patch: single Jump-scout tier 0, expand-Bisect, live in-handler progress
Tier 0 is now a single fast Jump scout: it streams the big readable ranges back and skips dead runs in seconds, so the pass reaches every section fast and converges to the small genuine-dead residue instead of grinding three handlers x 60s on each dead fragment. Tier 1 (fast mop-up + slow deep reads + Bisect) works only that residue. Bisect now expands: on a good probe it reads outward forward and backward in full batches until a read fails, recovering the whole readable island in large reads; the two failing ends become smaller bad sub-ranges it bisects again. One huge bad range becomes many precisely located small dead clusters. Progress heartbeat: HandlerCtx gains a throttled tick (250ms) called from every read, pushing a fresh snapshot to the reporter DURING a handler. The bar and speed now move continuously as recovery happens instead of jumping once per section (the reason speed read 0 B/s and the % looked frozen between range boundaries).
This commit is contained in:
+38
-10
@@ -70,6 +70,11 @@ use super::section_recover::{
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/// Replaces the old 1800 s/range + 3600 s/pass grind budgets on the live path.
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const PER_HANDLER_BUDGET_SECS: u64 = 60;
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/// Minimum interval between progress heartbeats pushed from inside a handler, so
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/// the UI's bar/speed move continuously during a long section without flooding
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/// the reporter (see the tick closure in `recover_section`).
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const PROGRESS_TICK_MS: u64 = 250;
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/// Bridges the decoupled [`RecoverySink`] a handler writes to onto the live
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/// patch consumer pipe: each recovered span becomes a [`PatchItem::Recovered`]
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/// the consumer thread seeks + writes + records `Finished`. `recovered` can't
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@@ -833,14 +838,18 @@ impl PatchCtx<'_, '_> {
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// before any slow grind. Tier 1: slow deep-recovery + bisect on what tier
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// 0 left. Adding a recovery idea is one more entry in the right tier (#55).
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let mut handlers: Vec<Box<dyn SectionHandler>> = if tier == 0 {
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// Tier 0 = a SINGLE fast scout (Jump only). It streams the big
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// readable wins back and skips dead runs in seconds — so the pass
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// sweeps every range fast, recovers the recoverable bulk largest
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// first, and converges to the small genuine-dead residue instead of
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// spending 3 handlers × 60 s grinding every dead fragment. Order of
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// recovery is exactly big-wins → smaller → smallest, then grind.
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vec![Box::new(Jump)]
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} else {
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// Tier 1 = deep recovery on the (now small) residue: fast full-batch
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// mop-up of anything Jump stepped over, then slow deep-recovery reads,
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// then Bisect for readable islands inside a mostly-dead chunk.
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vec![
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// Jump LEADS the fast tier: it recovers readable data and skips
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// ahead past dead runs, so a mostly-dead range is confirmed and
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// left in seconds instead of the linear sweeps grinding every
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// dead batch (10 s each) first. On a readable range it just
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// streams it back like a linear read. The linear sweeps then
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// mop up the spans Jump stepped over.
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Box::new(Jump),
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Box::new(Linear {
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reverse: true,
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fast: true,
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@@ -849,9 +858,6 @@ impl PatchCtx<'_, '_> {
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reverse: false,
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fast: true,
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}),
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]
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} else {
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vec![
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Box::new(Linear {
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reverse: true,
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fast: false,
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@@ -876,12 +882,34 @@ impl PatchCtx<'_, '_> {
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let bad_before = bad.total_len();
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let outcome = {
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// Progress heartbeat: a throttled closure that pushes a fresh
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// snapshot to the reporter as recovery happens (called from every
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// read via `HandlerCtx::progress`), so the bar and speed move DURING
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// a handler instead of only when a section finishes. Scoped to this
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// block so its borrow of `self.state` ends before the post-tier
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// accounting below.
