2014-05-10 21:24:50 -04:00
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# Each LevelView or Simulator has a God which listens for spells cast and summons new Angels on the main thread to
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# oversee simulation of the World on worker threads. The Gods and Angels even have names. It's kind of fun.
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# (More fun than ThreadPool and WorkerAgentManager and such.)
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2014-02-10 20:09:19 -05:00
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{now} = require 'lib/world/world_utils'
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World = require 'lib/world/world'
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2014-11-28 20:49:41 -05:00
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CocoClass = require 'core/CocoClass'
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2014-05-10 21:24:50 -04:00
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Angel = require 'lib/Angel'
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2016-07-08 17:17:07 -04:00
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GameUIState = require 'models/GameUIState'
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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module.exports = class God extends CocoClass
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2014-06-30 22:16:26 -04:00
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@nicks: ['Athena', 'Baldr', 'Crom', 'Dagr', 'Eris', 'Freyja', 'Great Gish', 'Hades', 'Ishtar', 'Janus', 'Khronos', 'Loki', 'Marduk', 'Negafook', 'Odin', 'Poseidon', 'Quetzalcoatl', 'Ra', 'Shiva', 'Thor', 'Umvelinqangi', 'Týr', 'Vishnu', 'Wepwawet', 'Xipe Totec', 'Yahweh', 'Zeus', '上帝', 'Tiamat', '盘古', 'Phoebe', 'Artemis', 'Osiris', '嫦娥', 'Anhur', 'Teshub', 'Enlil', 'Perkele', 'Chaos', 'Hera', 'Iris', 'Theia', 'Uranus', 'Stribog', 'Sabazios', 'Izanagi', 'Ao', 'Tāwhirimātea', 'Tengri', 'Inmar', 'Torngarsuk', 'Centzonhuitznahua', 'Hunab Ku', 'Apollo', 'Helios', 'Thoth', 'Hyperion', 'Alectrona', 'Eos', 'Mitra', 'Saranyu', 'Freyr', 'Koyash', 'Atropos', 'Clotho', 'Lachesis', 'Tyche', 'Skuld', 'Urðr', 'Verðandi', 'Camaxtli', 'Huhetotl', 'Set', 'Anu', 'Allah', 'Anshar', 'Hermes', 'Lugh', 'Brigit', 'Manannan Mac Lir', 'Persephone', 'Mercury', 'Venus', 'Mars', 'Azrael', 'He-Man', 'Anansi', 'Issek', 'Mog', 'Kos', 'Amaterasu Omikami', 'Raijin', 'Susanowo', 'Blind Io', 'The Lady', 'Offler', 'Ptah', 'Anubis', 'Ereshkigal', 'Nergal', 'Thanatos', 'Macaria', 'Angelos', 'Erebus', 'Hecate', 'Hel', 'Orcus', 'Ishtar-Deela Nakh', 'Prometheus', 'Hephaestos', 'Sekhmet', 'Ares', 'Enyo', 'Otrera', 'Pele', 'Hadúr', 'Hachiman', 'Dayisun Tngri', 'Ullr', 'Lua', 'Minerva']
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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subscriptions:
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'tome:cast-spells': 'onTomeCast'
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'tome:spell-debug-value-request': 'retrieveValueFromFrame'
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'god:new-world-created': 'onNewWorldCreated'
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2014-01-03 13:32:13 -05:00
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2014-02-15 20:29:54 -05:00
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constructor: (options) ->
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2014-02-15 20:38:45 -05:00
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options ?= {}
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2014-05-10 21:24:50 -04:00
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@retrieveValueFromFrame = _.throttle @retrieveValueFromFrame, 1000
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2016-07-08 17:17:07 -04:00
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@gameUIState ?= options.gameUIState or new GameUIState()
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2014-05-10 21:24:50 -04:00
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super()
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# Angels are all given access to this.
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2016-07-08 17:17:07 -04:00
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@angelsShare = {
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2014-05-10 21:24:50 -04:00
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workerCode: options.workerCode or '/javascripts/workers/worker_world.js' # Either path or function
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headless: options.headless # Whether to just simulate the goals, or to deserialize all simulation results
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2014-09-21 17:35:59 -04:00
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spectate: options.spectate
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2015-11-29 15:30:19 -05:00
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god: @
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2014-05-10 21:24:50 -04:00
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godNick: @nick
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2016-07-08 17:17:07 -04:00
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@gameUIState
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2014-05-10 21:24:50 -04:00
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workQueue: []
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firstWorld: true
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world: undefined
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goalManager: undefined
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worldClassMap: undefined
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angels: []
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busyAngels: [] # Busy angels will automatically register here.
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2016-07-08 17:17:07 -04:00
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}
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2014-05-10 21:24:50 -04:00
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2014-11-09 20:35:50 -05:00
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# Determine how many concurrent Angels/web workers to use at a time
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2014-05-10 21:24:50 -04:00
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# ~20MB per idle worker + angel overhead - every Angel maps to 1 worker
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2014-11-09 20:35:50 -05:00
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if options.maxAngels?
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angelCount = options.maxAngels
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else if window.application.isIPadApp
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angelCount = 1
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else
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angelCount = 2
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2014-05-10 21:24:50 -04:00
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# Don't generate all Angels at once.
