============================= 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.