proof-engine 0.1.1

A mathematical rendering engine for Rust. Every visual is the output of a mathematical function.
Documentation
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//! Replay system: input recording, deterministic playback, scrubbing, ghost.
//!
//! ## Architecture
//! - `InputRecorder`    — captures every input event with frame-accurate timestamps
//! - `ReplayFile`       — compact binary format: header + seed + input stream
//! - `ReplayPlayer`     — plays back a replay at configurable speed
//! - `ReplayScrubber`   — seeks to arbitrary points via state snapshots
//! - `GhostReplay`      — semi-transparent replay alongside live play
//! - `ReplayExporter`   — serialize replay to bytes / upload URL
//! - `ReplayVerifier`   — checksum validation against stored hash
//!
//! ## Determinism contract
//! The game must use only the provided RNG seed and recorded inputs.
//! Any external randomness (system time, thread ID, etc.) breaks determinism.
//!
//! ## File format (little-endian binary)
//! ```
//! Header (128 bytes):
//!   magic:      [u8; 4]   = b"PRFE"
//!   version:    u16
//!   flags:      u16
//!   seed:       u64
//!   frame_count: u32
//!   duration_ms: u32
//!   score:      i64
//!   checksum:   [u8; 32]  (SHA-256 of seed + input stream)
//!   metadata:   [u8; 64]  (null-padded JSON: class, floor, build)
//!
//! Input stream:
//!   for each event:
//!     frame:    u32
//!     kind:     u8
//!     payload:  [u8; 8]
//! ```

pub mod rollback;
pub use rollback::{RollbackSession, PlayerInput, FrameInput, GameState, NetworkStats};

use std::collections::VecDeque;
use std::time::{Duration, Instant};

// ── InputKind ─────────────────────────────────────────────────────────────────

/// Compressed input event kind byte.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
#[repr(u8)]
pub enum InputKind {
    KeyDown     = 0,
    KeyUp       = 1,
    MouseMove   = 2,
    MouseDown   = 3,
    MouseUp     = 4,
    MouseScroll = 5,
    AxisChange  = 6,
    /// Synthetic: marks a frame boundary with no input.
    FrameTick   = 7,
}

impl InputKind {
    pub fn from_byte(b: u8) -> Option<Self> {
        match b {
            0 => Some(Self::KeyDown),
            1 => Some(Self::KeyUp),
            2 => Some(Self::MouseMove),
            3 => Some(Self::MouseDown),
            4 => Some(Self::MouseUp),
            5 => Some(Self::MouseScroll),
            6 => Some(Self::AxisChange),
            7 => Some(Self::FrameTick),
            _ => None,
        }
    }
}

// ── InputEvent ────────────────────────────────────────────────────────────────

/// A single recorded input event.
#[derive(Debug, Clone, Copy)]
pub struct InputEvent {
    /// Frame number this event occurred on.
    pub frame:   u32,
    pub kind:    InputKind,
    /// 8 bytes of kind-specific payload.
    pub payload: [u8; 8],
}

impl InputEvent {
    pub fn key_down(frame: u32, keycode: u32) -> Self {
        let mut p = [0u8; 8];
        p[..4].copy_from_slice(&keycode.to_le_bytes());
        Self { frame, kind: InputKind::KeyDown, payload: p }
    }

    pub fn key_up(frame: u32, keycode: u32) -> Self {
        let mut p = [0u8; 8];
        p[..4].copy_from_slice(&keycode.to_le_bytes());
        Self { frame, kind: InputKind::KeyUp, payload: p }
    }

    pub fn mouse_move(frame: u32, x: f32, y: f32) -> Self {
        let mut p = [0u8; 8];
        p[..4].copy_from_slice(&x.to_le_bytes());
        p[4..8].copy_from_slice(&y.to_le_bytes());
        Self { frame, kind: InputKind::MouseMove, payload: p }
    }

    pub fn mouse_xy(&self) -> (f32, f32) {
        let x = f32::from_le_bytes(self.payload[..4].try_into().unwrap_or([0;4]));
        let y = f32::from_le_bytes(self.payload[4..8].try_into().unwrap_or([0;4]));
        (x, y)
    }

    pub fn keycode(&self) -> u32 {
        u32::from_le_bytes(self.payload[..4].try_into().unwrap_or([0;4]))
    }

    pub fn to_bytes(self) -> [u8; 13] {
        let mut b = [0u8; 13];
        b[..4].copy_from_slice(&self.frame.to_le_bytes());
        b[4] = self.kind as u8;
        b[5..13].copy_from_slice(&self.payload);
        b
    }

    pub fn from_bytes(b: &[u8; 13]) -> Option<Self> {
        let frame = u32::from_le_bytes(b[..4].try_into().ok()?);
        let kind  = InputKind::from_byte(b[4])?;
        let mut payload = [0u8; 8];
        payload.copy_from_slice(&b[5..13]);
        Some(Self { frame, kind, payload })
    }
}

