simWorker.ts
examples/quake/simWorker.ts · raw · open the example · all examples · site home
Exports: SaveFileQuakeWorkerInTickMessageQuakeWorkerOut
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// Module worker that hosts the Quake simulation (sim/QuakeSim.ts over
// quake.wasm) so the main thread only renders; module workers get no import
// map, so it imports relative files only (not @sparkjsdev/radix or three). It
// ticks on its own 72 Hz
// timer, posts one snapshot per tick batch (game state arrays plus the
// software frame with the overlay mask as alpha), forwards mixed audio to the
// main thread, and applies the input/pause messages the page sends. Message
// shapes are the QuakeWorkerIn / QuakeWorkerOut unions below; game.ts is the
// other end.
import { QuakeSim, TIC_MS, type QuakeModule } from "./sim/QuakeSim.js";
// A savegame file (s<slot>.sav) to restore into, or written by, Quake's
// in-memory filesystem
export interface SaveFile {
name: string;
bytes: Uint8Array;
}
export type QuakeWorkerIn =
| { type: "init"; moduleUrl: string; wasmUrl: string; pak: Uint8Array; args: string[]; commands: string[]; saves?: SaveFile[] }
| { type: "key"; key: number; pressed: boolean }
| { type: "mouse"; dx: number; dy: number }
| { type: "command"; text: string }
| { 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;
tick: number;
// Ticks run in this update
ticks: number;
levelGeneration: number;
info: Int32Array;
mapName: string;
modelNames: string[];
entityCount: number;
entities: Int32Array;
dlightCount: number;
dlights: Int32Array;
lightstyles: Int32Array;
particleCount: number;
particles: Int32Array;
// 320x240 RGBA, alpha from the overlay mask (or opaque when requested)
frame: Uint8ClampedArray;
width: number;
height: number;
}
export type QuakeWorkerOut =
| { type: "ready"; width: number; height: number; audioRate: number }
| { type: "error"; message: string }
| { type: "log"; text: string }
// Quake wrote a savegame (the page persists it)
| { type: "save"; file: SaveFile }
// Mixed PCM, interleaved stereo int16
| { type: "audio"; samples: Int16Array }
| TickMessage;
let sim: QuakeSim | undefined;
let module: QuakeModule | undefined;
let opaqueFrame = false;
let audioRunning = false;
let lastTicksRun = 0;
let lastModelNames: string[] | undefined;
let audioScratch = 0;
const AUDIO_SCRATCH_SAMPLES = 8192;
function post(message: QuakeWorkerOut, transfer: Transferable[] = []) {
self.postMessage(message, { transfer });
}
// ---- tick loop -----------------------------------------------------------------
function postTick(ticks: 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,
tick: curr.tick,
ticks,
levelGeneration: sim.levelGeneration,
info: curr.info.slice(),
mapName: curr.mapName,
// The names only change with the level; structured clone is cheap anyway
modelNames: curr.modelNames === lastModelNames ? [] : (lastModelNames = curr.modelNames),
entityCount: curr.entityCount,
entities: curr.entities.slice(),
dlightCount: curr.dlightCount,
dlights: curr.dlights.slice(),
lightstyles: curr.lightstyles.slice(),
particleCount: curr.particleCount,
particles: curr.particles.slice(),
frame,
width: sim.width,
height: sim.height,
};
post(message, [
message.info.buffer, message.entities.buffer, message.dlights.buffer, message.lightstyles.buffer,
message.particles.buffer, frame.buffer,
]);
}
function postAudio() {
if (!sim || !module || !audioRunning || !module._radix_audio_read) return;
if (!audioScratch) {
audioScratch = module._malloc(AUDIO_SCRATCH_SAMPLES * 2);
}
for (;;) {
const count = module._radix_audio_read(audioScratch, AUDIO_SCRATCH_SAMPLES);
if (count <= 0) break;
const samples = new Int16Array(count);
samples.set(new Int16Array(module.HEAP8.buffer, audioScratch, count));
post({ type: "audio", samples }, [samples.buffer]);
if (count < AUDIO_SCRATCH_SAMPLES) break;
}
}
// ---- savegames -----------------------------------------------------------------
// Quake keeps its save slots at /id1/s<n>.sav 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 batch the slots' mtimes are
// checked so a new save is posted back to the page.
const SAVE_DIR = "/id1";
const SAVE_SLOTS = 12;
const saveStamps = new Map<string, number>();
function saveName(slot: number) {
return `s${slot}.sav`;
}
function restoreSaves(m: QuakeModule, saves: SaveFile[]) {
for (const { name, bytes } of saves) {
const path = `${SAVE_DIR}/${name}`;
m.FS.writeFile(path, bytes);
saveStamps.set(name, saveStamp(m, path));
}
}
function saveStamp(m: QuakeModule, path: string) {
try {
const stat = m.FS.stat(path);
return stat.mtime.getTime() * 4096 + (stat.size & 4095);
} catch {
return 0;
}
}
function checkSaves() {
if (!module) return;
for (let slot = 0; slot < SAVE_SLOTS; ++slot) {
const name = saveName(slot);
const path = `${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 ticks = sim.update(now);
if (sim.ticksRun !== lastTicksRun) {
lastTicksRun = sim.ticksRun;
postTick(ticks);
postAudio();
checkSaves();
}
// Wake at the next tick boundary; 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<QuakeWorkerIn, { type: "init" }>) {
sim = await QuakeSim.create({
moduleUrl: message.moduleUrl,
wasmUrl: message.wasmUrl,
pak: message.pak,
args: message.args,
commands: message.commands,
onModule: (m) => {
module = m;
if (message.saves?.length) restoreSaves(m, message.saves);
},
print: (text) => post({ type: "log", text }),
printErr: (text) => post({ type: "log", text: `! ${text}` }),
});
lastTicksRun = sim.ticksRun;
const audioRate = module?._radix_audio_rate?.() ?? 0;
post({ type: "ready", width: sim.width, height: sim.height, audioRate });
// The first snapshot before the first tick
postTick(0);
loop();
}
self.onmessage = (event: MessageEvent<QuakeWorkerIn>) => {
const message = event.data;
switch (message.type) {
case "init":
init(message).catch((error: unknown) => {
post({ type: "error", message: error instanceof Error ? `${error.message}\n${error.stack ?? ""}` : String(error) });
});
break;
case "key":
sim?.postKey(message.key, message.pressed);
break;
case "mouse":
sim?.addMouseMotion(message.dx, message.dy);
break;
case "command":
sim?.command(message.text);
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;
}
};