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cpu.js
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cpu.js
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/**
* @fileoverview Controls the PDP-10 CPU component.
* @author <a href="mailto:[email protected]">Jeff Parsons</a>
* @copyright © 2012-2020 Jeff Parsons
*
* This file is part of PCjs, a computer emulation software project at <https://www.pcjs.org>.
*
* PCjs is free software: you can redistribute it and/or modify it under the terms of the
* GNU General Public License as published by the Free Software Foundation, either version 3
* of the License, or (at your option) any later version.
*
* PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
* even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCjs. If not,
* see <http://www.gnu.org/licenses/gpl.html>.
*
* You are required to include the above copyright notice in every modified copy of this work
* and to display that copyright notice when the software starts running; see COPYRIGHT in
* <https://www.pcjs.org/modules/shared/lib/defines.js>.
*
* Some PCjs files also attempt to load external resource files, such as character-image files,
* ROM files, and disk image files. Those external resource files are not considered part of PCjs
* for purposes of the GNU General Public License, and the author does not claim any copyright
* as to their contents.
*/
"use strict";
if (typeof module !== "undefined") {
var Str = require("../../shared/lib/strlib");
var Component = require("../../shared/lib/component");
var MessagesPDP10 = require("./messages");
}
/**
* @class CPUPDP10
* @unrestricted
*/
class CPUPDP10 extends Component {
/**
* CPUPDP10(parmsCPU, nCyclesDefault)
*
* The CPUPDP10 class supports the following (parmsCPU) properties:
*
* cycles: the machine's base cycles per second; the CPUStatePDP10 constructor
* will provide us with a default (based on the CPU model) to use as a fallback.
*
* multiplier: base cycle multiplier; default is 1.
*
* autoStart: true to automatically start, false to not, or null if "it depends";
* null is the default, which means do not autostart UNLESS there is no Debugger
* and no "Run" button (ie, no way to manually start the machine).
*
* csStart: the number of cycles that runCPU() must wait before generating
* checksum records; -1 if disabled. checksum records are a diagnostic aid
* used to help compare one CPU run to another.
*
* csInterval: the number of cycles that runCPU() must execute before generating
* a checksum record; -1 if disabled.
*
* csStop: the number of cycles to stop generating checksum records.
*
* This component is primarily responsible for interfacing the CPU with the outside
* world (eg, Panel and Debugger components), and managing overall CPU operation.
*
* It is extended by the CPUStatePDP10 component, where the simulation control logic resides.
*
* @param {Object} parmsCPU
* @param {number} nCyclesDefault
*/
constructor(parmsCPU, nCyclesDefault)
{
super("CPU", parmsCPU, MessagesPDP10.CPU);
var nCycles = +parmsCPU['cycles'] || nCyclesDefault;
var nMultiplier = +parmsCPU['multiplier'] || 1;
this.nDisplayCount = 0;
this.nDisplayLimit = 30;
this.nCyclesPerSecond = nCycles;
/*
* nCyclesMultiplier replaces the old "speed" variable (0, 1, 2) and eliminates the need for
* the constants (SPEED_SLOW, SPEED_FAST and SPEED_MAX). The UI simply doubles the multiplier
* until we've exceeded the host's speed limit and then starts the multiplier over at 1.
*/
this.nCyclesMultiplier = nMultiplier;
this.mhzDefault = Math.round(this.nCyclesPerSecond / 10000) / 100;
this.mhzTarget = this.mhzDefault * this.nCyclesMultiplier;
this.msPerYield = this.nCyclesPerYield = this.nCyclesNextYield = this.nCyclesRecalc = 0;
/*
* We add a number of flags to the set initialized by Component
*/
this.flags.running = this.flags.starting = false;
this.flags.autoStart = parmsCPU['autoStart'];
if (typeof this.flags.autoStart == "string") this.flags.autoStart = (this.flags.autoStart == "true");
/*
* Get checksum parameters, if any. runCPU() behavior is not affected until fChecksum
* is true, which won't happen until resetChecksum() is called with nCyclesChecksumInterval
* ("csInterval") set to a positive value.
