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#![forbid(unsafe_code)]
//! Degradation cascade: conformal guard → budget controller → widget priority.
//!
//! Orchestrates the flow from conformal frame guard risk detection through
//! budget degradation to widget-level rendering decisions. Tracks recovery
//! and emits structured evidence at each decision point.
//!
//! # Cascade Flow
//!
//! ```text
//! ┌─────────────────────┐
//! │ ConformalFrameGuard │ p99 exceeds budget?
//! └─────────┬───────────┘
//! │ yes
//! ▼
//! ┌─────────────────────┐
//! │ Budget Degrade │ next degradation level
//! └─────────┬───────────┘
//! │
//! ▼
//! ┌─────────────────────┐
//! │ Widget Filter │ skip non-essential at EssentialOnly+
//! └─────────────────────┘
//!
//! Recovery: N consecutive within-budget frames → upgrade one level
//! ```
//!
//! # Evidence
//!
//! Every cascade decision emits a JSONL evidence entry with:
//! - Guard state and prediction
//! - Degradation level transition
//! - Recovery progress
//! - Nonconformity summary
use ftui_render::budget::DegradationLevel;
use crate::conformal_frame_guard::{
ConformalFrameGuard, ConformalFrameGuardConfig, GuardState, P99Prediction,
};
use crate::conformal_predictor::BucketKey;
/// Configuration for the degradation cascade.
#[derive(Debug, Clone)]
pub struct CascadeConfig {
/// Conformal frame guard configuration.
pub guard: ConformalFrameGuardConfig,
/// Consecutive within-budget frames required before upgrading (recovery).
/// Default: 10.
pub recovery_threshold: u32,
/// Maximum degradation level the cascade is allowed to reach.
/// Default: `DegradationLevel::SkipFrame` (no limit).
pub max_degradation: DegradationLevel,
/// Minimum degradation level to use when the guard triggers.
/// If the current level is below this, jump directly to it.
/// Default: `DegradationLevel::SimpleBorders` (gradual).
pub min_trigger_level: DegradationLevel,
/// Minimum quality floor: the cascade will never degrade past this level.
///
/// Default: `DegradationLevel::SimpleBorders` — preserves readable text
/// content, preventing escalation to `EssentialOnly`, `Skeleton`, or
/// `SkipFrame` after transient focus/resize spikes.
///
/// This is distinct from `max_degradation` which caps the absolute worst
/// level. The floor is a safety net that prevents content-suppressing
/// degradation regardless of how bad the frame budget looks.
pub degradation_floor: DegradationLevel,
}
impl Default for CascadeConfig {
fn default() -> Self {
Self {
guard: ConformalFrameGuardConfig::default(),
recovery_threshold: 10,
max_degradation: DegradationLevel::SkipFrame,
min_trigger_level: DegradationLevel::SimpleBorders,
degradation_floor: DegradationLevel::SimpleBorders,
}
}
}
/// Decision made by the cascade for a single frame.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum CascadeDecision {
/// No action needed; rendering proceeds at current level.
Hold,
/// Degrade: reduce visual fidelity one (or more) levels.
Degrade,
/// Recover: restore visual fidelity one level after sustained good frames.
Recover,
}
impl CascadeDecision {
/// Stable string for JSONL logging.
pub fn as_str(self) -> &'static str {
match self {
Self::Hold => "hold",
Self::Degrade => "degrade",
Self::Recover => "recover",
}
}
}
/// Evidence record emitted for each cascade decision.
#[derive(Debug, Clone)]
pub struct CascadeEvidence {
/// Frame index within the run.
pub frame_idx: u64,
/// Decision taken.
pub decision: CascadeDecision,
/// Degradation level before this frame.
pub level_before: DegradationLevel,
/// Degradation level after this frame.
pub level_after: DegradationLevel,
/// Guard state.
pub guard_state: GuardState,
/// Consecutive within-budget frame count.
pub recovery_streak: u32,
/// Recovery threshold.
pub recovery_threshold: u32,
/// Frame time in µs (observed).
pub frame_time_us: f64,
/// Budget in µs.
pub budget_us: f64,
/// P99 prediction (if available).
pub prediction: Option<P99Prediction>,
}
impl CascadeEvidence {
/// Format as a JSONL line.
