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* Engine pool + priority scheduler.
*
* Why this exists: the GPU gives us ~10 completion ticks per second, shared by
* every caller (AI.md, "The 10 tok/s ceiling"). Two consequences drive the
* whole design:
*
* - A single generation can never beat ~10 tok/s. When decode is *sync-bound*
* - waiting on the ~100 ms tick rather than on the GPU - N concurrent ones
* each still get ~10 tok/s, because they all wake on the same tick. That
* held for the 0.8B (1.3-2.0x on two engines) and stops holding once the
* model is big enough to keep the GPU busy: measured 1.06x on the 2B, where
* two streams simply run at half speed each. Fan-out is worth having, but
* the second engine earns its memory through isolation, not throughput.
* - Every engine in the pool holds its own copy of the weights, so the pool is
* small and its slots are the scarce resource worth scheduling.
*
* The scheduler is therefore four mechanisms and no more:
* 1. Priority bands, FIFO within a band.
* 2. Session supersession - a new job with the same `session` cancels the
* previous one. This is the ghost-text primitive: every keystroke replaces
* the last request instead of queueing behind it.
* 3. Opt-in preemption - an `interactive` job with no free slot may interrupt
* a running job that declared `preemptible`. The victim resolves with what
* it produced so far, so it is never requeued and can never starve.
* 4. Demand-driven growth - the pool starts at one engine and earns another
* only when a *different* task is waiting on a busy pool. See `#grow`.
*
* Jobs carry a `task`: the unit that owns an engine. Every item of one batch
* shares it, so "translate this page" is one task however many requests it is.
* Slots are handed out per job, but the last free slot is reserved per task -
* otherwise one batch fills the pool and ghost-text starves behind it.
*
* `createEngine` is injected so the scheduler can be tested without a GPU.
*/
import { JOB_KIND, PRIORITY, PRIORITY_ORDER } from "./constants.js";
let nextJobId = 0;
export class EnginePool {
#maxSize;
#createEngine;
#onStateChange;
#slots = [];
#queues = new Map(PRIORITY_ORDER.map((p) => [p, []]));
#bySession = new Map();
#loading = null;
#growing = null;
/** Set to the failure reason once a grow attempt fails; growth then stops. */
#growthBlocked = null;
/**
* Bumped by `unload()`. An engine that finishes loading against a stale
* generation is torn down rather than installed — see `load()`.
*/
#generation = 0;
constructor({ size = 2, createEngine, onStateChange = () => {} }) {
this.#maxSize = Math.max(1, Math.min(4, size));
this.#createEngine = createEngine;
this.#onStateChange = onStateChange;
}
/** Engines that exist right now, which is not the same as the cap. */
get size() {
return this.#slots.length;
}
get maxSize() {
return this.#maxSize;
}
get loaded() {
return this.#slots.length > 0;
}
/**
* Brings up the first engine, and only the first.
*
* The pool used to build every engine here. It no longer does, because an
* engine is a full copy of the weights - measured ~1.6 GB steady state for
* the 0.8B, ~2.4 GB for a 2B - and staging a second one costs that much host
* memory before the GPU ever sees it. On a 16 GB machine that is the
* difference between working and swapping, and it was being paid up front
* whether or not two tasks ever ran at once. `#grow` earns the rest.
*/
async load(onProgress = () => {}) {
if (this.#loading) return this.#loading;
const generation = this.#generation;
this.#loading = (async () => {
const engine = await this.#createEngine(0, (report) =>
onProgress({ ...report, engine: 1, engines: 1 }),
);
// `unload()` may have run while this was still building — a cancelled
// load, or a model switch. Installing it now would resurrect an engine
// nobody holds a reference to, leaking its worker and a full copy of the
// weights. `#grow()` has always guarded this; `load()` did not.
if (generation !== this.#generation) {
await engine.unload?.().catch(() => {});
return 0;
}
this.#slots = [{ engine, job: null }];
return this.#slots.length;
})().finally(() => {
this.#loading = null;
});
return this.#loading;
}
async unload() {
this.#generation += 1;
for (const job of this.#allJobs()) this.#finish(job, { cancelled: true });
for (const p of this.#queues.values()) p.length = 0;
this.#bySession.clear();
// A smaller model may well fit where this one did not.
this.#growthBlocked = null;
const slots = this.#slots;
this.#slots = [];
await Promise.all(slots.map((s) => s.engine.unload?.().catch(() => {})));
}
/**
* @param {object} spec
* @param {object} spec.params passed straight to `engine.chat.completions.create`
* @param {string} [spec.task] the unit that owns an engine; a whole batch shares one
* @param {string} [spec.session] later jobs with this session supersede earlier ones
* @param {string} [spec.priority] one of PRIORITY
* @param {boolean} [spec.preemptible] may be interrupted by an interactive job
* @param {(chunk: object) => void} [spec.onChunk] WebLLM's chunk, verbatim
* @returns {Promise<{text: string, usage?: object, cancelled?: boolean, preempted?: boolean}>}
*/
submit(spec) {
const priority = PRIORITY_ORDER.includes(spec.priority) ? spec.priority : PRIORITY.NORMAL;
const id = spec.id ?? `job-${++nextJobId}`;
const job = {
id,
// Unlabelled work is its own task, so two bare `chat` calls still compete
// for separate engines the way two different callers would.