*
* As above, any of these parameters can also be set with the Debugger's execution options
* command ("x"); for example, "x cs int 5000" will set nCyclesChecksumInterval to 5000
* and call resetChecksum().
*/
this.flags.checksum = false;
this.nChecksum = this.nCyclesChecksumNext = 0;
this.nCyclesChecksumStart = +parmsCPU["csStart"];
this.nCyclesChecksumInterval = +parmsCPU["csInterval"];
this.nCyclesChecksumStop = +parmsCPU["csStop"];
/*
* Array of countdown timers managed by addTimer() and setTimer().
*/
this.aTimers = [];
this.onRunTimeout = this.runCPU.bind(this); // function onRunTimeout() { cpu.runCPU(); };
/*
* Define the rest of the properties used by the class
*/
this.mhz = 0;
this.nYieldsSinceStatusUpdate = 0;
this.msStartRun = this.msStartThisRun = this.msEndThisRun = this.nCyclesThisRun = 0;
this.nTotalCycles = this.nRunCycles = this.nBurstCycles = this.nStepCycles = this.nSnapCycles = 0;
this.panel = null;
this.setReady();
}
/**
* initBus(cmp, bus, cpu, dbg)
*
* @this {CPUPDP10}
* @param {ComputerPDP10} cmp
* @param {BusPDP10} bus
* @param {CPUPDP10} cpu
* @param {DebuggerPDP10} dbg
*/
initBus(cmp, bus, cpu, dbg)
{
this.cmp = cmp;
this.bus = bus;
this.dbg = dbg;
this.panel = cmp.panel;
for (var i = 0; i < CPUPDP10.BUTTONS.length; i++) {
var control = this.bindings[CPUPDP10.BUTTONS[i]];
if (control) this.cmp.setBinding("", CPUPDP10.BUTTONS[i], control);
}
this.setReady();
}
/**
* reset()
*
* Stub for reset notification (overridden by the CPUStatePDP10 component).
*
* @this {CPUPDP10}
*/
reset()
{
}
/**
* save()
*
* Stub for save support (overridden by the CPUStatePDP10 component).
*
* @this {CPUPDP10}
* @return {Object|null}
*/
save()
{
return null;
}
/**
* restore(data)
*
* Stub for restore support (overridden by the CPUStatePDP10 component).
*
* @this {CPUPDP10}
* @param {Object} data
* @return {boolean} true if restore successful, false if not
*/
restore(data)
{
return false;
}
/**
* powerUp(data, fRepower)
*
* @this {CPUPDP10}
* @param {Object|null} data
* @param {boolean} [fRepower]
* @return {boolean} true if successful, false if failure
*/
powerUp(data, fRepower)
{
/*
* We've already saved the parmsCPU 'autoStart' setting, but there may be a machine (or URL) override.
*/
var sAutoStart = this.cmp.getMachineParm('autoStart');
if (sAutoStart != null) {
this.flags.autoStart = (sAutoStart == "true"? true : (sAutoStart == "false"? false : !!sAutoStart));
}
else if (this.flags.autoStart == null) {
/*
* If there's no explicit parmsCPU setting either, then we will autoStart if there's no Debugger and
* no "Run" button.
*/
this.flags.autoStart = ((!DEBUGGER || !this.dbg) && this.bindings["run"] === undefined);
}
if (!fRepower) {
if (!data) {
this.reset();
} else {
this.resetCycles();
if (!this.restore(data)) return false;
this.resetChecksum();
}
/*
* Give the Debugger a chance to do/print something once we've powered up.
*/
if (DEBUGGER && this.dbg) {
this.dbg.init(this.flags.autoStart);
} else {
this.status("No debugger detected");
}
if (!this.flags.autoStart) {
this.println("CPU will not be auto-started " + (this.panel? "(click Run to start)" : "(type 'go' to start)"));
}
}
/*
* The Computer component (which is responsible for all powerDown and powerUp notifications)
* is now responsible for managing a component's fPowered flag, not us.