#[must_use]
pub fn to_jsonl(&self) -> String {
let pred_fields = self
.prediction
.as_ref()
.map(|p| {
format!(
r#","p99_upper_us":{:.1},"p99_exceeds":{},"p99_fallback_level":{},"p99_calibration_size":{},"p99_interval_width_us":{:.1}"#,
p.upper_us,
p.exceeds_budget,
p.fallback_level,
p.calibration_size,
p.interval_width_us,
)
})
.unwrap_or_default();
format!(
r#"{{"schema":"degradation-cascade-v1","frame_idx":{},"decision":"{}","level_before":"{}","level_after":"{}","guard_state":"{}","recovery_streak":{},"recovery_threshold":{},"frame_time_us":{:.1},"budget_us":{:.1}{}}}"#,
self.frame_idx,
self.decision.as_str(),
self.level_before.as_str(),
self.level_after.as_str(),
self.guard_state.as_str(),
self.recovery_streak,
self.recovery_threshold,
self.frame_time_us,
self.budget_us,
pred_fields,
)
}
}
/// Degradation cascade orchestrator.
///
/// Sits between the conformal frame guard and the render budget system.
/// Call [`pre_render`] before each frame and [`post_render`] after.
#[derive(Debug)]
pub struct DegradationCascade {
config: CascadeConfig,
guard: ConformalFrameGuard,
/// Current degradation level managed by this cascade.
current_level: DegradationLevel,
/// Consecutive frames where p99 was within budget.
recovery_streak: u32,
/// Frame counter.
frame_idx: u64,
/// Total degrade events.
total_degrades: u64,
/// Total recovery events.
total_recoveries: u64,
/// Last cascade evidence (for external consumers).
last_evidence: Option<CascadeEvidence>,
}
impl DegradationCascade {
/// Create a new cascade with the given configuration.
pub fn new(config: CascadeConfig) -> Self {
let guard = ConformalFrameGuard::new(config.guard.clone());
Self {
config,
guard,
current_level: DegradationLevel::Full,
recovery_streak: 0,
frame_idx: 0,
total_degrades: 0,
total_recoveries: 0,
last_evidence: None,
}
}
/// Create a cascade with default configuration.
pub fn with_defaults() -> Self {
Self::new(CascadeConfig::default())
}
/// Pre-render check: predict p99 and decide whether to degrade.
///
/// Returns the degradation level to use for this frame and the prediction.
/// The caller should apply the returned level to the render budget.
pub fn pre_render(&mut self, budget_us: f64, key: BucketKey) -> PreRenderResult {
self.frame_idx += 1;
let level_before = self.current_level;
let prediction = self.guard.predict_p99(budget_us, key);
let decision = if prediction.exceeds_budget {
// Degrade (if not at max and not already at degradation floor)
if self.current_level < self.config.max_degradation
&& self.current_level < self.config.degradation_floor
{
self.current_level = self.current_level.next();
// Jump to minimum trigger level if below it
if self.current_level < self.config.min_trigger_level {
self.current_level = self.config.min_trigger_level;
}
// Clamp to degradation limits: never degrade past the configured
// minimum quality level or maximum degradation level.
if self.current_level > self.config.degradation_floor {
self.current_level = self.config.degradation_floor;
}
if self.current_level > self.config.max_degradation {
self.current_level = self.config.max_degradation;
}
self.recovery_streak = 0;
self.total_degrades += 1;
CascadeDecision::Degrade
} else {
self.recovery_streak = 0;
CascadeDecision::Hold
}
} else {
// Within budget: track recovery streak
self.recovery_streak += 1;
if self.recovery_streak >= self.config.recovery_threshold
&& !self.current_level.is_full()
{
self.current_level = self.current_level.prev();
self.recovery_streak = 0;
self.total_recoveries += 1;
CascadeDecision::Recover
} else {
CascadeDecision::Hold
}
};
let evidence = CascadeEvidence {
frame_idx: self.frame_idx,
decision,
level_before,
level_after: self.current_level,
guard_state: self.guard.state(),
recovery_streak: self.recovery_streak,
recovery_threshold: self.config.recovery_threshold,
frame_time_us: self.guard.ema_us(),
budget_us,
prediction: Some(prediction.clone()),
};
self.last_evidence = Some(evidence);
PreRenderResult {
level: self.current_level,
decision,
prediction,
}
}
/// Post-render observation: feed actual frame time to the guard.