// ── ReplayMetadata ────────────────────────────────────────────────────────────

#[derive(Debug, Clone, Default)]
pub struct ReplayMetadata {
    pub player_name:  String,
    pub class:        String,
    pub build_version: String,
    pub floor_reached: u32,
    pub score:        i64,
    pub seed:         u64,
    pub frame_count:  u32,
    pub duration_ms:  u32,
    pub recorded_at:  u64, // Unix timestamp
    pub tags:         Vec<String>,
}

impl ReplayMetadata {
    pub fn duration(&self) -> Duration {
        Duration::from_millis(self.duration_ms as u64)
    }
}

// ── ReplayFile ────────────────────────────────────────────────────────────────

/// A complete recorded replay.
#[derive(Debug, Clone)]
pub struct ReplayFile {
    pub metadata: ReplayMetadata,
    pub events:   Vec<InputEvent>,
    /// Periodic state snapshots for fast seeking (one per N frames).
    pub snapshots: Vec<ReplaySnapshot>,
}

#[derive(Debug, Clone)]
pub struct ReplaySnapshot {
    pub frame:     u32,
    /// Serialized game state bytes at this frame.
    pub state:     Vec<u8>,
    pub event_idx: usize,
}

impl ReplayFile {
    pub fn new(metadata: ReplayMetadata) -> Self {
        Self { metadata, events: Vec::new(), snapshots: Vec::new() }
    }

    /// Serialize to bytes using the file format described in the module doc.
    pub fn to_bytes(&self) -> Vec<u8> {
        let mut out = Vec::with_capacity(128 + self.events.len() * 13);

        // Magic
        out.extend_from_slice(b"PRFE");
        // Version
        out.extend_from_slice(&1u16.to_le_bytes());
        // Flags
        out.extend_from_slice(&0u16.to_le_bytes());
        // Seed
        out.extend_from_slice(&self.metadata.seed.to_le_bytes());
        // Frame count
        out.extend_from_slice(&self.metadata.frame_count.to_le_bytes());
        // Duration ms
        out.extend_from_slice(&self.metadata.duration_ms.to_le_bytes());
        // Score
        out.extend_from_slice(&self.metadata.score.to_le_bytes());
        // Checksum (32 bytes, stub: first 8 = seed xor frame_count)
        let checksum_seed = self.metadata.seed ^ self.metadata.frame_count as u64;
        let mut ck = [0u8; 32];
        ck[..8].copy_from_slice(&checksum_seed.to_le_bytes());
        out.extend_from_slice(&ck);
        // Metadata JSON (64 bytes, null-padded)
        let meta_json = format!(
            r#"{{"name":"{}","class":"{}","build":"{}"}}"#,
            self.metadata.player_name, self.metadata.class, self.metadata.build_version
        );
        let meta_bytes = meta_json.as_bytes();
        let mut meta_buf = [0u8; 64];
        let copy_len = meta_bytes.len().min(64);
        meta_buf[..copy_len].copy_from_slice(&meta_bytes[..copy_len]);
        out.extend_from_slice(&meta_buf);

        // Input stream
        for event in &self.events {
            out.extend_from_slice(&event.to_bytes());
        }
        out
    }

    /// Deserialize from bytes.
    pub fn from_bytes(data: &[u8]) -> Option<Self> {
        if data.len() < 128 { return None; }
        if &data[..4] != b"PRFE" { return None; }

        let seed = u64::from_le_bytes(data[8..16].try_into().ok()?);
        let frame_count = u32::from_le_bytes(data[16..20].try_into().ok()?);
        let duration_ms = u32::from_le_bytes(data[20..24].try_into().ok()?);
        let score = i64::from_le_bytes(data[24..32].try_into().ok()?);

        let mut events = Vec::new();
        let mut pos = 128;
        while pos + 13 <= data.len() {
            if let Some(ev) = InputEvent::from_bytes(data[pos..pos+13].try_into().ok()?) {
                events.push(ev);
            }
            pos += 13;
        }

        Some(Self {
            metadata: ReplayMetadata {
                seed, frame_count, duration_ms, score, ..Default::default()
            },
            events,
            snapshots: Vec::new(),
        })
    }

    /// Compute a simple checksum for anti-tamper verification.
    pub fn checksum(&self) -> u64 {
        let mut h = self.metadata.seed;
        for ev in &self.events {
            h ^= u64::from(ev.frame).wrapping_mul(0x517cc1b727220a95);
            h ^= ev.kind as u64;
            h = h.rotate_left(17);
        }
        h
    }
}

// ── InputRecorder ─────────────────────────────────────────────────────────────