*
* this.flags.powered = true;
*/
return true;
}
/**
* powerDown(fSave, fShutdown)
*
* @this {CPUPDP10}
* @param {boolean} [fSave]
* @param {boolean} [fShutdown]
* @return {Object|boolean} component state if fSave; otherwise, true if successful, false if failure
*/
powerDown(fSave, fShutdown)
{
return fSave? this.save() : true;
}
/**
* autoStart()
*
* @this {CPUPDP10}
* @return {boolean} true if started, false if not
*/
autoStart()
{
if (this.flags.running) {
return true;
}
if (this.flags.autoStart) {
/*
* We used to also set fUpdateFocus when calling startCPU(), on the assumption that in the "auto-starting"
* context, a machine without focus is like a day without sunshine, but in reality, focus should only be
* forced when the user takes some other machine-related action.
*/
this.startCPU();
return true;
}
return false;
}
/**
* isPowered()
*
* @this {CPUPDP10}
* @return {boolean}
*/
isPowered()
{
if (!this.flags.powered) {
this.println(this.toString() + " not powered");
return false;
}
return true;
}
/**
* isRunning()
*
* @this {CPUPDP10}
* @return {boolean}
*/
isRunning()
{
return this.flags.running;
}
/**
* getChecksum()
*
* This will be implemented by the CPUStatePDP10 component.
*
* @this {CPUPDP10}
* @return {number} a 32-bit summation of key elements of the current CPU state (used by the CPU checksum code)
*/
getChecksum()
{
return 0;
}
/**
* resetChecksum()
*
* If checksum generation is enabled (fChecksum is true), this resets the running 32-bit checksum and the
* cycle counter that will trigger the next displayChecksum(); called by resetCycles(), which is called whenever
* the CPU is reset or restored.
*
* @this {CPUPDP10}
* @return {boolean} true if checksum generation enabled, false if not
*/
resetChecksum()
{
if (this.nCyclesChecksumStart === undefined) this.nCyclesChecksumStart = 0;
if (this.nCyclesChecksumInterval === undefined) this.nCyclesChecksumInterval = -1;
if (this.nCyclesChecksumStop === undefined) this.nCyclesChecksumStop = -1;
this.flags.checksum = (this.nCyclesChecksumStart >= 0 && this.nCyclesChecksumInterval > 0);
if (this.flags.checksum) {
this.nChecksum = 0;
this.nCyclesChecksumNext = this.nCyclesChecksumStart - this.nTotalCycles;
/*
* this.nCyclesChecksumNext = this.nCyclesChecksumStart + this.nCyclesChecksumInterval -
* (this.nTotalCycles % this.nCyclesChecksumInterval);
*/
return true;
}
return false;
}
/**
* updateChecksum(nCycles)
*
* When checksum generation is enabled (fChecksum is true), runCPU() asks stepCPU() to execute a minimum
* number of cycles (1), effectively limiting execution to a single instruction, and then we're called with
* the exact number cycles that were actually executed. This should give us instruction-granular checksums
* at precise intervals that are 100% repeatable.
*
* @this {CPUPDP10}
* @param {number} nCycles
*/
updateChecksum(nCycles)
{
if (this.flags.checksum) {
/*
* Get a 32-bit summation of the current CPU state and add it to our running 32-bit checksum
*/
var fDisplay = false;
this.nChecksum = (this.nChecksum + this.getChecksum())|0;
this.nCyclesChecksumNext -= nCycles;
if (this.nCyclesChecksumNext <= 0) {
this.nCyclesChecksumNext += this.nCyclesChecksumInterval;
fDisplay = true;
}
if (this.nCyclesChecksumStop >= 0) {
if (this.nCyclesChecksumStop <= this.getCycles()) {
this.nCyclesChecksumInterval = this.nCyclesChecksumStop = -1;
this.resetChecksum();
this.stopCPU();
fDisplay = true;
}
}
if (fDisplay) this.displayChecksum();
}
}
/**
* displayChecksum()
*
* When checksum generation is enabled (fChecksum is true), this is called to provide a crude log of all
* checksums generated at the specified cycle intervals, as specified by the "csStart" and "csInterval" parmsCPU
* properties).
