Web: Change to a webworker architecture to stop freezing main thread

This commit is contained in:
2025-12-20 01:16:03 +01:00
parent 66feaab027
commit 92ce48997d
7 changed files with 277 additions and 178 deletions

7
.gitignore vendored Normal file
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@@ -0,0 +1,7 @@
codegen
chess.wasm
mbb_bishop.h
mbb_rook.h
tests
*.dSYM
between_lookup.h

26
chess-worker.js Normal file
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@@ -0,0 +1,26 @@
let exports;
async function init() {
const resp = await fetch("./chess.wasm");
if (!resp.ok) {
throw new Error("fetch wasm failed ${resp.status} ${resp.statusText}");
}
const { instance } =
await WebAssembly.instantiateStreaming(resp, {});
exports = instance.exports;
}
await init();
self.postMessage({ type: "ready" });
self.onmessage = (e) => {
const { id, method, args = [] } = e.data;
try {
const value = exports[method](...args);
self.postMessage({ id, ok: true, value });
} catch (err) {
self.postMessage({ id, ok: false, error: String(err?.message ?? err) });
}
};

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@@ -16,7 +16,8 @@
.square {
width: 60px;
height: 60px;
font-size: 57px;
font-size: 55px;
text-align: center;
}
.square.light {
@@ -26,10 +27,15 @@
.square.dark {
background: #b58863;
}
.square.blue {
background: blue;
}
</style>
</head>
<body>
<div id="board"></div>
<p id="result"></div>
</body>
</html>