///
/// Call this after the frame has been rendered with the measured time.
pub fn post_render(&mut self, frame_time_us: f64, key: BucketKey) {
self.guard.observe(frame_time_us, key);
}
/// Get the current degradation level.
#[inline]
pub fn level(&self) -> DegradationLevel {
self.current_level
}
/// Get the current recovery streak.
#[inline]
pub fn recovery_streak(&self) -> u32 {
self.recovery_streak
}
/// Get the frame counter.
#[inline]
pub fn frame_idx(&self) -> u64 {
self.frame_idx
}
/// Total degrade events.
#[inline]
pub fn total_degrades(&self) -> u64 {
self.total_degrades
}
/// Total recovery events.
#[inline]
pub fn total_recoveries(&self) -> u64 {
self.total_recoveries
}
/// Access the last cascade evidence.
pub fn last_evidence(&self) -> Option<&CascadeEvidence> {
self.last_evidence.as_ref()
}
/// Access the underlying guard.
pub fn guard(&self) -> &ConformalFrameGuard {
&self.guard
}
/// Access the configuration.
pub fn config(&self) -> &CascadeConfig {
&self.config
}
/// Reset the cascade to initial state.
pub fn reset(&mut self) {
self.guard.reset();
self.current_level = DegradationLevel::Full;
self.recovery_streak = 0;
self.frame_idx = 0;
self.last_evidence = None;
// Preserve aggregate counts for audit trail
}
/// Whether widget should render given current degradation level and essentiality.
///
/// At `EssentialOnly` or higher degradation, non-essential widgets are skipped.
#[inline]
pub fn should_render_widget(&self, is_essential: bool) -> bool {
if self.current_level >= DegradationLevel::EssentialOnly {
is_essential
} else {
true
}
}
/// Capture telemetry for the cascade.
pub fn telemetry(&self) -> CascadeTelemetry {
CascadeTelemetry {
level: self.current_level,
recovery_streak: self.recovery_streak,
recovery_threshold: self.config.recovery_threshold,
frame_idx: self.frame_idx,
total_degrades: self.total_degrades,
total_recoveries: self.total_recoveries,
guard_state: self.guard.state(),
guard_observations: self.guard.observations(),
guard_ema_us: self.guard.ema_us(),
}
}
}
/// Result of a pre-render cascade check.
#[derive(Debug, Clone)]
pub struct PreRenderResult {
/// Degradation level to use for this frame.
pub level: DegradationLevel,
/// Decision taken.
pub decision: CascadeDecision,
/// P99 prediction from the guard.
pub prediction: P99Prediction,
}
/// Telemetry snapshot of the cascade.
#[derive(Debug, Clone)]
pub struct CascadeTelemetry {
/// Current degradation level.
pub level: DegradationLevel,
/// Recovery streak.
pub recovery_streak: u32,
/// Recovery threshold.
pub recovery_threshold: u32,
/// Frame counter.
pub frame_idx: u64,
/// Total degrade events.
pub total_degrades: u64,
/// Total recovery events.
pub total_recoveries: u64,
/// Guard state.
pub guard_state: GuardState,
/// Guard total observations.
pub guard_observations: u64,
/// Guard EMA estimate (µs).
pub guard_ema_us: f64,
}
impl CascadeTelemetry {
/// Format as JSONL.
