Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.
What's here:
- parser/ B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/ reverse-engineered format + the definitive VelociRender wire
protocol (from the original DIVISION source, matches our live
VPX node/action tables exactly).
- source-ref/ read-only copies of the original DIVISION C (BIZREAD.C,
DPLTYPES.H, DPL.H) that define the formats.
- patha/ the "virtual VelociRender board": vrboard.py (24-action protocol
server), vrview.py (numpy software rasterizer, the reference),
vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/ WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin real BTL4OPT arena wire captures (kept for offline renderer
testing/regression against OUR game).
.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).
Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
124 lines
4.9 KiB
Python
124 lines
4.9 KiB
Python
#!/usr/bin/env python3
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"""
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vrserver.py -- the board behind a socket. This is the endpoint the DOSBox-X C012
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I/O handler connects to (see CAPTURE.md). It speaks RAW link bytes:
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host -> board : the exact byte stream FLYK writes to port 0x151 (0x150 base)
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board -> host : reply bytes FLYK reads from port 0x150
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It logs every reassembled message and reply to a capture file, so a real FLYK boot
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produces an annotated transcript we can diff against the source-derived spec and use
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to pin the open items (readpixels layout, bit30 receive semantics).
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Boot handling: on a link RESET marker (control byte from the handler), the board
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re-arms and, per the source handshake, queues 3 iserver transactions so FLYK's
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startup_handshake() proceeds into the framed HSP/860/init traffic.
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python vrserver.py # listen on 127.0.0.1:8620, log to capture.log
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python vrserver.py --selftest # loopback test: replay a synthetic boot+scene
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"""
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import socket, struct, sys, threading, time
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from vrboard import VirtualBoard, Assembler, pack_iserver, A
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HOST, PORT = '127.0.0.1', 8620
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RESET_MARK = b'\x00RSET' # control frame the handler sends on a link reset strobe
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class BoardSession:
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def __init__(self, log):
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self.board = VirtualBoard()
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self.asm = Assembler()
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self.out = bytearray() # board->host bytes waiting to be read
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self.log = log
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self.seq = 0
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def on_reset(self):
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self._emit("RESET (link re-armed; queuing 3 iserver handshake txns)")
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self.out.clear()
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# source: C-runtime does 3 iserver transactions before the host proceeds
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for _ in range(3):
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self.out += pack_iserver(2, b'\x20\x00\x00') # getenv-shaped stub
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self.board.log.clear()
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def feed(self, data):
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"""Consume host->board bytes; return board->host bytes to send back."""
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if not data:
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return b''
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self.asm.feed(data)
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for msg in self.asm:
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self.board.log.clear()
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reply = self.board.handle(msg)
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for line in self.board.log:
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self._emit(" " + line)
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self._emit(f"MSG {msg!r}")
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if reply:
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self.out += reply
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act = struct.unpack_from('<II', reply, 0)[1]
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self._emit(f" reply {A(act).name} ({len(reply)}B on wire)")
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take = bytes(self.out); self.out.clear()
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return take
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def _emit(self, s):
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self.seq += 1
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line = f"[{self.seq:5}] {s}"
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self.log.write(line + "\n"); self.log.flush()
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def serve(logpath="capture.log"):
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log = open(logpath, "w")
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srv = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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srv.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
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srv.bind((HOST, PORT)); srv.listen(1)
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print(f"vrserver listening on {HOST}:{PORT}, logging to {logpath}")
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while True:
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conn, addr = srv.accept()
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sess = BoardSession(log)
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with conn:
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buf = b''
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while True:
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data = conn.recv(4096)
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if not data:
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break
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# split off any RESET control frames (handler-injected)
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while RESET_MARK in data:
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i = data.index(RESET_MARK)
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pre, data = data[:i], data[i+len(RESET_MARK):]
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if pre: conn.sendall(sess.feed(pre))
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sess.on_reset()
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conn.sendall(bytes(sess.out)); sess.out.clear()
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out = sess.feed(data)
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if out: conn.sendall(out)
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# ---- loopback self-test: a synthetic 'FLYK' that boots + builds a scene ----
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def _selftest():
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log = open("selftest_capture.log", "w")
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sess = BoardSession(log)
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got = bytearray()
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# simulate: reset -> (board queues 3 iserver) -> host would service them ->
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# then framed boot/init/scene traffic
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sess.on_reset()
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assert len(sess.out) > 0, "reset should queue handshake bytes"
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sess.out.clear()
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from vrboard import pack_vr
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stream = pack_vr(A.code860, b'\x00'*40)
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stream += pack_vr(A.init, b'video=svga|\n\x00')
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stream += pack_vr(A.create, struct.pack('<I', 6))
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stream += pack_vr(A.draw_scene, struct.pack('<I', 1))
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# feed in two arbitrary chunks to exercise the partial-message reassembly
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got += sess.feed(stream[:7])
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got += sess.feed(stream[7:])
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# board should have replied to init, create, draw_scene (3 replies)
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asm = Assembler(); asm.feed(bytes(got))
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replies = [m for m in asm]
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names = [A(m.action).name for m in replies if not m.iserver]
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print("replies decoded from board->host stream:", names)
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assert names == ['init', 'create', 'draw_scene'], names
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assert sess.board.frames == 1
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log.close()
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print("OK: socket board reassembles chunked input, boots, and replies correctly.")
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print(" (see selftest_capture.log for the annotated transcript)")
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if __name__ == '__main__':
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if '--selftest' in sys.argv:
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_selftest()
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else:
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serve()
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