247
chess.js
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@@ -1,33 +1,10 @@
const WasmHost = (() => {
async function load(url, imports = {}) {
const res = await fetch(url);
if (!res.ok) {
throw new Error(`Failed to fetch ${url}: ${res.status} ${res.statusText}`);
}
const bytes = await res.arrayBuffer();
const result = await WebAssembly.instantiate(bytes, imports);
const instance = result.instance ?? result;
return { instance, exports: instance.exports };
}
function getFn(exportsObj, name) {
const fn = exportsObj[name];
if (typeof fn !== "function") {
throw new Error(`Export "${name}" is not a function`);
}
return fn;
}
return { load, getFn };
})();
const MoveResult = Object.freeze({
Normal: 0,
Check: 1,
Repeats: 2,
Stalemate: 3,
Checkmate: 4,
NORMAL: 0,
CHECK: 1,
REPEATS: 2,
STALEMATE: 3,
CHECKMATE: 4,
});
const _moveResultName = [
@@ -94,9 +71,9 @@ const indexDeserialize = (n) => ({
});
const indexFromCoord = (rank, file) => (8*rank + file);
const serializedIndexFromCoord = (rank, file) => (8*rank + file);
const indexSerialize = (index) => (indexFromCoord(index.rank, index.file));
const indexSerialize = (index) => (serializedIndexFromCoord(index.rank, index.file));
const moveDeserialize = (n) => ({
appeal: Number((n >> 24n) & 0xFFn),
@@ -105,7 +82,8 @@ const moveDeserialize = (n) => ({
to: indexDeserialize(Number((n >> 0n) & 0xFFn)),
});
const moveSerialize = (move) => ((move.from & 0xFF) << 8) | ((move.to & 0xFF));
const moveSerialize = (move) => (
(indexSerialize(move.from) & 0xFF) << 8) | ((indexSerialize(move.to) & 0xFF));
const squareDeserialize = (n) => ({
player: n == -1 ? Player.None : (n >> 8) & 0xFF,
@@ -129,85 +107,156 @@ const squareDeserialize = (n) => ({
}
});
const WasmBoard = async (url) => {
/*
const res = await fetch(url);
if (!res.ok) {
throw new Error(`Failed to fetch ${url}: ${res.status} ${res.statusText}`);
}
const bytes = await res.arrayBuffer();
const instantiated = await WebAssembly.instantiate(bytes, {});
const instance = instantiated.instance ?? instantiated;
const exports = instance.exports;
const wb_init = exports.wb_init;
const wb_move = exports.wb_move;
const wb_search = exports.wb_search;
const wb_board_at = exports.wb_board_at;
*/
const worker = new Worker("./chess-worker.js", { type: "module" });
await new Promise((resolve, reject) => {
worker.addEventListener("message", (e) => {
if (e.data?.type === "ready") {
resolve();
}
}, { once: true });
worker.addEventListener("error", reject, { once: true });
});
const wasmCall = (method, args = []) => new Promise((resolve, reject) => {
const id = crypto.randomUUID();
const onMessage = (e) => {
if (e.data?.id !== id) {
return;
}
cleanup();
if (e.data.ok) {
resolve(e.data.value);
} else {
reject(new Error(e.data.error));
}
};
const onError = (err) => {
cleanup();
reject(err);
};
const onMessageError = (e) => {
cleanup();
reject(new Error("Worker message deserialization failed (messageerror)."));
};
const cleanup = () => {
worker.removeEventListener("message", onMessage);
worker.removeEventListener("error", onError);
worker.removeEventListener("messageerror", onMessageError);
};
worker.addEventListener("message", onMessage);
worker.addEventListener("error", onError);
worker.addEventListener("messageerror", onMessageError);
worker.postMessage({ id, method, args });
});
await wasmCall("wb_init", []);
return {
state: MoveResult.Normal,
ongoing: function() /* nil -> bool */ {
return (this.state != MoveResult.STALEMATE
&& this.state != MoveResult.CHECKMATE);
},
search: async function(depth) /* Int -> Move */ {
return wasmCall("wb_search", [depth])
.then(moveDeserialize);
},
move: async function (move) /* (Move | SerializedMove) -> MoveResult */ {
const m = (typeof move === "number") ? move : moveSerialize(move);
return wasmCall("wb_move", [m]);
},
at: async function (index) /* (Index | SerializedIndex) -> Square */ {
const i = (typeof index === "number") ? index : indexSerialize(index);
return wasmCall("wb_board_at", [i])
.then(squareDeserialize);
},
};
};
const run = async () => {
const { exports } = await WasmHost.load("./chess.wasm", {});
const wb_init = WasmHost.getFn(exports, "wb_init");
const wb_move = WasmHost.getFn(exports, "wb_move");
const wb_search = WasmHost.getFn(exports, "wb_search");
const wb_board_at = WasmHost.getFn(exports, "wb_board_at");
wb_init();
const drawBoard = () => {
const board = document.getElementById("board");
board.replaceChildren();
const filesChars = ["a","b","c","d","e","f","g","h"];
const ranksChars = ["8","7","6","5","4","3","2","1"];
for (let rank = 7; rank >= 0; --rank) {
for (let file = 0; file < 8; ++file) {
const square = document.createElement("div");
square.className =
"square " + ((file + rank) % 2 ? "dark" : "light");
square.dataset.file = filesChars[file];
square.dataset.rank = ranksChars[rank];
const x = wb_board_at(indexFromCoord(rank, file));
const sq = squareDeserialize(x);
square.textContent = sq.pieceUnicode();
board.appendChild(square);
}
}
setTimeout(() => {
// next task, browser had a chance to repaint
}, 0.01);
}
drawBoard();
const board = await WasmBoard("./chess-worker.js");
const nextFrame = () => new Promise(requestAnimationFrame);
for (let i = 0; i < 200; ++i) {
drawBoard();
const createBoardUI = async (board) => {
const boardElem = document.getElementById("board");
boardElem.replaceChildren();
const filesChars = ["a","b","c","d","e","f","g","h"];
const ranksChars = ["8","7","6","5","4","3","2","1"];
const squares = new Array(64);
for (let rank = 7; rank >= 0; --rank) {
for (let file = 0; file < 8; ++file) {
const el = document.createElement("div");
el.className =
"square " + ((file + rank) % 2 ? "dark" : "light");
el.dataset.file = filesChars[file];
el.dataset.rank = ranksChars[rank];
const sq = await board.at(serializedIndexFromCoord(rank, file));
el.textContent = sq.pieceUnicode();
boardElem.appendChild(el);
squares[8*rank+file] = el;
}
}
return squares;
};
const draw = async (board, squareElems) => {
for (let rank = 7; rank >= 0; --rank) {
for (let file = 0; file < 8; ++file) {
const sq = await board.at(serializedIndexFromCoord(rank, file));
squareElems[8*rank+file].textContent = sq.pieceUnicode();
}
}
};
const sqElems = await createBoardUI(board);
for (let i = 0; i < 200; ++i) {
await draw(board, sqElems);
await nextFrame();
const m = wb_search(7);
const move = moveDeserialize(m);
const move = await board.search(7);
console.log(move.from);
console.log(move.to);
const fromSq = await board.at(move.from);
const toSq = await board.at(move.to);
const fromSqEnc = wb_board_at(indexSerialize(move.from));
const toSqEnc = wb_board_at(indexSerialize(move.to));
console.log(fromSqEnc);
console.log(toSqEnc);
const fromSq = squareDeserialize(fromSqEnc);
const toSq = squareDeserialize(toSqEnc);
console.log(fromSq)
console.log(toSq)
console.log("from-player:", fromSq.playerName());
console.log("from-piece:", fromSq.pieceName());
console.log("to-player:", toSq.playerName());
console.log("to-piece:", toSq.pieceName());
console.log(m);
const f = move.from;
const t = move.to;
console.log("from:", move.from.fileChar(), move.from.rankChar(),
"to:", move.to.fileChar(), move.to.rankChar());
const mr = wb_move(Number(m));
if (mr == MoveResult.Stalemate || mr == MoveResult.Checkmate) {
console.log(_moveResultName[mr]);
const mr = board.move(move);
if (mr == MoveResult.STALEMATE || mr == MoveResult.CHECKMATE) {
const resultEl = document.getElementById("result");
resultEl.textContent = _moveResultName[board.state];
draw(board, sqElems);
await nextFrame();
break;
}
}

