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