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/* moe-expert-stream.js — keep a mixture-of-experts model's routed experts on SSD (OPFS) and
 * page them into a fixed GPU slot pool on demand. Model-agnostic: an engine describes one
 * expert record (its byte layout in the OPFS file and which GPU pool buffer each part goes
 * to); this module owns the slot LRU, the reads, the uploads, the pins and the counters.
 *
 *   const xs = new ExpertStreamer({ device, reader, recordBytes, recordOffset, parts, slots,
 *                                   numLayers, numExperts });
 *   const slots = await xs.ensure(layer, expertIds);   // resident + pinned, in id order
 *   …write `slots` into the kernel's slot table, encode, queue.submit()…
 *   xs.release(slots);                                  // after the submit
 *   xs.prefetch(layer + 1, predictedIds);               // optional, never blocks
 *
 * `parts`: [{ buffer: GPUBuffer, srcOffset, bytes }]. Slot s of a part lives at s × bytes in
 * that part's buffer, so a kernel finds expert row r of slot s at s × rowsPerExpert + r.
 *
 * Safety of reuse: an upload (a staging-ring copy, or queue.writeBuffer) is ordered after every
 * earlier queue.submit, so a slot may be overwritten as soon as the work that reads it has been
 * submitted, even if the GPU has not run it yet. Until then the slot is pinned and never chosen
 * for eviction.
 */

export class ExpertStreamer {
  constructor({ device, reader, recordBytes, recordOffset, parts, slots, numLayers, numExperts, maxStaging = 32, uploadRing = 16, evict = 'lru', hotHalfLife = 8, maxPrefetchInflight = 8 }) {
    Object.assign(this, { device, reader, recordBytes, recordOffset, parts, slots, numLayers, numExperts, maxStaging, evict, maxPrefetchInflight });
    // Prefetches wait in pfQueue (nearest layer first) and at most maxPrefetchInflight of them
    // read at once, so a demand read never queues behind a long run of guesses in the workers.
    this.pfQueue = [];
    this.pfInflight = 0;
    // evict 'hot': drop the unpinned expert with the lowest decaying route count, oldest first
    // on ties (llama.cpp PR #25294's policy). One tick per ensure() call, so the half-life is in
    // tokens × layers. 'lru' (default): plain least recently used.
    this.heat = new Float32Array(numLayers * numExperts);
    this.heatTick = new Float64Array(numLayers * numExperts);
    this.tick = 0;
    this.decayPerTick = Math.pow(0.5, 1 / Math.max(1, hotHalfLife * numLayers));
    // Uploads go through a ring of mapped MAP_WRITE buffers + copyBufferToBuffer: measured
    // 2026-10-04 on an M4 Pro (Chrome 154) at 27.5 GB/s for 5 MB records with depth 4, against
    // 1.88 GB/s for queue.writeBuffer. uploadRing = 0 keeps writeBuffer (A/B measurement only).
    this.ring = [];
    for (let i = 0; i < uploadRing; i++) {
      this.ring.push({ buf: device.createBuffer({ size: Math.ceil(recordBytes / 4) * 4, usage: 0x02 | 0x04, mappedAtCreation: true }), ready: null });
    }
    this.ringNext = 0;
    this.slotKey = new Int32Array(slots).fill(-1);
    this.pinCount = new Int32Array(slots);
    this.free = [];
    for (let s = slots - 1; s >= 0; s--) this.free.push(s);
    this.lru = new Map();        // key → slot, least recently used first
    this.inflight = new Map();   // key → { p: Promise<slot>, pins }
    this.staging = [];
    this.resetStats();
  }

  resetStats() {
    const L = this.numLayers;
    this.stats = {
      hits: 0, misses: 0, lateHits: 0, prefetchIssued: 0, prefetchUsed: 0, evictions: 0,
      bytesRead: 0, readMs: 0, uploadMs: 0, waitMs: 0,
      hitsByLayer: new Uint32Array(L), missesByLayer: new Uint32Array(L),
    };
    this.prefetched = new Set();  // keys loaded by prefetch() and not yet demanded
  }

  key(layer, expert) { return layer * this.numExperts + expert; }
  resident() { return this.lru.size; }

  pin(s) { this.pinCount[s]++; }
  release(slots) { for (const s of slots) if (this.pinCount[s] > 0) this.pinCount[s]--; }

