pcjs/modules/pcjs/lib/state.js

397 lines
13 KiB
JavaScript

/**
* @fileoverview The State class used by C1Pjs and PCjs.
* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
* @version 1.0
* Created 2012-May-14
*
* Copyright © 2012-2016 Jeff Parsons <Jeff@pcjs.org>
*
* This file is part of PCjs, which is part of the JavaScript Machines Project (aka JSMachines)
* at <http://jsmachines.net/> and <http://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 source code file of every
* copy or modified version of this work, and to display that copyright notice on every screen
* that loads or runs any version of this software (see Computer.COPYRIGHT).
*
* 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 the
* PCjs program 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 web = require("./../../shared/lib/weblib");
var Component = require("./../../shared/lib/component");
var Messages = require("./messages");
}
/**
* State(component, sVersion, sSuffix)
*
* State objects are used by components to save/restore their state.
*
* During a save operation, components add data to a State object via set(),
* and then return the resulting data using data().
*
* During a restore operation, the Computer component passes the results of each
* data() call back to the originating component.
*
* WARNING: Since State objects are low-level objects that have no UI requirements,
* they do not inherit from the Component class, so you should only use class methods
* of Component, such as Component.assert(), or Debugger methods if the Debugger
* is available.
*
* @constructor
* @param {Component} component
* @param {string} [sVersion] is used to append a major version number to the key
* @param {string} [sSuffix] is used to append any additional suffixes to the key
*/
function State(component, sVersion, sSuffix) {
this.id = component.id;
this.key = State.key(component, sVersion, sSuffix);
this.dbg = component.dbg;
this.unload(component.parms);
}
/**
* State.key(component, sVersion, sSuffix)
*
* This encapsulates the key generation code.
*
* @param {Component} component
* @param {string} [sVersion] is used to append a major version number to the key
* @param {string} [sSuffix] is used to append any additional suffixes to the key
* @return {string} key
*/
State.key = function(component, sVersion, sSuffix) {
var key = component.id;
if (sVersion) {
var i = sVersion.indexOf('.');
if (i > 0) key += ".v" + sVersion.substr(0, i);
}
if (sSuffix) {
key += "." + sSuffix;
}
return key;
};
/**
* State.compress(aSrc)
*
* @param {Array.<number>|null} aSrc
* @return {Array.<number>|null} is either the original array (aSrc), or a smaller array of "count, value" pairs (aComp)
*/
State.compress = function(aSrc) {
if (aSrc) {
var iSrc = 0;
var iComp = 0;
var aComp = [];
while (iSrc < aSrc.length) {
var n = aSrc[iSrc];
Component.assert(n !== undefined);
var iCompare = iSrc + 1;
while (iCompare < aSrc.length && aSrc[iCompare] === n) iCompare++;
aComp[iComp++] = iCompare - iSrc;
aComp[iComp++] = n;
iSrc = iCompare;
}
if (aComp.length < aSrc.length) return aComp;
}
return aSrc;
};
/**
* State.decompress(aComp)
*
* @param {Array.<number>} aComp
* @param {number} nLength is expected length of decompressed data
* @return {Array.<number>}
*/
State.decompress = function(aComp, nLength) {
var iDst = 0;
var aDst = new Array(nLength);
var iComp = 0;
while (iComp < aComp.length - 1) {
var c = aComp[iComp++];
var n = aComp[iComp++];
while (c--) {
aDst[iDst++] = n;
}
}
Component.assert(aDst.length == nLength);
return aDst;
};
/**
* State.compressEvenOdd(aSrc)
*
* This is a very simple variation on compress() that compresses all the EVEN elements of aSrc first,
* followed by all the ODD elements. This tends to work better on EGA video memory, because when odd/even
* addressing is enabled (eg, for text modes), the DWORD values tend to alternate, which is the worst case
* for compress(), but the best case for compressEvenOdd().
*
* One wrinkle we support: if the first element is uninitialized, then we assume the entire array is undefined,
* and return an empty compressed array. Conversely, decompressEvenOdd() will take an empty compressed array
* and return an uninitialized array.
*
* @param {Array.<number>|null} aSrc
* @return {Array.<number>|null} is either the original array (aSrc), or a smaller array of "count, value" pairs (aComp)
*/
State.compressEvenOdd = function(aSrc) {
if (aSrc) {
var iComp = 0, aComp = [];
if (aSrc[0] !== undefined) {
for (var off = 0; off < 2; off++) {
var iSrc = off;
while (iSrc < aSrc.length) {
var n = aSrc[iSrc];
var iCompare = iSrc + 2;
while (iCompare < aSrc.length && aSrc[iCompare] === n) iCompare += 2;
aComp[iComp++] = (iCompare - iSrc) >> 1;
aComp[iComp++] = n;
iSrc = iCompare;
}
}
}
if (aComp.length < aSrc.length) return aComp;
}
return aSrc;
};
/**
* State.decompressEvenOdd(aComp, nLength)
*
* This is the counterpart to compressEvenOdd(). Note that because there's nothing in the compressed sequence
* that differentiates a compress() sequence from a compressEvenOdd() sequence, you simply have to be consistent:
* if you used even/odd compression, then you must use even/odd decompression.
