simWorker.ts
examples/doom/simWorker.ts · raw · open the example · all examples · site home
Exports: SaveFileDoomWorkerInTickMessageAudioMessageDoomWorkerOut
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// Module worker that hosts the Doom simulation (sim/DoomSim.ts over
// doom.wasm) so the main thread only renders. It ticks on its own 35 Hz
// timer, posts one snapshot per tick (game state arrays plus the software
// frame with the overlay mask as alpha), forwards Doom's sound/music
// callbacks to the main thread as messages (the AudioContext lives there),
// and applies the input/pause messages the page sends. Message shapes are
// the DoomWorkerIn / DoomWorkerOut unions below; game.ts is the other end.
// No import map applies in a worker: relative imports only.
import { DoomSim, TIC_MS, type DoomModule, type RadixAudioHooks } from "./sim/DoomSim.js";
// A savegame file (doomsav<slot>.dsg) to restore into, or written by, Doom's
// in-memory filesystem
export interface SaveFile {
name: string;
bytes: Uint8Array;
}
export type DoomWorkerIn =
| { type: "init"; moduleUrl: string; wasmUrl: string; wad: Uint8Array; wadName?: string; args: string[]; saves?: SaveFile[] }
| { type: "key"; key: number; pressed: boolean; typed: number }
| { type: "mouse"; dx: number }
| { type: "buttons"; mask: number }
| { type: "pause"; paused: boolean }
| { type: "opaqueFrame"; on: boolean }
| { type: "audioState"; running: boolean };
export interface TickMessage {
type: "tick";
// Wall clock of the snapshot as epoch ms (performance.timeOrigin + now),
// comparable across threads
timeEpoch: number;
gametic: number;
// Game tics Doom advanced in this tick call
tics: number;
levelGeneration: number;
info: Int32Array;
hasPlayer: boolean;
player: Int32Array;
sectorCount: number;
sectors: Int32Array;
sideCount: number;
sides: Int32Array;
mobjCount: number;
mobjs: Int32Array;
visibleSubsectors: Uint8Array;
// 320x200 RGBA, alpha from the overlay mask (or opaque when requested)
frame: Uint8ClampedArray;
width: number;
height: number;
}
export type AudioMessage =
| { type: "audio"; event: "sfxStart"; channel: number; lumpnum: number; bytes?: Uint8Array; vol: number; sep: number }
| { type: "audio"; event: "sfxUpdate"; channel: number; vol: number; sep: number }
| { type: "audio"; event: "sfxStop"; channel: number }
| { type: "audio"; event: "musicRegister"; handle: number; bytes: Uint8Array }
| { type: "audio"; event: "musicUnregister"; handle: number }
| { type: "audio"; event: "musicPlay"; handle: number; looping: boolean }
| { type: "audio"; event: "musicStop" }
| { type: "audio"; event: "musicPause" }
| { type: "audio"; event: "musicResume" }
| { type: "audio"; event: "musicSetVolume"; volume: number };
export type DoomWorkerOut =
| { type: "ready"; width: number; height: number }
| { type: "error"; message: string }
| { type: "log"; text: string }
// Doom wrote a savegame (the page persists it)
| { type: "save"; file: SaveFile }
| TickMessage
| AudioMessage;
let sim: DoomSim | undefined;
let module: DoomModule | undefined;
let opaqueFrame = false;
let audioRunning = false;
let lastTicksRun = 0;
function post(message: DoomWorkerOut, transfer: Transferable[] = []) {
self.postMessage(message, { transfer });
}
// ---- audio proxy -----------------------------------------------------------
// Doom calls these synchronously and expects answers (channel handle, is the
// sound still playing, song handle), so the worker keeps enough local state
// to answer while the main thread does the actual playback.
const sentLumps = new Set<number>();
const sfxEndTime = new Map<number, number>();
let nextSongHandle = 1;
let musicPlaying = false;
function audioHooks(): RadixAudioHooks {
return {
sfxStart: (channel, lumpnum, ptr, len, vol, sep) => {
if (!module || !audioRunning) {
return -1;
}
const heap = module.HEAPU8;
// DMX header: u16 format, u16 rate, u32 sample count (+32 padding)
const rate = heap[ptr + 2] | (heap[ptr + 3] << 8);
const count = (heap[ptr + 4] | (heap[ptr + 5] << 8) | (heap[ptr + 6] << 16) | (heap[ptr + 7] << 24)) >>> 0;
if (rate <= 0 || count <= 32 || len <= 8 + 32) {
return -1;
}
sfxEndTime.set(channel, performance.now() + ((count - 32) / rate) * 1000);
let bytes: Uint8Array | undefined;
if (!sentLumps.has(lumpnum)) {
bytes = heap.slice(ptr, ptr + len);
sentLumps.add(lumpnum);
}
post({ type: "audio", event: "sfxStart", channel, lumpnum, bytes, vol, sep }, bytes ? [bytes.buffer] : []);
return channel;
},
sfxUpdate: (channel, vol, sep) => post({ type: "audio", event: "sfxUpdate", channel, vol, sep }),
sfxStop: (channel) => {
sfxEndTime.delete(channel);
post({ type: "audio", event: "sfxStop", channel });
},
sfxIsPlaying: (channel) => (sfxEndTime.get(channel) ?? 0) > performance.now(),
musicRegister: (ptr, len, isMidi) => {
if (!module || isMidi === 0) {
return 0;
}
const handle = nextSongHandle++;
const bytes = module.HEAPU8.slice(ptr, ptr + len);
post({ type: "log", text: `music: registered song ${handle} (${len} bytes)` });
