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));
}
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