*
* @param {Array.<number>} aComp
* @param {number} nLength is expected length of decompressed data
* @return {Array.<number>}
*/
State.decompressEvenOdd = function(aComp, nLength) {
var iDst = 0;
var aDst = new Array(nLength);
var iComp = 0;
while (iComp < aComp.length - 1) {
var c = aComp[iComp++];
var n = aComp[iComp++];
while (c--) {
aDst[iDst] = n;
iDst += 2;
}
/*
* The output of a "count,value" pair will never exceed the end of the output array, so as soon as we reach it
* the first time, we know it's time to switch to ODD elements, and as soon as we reach it again, we should be
* done.
*/
Component.assert(iDst <= nLength || iComp == aComp.length);
if (iDst == nLength) iDst = 1;
}
Component.assert(aDst.length == nLength);
return aDst;
};
State.prototype = {
constructor: State,
/**
* set(id, data)
*
* @this {State}
* @param {number|string} id
* @param {Object|string} data
*/
set: function(id, data) {
try {
this[this.id][id] = data;
} catch(e) {
Component.log(e.message);
}
},
/**
* get(id)
*
* @this {State}
* @param {number|string} id
* @return {Object|string|null}
*/
get: function(id) {
return this[this.id][id] || null;
},
/**
* value()
*
* Use this instead of data() if you haven't called parse() yet.
*
* @this {State}
* @return {string}
*/
value: function() {
return this[this.id];
},
/**
* data()
*
* @this {State}
* @return {Object}
*/
data: function() {
return this[this.id];
},
/**
* load(s)
*
* WARNING: Make sure you follow this call with either a call to parse() or unload(),
* because any stringified data that we've loaded isn't usable until it's been parsed.
*
* @this {State}
* @param {Object|string|null} [s]
* @return {boolean} true if state exists in localStorage, false if not
*/
load: function(s) {
if (s) {
this[this.id] = s;
this.fLoaded = true;
return true;
}
if (this.fLoaded) {
/*
* This is assumed to be a redundant load().
*/
return true;
}
if (web.hasLocalStorage()) {
s = web.getLocalStorageItem(this.key);
if (s) {
this[this.id] = s;
this.fLoaded = true;
if (DEBUG) this.printString("localStorage(" + this.key + "): " + s.length + " bytes loaded");
return true;
}
}
return false;
},
/**
* parse()
*
* This completes the load() operation, by parsing what was loaded, on the assumption there
* might be some benefit to deferring parsing until we've given the user a chance to confirm.
* Otherwise, load() could have just as easily done this, too.
*
* @this {State}
* @return {boolean} true if successful, false if error
*/
parse: function() {
var fSuccess = true;
try {
this[this.id] = JSON.parse(this[this.id]);
} catch (e) {
Component.error(e.message || e);
fSuccess = false;
}
return fSuccess;
},
/**
* store()
*
* @this {State}
* @return {boolean} true if successful, false if error
*/
store: function() {
var fSuccess = true;
if (web.hasLocalStorage()) {
var s = JSON.stringify(this[this.id]);
if (web.setLocalStorageItem(this.key, s)) {
if (DEBUG) this.printString("localStorage(" + this.key + "): " + s.length + " bytes stored");
} else {
/*
* WARNING: Because browsers tend to disable all alerts() during an "unload" operation,
* it's unlikely anyone will ever see the "quota" errors that occur at this point. Need to
* think of some way to notify the user that there's a problem, and offer a way of cleaning
* up old states.
*/
Component.error("Unable to store " + s.length + " bytes in browser local storage");
fSuccess = false;
}
}
return fSuccess;
},
/**
* toString()
*
* We can't know whether this might be called before parse() or after parse(), so we check.
* If before, then this[this.id] will still be in string form; if after, it will be an Object.
*
* @this {State}
* @return {string} JSON-encoded state
*/
toString: function() {
var value = this[this.id];
return (typeof value == "string"? value : JSON.stringify(value));
},
/**
* unload(parms)
*
* This discards any data saved via set() or loaded via load(), creating an empty State object.
* Note that you have to follow this call with an explicit call to store() if you want to remove
* the state from localStorage as well.
*
* @this {State}
* @param {Object} [parms]
*/
unload: function(parms) {
this[this.id] = {};
if (parms) this.set("parms", parms);
this.fLoaded = false;
},
/**
* clear(fAll)
*
* This unloads the current state, and then clears ALL localStorage for the current machine,
* independent of version, to reduce the chance of orphaned states wasting part of our limited allocation.
*
* @this {State}
* @param {boolean} [fAll] true to unconditionally clear ALL localStorage for the current domain
*/
clear: function(fAll) {
this.unload();
var aKeys = web.getLocalStorageKeys();
for (var i = 0; i < aKeys.length; i++) {
var sKey = aKeys[i];
if (sKey && (fAll || sKey.substr(0, this.key.length) == this.key)) {
web.removeLocalStorageItem(sKey);
if (DEBUG) this.printString("localStorage(" + sKey + ") removed");
aKeys.splice(i, 1);
i = 0;
}
}
},
/**
* printString(s)
*
* @this {State}
* @param {string} s is any caller-defined string
*/
printString: function(s) {
if (DEBUG && DEBUGGER && this.dbg) {
if (this.dbg.messageEnabled(Messages.LOG)) {
this.dbg.message(s);
}
}
}
};
if (NODE) module.exports = State;