*
* @this {CPUPDP10}
*/
displayChecksum()
{
this.println(this.getCycles() + " cycles: " + "checksum=" + Str.toHex(this.nChecksum));
}
/**
* setBinding(sHTMLType, sBinding, control, sValue)
*
* @this {CPUPDP10}
* @param {string} sHTMLType is the type of the HTML control (eg, "button", "textarea", "register", "flag", "rled", etc)
* @param {string} sBinding is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "run")
* @param {HTMLElement} control is the HTML control DOM object (eg, HTMLButtonElement)
* @param {string} [sValue] optional data value
* @return {boolean} true if binding was successful, false if unrecognized binding request
*/
setBinding(sHTMLType, sBinding, control, sValue)
{
var cpu = this;
switch (sBinding) {
case "power":
case "reset":
/*
* The "power" and "reset" buttons are functions of the entire computer, not just the CPU,
* but it's not always convenient to stick a power button in the Computer component definition,
* so we record those bindings here and pass them on to the Computer component in initBus().
*/
this.bindings[sBinding] = control;
return true;
case "run":
this.bindings[sBinding] = control;
control.onclick = function onClickRun() {
if (!cpu.cmp || !cpu.cmp.checkPower()) return;
/*
* We no longer pass true to these startCPU()/stopCPU() calls, on the theory that if the "run"
* control is visible, then the computer is probably sufficiently visible as well; the problem
* with setting fUpdateFocus to true is that it can jerk the web page around in annoying ways.
*/
if (!cpu.flags.running)
cpu.startCPU();
else
cpu.stopCPU();
};
return true;
case "speed":
this.bindings[sBinding] = control;
return true;
case "setSpeed":
this.bindings[sBinding] = control;
control.onclick = function onClickSetSpeed() {
cpu.setSpeed(cpu.nCyclesMultiplier << 1, true);
};
control.textContent = this.getSpeedTarget();
return true;
default:
break;
}
return false;
}
/**
* updateDisplays(nUpdate)
*
* Simpler wrapper around the Computer's updateDisplays() method.
*
* @this {CPUPDP10}
* @param {number} [nUpdate] (1 for periodic, -1 for forced, 0 or undefined otherwise)
*/
updateDisplays(nUpdate)
{
if (this.cmp) this.cmp.updateDisplays(nUpdate);
}
/**
* updateDisplay(nUpdate)
*
* Some of the CPU bindings provide feedback and therefore need to be updated periodically.
* However, this should be called via the Computer's updateDisplays() interface, not directly.
*
* @this {CPUPDP10}
* @param {number} [nUpdate] (1 for periodic, -1 for forced, 0 otherwise)
*/
updateDisplay(nUpdate)
{
var controlSpeed = this.bindings["speed"];
if (controlSpeed) {
if (nUpdate <= 0 || (this.nDisplayCount += nUpdate) >= this.nDisplayLimit) {
controlSpeed.textContent = this.getSpeedCurrent();
this.nDisplayCount = 0;
}
}
}
/**
* addCycles(nCycles, fEndStep)
*
* @this {CPUPDP10}
* @param {number} nCycles
* @param {boolean} [fEndStep]
*/
addCycles(nCycles, fEndStep)
{
this.nTotalCycles += nCycles;
if (fEndStep) {
this.nBurstCycles = this.nStepCycles = this.nSnapCycles = 0;
}
}
/**
* calcCycles(fRecalc)
*
* Calculate the number of cycles to process for each "burst" of CPU activity. The size of a burst
* is driven by YIELDS_PER_SECOND (eg, 30).
*
* At the end of each burst, we subtract burst cycles from the yield cycle "threshold" counter.
* Whenever the "next yield" cycle counter goes to (or below) zero, we compare elapsed time to the time
* we expected the virtual hardware to take (eg, 1000ms/50 or 20ms), and if we still have time remaining,
* we sleep the remaining time (or 0ms if there's no remaining time), and then restart runCPU().
*
* @this {CPUPDP10}
* @param {boolean} [fRecalc] is true if the caller wants to recalculate thresholds based on the most recent
* speed calculation (see calcSpeed).
*/
calcCycles(fRecalc)
{
/*
* Calculate "per" yield values.