#[must_use]
pub fn to_jsonl(&self) -> String {
format!(
r#"{{"schema":"cascade-telemetry-v1","level":"{}","recovery_streak":{},"recovery_threshold":{},"frame_idx":{},"total_degrades":{},"total_recoveries":{},"guard_state":"{}","guard_observations":{},"guard_ema_us":{:.1}}}"#,
self.level.as_str(),
self.recovery_streak,
self.recovery_threshold,
self.frame_idx,
self.total_degrades,
self.total_recoveries,
self.guard_state.as_str(),
self.guard_observations,
self.guard_ema_us,
)
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::conformal_predictor::{DiffBucket, ModeBucket};
fn test_key() -> BucketKey {
BucketKey {
mode: ModeBucket::AltScreen,
diff: DiffBucket::Full,
size_bucket: 2,
}
}
fn budget_us() -> f64 {
16_000.0 // 16ms
}
#[test]
fn initial_state_is_full_quality() {
let cascade = DegradationCascade::with_defaults();
assert_eq!(cascade.level(), DegradationLevel::Full);
assert_eq!(cascade.recovery_streak(), 0);
assert_eq!(cascade.frame_idx(), 0);
}
#[test]
fn fast_frames_stay_at_full() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Calibrate with fast frames
for _ in 0..30 {
cascade.post_render(8_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
assert_eq!(result.level, DegradationLevel::Full);
assert_eq!(result.decision, CascadeDecision::Hold);
}
#[test]
fn slow_frames_trigger_degradation() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Calibrate with slow frames (20ms > 16ms budget)
for _ in 0..25 {
cascade.post_render(20_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
assert_eq!(result.decision, CascadeDecision::Degrade);
assert!(result.level > DegradationLevel::Full);
}
#[test]
fn recovery_after_sustained_good_frames() {
let config = CascadeConfig {
recovery_threshold: 5, // Low threshold for testing
..Default::default()
};
let mut cascade = DegradationCascade::new(config);
let key = test_key();
// Calibrate with slow frames to trigger degradation
for _ in 0..25 {
cascade.post_render(20_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
assert_eq!(result.decision, CascadeDecision::Degrade);
let degraded_level = cascade.level();
assert!(degraded_level > DegradationLevel::Full);
// Now feed fast frames to trigger recovery
for _ in 0..25 {
cascade.post_render(8_000.0, key);
}
// Run enough pre_render calls (with fast calibration) to hit recovery threshold
let mut recovered = false;
for _ in 0..10 {
let result = cascade.pre_render(budget_us(), key);
if result.decision == CascadeDecision::Recover {
recovered = true;
break;
}
}
assert!(
recovered,
"Should have recovered after sustained good frames"
);
assert!(cascade.level() < degraded_level);
}
#[test]
fn max_degradation_capped() {
let config = CascadeConfig {
max_degradation: DegradationLevel::NoStyling,
..Default::default()
};
let mut cascade = DegradationCascade::new(config);
let key = test_key();
// Feed many slow frames
for _ in 0..25 {
cascade.post_render(30_000.0, key);
}
// Degrade multiple times
for _ in 0..10 {
cascade.pre_render(budget_us(), key);
}
// Should be capped at NoStyling
assert!(cascade.level() <= DegradationLevel::NoStyling);
}
#[test]
fn widget_filtering_at_essential_only() {
let mut cascade = DegradationCascade::with_defaults();
// At Full level, everything renders
assert!(cascade.should_render_widget(true));
assert!(cascade.should_render_widget(false));
// Force to EssentialOnly
cascade.current_level = DegradationLevel::EssentialOnly;
assert!(cascade.should_render_widget(true));
assert!(!cascade.should_render_widget(false));
// At Skeleton, still only essential
cascade.current_level = DegradationLevel::Skeleton;
assert!(cascade.should_render_widget(true));
assert!(!cascade.should_render_widget(false));
}
#[test]
fn evidence_emitted_on_degrade() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
for _ in 0..25 {
cascade.post_render(20_000.0, key);
}
cascade.pre_render(budget_us(), key);
