/** * @fileoverview Controls the PDP-11 CPU component. * @author Jeff Parsons * @copyright © Jeff Parsons 2012-2017 * * This file is part of PCjs, a computer emulation software project at . * * 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 . * * 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 * . * * 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 (NODE) { var Str = require("../../shared/lib/strlib"); var Component = require("../../shared/lib/component"); var MessagesPDP11 = require("./messages"); } class CPUPDP11 extends Component { /** * CPUPDP11(parmsCPU, nCyclesDefault) * * The CPUPDP11 class supports the following (parmsCPU) properties: * * cycles: the machine's base cycles per second; the CPUStatePDP11 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 CPUStatePDP11 component, where the simulation control logic resides. * * @param {Object} parmsCPU * @param {number} nCyclesDefault */ constructor(parmsCPU, nCyclesDefault) { super("CPU", parmsCPU, MessagesPDP11.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 {CPUPDP11} * @param {ComputerPDP11} cmp * @param {BusPDP11} bus * @param {CPUPDP11} cpu * @param {DebuggerPDP11} dbg */ initBus(cmp, bus, cpu, dbg) { this.cmp = cmp; this.bus = bus; this.dbg = dbg; this.panel = cmp.panel; for (var i = 0; i < CPUPDP11.BUTTONS.length; i++) { var control = this.bindings[CPUPDP11.BUTTONS[i]]; if (control) this.cmp.setBinding(null, CPUPDP11.BUTTONS[i], control); } this.setReady(); } /** * reset() * * Stub for reset notification (overridden by the CPUStatePDP11 component). * * @this {CPUPDP11} */ reset() { } /** * save() * * Stub for save support (overridden by the CPUStatePDP11 component). * * @this {CPUPDP11} * @return {Object|null} */ save() { return null; } /** * restore(data) * * Stub for restore support (overridden by the CPUStatePDP11 component). * * @this {CPUPDP11} * @param {Object} data * @return {boolean} true if restore successful, false if not */ restore(data) { return false; } /** * powerUp(data, fRepower) * * @this {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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. */ return this.startCPU(); } return false; } /** * isPowered() * * @this {CPUPDP11} * @return {boolean} */ isPowered() { if (!this.flags.powered) { this.println(this.toString() + " not powered"); return false; } return true; } /** * isRunning() * * @this {CPUPDP11} * @return {boolean} */ isRunning() { return this.flags.running; } /** * getChecksum() * * This will be implemented by the CPUStatePDP11 component. * * @this {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} */ displayChecksum() { this.println(this.getCycles() + " cycles: " + "checksum=" + Str.toHex(this.nChecksum)); } /** * setBinding(sType, sBinding, control, sValue) * * @this {CPUPDP11} * @param {string|null} sType 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 {Object} 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(sType, 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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 / CPUPDP11.YIELDS_PER_SECOND); this.nCyclesPerYield = Math.floor(this.nCyclesPerSecond / CPUPDP11.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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} */ 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 {CPUPDP11} * @return {number} the current speed multiplier */ getSpeed() { return this.nCyclesMultiplier; } /** * getSpeedCurrent() * * @this {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} */ 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 {CPUPDP11} * @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(MessagesPDP11.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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @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 {CPUPDP11} * @return {Array.} */ 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 {CPUPDP11} * @param {Array.} 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. * * @this {CPUPDP11} * @param {number} nCycles (number of cycles actually executed) */ updateTimers(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; timer[0] -= nCycles; if (timer[0] <= 0) { timer[0] = -1; // zero is technically an "active" value, so ensure the timer is dormant now timer[1](); // safe to invoke the callback function now } } } /** * endBurst(fReset) * * @this {CPUPDP11} * @param {boolean} [fReset] * @return {number} (number of cycles executed in the most recent burst) */ endBurst(fReset) { var nCycles = this.nBurstCycles -= this.nStepCycles; /* * In addition to zeroing nStepCycles, it's important that we also zero nSnapCycles, because if a CPU * burst is being ended after nStepCycles has been "snapped" (because a certain opcode has an unusual timing * calculation that must be based on a "snapped" cycle count rather the opcode's starting cycle count), we * could inadvertently undo the endBurst() if the original "snapped" value was used to update nStepCycles. */ this.nStepCycles = this.nSnapCycles = 0; if (fReset) this.nBurstCycles = 0; return nCycles; } /** * runCPU() * * @this {CPUPDP11} */ runCPU() { if (!this.flags.running) return; /* * calcStartTime() initializes the cycle counter and timestamp for this runCPU() invocation, and optionally * recalculates the the maximum number of cycles for each burst if the nCyclesRecalc threshold has been reached. */ this.calcStartTime(); try { do { /* * nCycles is how many cycles we WANT to run on each iteration of stepCPU(), and may be as * HIGH as nCyclesPerYield, but it may be significantly less. getBurstCycles() will adjust * nCycles downward if any CPU timers need to fire during the next burst. */ var nCycles = this.getBurstCycles(this.flags.checksum? 