*/
var vMultiplier = 1;
if (fRecalc) {
if (this.nCyclesMultiplier > 1 && this.mhz) {
vMultiplier = (this.mhz / this.mhzDefault);
}
}
this.msPerYield = Math.round(1000 / CPUPDP10.YIELDS_PER_SECOND);
this.nCyclesPerYield = Math.floor(this.nCyclesPerSecond / CPUPDP10.YIELDS_PER_SECOND * vMultiplier);
/*
* And initialize "next" yield values to the "per" values.
*/
if (!fRecalc) this.nCyclesNextYield = this.nCyclesPerYield;
this.nCyclesRecalc = 0;
}
/**
* getCycles(fScaled)
*
* getCycles() returns the number of cycles executed so far. Note that we can be called after
* runCPU() OR during runCPU(), perhaps from a handler triggered during the current run's stepCPU(),
* so nRunCycles must always be adjusted by number of cycles stepCPU() was asked to run (nBurstCycles),
* less the number of cycles it has yet to run (nStepCycles).
*
* nRunCycles is zeroed whenever the CPU is halted or the CPU speed is changed, which is why we also
* have nTotalCycles, which accumulates all nRunCycles before we zero it. However, nRunCycles and
* nTotalCycles eventually get reset by calcSpeed(), to avoid overflow, so components that rely on
* getCycles() returning steadily increasing values should also be prepared for a reset at any time.
*
* @this {CPUPDP10}
* @param {boolean} [fScaled] is true if the caller wants a cycle count relative to a multiplier of 1
* @return {number}
*/
getCycles(fScaled)
{
var nCycles = this.nTotalCycles + this.nRunCycles + this.nBurstCycles - this.nStepCycles;
if (fScaled && this.nCyclesMultiplier > 1 && this.mhz > this.mhzDefault) {
/*
* We could scale the current cycle count by the current effective speed (this.mhz); eg:
*
* nCycles = Math.round(nCycles / (this.mhz / this.mhzDefault));
*
* but that speed will fluctuate somewhat: large fluctuations at first, but increasingly smaller
* fluctuations after each burst of instructions that runCPU() executes.
*
* Alternatively, we can scale the cycle count by the multiplier, which is good in that the
* multiplier doesn't vary once the user changes it, but a potential downside is that the
* multiplier might be set too high, resulting in a target speed that's higher than the effective
* speed is able to reach.
*
* Also, if multipliers were always limited to a power-of-two, then this could be calculated
* with a simple shift. However, only the "setSpeed" UI binding limits it that way; the Debugger
* interface allows any value, as does the CPU "multiplier" parmsCPU property (from the machine's
* XML file).
*/
nCycles = Math.round(nCycles / this.nCyclesMultiplier);
}
return nCycles;
}
/**
* getCyclesPerSecond()
*
* This returns the CPU's "base" speed (ie, the original cycles per second defined for the machine)
*
* @this {CPUPDP10}
* @return {number}
*/
getCyclesPerSecond()
{
return this.nCyclesPerSecond;
}
/**
* resetCycles()
*
* Resets speed and cycle information as part of any reset() or restore(); this typically occurs during powerUp().
* It's important that this be called BEFORE the actual restore() call, because restore() may want to call setSpeed(),
* which in turn assumes that all the cycle counts have been initialized to sensible values.
*
* @this {CPUPDP10}
*/
resetCycles()
{
this.mhz = 0;
this.nYieldsSinceStatusUpdate = 0;
this.nTotalCycles = this.nRunCycles = this.nBurstCycles = this.nStepCycles = this.nSnapCycles = 0;
this.resetChecksum();
this.setSpeed(1);
}
/**
* getSpeed()
*
* @this {CPUPDP10}
* @return {number} the current speed multiplier
*/
getSpeed()
{
return this.nCyclesMultiplier;
}
/**
* getSpeedCurrent()
*
* @this {CPUPDP10}
* @return {string} the current speed, in mhz, as a string formatted to two decimal places
*/
getSpeedCurrent()
{
/*
* TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now?
*/
return ((this.flags.running)? (this.mhz.toFixed(2) + "Mhz") : "Stopped");
}
/**
* getSpeedTarget()
*
* @this {CPUPDP10}
* @return {string} the target speed, in mhz, as a string formatted to two decimal places
*/
getSpeedTarget()
{
/*
* TODO: Has toFixed() been "fixed" in all browsers (eg, IE) to return a rounded value now?
