = s.Frame;
shouldRemove.Y = -1;
}
}
return shouldRemove;
}
private bool StateIsMarker(int frame, int branch)
{
if (frame == -1)
return false;
if (branch == -1)
return _movie.Markers.IsMarker(States[frame].Frame + 1);
else
{
if (_movie.GetBranch(_movie.BranchIndexByHash(branch)).Markers == null)
return _movie.Markers.IsMarker(States[frame].Frame + 1);
else
return _movie.GetBranch(branch).Markers.Any(m => m.Frame + 1 == frame);
}
}
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 == false)
return false;
}
return true;
}
private void MoveStateToDisk(int index)
{
Used -= (ulong)States[index].Length;
States[index].MoveToDisk();
}
private void MoveStateToMemory(int index)
{
States[index].MoveToRAM();
Used += (ulong)States[index].Length;
}
internal void SetState(int frame, byte[] state, bool skipRemoval = true)
{
if (!skipRemoval) // skipRemoval: false only when capturing new states
MaybeRemoveStates(); // 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 StateManagerState(this, state, frame));
}
StateAccessed(frame);
int i = States.IndexOfKey(frame);
if (i > 0 && AllLag(States.Keys[i - 1], States.Keys[i]))
{
lowPriorityStates.Add(States[frame]);
}
}
private void RemoveState(int frame, int branch = -1)
{
if (branch == -1)
accessed.Remove(States[frame]);
else if (accessed.Contains(BranchStates[frame][branch]) && !Settings.EraseBranchStatesFirst)
accessed.Remove(BranchStates[frame][branch]);
StateManagerState state;
bool hasDuplicate = stateHasDuplicate(frame, branch) != -2;
if (branch == -1)
{
state = States[frame];
if (States[frame].IsOnDisk)
States[frame].Dispose();
else
Used -= (ulong)States[frame].Length;
States.RemoveAt(States.IndexOfKey(frame));
}
else
{
state = BranchStates[frame][branch];
if (BranchStates[frame][branch].IsOnDisk)
BranchStates[frame][branch].Dispose();
else
//Used -= (ulong)BranchStates[frame][branch].Length;
BranchStates[frame].RemoveAt(BranchStates[frame].IndexOfKey(branch));
if (BranchStates[frame].Count == 0)
BranchStates.Remove(frame);
}
if (!hasDuplicate)
lowPriorityStates.Remove(state);
}
private void StateAccessed(int frame)
{
if (frame == 0 && _movie.StartsFromSavestate)
return;
StateManagerState state = States[frame];
bool removed = accessed.Remove(state);
accessed.Add(state);
if (States[frame].IsOnDisk)
{
if (!States[accessed[0].Frame].IsOnDisk)
MoveStateToDisk(accessed[0].Frame);
MoveStateToMemory(frame);
}
if (!removed && accessed.Count > maxStates)
accessed.RemoveAt(0);
}
public bool HasState(int frame)
{
if (_movie.StartsFromSavestate && frame == 0)
{
return true;
}
return States.ContainsKey(frame);
}
/// <summary>
/// Clears out all savestates after the given frame number
/// </summary>
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;
}
List<KeyValuePair<int, StateManagerState>> statesToRemove =
States.Where(x => x.Key >= frame).ToList();
anyInvalidated = statesToRemove.Any();
foreach (KeyValuePair<int, StateManagerState> state in statesToRemove)
RemoveState(state.Key);
CallInvalidateCallback(frame);
}
return anyInvalidated;
}
/// <summary>
/// Clears all state information
/// </summary>
///
public void Clear()
{
States.Clear();
accessed.Clear();
Used = 0;
clearDiskStates();
}
public void ClearStateHistory()
{
if (States.Any())
{
StateManagerState power = States.Values.FirstOrDefault(s => s.Frame == 0);
StateAccessed(power.Frame);
States.Clear();
accessed.Clear();
SetState(0, power.State);
Used = (ulong)power.State.Length;
clearDiskStates();
}
}
private void clearDiskStates()
{
if (ndbdatabase != null)
ndbdatabase.Clear();
}
/// <summary>
/// Deletes/moves states to follow the state storage size limits.
/// Used after changing the settings.