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let disc = self.disc;
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let opts = self.opts;
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let shared = self.shared;
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let total_bytes = self.total_bytes;
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let state = &self.state;
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let last_tick = std::cell::Cell::new(now_ptr());
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let mut tick = move || {
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let t = now_ptr();
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if t.duration_since(last_tick.get())
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>= std::time::Duration::from_millis(PROGRESS_TICK_MS)
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{
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last_tick.set(t);
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let _ = disc.report_patch_progress(state, opts, total_bytes, shared);
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}
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};
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let mut ctx = HandlerCtx {
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reader: &mut *self.reader,
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sink: &mut sink,
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now: &now_fn,
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halt: self.opts.halt.as_deref(),
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decrypt_is_aacs: self.decrypt_is_aacs,
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tick: Some(&mut tick),
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};
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run_handlers(&mut ctx, &mut handlers, bad, |_bad| {
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now_ptr() + std::time::Duration::from_secs(PER_HANDLER_BUDGET_SECS)
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+93
-20
@@ -88,6 +88,12 @@ pub(super) struct HandlerCtx<'a> {
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pub halt: Option<&'a AtomicBool>,
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/// Widen mid-unit reads to the aligned AACS unit (see [`recovery_read`]).
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pub decrypt_is_aacs: bool,
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/// Progress heartbeat. Handlers call [`HandlerCtx::progress`] frequently (it
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/// is internally throttled); this pushes a fresh progress snapshot to the
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/// caller's reporter DURING a handler, not just at range boundaries — so the
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/// bar and speed move as recovery happens instead of jumping once per
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/// section. `None` in tests (no reporter).
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pub tick: Option<&'a mut dyn FnMut()>,
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}
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impl HandlerCtx<'_> {
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@@ -98,6 +104,13 @@ impl HandlerCtx<'_> {
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fn past(&self, deadline: Instant) -> bool {
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(self.now)() >= deadline
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}
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/// Emit a progress heartbeat (throttling lives in the tick closure).
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fn progress(&mut self) {
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if let Some(t) = self.tick.as_mut() {
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t();
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}
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}
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}
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/// Outcome of one physical read attempt, before the caller decides what to do
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@@ -124,14 +137,18 @@ fn read_span(
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) -> ReadHit {
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let lba = (pos / SECTOR) as u32;
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let bytes = count as usize * SECTOR as usize;
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match recovery_read(ctx.reader, ctx.decrypt_is_aacs, lba, count, buf, recovery) {
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let hit = match recovery_read(ctx.reader, ctx.decrypt_is_aacs, lba, count, buf, recovery) {
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Ok(_) => {
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ctx.sink.recovered(pos, &buf[..bytes]);
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ReadHit::Good
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}
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Err(e) if e.is_scsi_transport_failure() => ReadHit::Transport,
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Err(_) => ReadHit::Bad,
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}
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};
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// Heartbeat after every read (the tick closure throttles to ~250 ms) so the
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// UI's bar/speed move DURING a handler, not just when the section finishes.
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ctx.progress();
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hit
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}
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/// One recovery idea, given a bounded shot at the section's still-bad set.
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@@ -262,11 +279,14 @@ impl SectionHandler for Linear {
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}
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}
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/// Probe the MIDDLE sector of each bad sub-range; if it reads, remove it and
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/// recurse on the two halves to converge on good centers. If the middle is dead,
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/// leave that chunk for another handler / pass. Finds islands of readable data
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/// inside a mostly-dead range that a linear sweep would tar with one failing
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/// batch.
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/// Bisect + expand. Probe the middle sector of a bad sub-range; when it reads,
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/// EXPAND outward from it — forward and backward in full batches — until a read
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/// fails, recovering the whole readable island around the good centre in large
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/// reads. The two failing ends become smaller bad sub-ranges, pushed back to be
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/// bisected again. A dead middle just splits into halves. This shreds one huge
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/// bad range into precisely-located small dead clusters (a handful of sectors)
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/// instead of leaving the whole thing bad. Uses fast reads: it LOCATES readable
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/// data; deep-recovering the dead sectors is the slow linear handlers' job.
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pub(super) struct Bisect;
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impl SectionHandler for Bisect {
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@@ -280,10 +300,13 @@ impl SectionHandler for Bisect {
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bad: &mut SubRanges,
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deadline: Instant,
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) -> HandlerOutcome {
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let mut buf = [0u8; SECTOR as usize];
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// Explicit work stack of (pos, len) chunks still to probe. Each good
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// probe removes one sector and pushes its two halves; each read consumes
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// a sector, so the stack drains in bounded steps.
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let batch = BATCH_SECTORS * SECTOR;
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let mut buf = vec![0u8; batch as usize];
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let mut probe = [0u8; SECTOR as usize];
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// Work stack of still-bad chunks. A good probe recovers the readable
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// island around it and pushes the two (smaller) failing ends; a dead
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// probe pushes the two halves. Either way the stack shrinks toward small
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// bad clusters, so it drains in bounded steps.