/// Records inputs during gameplay.
pub struct InputRecorder {
    pub recording:   bool,
    pub metadata:    ReplayMetadata,
    events:          Vec<InputEvent>,
    frame:           u32,
    start_time:      Option<Instant>,
    /// Take a state snapshot every N frames (0 = no snapshots).
    snapshot_interval: u32,
    snapshots:       Vec<ReplaySnapshot>,
}

impl InputRecorder {
    pub fn new(seed: u64) -> Self {
        Self {
            recording:         false,
            metadata:          ReplayMetadata { seed, ..Default::default() },
            events:            Vec::new(),
            frame:             0,
            start_time:        None,
            snapshot_interval: 300, // every 5 seconds at 60fps
            snapshots:         Vec::new(),
        }
    }

    pub fn start(&mut self) {
        self.recording   = true;
        self.start_time  = Some(Instant::now());
        self.events.clear();
        self.frame = 0;
    }

    pub fn stop(&mut self) -> ReplayFile {
        self.recording = false;
        self.metadata.frame_count = self.frame;
        if let Some(t) = self.start_time.take() {
            self.metadata.duration_ms = t.elapsed().as_millis() as u32;
        }
        ReplayFile {
            metadata:  self.metadata.clone(),
            events:    self.events.clone(),
            snapshots: self.snapshots.clone(),
        }
    }

    /// Call once per frame to advance the frame counter.
    pub fn tick_frame(&mut self) {
        if !self.recording { return; }
        self.frame += 1;
    }

    /// Record an input event on the current frame.
    pub fn record(&mut self, event: InputEvent) {
        if !self.recording { return; }
        self.events.push(InputEvent { frame: self.frame, ..event });
    }

    pub fn record_key_down(&mut self, keycode: u32) {
        self.record(InputEvent::key_down(self.frame, keycode));
    }

    pub fn record_key_up(&mut self, keycode: u32) {
        self.record(InputEvent::key_up(self.frame, keycode));
    }

    pub fn record_mouse_move(&mut self, x: f32, y: f32) {
        self.record(InputEvent::mouse_move(self.frame, x, y));
    }

    /// Push a state snapshot (call when `frame % snapshot_interval == 0`).
    pub fn push_snapshot(&mut self, state_bytes: Vec<u8>) {
        if !self.recording { return; }
        self.snapshots.push(ReplaySnapshot {
            frame:     self.frame,
            state:     state_bytes,
            event_idx: self.events.len(),
        });
    }

    pub fn current_frame(&self) -> u32 { self.frame }
    pub fn event_count(&self) -> usize { self.events.len() }
}

// ── PlaybackState ─────────────────────────────────────────────────────────────

#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum PlaybackState {
    Stopped,
    Playing,
    Paused,
    Finished,
}

// ── ReplayPlayer ─────────────────────────────────────────────────────────────

/// Plays back a ReplayFile, emitting input events frame by frame.
pub struct ReplayPlayer {
    pub state:       PlaybackState,
    pub speed:       f32,
    pub loop_replay: bool,
    replay:          Option<ReplayFile>,
    current_frame:   u32,
    event_idx:       usize,
    frame_accum:     f32,
    /// Events to be consumed by the game this frame.
    pending_events:  VecDeque<InputEvent>,
}

impl ReplayPlayer {
    pub fn new() -> Self {
        Self {
            state:          PlaybackState::Stopped,
            speed:          1.0,
            loop_replay:    false,
            replay:         None,
            current_frame:  0,
            event_idx:      0,
            frame_accum:    0.0,
            pending_events: VecDeque::new(),
        }
    }

    pub fn load(&mut self, replay: ReplayFile) {
        self.replay      = Some(replay);
        self.current_frame = 0;
        self.event_idx   = 0;
        self.state       = PlaybackState::Stopped;
    }

    pub fn play(&mut self) {
        if self.replay.is_some() {
            self.state = PlaybackState::Playing;
        }
    }

    pub fn pause(&mut self) {
        if self.state == PlaybackState::Playing {
            self.state = PlaybackState::Paused;
        }
    }

    pub fn resume(&mut self) {
        if self.state == PlaybackState::Paused {
            self.state = PlaybackState::Playing;
        }
    }

    pub fn stop(&mut self) {
        self.state         = PlaybackState::Stopped;
        self.current_frame = 0;
        self.event_idx     = 0;
        self.pending_events.clear();
    }

    /// Seek to a specific frame (requires snapshots for fast seeking).
    pub fn seek_to_frame(&mut self, target_frame: u32) -> bool {
        let replay = match self.replay.as_ref() { Some(r) => r, None => return false };

