all repos — emchess @ 582b0387fa0b9b6f7b51a8a13c4fee17764ffb39

src/game/engine.js (view raw)

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const ENGINE_URL = new URL(`${import.meta.env.BASE_URL}stockfish/stockfish-18-lite-single.js`, location.href).href;
const WASM_URL = new URL(`${import.meta.env.BASE_URL}stockfish/stockfish-18-lite-single.wasm`, location.href).href;
// A tiny worker that fetches the wasm as a plain binary and hands it to Stockfish
// through Module.wasmBinary. That path ignores the response's MIME type, so a server
// that serves .wasm as text/plain (a very common misconfig) can't break the engine.
const BOOTSTRAP = `self.onmessage=function(e){var d=e.data||{};if(!d.__boot)return;` +
    `fetch(d.wasmUrl).then(function(r){return r.arrayBuffer();}).then(function(buf){` +
    `self.Module={wasmBinary:buf,locateFile:function(p){return p.slice(-5)==='.wasm'?d.wasmUrl:p;}};` +
    `try{importScripts(d.jsUrl);postMessage('__ready');}catch(err){postMessage('__err '+err);}` +
    `}).catch(function(err){postMessage('__err '+err);});};`;
export class Engine {
    constructor() {
        this.listeners = [];
        const bootUrl = URL.createObjectURL(new Blob([BOOTSTRAP], { type: "text/javascript" }));
        this.worker = new Worker(bootUrl);
        this.worker.onmessage = (e) => {
            const line = typeof e.data === "string" ? e.data : String(e.data?.data ?? "");
            for (const fn of this.listeners)
                fn(line);
        };
        this.ready = this.boot();
    }
    send(cmd) {
        this.worker.postMessage(cmd);
    }
    waitFor(token, timeout = 0) {
        return new Promise((resolve, reject) => {
            let timer;
            const fn = (line) => {
                if (line.includes(token)) {
                    this.listeners = this.listeners.filter((l) => l !== fn);
                    if (timer)
                        clearTimeout(timer);
                    resolve();
                }
            };
            this.listeners.push(fn);
            if (timeout > 0) {
                timer = setTimeout(() => {
                    this.listeners = this.listeners.filter((l) => l !== fn);
                    reject(new Error("engine timeout waiting for " + token));
                }, timeout);
            }
        });
    }
    async boot() {
        this.worker.postMessage({ __boot: true, jsUrl: ENGINE_URL, wasmUrl: WASM_URL });
        await this.waitFor("__ready", 20000);
        this.send("uci");
        await this.waitFor("uciok", 20000);
        this.send("isready");
        await this.waitFor("readyok", 20000);
    }
    async configure(p) {
        try {
            await this.ready;
        }
        catch {
            return;
        }
        this.send("setoption name Skill Level value " + p.skill);
        this.send("setoption name MultiPV value " + Math.max(1, p.multipv));
        this.send("isready");
        await this.waitFor("readyok", 8000).catch(() => { });
    }
    // Returns a move in UCI form, never before the personality's think floor. Falls back
    // to a legal move if the engine is unavailable, so the game can never hang.
    async chooseMove(fen, p, legal) {
        const started = performance.now();
        const floor = p.think[0] + Math.random() * (p.think[1] - p.think[0]);
        let move;
        let alive = true;
        try {
            await this.ready;
        }
        catch {
            alive = false;
        }
        if (!alive) {
            move = randomOf(legal);
        }
        else if (legal.length && Math.random() < p.blunderChance) {
            move = randomOf(legal);
        }
        else {
            move = (await this.search(fen, p)) ?? randomOf(legal);
        }
        const elapsed = performance.now() - started;
        if (elapsed < floor)
            await sleep(floor - elapsed);
        return move;
    }
    search(fen, p) {
        return new Promise((resolve) => {
            const candidates = new Map();
            let done = false;
            const finish = (m) => {
                if (done)
                    return;
                done = true;
                clearTimeout(timer);
                this.listeners = this.listeners.filter((l) => l !== fn);
                resolve(m);
            };
            const fn = (line) => {
                if (line.startsWith("info")) {
                    const pv = line.match(/multipv (\d+).*? pv (\w+)/);
                    if (pv)
                        candidates.set(Number(pv[1]), pv[2]);
                }
                else if (line.startsWith("bestmove")) {
                    const best = line.split(" ")[1];
                    finish(best === "(none)" ? null : pick(candidates, best, p.multipv));
                }
            };
            const timer = setTimeout(() => finish(null), p.movetime + 4000);
            this.listeners.push(fn);
            this.send("setoption name Skill Level value " + p.skill);
            this.send("setoption name MultiPV value " + Math.max(1, p.multipv));
            this.send("position fen " + fen);
            this.send("go movetime " + p.movetime);
        });
    }
    // Full-strength evaluation for the coach, from the side-to-move's point of view.
    async evaluate(fen, movetime = 500) {
        try {
            await this.ready;
        }
        catch {
            return { cp: null, mate: null };
        }
        return new Promise((resolve) => {
            let cp = null;
            let mate = null;
            let done = false;
            const finish = () => {
                if (done)
                    return;
                done = true;
                clearTimeout(timer);
                this.listeners = this.listeners.filter((l) => l !== fn);
                resolve({ cp, mate });
            };
            const fn = (line) => {
                if (line.startsWith("info")) {
                    const s = line.match(/score (cp|mate) (-?\d+)/);
                    if (s) {
                        if (s[1] === "cp") {
                            cp = Number(s[2]);
                            mate = null;
                        }
                        else {
                            mate = Number(s[2]);
                            cp = null;
                        }
                    }
                }
                else if (line.startsWith("bestmove")) {
                    finish();
                }
            };
            const timer = setTimeout(finish, movetime + 4000);
            this.listeners.push(fn);
            this.send("setoption name Skill Level value 20");
            this.send("setoption name MultiPV value 1");
            this.send("position fen " + fen);
            this.send("go movetime " + movetime);
        });
    }
    destroy() {
        this.send("quit");
        this.worker.terminate();
    }
}
function pick(candidates, best, multipv) {
    if (multipv <= 1 || candidates.size <= 1)
        return best;
    const weights = [0.62, 0.26, 0.09, 0.03];
    const roll = Math.random();
    let acc = 0;
    for (let i = 1; i <= Math.min(multipv, candidates.size); i++) {
        acc += weights[i - 1] ?? 0.02;
        if (roll < acc && candidates.has(i))
            return candidates.get(i);
    }
    return best;
}
function randomOf(moves) {
    return moves.length ? moves[Math.floor(Math.random() * moves.length)] : null;
}
function sleep(ms) {
    return new Promise((r) => setTimeout(r, ms));
}