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let mut stack: Vec<(u64, u64)> = bad.ranges().to_vec();
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while let Some((rp, rl)) = stack.pop() {
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if rl == 0 {
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@@ -295,23 +318,65 @@ impl SectionHandler for Bisect {
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if ctx.past(deadline) {
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return HandlerOutcome::Remaining;
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}
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// Middle sector, floored to a sector boundary.
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let sectors = rl / SECTOR;
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let mid = rp + (sectors / 2) * SECTOR;
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match read_span(ctx, &mut buf, mid, 1, true) {
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let end = rp + rl;
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let mid = rp + (rl / SECTOR / 2) * SECTOR;
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match read_span(ctx, &mut probe, mid, 1, false) {
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ReadHit::Good => {
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bad.remove(mid, SECTOR);
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// Left half [rp, mid), right half [mid+SECTOR, rp+rl).
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// Expand FORWARD from mid+1 in batches until a read fails.
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let mut fwd = mid + SECTOR;
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while fwd < end {
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if ctx.past(deadline) {
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return HandlerOutcome::Remaining;
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}
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let span = batch.min(end - fwd);
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let count = (span / SECTOR) as u16;
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match read_span(ctx, &mut buf[..span as usize], fwd, count, false) {
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ReadHit::Good => {
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bad.remove(fwd, span);
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fwd += span;
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}
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ReadHit::Bad => break,
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ReadHit::Transport => return HandlerOutcome::TransportFault,
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}
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}
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// Expand BACKWARD from mid toward rp until a read fails.
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let mut bwd = mid;
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while bwd > rp {
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if ctx.past(deadline) {
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return HandlerOutcome::Remaining;
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}
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let span = batch.min(bwd - rp);
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let pos = bwd - span;
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let count = (span / SECTOR) as u16;
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match read_span(ctx, &mut buf[..span as usize], pos, count, false) {
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ReadHit::Good => {
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bad.remove(pos, span);
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bwd = pos;
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}
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ReadHit::Bad => break,
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ReadHit::Transport => return HandlerOutcome::TransportFault,
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}
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}
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// The two failing ends stay bad — bisect them again to pin
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// the exact dead sectors.
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if bwd > rp {
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stack.push((rp, bwd - rp));
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}
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if fwd < end {
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stack.push((fwd, end - fwd));
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}
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}
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ReadHit::Bad => {
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// Dead middle: split and keep hunting for a good centre.
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if mid > rp {
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stack.push((rp, mid - rp));
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}
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let right = mid + SECTOR;
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if right < rp + rl {
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stack.push((right, rp + rl - right));
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if right < end {
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stack.push((right, end - right));
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}
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}
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// Dead middle: leave the chunk bad and move on.
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ReadHit::Bad => {}
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ReadHit::Transport => return HandlerOutcome::TransportFault,
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}
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}
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@@ -570,6 +635,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 10 * SECTOR);
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// Generous deadline: 10 s from start.
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@@ -610,6 +676,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 40 * SECTOR);
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let deadline = (ctx.now)() + Duration::from_secs(10);
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@@ -645,6 +712,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 1000 * SECTOR);
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let deadline = (ctx.now)() + Duration::from_secs(3);
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@@ -678,6 +746,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 9 * SECTOR);
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let deadline = (ctx.now)() + Duration::from_secs(10);
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@@ -712,6 +781,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 16 * SECTOR);
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let mut handlers: Vec<Box<dyn SectionHandler>> = vec![
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@@ -750,6 +820,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 64 * SECTOR);
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let mut handlers: Vec<Box<dyn SectionHandler>> = vec![Box::new(Linear {
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@@ -778,6 +849,7 @@ mod tests {
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now: &now,
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halt: None,
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decrypt_is_aacs: false,
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tick: None,
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};
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// Single-sector batches so the transport LBA is hit directly.
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let mut bad = SubRanges::from_section(0, 8 * SECTOR);
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@@ -805,6 +877,7 @@ mod tests {
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now: &now,
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halt: Some(&halt),
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decrypt_is_aacs: false,
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tick: None,
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};
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let mut bad = SubRanges::from_section(0, 100 * SECTOR);
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let deadline = (ctx.now)() + Duration::from_secs(10);
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