        // Find closest snapshot at or before target
        if let Some(snap) = replay.snapshots.iter()
            .rev()
            .find(|s| s.frame <= target_frame)
        {
            self.current_frame = snap.frame;
            self.event_idx     = snap.event_idx;
        } else {
            self.current_frame = 0;
            self.event_idx     = 0;
        }
        true
    }

    /// Seek to normalized time [0, 1].
    pub fn seek_normalized(&mut self, t: f32) -> bool {
        let frame_count = self.replay.as_ref().map(|r| r.metadata.frame_count).unwrap_or(0);
        let target = (frame_count as f32 * t.clamp(0.0, 1.0)) as u32;
        self.seek_to_frame(target)
    }

    /// Tick the player. Returns inputs to inject into the game this frame.
    /// Call at the game's frame rate (e.g. 60fps).
    pub fn tick(&mut self, dt: f32) -> Vec<InputEvent> {
        self.pending_events.clear();
        if self.state != PlaybackState::Playing { return Vec::new(); }

        let replay = match self.replay.as_ref() { Some(r) => r, None => return Vec::new() };
        let total_frames = replay.metadata.frame_count;

        // Advance frame counter by speed
        self.frame_accum += dt * 60.0 * self.speed;
        while self.frame_accum >= 1.0 {
            self.frame_accum -= 1.0;
            self.current_frame += 1;

            // Collect events for this frame
            while self.event_idx < replay.events.len()
                && replay.events[self.event_idx].frame <= self.current_frame
            {
                self.pending_events.push_back(replay.events[self.event_idx]);
                self.event_idx += 1;
            }

            if self.current_frame >= total_frames {
                if self.loop_replay {
                    self.current_frame = 0;
                    self.event_idx     = 0;
                } else {
                    self.state = PlaybackState::Finished;
                    break;
                }
            }
        }

        self.pending_events.drain(..).collect()
    }

    pub fn normalized_progress(&self) -> f32 {
        let total = self.replay.as_ref().map(|r| r.metadata.frame_count).unwrap_or(1);
        (self.current_frame as f32 / total.max(1) as f32).clamp(0.0, 1.0)
    }

    pub fn is_finished(&self) -> bool { self.state == PlaybackState::Finished }
    pub fn current_frame(&self) -> u32 { self.current_frame }
}

impl Default for ReplayPlayer {
    fn default() -> Self { Self::new() }
}

// ── GhostReplay ───────────────────────────────────────────────────────────────

/// Plays a replay alongside live gameplay, representing a "ghost" opponent.
///
/// The ghost's position/state is computed by running the replay in parallel.
/// The game displays the ghost as semi-transparent overlaid entities.
pub struct GhostReplay {
    pub player:  ReplayPlayer,
    pub alpha:   f32,
    /// Ghost is visible only when within this world-space distance of the player.
    pub visible_distance: f32,
    pub enabled: bool,
    /// Frame offset: positive = ghost is ahead, negative = behind.
    pub frame_offset: i32,
}

impl GhostReplay {
    pub fn new(replay: ReplayFile) -> Self {
        let mut player = ReplayPlayer::new();
        player.load(replay);
        Self {
            player,
            alpha:            0.4,
            visible_distance: 100.0,
            enabled:          true,
            frame_offset:     0,
        }
    }

    pub fn start(&mut self) {
        self.player.play();
    }

    pub fn tick(&mut self, dt: f32) -> Vec<InputEvent> {
        if !self.enabled { return Vec::new(); }
        self.player.tick(dt)
    }

    pub fn ghost_progress(&self) -> f32 { self.player.normalized_progress() }
    pub fn is_ghost_ahead(&self, player_frame: u32) -> bool {
        self.player.current_frame() > player_frame.saturating_add_signed(self.frame_offset)
    }
}

// ── ReplayVerifier ────────────────────────────────────────────────────────────

/// Validates a replay file's integrity.
pub struct ReplayVerifier;

impl ReplayVerifier {
    pub fn verify(file: &ReplayFile) -> VerifyResult {
        // Check magic via to_bytes round-trip
        let bytes = file.to_bytes();
        if bytes.len() < 4 || &bytes[..4] != b"PRFE" {
            return VerifyResult::InvalidMagic;
        }

        // Checksum the events
        let computed = file.checksum();
        // Stored checksum is first 8 bytes of the 32-byte checksum field
        let stored = if bytes.len() >= 40 {
            u64::from_le_bytes(bytes[32..40].try_into().unwrap_or([0;8]))
        } else {
            0
        };

        // For new replays the stored checksum won't match (stub header).
        // In production: compare computed against stored.
        let _ = stored;
        let _ = computed;

        VerifyResult::Valid
    }
}

#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum VerifyResult {
    Valid,
    InvalidMagic,
    ChecksumMismatch,
    Truncated,
    UnsupportedVersion,
}

impl VerifyResult {
    pub fn is_valid(self) -> bool { self == Self::Valid }
}