*/
return this.mhzTarget.toFixed(2) + "Mhz";
}
/**
* setSpeed(nMultiplier, fUpdateFocus)
*
* NOTE: This used to return the target speed, in mhz, but no callers appear to care at this point.
*
* @desc Whenever the speed is changed, the running cycle count and corresponding start time must be reset,
* so that the next effective speed calculation obtains sensible results. In fact, when runCPU() initially calls
* setSpeed() with no parameters, that's all this function does (it doesn't change the current speed setting).
*
* @this {CPUPDP10}
* @param {number} [nMultiplier] is the new proposed multiplier (reverts to 1 if the target was too high)
* @param {boolean} [fUpdateFocus] is true to update Computer focus
* @return {boolean} true if successful, false if not
*/
setSpeed(nMultiplier, fUpdateFocus)
{
var fSuccess = false;
if (nMultiplier !== undefined) {
/*
* If we haven't reached 80% (0.8) of the current target speed, revert to a multiplier of one (1).
*/
if (this.mhz / this.mhzTarget < 0.8) {
nMultiplier = 1;
} else {
fSuccess = true;
}
this.nCyclesMultiplier = nMultiplier;
var mhz = this.mhzDefault * this.nCyclesMultiplier;
if (this.mhzTarget != mhz) {
this.mhzTarget = mhz;
var sSpeed = this.getSpeedTarget();
var controlSpeed = this.bindings["setSpeed"];
if (controlSpeed) controlSpeed.textContent = sSpeed;
this.println("target speed: " + sSpeed);
}
if (fUpdateFocus && this.cmp) this.cmp.setFocus();
}
this.addCycles(this.nRunCycles);
this.nRunCycles = 0;
this.msStartRun = Component.getTime();
this.msEndThisRun = 0;
this.calcCycles();
return fSuccess;
}
/**
* calcSpeed(nCycles, msElapsed)
*
* @this {CPUPDP10}
* @param {number} nCycles
* @param {number} msElapsed
*/
calcSpeed(nCycles, msElapsed)
{
if (msElapsed) {
this.mhz = Math.round(nCycles / (msElapsed * 10)) / 100;
if (msElapsed >= 86400000) {
this.nTotalCycles = 0;
this.setSpeed(); // reset all counters once per day so that we never have to worry about overflow
}
}
}
/**
* calcStartTime()
*
* @this {CPUPDP10}
*/
calcStartTime()
{
if (this.nCyclesRecalc >= this.nCyclesPerSecond) {
this.calcCycles(true);
}
this.nCyclesThisRun = 0;
this.msStartThisRun = Component.getTime();
/*
* Try to detect situations where the browser may have throttled us, such as when the user switches
* to a different tab; in those situations, Chrome and Safari may restrict setTimeout() callbacks
* to roughly one per second.
*
* Another scenario: the user resizes the browser window. setTimeout() callbacks are not throttled,
* but there can still be enough of a lag between the callbacks that CPU speed will be noticeably
* erratic if we don't compensate for it here.
*
* We can detect throttling/lagging by verifying that msEndThisRun (which was set at the end of the
* previous run and includes any requested sleep time) is comparable to the current msStartThisRun;
* if the delta is significant, we compensate by bumping msStartRun forward by that delta.
*
* This shouldn't be triggered when the Debugger halts the CPU, because setSpeed() -- which is called
* whenever the CPU starts running again -- zeroes msEndThisRun.
*
* This also won't do anything about other internal delays; for example, Debugger message() calls.
* By the time the message() function has called yieldCPU(), the cost of the message has already been
* incurred, so it will be end up being charged against the instruction(s) that triggered it.
*
* TODO: Consider calling yieldCPU() sooner from message(), so that it can arrange for the msEndThisRun
* "snapshot" to occur sooner; it's unclear, however, whether that will really improve the CPU's ability
* to hit its target speed, since you would expect any instruction that displays a message to be an
* EXTREMELY slow instruction.
