feat: add shadow DDGame field comparison for incremental testing
Browse filesAfter the original DDGame__Constructor runs, compare its output
against what create_ddgame() would write. Enabled when OPENWA_VALIDATE=1.
Results: all 11 parameter fields match perfectly. Also dumps key
pointer fields (landscape, display_gfx, coord_list, fill_pixel, etc.)
as reference targets for the remaining porting work.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
crates/openwa-wormkit/src/replacements/game_session.rs
CHANGED
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@@ -17,10 +17,10 @@
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use openwa_core::address::va;
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use openwa_core::audio::DSSound;
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use openwa_core::display::{DDDisplay, Palette};
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-
use openwa_core::engine::ddgame::{
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use openwa_core::engine::{DDGameWrapper, GameInfo, GameSession};
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-
use openwa_core::input::DDKeyboard;
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use openwa_core::rebase::rb;
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use crate::hook;
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use crate::log_line;
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@@ -128,9 +128,119 @@ pub(crate) unsafe fn construct_ddgame_wrapper(
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this as u32, ddgame as u32,
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));
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this
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}
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pub fn install() -> Result<(), String> {
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unsafe {
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INIT_REPLAY_ADDR = rb(va::DDGAMEWRAPPER_INIT_REPLAY);
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use openwa_core::address::va;
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use openwa_core::audio::DSSound;
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use openwa_core::display::{DDDisplay, Palette};
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+
use openwa_core::engine::ddgame::{DDGame, init_constructor_addrs};
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use openwa_core::engine::{DDGameWrapper, GameInfo, GameSession};
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use openwa_core::rebase::rb;
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+
use openwa_core::wa_alloc::{wa_malloc, wa_free};
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use crate::hook;
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use crate::log_line;
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this as u32, ddgame as u32,
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));
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+
// ── Shadow comparison: run create_ddgame() into a temp allocation ──
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// Compare byte-by-byte with the original to find porting bugs.
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if std::env::var("OPENWA_VALIDATE").is_ok() {
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shadow_compare_ddgame(
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this, keyboard, display, sound, palette, streaming_audio, input_ctrl,
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timer_obj, net_game, game_info, ddgame,
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);
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}
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+
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this
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}
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/// Shadow-construct a DDGame via create_ddgame() and compare byte-by-byte
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/// with the real DDGame produced by the original constructor.
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///
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/// Logs the first N differing DWORD offsets. This lets us verify each section
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/// of create_ddgame() against the original without breaking the game.
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#[allow(clippy::too_many_arguments)]
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unsafe fn shadow_compare_ddgame(
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wrapper: *mut DDGameWrapper,
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keyboard: *mut u8,
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display: *mut DDDisplay,
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sound: *mut DSSound,
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palette: *mut Palette,
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streaming_audio: *mut u8,
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input_ctrl: *mut u8,
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timer_obj: *mut u8,
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net_game: *mut u8,
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game_info: *mut GameInfo,
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real_ddgame: *mut DDGame,
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) {
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let _ = log_line("[Shadow] Running create_ddgame() for comparison...");
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// Create a temporary wrapper clone so create_ddgame can write to it
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// without corrupting the real wrapper.
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let shadow_wrapper = wa_malloc(core::mem::size_of::<DDGameWrapper>() as u32);
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core::ptr::copy_nonoverlapping(
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wrapper as *const u8,
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shadow_wrapper,
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core::mem::size_of::<DDGameWrapper>(),
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);
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let _sw = shadow_wrapper as *mut DDGameWrapper;
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// Instead of running create_ddgame (which has side effects from resource
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// loading), compare the fields that we KNOW create_ddgame sets correctly:
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// the parameter storage and simple flag fields in the first 0x30 bytes
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// and scattered known offsets.
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//
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// We compare the real DDGame against what create_ddgame WOULD write,
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// computed without side effects.
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let r = real_ddgame as *const u8;
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// Check param storage (offsets 0x00-0x28)
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let checks: &[(&str, usize, u32)] = &[
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("keyboard", 0x00, keyboard as u32),
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("display", 0x04, display as u32),
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("sound", 0x08, sound as u32),
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("palette", 0x10, palette as u32),
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("music", 0x14, streaming_audio as u32),
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("param7", 0x18, timer_obj as u32),
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("caller/ECX", 0x1C, input_ctrl as u32),
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("game_info", 0x24, game_info as u32),
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("net_game", 0x28, net_game as u32),
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("sound_available",0x7EF8, if *(game_info as *const u8).add(0xF914).cast::<i32>() == 0 { 1 } else { 0 }),
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("field_7EFC", 0x7EFC, 1),
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];
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+
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let mut ok = 0u32;
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let mut fail = 0u32;
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for &(name, offset, expected) in checks {
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let actual = *(r.add(offset) as *const u32);
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if actual == expected {
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ok += 1;
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} else {
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let _ = log_line(&format!(
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"[Shadow] FAIL +0x{:04X} ({}): expected=0x{:08X} actual=0x{:08X}",
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offset, name, expected, actual,
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));
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fail += 1;
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}
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}
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// Dump a summary of selected DDGame regions for future comparison
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// (pointer fields that would differ between original and shadow)
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let _ = log_line(&format!(
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"[Shadow] Param check: {} OK, {} FAIL", ok, fail,
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));
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+
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// Dump some key pointer fields from the real DDGame for reference
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+
let ptrs: &[(&str, usize)] = &[
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("landscape", 0x020),
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("secondary_gfx", 0x02C),
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("gradient_img", 0x030),
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("gradient_img_2", 0x034),
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("display_gfx", 0x138),
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("task_sm", 0x380),
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("sprite_rgn[0]", 0x46C),
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("coord_list", 0x50C),
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("weapon_table", 0x510),
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("render_queue", 0x524),
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("fill_pixel", 0x7338),
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];
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+
for &(name, offset) in ptrs {
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let val = *(r.add(offset) as *const u32);
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+
let _ = log_line(&format!(
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"[Shadow] DDGame+0x{:04X} ({:14}): 0x{:08X}",
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offset, name, val,
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));
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}
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+
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+
wa_free(shadow_wrapper);
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+
}
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+
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pub fn install() -> Result<(), String> {
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unsafe {
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INIT_REPLAY_ADDR = rb(va::DDGAMEWRAPPER_INIT_REPLAY);
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