1 : this.nCyclesPerYield); /* * Execute the burst. */ try { this.stepCPU(nCycles); } catch(exception) { /* * We assume that any numeric exception was explicitly thrown by the CPU to interrupt the * current instruction (and by extension, the current burst, but not the current run). All * other exceptions are re-thrown to the catch below, which will attempt a stack dump. */ if (typeof exception != "number") throw exception; } /* * Terminate the burst, returning the number of cycles that stepCPU() actually ran. */ nCycles = this.endBurst(true); /* * Add nCycles to nCyclesThisRun, as well as nRunCycles (the cycle count since the CPU started). */ this.nCyclesThisRun += nCycles; this.nRunCycles += nCycles; this.updateChecksum(nCycles); /* * Update any/all timers, firing those whose cycle countdowns have reached (or dropped below) zero. */ this.updateTimers(nCycles); this.nCyclesNextYield -= nCycles; if (this.nCyclesNextYield <= 0) { this.nCyclesNextYield += this.nCyclesPerYield; if (++this.nYieldsSinceStatusUpdate >= CPUPDP11.YIELDS_PER_STATUS) { this.updateDisplays(); this.nYieldsSinceStatusUpdate = 0; } break; } } while (this.flags.running); } catch (e) { this.stopCPU(); if (this.cmp) this.cmp.stop(Component.getTime(), this.getCycles()); this.setError(e.stack || e.message); return; } if (this.flags.running) setTimeout(this.onRunTimeout, this.calcRemainingTime()); } /** * startCPU(fUpdateFocus) * * For use by any component that wants to start the CPU. * * @param {boolean} [fUpdateFocus] * @return {boolean} */ startCPU(fUpdateFocus) { if (this.isError()) { return false; } if (this.flags.running) { this.println(this.toString() + " busy"); return false; } /* * setSpeed() without a speed parameter leaves the selected speed in place, but also resets the * cycle counter and timestamp for the current series of runCPU() calls, calculates the maximum number * of cycles for each burst based on the last known effective CPU speed, and resets the nCyclesRecalc * threshold counter. */ this.setSpeed(); this.flags.running = true; this.flags.starting = true; var controlRun = this.bindings["run"]; if (controlRun) controlRun.textContent = "Halt"; if (this.cmp) { if (fUpdateFocus) this.cmp.setFocus(true); this.cmp.start(this.msStartRun, this.getCycles()); } if (!this.dbg) this.status("Started"); setTimeout(this.onRunTimeout, 0); return true; } /** * stepCPU(nMinCycles) * * This will be implemented by the CPUStatePDP11 component. * * @this {CPUPDP11} * @param {number} nMinCycles (0 implies a single-step, and therefore breakpoints should be ignored) * @return {number} of cycles executed; 0 indicates that the last instruction was not executed */ stepCPU(nMinCycles) { return 0; } /** * stopCPU(fComplete) * * For use by any component that wants to stop the CPU. * * This similar to yieldCPU(), but it doesn't need to zero nCyclesNextYield to break out of runCPU(); * it simply needs to clear fRunning (well, "simply" may be oversimplifying a bit....) * * @this {CPUPDP11} * @param {boolean} [fComplete] * @return {boolean} true if the CPU was stopped, false if it was already stopped */ stopCPU(fComplete) { var fStopped = false; if (this.flags.running) { this.endBurst(); this.addCycles(this.nRunCycles); this.nRunCycles = 0; this.flags.running = false; var controlRun = this.bindings["run"]; if (controlRun) controlRun.textContent = "Run"; if (this.cmp) { this.cmp.stop(Component.getTime(), this.getCycles()); } fStopped = true; if (!this.dbg) this.status("Stopped"); } this.flags.complete = fComplete; return fStopped; } /** * yieldCPU() * * Similar to stopCPU() with regard to how it resets various cycle countdown values, but the CPU * remains in a "running" state. * * @this {CPUPDP11} */ yieldCPU() { this.endBurst(); // this will break us out of stepCPU() this.nCyclesNextYield = 0; // this will break us out of runCPU(), once we break out of stepCPU() /* * The Debugger calls yieldCPU() after every message() to ensure browser responsiveness, but it looks * odd for those messages to show CPU state changes if the Control Panel, Video display, etc, does not, * so I've added this call to try to keep things looking synchronized. */ this.updateDisplays(); } } /* * Constants that control the frequency at which various updates should occur. * * These values do NOT control the simulation directly. Instead, they are used by * calcCycles(), which uses the nCyclesPerSecond passed to the constructor as a starting * point and computes the following variables: * * this.nCyclesPerYield: (this.nCyclesPerSecond / CPUPDP11.YIELDS_PER_SECOND) * * The above variables are also multiplied by any cycle multiplier in effect, via setSpeed(), * and then they're used to initialize another set of variables for each runCPU() iteration: * * this.nCyclesNextYield: this.nCyclesPerYield */ CPUPDP11.YIELDS_PER_SECOND = 30; // just a gut feeling for the MINIMUM number of yields per second CPUPDP11.YIELDS_PER_STATUS = 15; // every 15 yields (ie, twice per second), perform CPU status updates CPUPDP11.BUTTONS = ["power", "reset"]; if (NODE) module.exports = CPUPDP11;