Add a viola embedding audit

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Jared Miller 2026-02-08 23:49:15 -05:00
parent 64dcd8d6e4
commit 61dd321b86
Signed by: shmup
GPG key ID: 22B5C6D66A38B06C

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=============================
viola embedding audit — Z-machine interpreter feasibility
=============================
viola is a Python Z-machine interpreter being evaluated for embedding in mudlib
to run interactive fiction games over telnet. this audit covers architecture,
isolation requirements, and modification paths.
1. global state — fork-level entangled
=======================================
13 of 18 modules in zcode/ have mutable module-level globals.
critical three:
- game.py — PC, callstack, currentframe, undolist, interruptstack. modified by
20+ functions across multiple modules via global declarations
- memory.py — data (entire Z-machine memory as a bytearray). read/written by
nearly every module
- screen.py — currentWindow, zwindow list, color spectrum dict. all mutated at
runtime
every module does ``import zcode`` then accesses ``zcode.game.PC``,
``zcode.memory.data``, etc. hardcoded module-level lookups, not
dependency-injected. state mutation touches 1000+ function calls.
wrapping in a class would require threading a state parameter through the
entire codebase. process-level isolation (subprocess per game) is the realistic
path for concurrent games.
2. pygame boundary — clean
===========================
zero pygame imports in zcode/. architecture uses adapter pattern:
- zcode/ imports only vio.zcode as io (aliased)
- vio/zcode.py contains ALL pygame calls (1044 lines)
- dependency is unidirectional — vio.zcode never imports from zcode/
- zcode/ extends io classes via inheritance (window, font, sound channels)
can swap vio/zcode.py for a telnet IO adapter without touching VM core.
3. error paths — server-hostile
================================
8+ locations call sys.exit() directly:
- memory out-of-bounds (5 locations in memory.py)
- invalid opcode (opcodes.py)
- division by zero (numbers.py)
- corrupt story file (viola.py)
fatal path: ``zcode.error.fatal()`` -> ``sys.exit()``. not catchable exceptions.
fix: patch error.fatal() to raise a custom exception instead.
4. version coverage — V1-V5 solid, V6 partial, V7-V8 theoretical
=================================================================
- V1-V5: all opcodes implemented. most IF games are V3 or V5.
- V6: graphics framework exists but 3 opcodes marked "unfinished"
- V7-V8: supported at memory/opcode level but likely never tested
- no test suite in the repo
for a MUD, V3 and V5 cover Zork, Curses, Anchorhead, etc.
5. input model — moderate-to-hard adapter needed
=================================================
line input (READ):
easy — maps naturally to telnet line mode
single char (READ_CHAR):
hard — needs raw telnet mode or buffering
timed input:
hard — needs async server-side timer
mouse input:
impossible — stub it
arrow/function keys:
moderate — parse ANSI escape sequences
pygame is hardwired with no abstraction layer. need to create a TelnetInput
class implementing the same interface as vio.zcode.input. interface surface is
small: getinput, starttimer, stoptimer.
6. step execution mode — moderate refactor, feasible
=====================================================
main loop in routines.py:60 is clean::
while not quit and not restart:
check interrupts -> decode(PC) -> runops(oldpc)
one instruction = decode + execute. only blocking call is pygame.event.wait()
at bottom of input stack. natural yield points are input requests.
execute_one() API achievable by:
1. making IO non-blocking
2. converting z_read()'s inner while loop to a state machine
3. unwrapping recursive interrupt_call() -> execloop() pattern
7. memory/cleanup — will leak, fixable
=======================================
unbounded growth:
- undo stack (game.py:23) — each undo saves full memory copy (MBs). never
cleared.
- command history (input.py:22) — every input appended forever
- static routine cache (routines.py:30) — never cleared
- static word cache (memory.py:108) — never cleared
- object caches (objects.py:18-26) — 4 dicts, never purged
estimate: 10-100+ MB/hour depending on undo usage. fixable by adding cleanup
calls to restart/setup path.
8. IFIFF submodule — quetzal is independent
============================================
- quetzal (saves) and blorb (multimedia) are architecturally separate
- zcode/game.py imports only quetzal — no blorb references in save/restore
- quetzal API: qdata(), save(), restore()
- pure stdlib, no external deps
- can cherry-pick quetzal.py without pulling in blorb
priority for upstream PRs
==========================
1. patch error.fatal() to raise instead of sys.exit() — small effort, unblocks
server use
2. add cleanup hooks for caches/undo on restart — small effort, fixes memory
leaks
3. create IO abstraction interface — medium effort, enables telnet adapter
4. step execution mode (execute_one()) — medium effort, enables async embedding
5. extract quetzal as standalone — small effort, clean dependency
pragmatic path
==============
the global state issue is bypassed with subprocess isolation (one Python
process per game). fine for a MUD with less than 100 concurrent players.
process-per-game sidesteps the entire global state refactor.