/// </summary>
public void LimitStateCount()
{
while (Used + DiskUsed > Settings.CapTotal)
{
Point s = StateToRemove();
RemoveState(s.X, s.Y);
}
int index = -1;
while (DiskUsed > (ulong)Settings.DiskCapacitymb * 1024uL * 1024uL)
{
do { index++; } while (!accessed[index].IsOnDisk);
accessed[index].MoveToRAM();
}
if (Used > Settings.Cap)
MaybeRemoveStates();
}
private List<int> ExcludeStates()
{
List<int> ret = new List<int>();
ulong saveUsed = Used + DiskUsed;
// respect state gap no matter how small the resulting size will be
// still leave marker states
for (int i = 1; i < States.Count; i++)
{
if (_movie.Markers.IsMarker(States.ElementAt(i).Key + 1) ||
States.ElementAt(i).Key % _stateGap == 0)
continue;
ret.Add(i);
if (States.ElementAt(i).Value.IsOnDisk)
saveUsed -= _expectedStateSize;
else
saveUsed -= (ulong)States.ElementAt(i).Value.Length;
}
// if the size is still too big, exclude states form the beginning
// still leave marker states
int index = 0;
while (saveUsed > (ulong)Settings.DiskSaveCapacitymb * 1024 * 1024)
{
do
{
index++;
if (index >= States.Count)
break;
}
while (_movie.Markers.IsMarker(States.ElementAt(index).Key + 1));
if (index >= States.Count)
break;
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 = 0;
while (saveUsed > (ulong)Settings.DiskSaveCapacitymb * 1024 * 1024)
{
index++;
if (!ret.Contains(index))
ret.Add(index);
if (States.ElementAt(index).Value.IsOnDisk)
saveUsed -= _expectedStateSize;
else
saveUsed -= (ulong)States.ElementAt(index).Value.Length;
}
return ret;
}
public void Save(BinaryWriter bw)
{
List<int> 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<int, StateManagerState> kvp = States.ElementAt(i);
bw.Write(kvp.Key);
bw.Write(kvp.Value.Length);
bw.Write(kvp.Value.State);
//_movie.ReportProgress(100d / States.Count * i);
}
}
public void Load(BinaryReader br)
{
States.Clear();
try
{
int nstates = br.ReadInt32();
for (int i = 0; i < nstates; i++)
{
int frame = br.ReadInt32();
int len = br.ReadInt32();
byte[] data = br.ReadBytes(len);
// whether we should allow state removal check here is an interesting question
// nothing was edited yet, so it might make sense to show the project untouched first
SetState(frame, data);
//States.Add(frame, data);
//Used += len;
}
}
catch (EndOfStreamException) { }
}
public void SaveBranchStates(BinaryWriter bw)
{
bw.Write(BranchStates.Count);
foreach (var s in BranchStates)
{
bw.Write(s.Key);
bw.Write(s.Value.Count);
foreach (var t in s.Value)
{
bw.Write(t.Key);
t.Value.Write(bw);
}
}
}
public void LoadBranchStates(BinaryReader br)
{
try
{
int c = br.ReadInt32();
BranchStates = new SortedList<int, SortedList<int, StateManagerState>>(c);
while (c > 0)
{
int key = br.ReadInt32();
int c2 = br.ReadInt32();
var list = new SortedList<int, StateManagerState>(c2);
while (c2 > 0)
{
int key2 = br.ReadInt32();
var state = StateManagerState.Read(br, this);
list.Add(key2, state);
c2--;
}
BranchStates.Add(key, list);
c--;
}
}
catch (EndOfStreamException) { }
}
public KeyValuePair<int, byte[]> 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;
private ulong Used
{
get
{
return _used;
}
set
{
if (value > 0xf000000000000000)
System.Diagnostics.Debug.Fail("ulong Used underfow!");
else
_used = value;
}
}
private ulong DiskUsed
{
get
{
if (ndbdatabase == null) return 0;
else return (ulong)ndbdatabase.Consumed;
}
}
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"
private SortedList<int, SortedList<int, StateManagerState>> BranchStates = new SortedList<int, SortedList<int, StateManagerState>>();
/// <summary>
/// Checks if the state at frame in the given branch (-1 for current) has any duplicates.