let evidence = cascade.last_evidence().expect("evidence should exist");
assert_eq!(evidence.decision, CascadeDecision::Degrade);
assert_eq!(evidence.level_before, DegradationLevel::Full);
assert!(evidence.level_after > DegradationLevel::Full);
assert!(evidence.prediction.is_some());
// Check JSONL is well-formed
let json_str = evidence.to_jsonl();
assert!(json_str.contains("degradation-cascade-v1"));
assert!(json_str.contains("\"decision\":\"degrade\""));
}
#[test]
fn recovery_streak_resets_on_degrade() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Build some recovery streak with fast frames in warmup
for _ in 0..5 {
cascade.post_render(8_000.0, key);
cascade.pre_render(budget_us(), key);
}
let streak_before = cascade.recovery_streak();
assert!(streak_before > 0);
// Now send slow frames to trigger degradation
for _ in 0..25 {
cascade.post_render(25_000.0, key);
}
cascade.pre_render(budget_us(), key);
// After degradation, streak should be reset
assert_eq!(cascade.recovery_streak(), 0);
}
#[test]
fn reset_preserves_aggregate_counts() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
for _ in 0..25 {
cascade.post_render(20_000.0, key);
}
cascade.pre_render(budget_us(), key);
assert!(cascade.total_degrades() > 0);
cascade.reset();
assert_eq!(cascade.level(), DegradationLevel::Full);
assert_eq!(cascade.frame_idx(), 0);
assert_eq!(cascade.recovery_streak(), 0);
// Aggregate counts preserved
assert!(cascade.total_degrades() > 0);
}
#[test]
fn telemetry_captures_state() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
for _ in 0..10 {
cascade.post_render(12_000.0, key);
cascade.pre_render(budget_us(), key);
}
let telem = cascade.telemetry();
assert_eq!(telem.frame_idx, 10);
assert_eq!(telem.level, DegradationLevel::Full);
let json_str = telem.to_jsonl();
assert!(json_str.contains("cascade-telemetry-v1"));
}
#[test]
fn warmup_fallback_does_not_degrade_for_fast_frames() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Only 5 observations (warmup, not calibrated)
for _ in 0..5 {
cascade.post_render(10_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
// During warmup with 10ms frames, should not degrade (10ms < 16ms fallback)
assert_eq!(result.decision, CascadeDecision::Hold);
assert_eq!(result.level, DegradationLevel::Full);
}
#[test]
fn warmup_fallback_degrades_for_slow_frames() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Only 5 observations (warmup, not calibrated) but slow
for _ in 0..5 {
cascade.post_render(20_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
// During warmup with 20ms frames, EMA > 16ms fallback → degrade
assert_eq!(result.decision, CascadeDecision::Degrade);
}
#[test]
fn min_trigger_level_enforced() {
let config = CascadeConfig {
min_trigger_level: DegradationLevel::NoStyling,
// Floor must be >= min_trigger_level for the jump to work
degradation_floor: DegradationLevel::NoStyling,
..Default::default()
};
let mut cascade = DegradationCascade::new(config);
let key = test_key();
for _ in 0..25 {
cascade.post_render(20_000.0, key);
}
let result = cascade.pre_render(budget_us(), key);
// Should jump directly to NoStyling (skipping SimpleBorders)
assert_eq!(result.decision, CascadeDecision::Degrade);
assert!(cascade.level() >= DegradationLevel::NoStyling);
}
#[test]
fn consecutive_degrades_increase_level() {
let mut cascade = DegradationCascade::with_defaults();
let key = test_key();
// Keep feeding slow frames
for _ in 0..25 {
cascade.post_render(25_000.0, key);
}
let mut levels = vec![];
for _ in 0..5 {
let result = cascade.pre_render(budget_us(), key);
levels.push(result.level);
// Feed more slow frames between checks
for _ in 0..5 {
cascade.post_render(25_000.0, key);
}
}
// Levels should be non-decreasing
for window in levels.windows(2) {
assert!(
window[1] >= window[0],
"levels should not decrease: {levels:?}"
);
}
}
}