task: spec.task ?? spec.session ?? id,
session: spec.session,
priority,
preemptible: Boolean(spec.preemptible),
// What the slot's engine should be asked to do. Everything else about a
// job — priority, supersession, preemption, one-task-one-engine — is the
// same either way, which is why this is a field and not a second pool.
kind: spec.kind === JOB_KIND.EMBEDDING ? JOB_KIND.EMBEDDING : JOB_KIND.CHAT,
params: spec.params,
onChunk: spec.onChunk ?? (() => {}),
text: "",
slot: null,
done: false,
};
job.promise = new Promise((resolve) => (job.resolve = resolve));
if (job.session) {
const previous = this.#bySession.get(job.session);
// Superseded, not queued behind: the keystroke that produced the old
// request is already stale.
if (previous) this.cancel(previous.id);
this.#bySession.set(job.session, job);
}
this.#queues.get(priority).push(job);
this.#pump();
this.#emit();
return job.promise;
}
/** Cancels by job id or by session key. Returns how many jobs it stopped. */
cancel(idOrSession) {
let stopped = 0;
for (const job of this.#allJobs()) {
if (job.id !== idOrSession && job.session !== idOrSession) continue;
stopped += 1;
if (job.slot === null) {
this.#dequeue(job);
this.#finish(job, { cancelled: true });
} else {
job.cancelling = true;
this.#slots[job.slot].engine.interruptGenerate();
}
}
if (stopped) this.#emit();
return stopped;
}
/**
* Pushes a runtime setting to every engine that accepts one.
*
* Separate from `load()` because the settings this carries — `decodeSteps` so
* far — are per-generation knobs, not per-model ones: retuning them must not
* cost a reload of the weights.
*/
configure(patch) {
let applied = 0;
for (const slot of this.#slots) {
if (typeof slot.engine.configure !== "function") continue;
slot.engine.configure(patch);
applied += 1;
}
return applied;
}
status() {
return {
size: this.#slots.length,
maxSize: this.#maxSize,
growing: this.#growing !== null,
// Non-null once a second engine failed to come up; the UI can say why the
// pool is smaller than the cap instead of looking stuck.
growthBlocked: this.#growthBlocked,
busy: this.#slots.filter((s) => s.job !== null).length,
queued: PRIORITY_ORDER.reduce((n, p) => n + this.#queues.get(p).length, 0),
queuedByPriority: Object.fromEntries(
PRIORITY_ORDER.map((p) => [p, this.#queues.get(p).length]),
),
};
}
// ------------------------------------------------------------ internals ---
/**
* Adds one engine, but only when a second one would actually buy something.
*
* There is no budget to check against: Firefox implements neither
* `navigator.deviceMemory` nor `performance.memory`, and `storage.estimate()`
* measures disk quota, not RAM. Nothing reports free memory to an extension.
*
* So the pool does not predict, it probes - and it only probes when the
* answer matters. A failed load is taken as the answer and is not retried:
* the retry would cost another full staging pass to learn the same thing.
*/
#grow() {
if (this.#growing || this.#growthBlocked || this.#loading) return;
if (this.#slots.length >= this.#maxSize) return;
if (!this.#crossTaskDemand()) return;
const index = this.#slots.length;
this.#growing = (async () => {
try {
const engine = await this.#createEngine(index, () => {});
// `unload()` may have emptied the pool while this was still loading;
// pushing then would resurrect a slot for a model nobody asked for.
if (this.#slots.length === index) this.#slots.push({ engine, job: null });
else await engine.unload?.().catch(() => {});
} catch (err) {
// Almost always memory. Staying at the current size is the right
// outcome, not an error owed to whichever job happened to trigger it.
this.#growthBlocked = err?.message ?? String(err);
}
})().finally(() => {
this.#growing = null;
this.#pump();
this.#emit();
});
}
/**
* True when a queued job belongs to a task that is not already running.
*
* This is the entire growth policy. A second engine exists so that a
* translation and a ghost-text completion can run at once - not to make one
* batch finish sooner. Four queued items of the same batch keep the pool at
* one engine; one queued completion alongside them grows it.