/// </summary>
/// <returns>Index of the branch (-1 for current) of the first match. If no match, returns -2.</returns>
private int stateHasDuplicate(int frame, int branchHash)
{
StateManagerState stateToMatch;
// Get the state instance
if (branchHash == -1)
stateToMatch = States[frame];
else
{
if (!BranchStates[frame].ContainsKey(branchHash))
return -2;
stateToMatch = BranchStates[frame][branchHash];
// Check the current branch for duplicate.
if (States.ContainsKey(frame) && States[frame] == stateToMatch)
return -1;
}
// Check if there are any branch states for the given frame.
if (!BranchStates.ContainsKey(frame) || BranchStates[frame] == null || branchHash == -1)
return -2;
// Loop through branch states for the given frame.
SortedList<int, StateManagerState> stateList = BranchStates[frame];
for (int i = 0; i < stateList.Count(); i++)
{
// Don't check the branch containing the state to match.
if (i == _movie.BranchIndexByHash(branchHash))
continue;
if (stateList.Values[i] == stateToMatch)
return i;
}
return -2; // No match.
}
private Point findState(StateManagerState s)
{
Point ret = new Point(0, -1);
ret.X = s.Frame;
if (!States.ContainsValue(s))
{
if (BranchStates.ContainsKey(s.Frame))
{
int index = BranchStates[s.Frame].Values.IndexOf(s);
ret.Y = BranchStates[s.Frame].Keys.ElementAt(index);
}
if (ret.Y == -1)
return new Point(-1, -2);
}
return ret;
}
public void AddBranch()
{
int branchHash = _movie.BranchHashByIndex(_movie.BranchCount - 1);
foreach (KeyValuePair<int, StateManagerState> kvp in States)
{
if (!BranchStates.ContainsKey(kvp.Key))
BranchStates.Add(kvp.Key, new SortedList<int, StateManagerState>());
SortedList<int, StateManagerState> stateList = BranchStates[kvp.Key];
if (stateList == null) // when does this happen?
{
stateList = new SortedList<int, StateManagerState>();
BranchStates[kvp.Key] = stateList;
}
stateList.Add(branchHash, kvp.Value);
// We aren't creating any new states, just adding a reference to an already-existing one; so Used doesn't need to be updated.
}
}
public void RemoveBranch(int index)
{
int branchHash = _movie.BranchHashByIndex(index);
foreach (KeyValuePair<int, SortedList<int, StateManagerState>> kvp in BranchStates.ToList())
{
SortedList<int, StateManagerState> stateList = kvp.Value;
if (stateList == null)
continue;
/*
if (stateList.ContainsKey(branchHash))
{
if (stateHasDuplicate(kvp.Key, branchHash) == -2)
{
if (!stateList[branchHash].IsOnDisk)
Used -= (ulong)stateList[branchHash].Length;
}
}
*/
stateList.Remove(branchHash);
if (stateList.Count == 0)
BranchStates.Remove(kvp.Key);
}
}
public void UpdateBranch(int index)
{
if (index == -1) // backup branch is outsider
return;
int branchHash = _movie.BranchHashByIndex(index);
// RemoveBranch
foreach (KeyValuePair<int, SortedList<int, StateManagerState>> kvp in BranchStates.ToList())
{
SortedList<int, StateManagerState> stateList = kvp.Value;
if (stateList == null)
continue;
/*
if (stateList.ContainsKey(branchHash))
{
if (stateHasDuplicate(kvp.Key, branchHash) == -2)
{
if (!stateList[branchHash].IsOnDisk)
Used -= (ulong)stateList[branchHash].Length;
}
}
*/
stateList.Remove(branchHash);
if (stateList.Count == 0)
BranchStates.Remove(kvp.Key);
}
// AddBranch
foreach (KeyValuePair<int, StateManagerState> kvp in States)
{
if (!BranchStates.ContainsKey(kvp.Key))
BranchStates.Add(kvp.Key, new SortedList<int, StateManagerState>());
SortedList<int, StateManagerState> stateList = BranchStates[kvp.Key];
if (stateList == null)
{
stateList = new SortedList<int, StateManagerState>();
BranchStates[kvp.Key] = stateList;
}
stateList.Add(branchHash, kvp.Value);
}
}
public void LoadBranch(int index)
{
if (index == -1) // backup branch is outsider
return;
int branchHash = _movie.BranchHashByIndex(index);
//Invalidate(0); // Not a good way of doing it?
foreach (KeyValuePair<int, SortedList<int, StateManagerState>> 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(branchHash))
SetState(kvp.Key, kvp.Value[branchHash].State);
}
}
#endregion
}
}