  takeStaging() { return this.staging.pop() || new ArrayBuffer(this.recordBytes); }
  giveStaging(buf) { if (this.staging.length < this.maxStaging && buf.byteLength >= this.recordBytes) this.staging.push(buf); }

  heatOf(key) { return this.heat[key] * Math.pow(this.decayPerTick, this.tick - this.heatTick[key]); }
  touch(key) { this.heat[key] = this.heatOf(key) + 1; this.heatTick[key] = this.tick; }

  allocSlot() {
    if (this.free.length) return this.free.pop();
    if (this.evict === 'hot') {
      let bestK = -1, bestS = -1, bestH = Infinity;
      for (const [k, s] of this.lru) {          // LRU order, so the first minimum is the oldest
        if (this.pinCount[s] !== 0) continue;
        const h = this.heatOf(k);
        if (h < bestH) { bestH = h; bestK = k; bestS = s; }
      }
      if (bestS >= 0) {
        this.lru.delete(bestK); this.prefetched.delete(bestK); this.slotKey[bestS] = -1; this.stats.evictions++;
        return bestS;
      }
      throw new Error(`expert pool exhausted: all ${this.slots} slots pinned — raise the pool size`);
    }
    for (const [k, s] of this.lru) {
      if (this.pinCount[s] === 0) {
        this.lru.delete(k);
        this.prefetched.delete(k);
        this.slotKey[s] = -1;
        this.stats.evictions++;
        return s;
      }
    }
    throw new Error(`expert pool exhausted: all ${this.slots} slots pinned — raise the pool size`);
  }

  // Starts the read + upload of one expert into a newly allocated slot. The slot stays pinned
  // while the load is in flight; `entry.pins` demands registered meanwhile are converted into
  // pins in the same synchronous step that publishes the slot, so no eviction can slip
  // between "loaded" and "pinned by its user". Returns the in-flight entry { p, pins }.
  load(layer, expert, pins = 0) {
    const key = this.key(layer, expert);
    const s = this.allocSlot();
    this.pin(s);
    const entry = { pins, p: null };
    entry.p = (async () => {
      let ok = false;
      try {
        const r = await this.reader.read(this.recordOffset(layer, expert), this.recordBytes, this.takeStaging());
        if (r.got !== this.recordBytes) throw new Error(`short expert read L${layer} E${expert}: ${r.got} of ${this.recordBytes} bytes`);
        this.stats.readMs += r.ms;
        this.stats.bytesRead += r.got;
        const t0 = performance.now();
        await this.upload(r.buf, s);
        this.stats.uploadMs += performance.now() - t0;
        this.giveStaging(r.buf);
        this.slotKey[s] = key;
        this.lru.set(key, s);
        this.pinCount[s] += entry.pins;
        ok = true;
        return s;
      } catch (err) {
        if (err && err.buf) this.giveStaging(err.buf);
        throw err;
      } finally {
        this.inflight.delete(key);
        this.pinCount[s]--;
        if (!ok) { this.pinCount[s] = 0; this.free.push(s); }
      }
    })();
    this.inflight.set(key, entry);
    return entry;
  }

  // Copies one record into slot `s` of every part. Queue order makes this as safe as
  // writeBuffer: the copy is submitted after the work that last read the slot and before the
  // work that will read the new expert.
  async upload(buf, s) {
    if (!this.ring.length) {
      for (const part of this.parts) this.device.queue.writeBuffer(part.buffer, s * part.bytes, buf, part.srcOffset, part.bytes);
      return;
    }
    const r = this.ring[this.ringNext];
    this.ringNext = (this.ringNext + 1) % this.ring.length;
    while (r.ready) { const p = r.ready; await p; if (r.ready === p) r.ready = null; }
    new Uint8Array(r.buf.getMappedRange(0, r.buf.size)).set(new Uint8Array(buf, 0, this.recordBytes));
    r.buf.unmap();
    const enc = this.device.createCommandEncoder();
    for (const part of this.parts) enc.copyBufferToBuffer(r.buf, part.srcOffset, part.buffer, s * part.bytes, part.bytes);
    this.device.queue.submit([enc.finish()]);
    r.ready = r.buf.mapAsync(2);
  }