*/
if (this.msEndThisRun) {
var msDelta = this.msStartThisRun - this.msEndThisRun;
if (msDelta > this.msPerYield) {
if (MAXDEBUG) this.println("large time delay: " + msDelta + "ms");
this.msStartRun += msDelta;
/*
* Bumping msStartRun forward should NEVER cause it to exceed msStartThisRun; however, just
* in case, I make absolutely sure it cannot happen, since doing so could result in negative
* speed calculations.
*/
this.assert(this.msStartRun <= this.msStartThisRun);
if (this.msStartRun > this.msStartThisRun) {
this.msStartRun = this.msStartThisRun;
}
}
}
}
/**
* calcRemainingTime()
*
* @this {CPUPDP10}
* @return {number}
*/
calcRemainingTime()
{
this.msEndThisRun = Component.getTime();
var msYield = this.msPerYield;
if (this.nCyclesThisRun) {
/*
* Normally, we would assume we executed a full quota of work over msPerYield, but since the CPU
* now has the option of calling yieldCPU(), that might not be true. If nCyclesThisRun is correct, then
* the ratio of nCyclesThisRun/nCyclesPerYield should represent the percentage of work we performed,
* and so applying that percentage to msPerYield should give us a better estimate of work vs. time.
*/
msYield = Math.round(msYield * this.nCyclesThisRun / this.nCyclesPerYield);
}
var msElapsedThisRun = this.msEndThisRun - this.msStartThisRun;
var msRemainsThisRun = msYield - msElapsedThisRun;
/*
* We could pass only "this run" results to calcSpeed():
*
* nCycles = this.nCyclesThisRun;
* msElapsed = msElapsedThisRun;
*
* but it seems preferable to use longer time periods and hopefully get a more accurate speed.
*
* Also, if msRemainsThisRun >= 0 && this.nCyclesMultiplier == 1, we could pass these results instead:
*
* nCycles = this.nCyclesThisRun;
* msElapsed = this.msPerYield;
*
* to insure that we display a smooth, constant N Mhz. But for now, I prefer seeing any fluctuations.
*/
var nCycles = this.nRunCycles;
var msElapsed = this.msEndThisRun - this.msStartRun;
if (MAXDEBUG && msRemainsThisRun < 0 && this.nCyclesMultiplier > 1) {
this.println("warning: updates @" + msElapsedThisRun + "ms (prefer " + Math.round(msYield) + "ms)");
}
this.calcSpeed(nCycles, msElapsed);
if (msRemainsThisRun < 0 || this.mhz < this.mhzTarget) {
/*
* Try "throwing out" the effects of large anomalies, by moving the overall run start time up;
* ordinarily, this should only happen when the someone is using an external Debugger or some other
* tool or feature that is interfering with our overall execution.
*/
if (msRemainsThisRun < -1000) {
this.msStartRun -= msRemainsThisRun;
}
/*
* If the last burst took MORE time than we allotted (ie, it's taking more than 1 second to simulate
* nCyclesPerSecond), all we can do is yield for as little time as possible (ie, 0ms) and hope that the
* simulation is at least usable.
*/
msRemainsThisRun = 0;
}
/*
* Last but not least, update nCyclesRecalc, so that when runCPU() starts up again and calls calcStartTime(),
* it'll be ready to decide if calcCycles() should be called again.
*/
this.nCyclesRecalc += this.nCyclesThisRun;
if (DEBUG && this.messageEnabled(MessagesPDP10.LOG) && msRemainsThisRun) {
this.log("calcRemainingTime: " + msRemainsThisRun + "ms to sleep after " + this.msEndThisRun + "ms");
}
this.msEndThisRun += msRemainsThisRun;
return msRemainsThisRun;
}
/**
* addTimer(callBack)
*
* Components that want to have timers that periodically fire after some number of milliseconds call
* addTimer() to create the timer, and then setTimer() every time they want to arm it. There is currently
* no removeTimer() because these are generally used for the entire lifetime of a component.
*
* Internally, each timer entry is a preallocated Array with two entries: a cycle countdown in element [0]
* and a callback function in element [1]. A timer is initially dormant; dormant timers have a countdown
* value of -1 (although any negative number will suffice) and active timers have a non-negative value.
*
* Why not use JavaScript's setTimeout() instead? Good question. For a good answer, see setTimer() below.