*/
#crossTaskDemand() {
const running = this.#runningTasks();
if (running.size === 0) return false;
for (const job of this.#queued()) if (!running.has(job.task)) return true;
return false;
}
#runningTasks() {
const tasks = new Set();
for (const slot of this.#slots) if (slot.job) tasks.add(slot.job.task);
return tasks;
}
*#queued() {
for (const p of PRIORITY_ORDER) yield* this.#queues.get(p);
}
*#allJobs() {
for (const slot of this.#slots) if (slot.job) yield slot.job;
yield* this.#queued();
}
#dequeue(job) {
const queue = this.#queues.get(job.priority);
const i = queue.indexOf(job);
if (i >= 0) queue.splice(i, 1);
}
#nextJob() {
for (const p of PRIORITY_ORDER) {
const queue = this.#queues.get(p);
if (queue.length) return queue[0];
}
return null;
}
#pump() {
for (;;) {
const slot = this.#slots.findIndex((s) => s.job === null);
const job = slot >= 0 ? this.#pick() : this.#nextJob();
if (!job) break;
if (slot >= 0) {
this.#dequeue(job);
this.#start(slot, job);
continue;
}
// No slot. Only an interactive job is allowed to take one by force, and
// only from a job that opted in.
if (job.priority !== PRIORITY.INTERACTIVE) break;
const victim = this.#slots.find((s) => s.job?.preemptible && !s.job.cancelling);
if (!victim) break;
victim.job.preempting = true;
victim.job.cancelling = true;
victim.engine.interruptGenerate();
break; // the freed slot re-enters #pump when the victim settles
}
this.#grow();
}
/**
* Which queued job takes a free slot: the first, by priority, whose task is
* not already running.
*
* **One task holds at most one engine.** Letting a batch spread over the pool
* used to be the point - it was worth 1.3-2.0x on the 0.8B, where decode was
* sync-bound and a second stream filled idle GPU. On the 2B it is worth
* 1.06x: the GPU is busy, so two streams of the same work just run at half
* speed each (measured; `engine scaling:` in the e2e). That buys nothing, and
* it costs the thing a second engine is actually for - a page translation
* would sit on both engines and ghost-text would wait behind it.
*
* So the rule is flat, and two runnable tasks are therefore always running at
* once whenever two engines exist. An engine may idle while one task has work
* queued; that is the ~6% being deliberately given up.
*
* `interactive` is the one exception: that band exists for work a human is
* waiting on keystroke-by-keystroke, and it takes a free engine regardless.
*/
#pick() {
const head = this.#nextJob();
if (!head || head.priority === PRIORITY.INTERACTIVE) return head;
const running = this.#runningTasks();
for (const job of this.#queued()) if (!running.has(job.task)) return job;
return null;
}
#start(slotIndex, job) {
const slot = this.#slots[slotIndex];
slot.job = job;
job.slot = slotIndex;
job.startedAt = performance.now();
job.engineIndex = slotIndex;
this.#emit();
(async () => {
try {
if (job.kind === JOB_KIND.EMBEDDING) {
// One shot, no stream: an embedding is a single forward pass and
// WebLLM returns the whole OpenAI-shaped response at once. There is
// no decode loop here, so none of the streaming bookkeeping applies —
// but the queueing, priority and preemption above all still did.
const res = await slot.engine.embeddings.create({ ...job.params });
job.usage = res.usage;
job.embeddings = res.data;
this.#finish(job, { cancelled: Boolean(job.cancelling && !job.preempting) });
return;
}
const stream = await slot.engine.chat.completions.create({
...job.params,
stream: true,
stream_options: { include_usage: true },
});
for await (const chunk of stream) {
const choice = chunk.choices?.[0];
job.text += choice?.delta?.content ?? "";
// WebLLM's own "stop" | "length" | "abort" | "tool_calls". Kept
// because a caller cannot otherwise tell a natural stop from a
// `max_tokens` truncation.
if (choice?.finish_reason) job.finishReason = choice.finish_reason;
// Assigned, not merged: WebLLM parses the whole output message at the
// end and emits tool calls complete in one terminal chunk. It never
// streams the OpenAI-style fragments, so there is nothing to
// accumulate and a merge step would be machinery for a wire shape
// that is never produced.
if (choice?.delta?.tool_calls) job.toolCalls = choice.delta.tool_calls;
if (chunk.usage) job.usage = chunk.usage;
// The chunk goes on verbatim. It is already a compliant OpenAI
// envelope carrying id / created / model / logprobs /
// system_fingerprint; rebuilding one downstream only loses fields.
job.onChunk(chunk);
}
this.#finish(job, {
cancelled: Boolean(job.cancelling && !job.preempting),
preempted: Boolean(job.preempting),
});
} catch (err) {
this.#finish(job, { error: String(err?.message ?? err) });
} finally {
slot.job = null;
job.slot = null;
this.#pump();
this.#emit();
}
})();
}
#finish(job, extra) {
if (job.done) return;
job.done = true;
if (this.#bySession.get(job.session) === job) this.#bySession.delete(job.session);
job.resolve({
id: job.id,
text: job.text,
usage: job.usage,
...(job.embeddings ? { embeddings: job.embeddings } : {}),
...(job.toolCalls ? { toolCalls: job.toolCalls } : {}),
// Interrupted work reports "abort" whatever the stream last said.
finishReason: extra.cancelled || extra.preempted ? "abort" : job.finishReason,
engineIndex: job.engineIndex,
startedAt: job.startedAt,
finishedAt: performance.now(),
...extra,
});
}
#emit() {
this.#onStateChange(this.status());
}
}
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