  // Makes every expert in `ids` resident for `layer` and pins its slot. Returns the slots in
  // the same order as `ids`. The caller must release() them after submitting the GPU work.
  async ensure(layer, ids) {
    this.tick++;
    if (this.pfQueue.length) this.pfQueue = this.pfQueue.filter((q) => q.layer > layer);   // not sorted by layer once lookahead >= 3
    const out = new Uint32Array(ids.length);
    const waits = [];
    const st = this.stats;
    for (let i = 0; i < ids.length; i++) {
      const key = this.key(layer, ids[i]);
      this.touch(key);
      if (this.prefetched.delete(key)) st.prefetchUsed++;
      const s = this.lru.get(key);
      if (s !== undefined) {
        this.lru.delete(key); this.lru.set(key, s);  // most recently used
        this.pin(s);
        out[i] = s;
        st.hits++; st.hitsByLayer[layer]++;
        continue;
      }
      const flying = this.inflight.get(key);
      if (flying) {
        st.lateHits++; st.hitsByLayer[layer]++;
        flying.pins++;
        waits.push(flying.p.then((slot) => { out[i] = slot; }));
        continue;
      }
      st.misses++; st.missesByLayer[layer]++;
      waits.push(this.load(layer, ids[i], 1).p.then((slot) => { out[i] = slot; }));
    }
    if (waits.length) {
      const t0 = performance.now();
      await Promise.all(waits);
      st.waitMs += performance.now() - t0;
    }
    return out;
  }

  // For an engine that routes on the GPU against a residency map: `ids` of `layer` were found
  // resident and used without an ensure(). Refreshes their recency and counts them as hits; an
  // expert evicted since (its slot was reused after that work was submitted) is skipped.
  touchUsed(layer, ids) {
    this.tick++;
    const st = this.stats;
    for (const e of ids) {
      const key = this.key(layer, e);
      const s = this.lru.get(key);
      if (s === undefined) continue;
      this.touch(key);
      if (this.prefetched.delete(key)) st.prefetchUsed++;
      this.lru.delete(key); this.lru.set(key, s);
      st.hits++; st.hitsByLayer[layer]++;
    }
  }

  // Queues loads for experts that are neither resident, in flight nor queued; never awaits.
  // Call with the nearest layer first: the queue is served in order, and entries for a layer
  // are dropped once that layer's demand (ensure) arrives. Returns how many loads it started.
  prefetch(layer, ids) {
    const before = this.stats.prefetchIssued;
    for (const e of ids) {
      const key = this.key(layer, e);
      if (this.lru.has(key) || this.inflight.has(key) || this.pfQueue.some((q) => q.key === key)) continue;
      this.pfQueue.push({ layer, e, key });
    }
    this.pump();
    return this.stats.prefetchIssued - before;
  }

  // Starts queued prefetches while fewer than maxPrefetchInflight are reading. Stops when the
  // pool has nothing evictable left.
  pump() {
    while (this.pfInflight < this.maxPrefetchInflight && this.pfQueue.length) {
      const { layer, e, key } = this.pfQueue.shift();
      if (this.lru.has(key) || this.inflight.has(key)) continue;
      let entry;
      try { entry = this.load(layer, e); } catch (_) { this.pfQueue.length = 0; break; }
      this.prefetched.add(key);
      this.stats.prefetchIssued++;
      this.pfInflight++;
      entry.p.catch(() => {}).finally(() => { this.pfInflight--; this.pump(); });
    }
  }

  // Waits for every in-flight load and staging-ring map (before teardown and between runs).
  async drain() {
    await Promise.allSettled([...this.inflight.values()].map((f) => f.p));
    await Promise.allSettled(this.ring.map((r) => r.ready).filter(Boolean));
  }
  ringBytes() { return this.ring.reduce((a, r) => a + r.buf.size, 0); }

  // Empties the pool. Waits for loads still reading first: a load that finished after the
  // reset would claim a slot that is back on the free list.
  async clear() {
    this.pfQueue = [];
    await this.drain();
    this.lru.clear();
    this.inflight.clear();
    this.prefetched.clear();
    this.slotKey.fill(-1);
    this.pinCount.fill(0);
    this.free = [];
    for (let s = this.slots - 1; s >= 0; s--) this.free.push(s);
  }

}