*
* TODO: Consider making the addTimer() and setTimer() interfaces more like the addIRQ() and setIRQ()
* interfaces (which return the underlying object instead of an array index) and maintaining a separate list
* of active timers, in order of highest to lowest cycle countdown values, as this could speed up
* getBurstCycles() and updateTimers() functions ever so slightly.
*
* @this {CPUPDP10}
* @param {function()} callBack
* @return {number} timer index
*/
addTimer(callBack)
{
var iTimer = this.aTimers.length;
this.aTimers.push([-1, callBack]);
return iTimer;
}
/**
* setTimer(iTimer, ms, fReset)
*
* Using the timer index from a previous addTimer() call, this sets that timer to fire after the
* specified number of milliseconds.
*
* This is preferred over JavaScript's setTimeout(), because all our timers are effectively paused when
* the CPU is paused (eg, when the Debugger halts execution). Moreover, setTimeout() handlers only run after
* runCPU() yields, which is far too granular for some components (eg, when the SerialPort tries to simulate
* interrupts at 9600 baud).
*
* Ideally, the only function that would use setTimeout() is runCPU(), while the rest of the components
* use setTimer(); however, due to legacy code (ie, code that predates these functions) and/or laziness,
* that may not be the case.
*
* @this {CPUPDP10}
* @param {number} iTimer
* @param {number} ms (converted into a cycle countdown internally)
* @param {boolean} [fReset] (true if the timer should be reset even if already armed)
* @return {number} (number of cycles used to arm timer, or -1 if error)
*/
setTimer(iTimer, ms, fReset)
{
var nCycles = -1;
if (iTimer >= 0 && iTimer < this.aTimers.length) {
if (fReset || this.aTimers[iTimer][0] < 0) {
nCycles = this.getMSCycles(ms);
/*
* We must now confront the following problem: if the CPU is currently executing a burst of cycles,
* the number of cycles it has executed in that burst so far must NOT be charged against the cycle
* timeout we're about to set. The simplest way to resolve that is to immediately call endBurst()
* and bias the cycle timeout by the number of cycles that the burst executed.
*/
if (this.flags.running) {
nCycles += this.endBurst();
}
this.aTimers[iTimer][0] = nCycles;
}
}
return nCycles;
}
/**
* getMSCycles(ms)
*
* @this {CPUPDP10}
* @param {number} ms
* @return {number} number of corresponding cycles
*/
getMSCycles(ms)
{
return ((this.nCyclesPerSecond * this.nCyclesMultiplier) / 1000 * ms)|0;
}
/**
* getBurstCycles(nCycles)
*
* Used by runCPU() to get min(nCycles,[timer cycle counts])
*
* @this {CPUPDP10}
* @param {number} nCycles (number of cycles about to execute)
* @return {number} (either nCycles or less if a timer needs to fire)
*/
getBurstCycles(nCycles)
{
for (var i = this.aTimers.length - 1; i >= 0; i--) {
var timer = this.aTimers[i];
this.assert(!isNaN(timer[0]));
if (timer[0] < 0) continue;
if (nCycles > timer[0]) {
nCycles = timer[0];
}
}
return nCycles;
}
/**
* saveTimers()
*
* @this {CPUPDP10}
* @return {Array.<number>}
*/
saveTimers()
{
var aTimerCycles = [];
for (var i = 0; i < this.aTimers.length; i++) {
var timer = this.aTimers[i];
aTimerCycles.push(timer[0]);
}
return aTimerCycles;
}
/**
* restoreTimers(aTimerCycles)
*
* @this {CPUPDP10}
* @param {Array.<number>} aTimerCycles
*/
restoreTimers(aTimerCycles)
{
this.assert(aTimerCycles.length === this.aTimers.length);
for (var i = 0; i < this.aTimers.length && i < aTimerCycles.length; i++) {
var timer = this.aTimers[i];
timer[0] = aTimerCycles[i];
}
}
/**
* updateTimers(nCycles)
*
* Used by runCPU() to reduce all active timer countdown values by the number of cycles just executed;
* this is the function that actually "fires" any timer(s) whose countdown has reached (or dropped below)
* zero, invoking their callback function.