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@@ -7,12 +7,12 @@
static uint64_t g_rand_seed = 1;
void my_srand(uint64_t n)
static void my_srand(uint64_t n)
{
g_rand_seed = n == 0 ? 1 : n;
}
uint64_t my_rand64()
static uint64_t my_rand64()
{
/*
* Xorshift RNG [1] + multiply
@@ -37,7 +37,7 @@ static int my_isdigit(int ch)
return ch >= '0' && ch <= '9';
}
void* my_memset(void *b, int c, size_t len)
static void* my_memset(void *b, int c, size_t len)
{
unsigned char* x = b;
unsigned char ch = (unsigned char)c;
@@ -47,7 +47,7 @@ void* my_memset(void *b, int c, size_t len)
return b;
}
void* my_memcpy(void* restrict dst, void const* restrict src, size_t n)
static void* my_memcpy(void* restrict dst, void const* restrict src, size_t n)
{
uint8_t* d = dst;
uint8_t const* s = src;
@@ -73,7 +73,7 @@ int my_memcmp(void const* s1, void const* s2, size_t n)
return 0;
}
size_t strlen(char const* s)
static size_t strlen(char const* s)
{
size_t n = 0;
while (s[n++])

5
sys.h
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@@ -15,14 +15,13 @@ enum { /* TODO */
SYS_MADV_SEQUENTIAL = 0,
};
static uint8_t g_buf[1024*1024*1024];
static uint8_t g_buf[1024*1024*1024 /* 1 GB */];
static size_t g_buf_len = 0;
static void* sys_mmap_anon_shared(size_t size, int, int)
{
/* FIXME: this program relies on few memory allocations, a simple bump
/* FIXME: this program relies on very few memory allocations, a simple bump
* allocator works for now, but will cause memory leaks in the future */
size = (size + 7ULL) & ~7ULL;
if (g_buf_len + size > sizeof g_buf) {

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@@ -40,9 +40,21 @@ uint64_t wb_search(int8_t max_depth)
int32_t wb_move(uint32_t move)
{
struct move m = move_deserialize(move);
enum move_result const r = board_move_2(&g_board, m);
return (int32_t)r;
struct move const m = move_deserialize(move);
enum move_result const mr = board_move_2(&g_board, m);
/* TODO: this checkmate/stalemate check needs to be abstracted better */
if (mr == MR_STALEMATE) {
return (int32_t)MR_STALEMATE;
}
struct move moves[MOVE_MAX];
size_t move_count = 0ULL;
all_moves(&g_board.pos, opposite_player(g_board.pos.player), &move_count, moves);
if (move_count == 0ULL) {
return MR_CHECKMATE;
}
return (int32_t)mr;
}
void wb_init()