post({ type: "audio", event: "musicRegister", handle, bytes }, [bytes.buffer]);
return handle;
},
musicUnregister: (handle) => post({ type: "audio", event: "musicUnregister", handle }),
musicPlay: (handle, looping) => {
musicPlaying = true;
post({ type: "audio", event: "musicPlay", handle, looping: looping !== 0 });
},
musicStop: () => {
musicPlaying = false;
post({ type: "audio", event: "musicStop" });
},
musicPause: () => post({ type: "audio", event: "musicPause" }),
musicResume: () => post({ type: "audio", event: "musicResume" }),
musicSetVolume: (volume) => post({ type: "audio", event: "musicSetVolume", volume }),
musicIsPlaying: () => musicPlaying,
};
}
// ---- tick loop ---------------------------------------------------------------
function postTick(tics: number) {
if (!sim) return;
const { curr } = sim;
const frame = new Uint8ClampedArray(sim.width * sim.height * 4);
sim.blitFramebuffer({ data: frame }, !opaqueFrame);
const message: TickMessage = {
type: "tick",
timeEpoch: performance.timeOrigin + curr.time,
gametic: curr.gametic,
tics,
levelGeneration: sim.levelGeneration,
info: curr.info.slice(),
hasPlayer: curr.hasPlayer,
player: curr.player.slice(),
sectorCount: curr.sectorCount,
sectors: curr.sectors.slice(),
sideCount: curr.sideCount,
sides: curr.sides.slice(),
mobjCount: curr.mobjCount,
mobjs: curr.mobjs.slice(),
visibleSubsectors: curr.visibleSubsectors.slice(),
frame,
width: sim.width,
height: sim.height,
};
post(message, [
message.info.buffer, message.player.buffer, message.sectors.buffer, message.sides.buffer,
message.mobjs.buffer, message.visibleSubsectors.buffer, frame.buffer,
]);
}
// ---- savegames ---------------------------------------------------------------
// Doom (configdir ".", cwd "/") keeps its six slots at /.savegame/doomsav<n>.dsg
// in Emscripten's in-memory filesystem, which does not outlive the page. The
// page hands the persisted files back at init, and after every tick the
// slots' mtimes are checked so a new save (G_DoSaveGame writes temp.dsg and
// renames it) is posted back to the page.
const SAVE_DIR = "/.savegame";
const SAVE_SLOTS = 6;
const saveStamps = new Map<string, number>();
function saveName(slot: number) {
return `doomsav${slot}.dsg`;
}
function restoreSaves(m: DoomModule, saves: SaveFile[]) {
if (!m.FS.analyzePath(SAVE_DIR).exists) m.FS.mkdir(SAVE_DIR);
for (const { name, bytes } of saves) {
const path = `${SAVE_DIR}/${name}`;
m.FS.writeFile(path, bytes);
saveStamps.set(name, saveStamp(m, path));
}
}
function saveStamp(m: DoomModule, path: string) {
try {
const stat = m.FS.stat(path);
return stat.mtime.getTime() * 4096 + (stat.size & 4095);
} catch {
return 0;
}
}
function checkSaves() {
if (!module) return;
for (let slot = 0; slot < SAVE_SLOTS; ++slot) {
const name = saveName(slot);
const path = `${SAVE_DIR}/${name}`;
const stamp = saveStamp(module, path);
if (!stamp || stamp === saveStamps.get(name)) continue;
saveStamps.set(name, stamp);
const bytes = module.FS.readFile(path, { encoding: "binary" }).slice();
post({ type: "save", file: { name, bytes } }, [bytes.buffer]);
}
}
// ---- tick loop ---------------------------------------------------------------
function loop() {
if (!sim) return;
const now = performance.now();
const tics = sim.update(now);
if (sim.ticksRun !== lastTicksRun) {
lastTicksRun = sim.ticksRun;
postTick(tics);
checkSaves();
}
// Wake at the next tic boundary (the sim keeps a steady 35 Hz cadence);
// update() itself enforces the rate if the timer fires early
const wait = sim.paused ? TIC_MS : Math.max(0, Math.min(TIC_MS, sim.nextTickTime - performance.now()));
setTimeout(loop, wait);
}
async function init(message: Extract<DoomWorkerIn, { type: "init" }>) {
sim = await DoomSim.create({
moduleUrl: message.moduleUrl,
wasmUrl: message.wasmUrl,
wad: message.wad,
wadName: message.wadName,
args: message.args,
audio: audioHooks(),
onModule: (m) => {
module = m;
if (message.saves?.length) restoreSaves(m, message.saves);
},
print: (text) => post({ type: "log", text }),
printErr: (text) => post({ type: "log", text: `! ${text}` }),
});
lastTicksRun = sim.ticksRun;
post({ type: "ready", width: sim.width, height: sim.height });
// The first snapshot (title screen) before the first tic
postTick(0);
loop();
}
self.onmessage = (event: MessageEvent<DoomWorkerIn>) => {
const message = event.data;
switch (message.type) {
case "init":
init(message).catch((error: unknown) => {
post({ type: "error", message: error instanceof Error ? error.message : String(error) });
});
break;
case "key":
sim?.postKey(message.key, message.pressed, message.typed);
break;
case "mouse":
sim?.addMouseMotion(message.dx, 0);
break;
case "buttons":
sim?.setMouseButtons(message.mask);
break;
case "pause":
sim?.setPaused(message.paused);
break;
case "opaqueFrame":
opaqueFrame = message.on;
// Re-send the current frame with the new alpha so the toggle shows
// immediately, even while the game is paused and no tick will
if (sim) postTick(0);
break;
case "audioState":
audioRunning = message.running;
break;
}
};