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_.delay (=> new Angel @angelsShare unless @destroyed), 250 * i for i in [0 ... angelCount]
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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destroy: ->
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2014-05-11 20:42:32 -04:00
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angel.destroy() for angel in @angelsShare.angels.slice()
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2014-05-10 21:24:50 -04:00
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@angelsShare.goalManager?.destroy()
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@debugWorker?.terminate()
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@debugWorker?.removeEventListener 'message', @onDebugWorkerMessage
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super()
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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setLevel: (@level) ->
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2014-05-15 17:54:31 -04:00
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setLevelSessionIDs: (@levelSessionIDs) ->
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2014-05-20 11:00:44 -04:00
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setGoalManager: (goalManager) ->
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@angelsShare.goalManager?.destroy() unless @angelsShare.goalManager is goalManager
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@angelsShare.goalManager = goalManager
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2014-05-10 21:24:50 -04:00
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setWorldClassMap: (worldClassMap) -> @angelsShare.worldClassMap = worldClassMap
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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onTomeCast: (e) ->
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2015-11-29 15:30:19 -05:00
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return unless e.god is @
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2014-10-18 20:32:01 -04:00
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@lastSubmissionCount = e.submissionCount
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2016-04-07 22:06:57 -04:00
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@lastFixedSeed = e.fixedSeed
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2014-11-15 19:56:18 -05:00
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@lastFlagHistory = (flag for flag in e.flagHistory when flag.source isnt 'code')
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2015-01-05 13:44:17 -05:00
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@lastDifficulty = e.difficulty
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2014-08-23 00:35:08 -04:00
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@createWorld e.spells, e.preload, e.realTime
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2014-01-03 13:32:13 -05:00
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2014-10-18 20:32:01 -04:00
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createWorld: (spells, preload, realTime) ->
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2014-05-19 23:12:08 -04:00
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console.log "#{@nick}: Let there be light upon #{@level.name}! (preload: #{preload})"
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2014-05-11 20:42:32 -04:00
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userCodeMap = @getUserCodeMap spells
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# We only want one world being simulated, so we abort other angels, unless we had one preloading this very code.
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hadPreloader = false
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for angel in @angelsShare.busyAngels
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isPreloading = angel.running and angel.work.preload and _.isEqual angel.work.userCodeMap, userCodeMap, (a, b) ->
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return a.raw is b.raw if a?.raw? and b?.raw?
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undefined # Let default equality test suffice.
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2014-08-26 01:05:24 -04:00
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if not hadPreloader and isPreloading and not realTime
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2014-05-11 20:42:32 -04:00
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angel.finalizePreload()
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hadPreloader = true
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2014-05-19 23:12:08 -04:00
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else if preload and angel.running and not angel.work.preload
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# It's still running for real, so let's not preload.
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return
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2014-05-11 20:42:32 -04:00
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else
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angel.abort()
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return if hadPreloader
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2014-05-10 21:24:50 -04:00
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@angelsShare.workQueue = []
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2016-05-05 16:22:30 -04:00
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work =
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2014-05-11 20:42:32 -04:00
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userCodeMap: userCodeMap
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2014-01-03 13:32:13 -05:00
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level: @level
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2014-05-15 17:54:31 -04:00
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levelSessionIDs: @levelSessionIDs
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2014-10-18 20:32:01 -04:00
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submissionCount: @lastSubmissionCount
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2016-04-07 22:06:57 -04:00
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fixedSeed: @lastFixedSeed
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2014-10-18 20:32:01 -04:00
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flagHistory: @lastFlagHistory
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2015-01-05 13:44:17 -05:00
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difficulty: @lastDifficulty
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2014-05-10 21:24:50 -04:00
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goals: @angelsShare.goalManager?.getGoals()
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headless: @angelsShare.headless
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preload: preload
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synchronous: not Worker? # Profiling world simulation is easier on main thread, or we are IE9.
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2014-08-23 00:35:08 -04:00
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realTime: realTime
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2016-04-12 15:17:05 -04:00
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@angelsShare.workQueue.push work
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2014-05-10 21:24:50 -04:00
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angel.workIfIdle() for angel in @angelsShare.angels
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2016-04-12 15:17:05 -04:00
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work
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2016-05-05 16:22:30 -04:00
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2014-05-10 21:24:50 -04:00
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getUserCodeMap: (spells) ->
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userCodeMap = {}
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for spellKey, spell of spells
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for thangID, spellThang of spell.thangs
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2014-08-25 00:39:34 -04:00
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continue if spellThang.thang?.programmableMethods[spell.name].cloneOf
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2014-05-10 21:24:50 -04:00
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(userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize()
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userCodeMap
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#### New stuff related to debugging ####
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retrieveValueFromFrame: (args) =>
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return if @destroyed
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return unless args.thangID and args.spellID and args.variableChain
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2014-06-30 22:16:26 -04:00
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return console.error 'Tried to retrieve debug value with no currentUserCodeMap' unless @currentUserCodeMap
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2014-05-10 21:24:50 -04:00
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@debugWorker ?= @createDebugWorker()
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2014-05-12 14:16:02 -04:00
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args.frame ?= @angelsShare.world.age / @angelsShare.world.dt
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2014-05-01 19:08:46 -04:00
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@debugWorker.postMessage
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2014-05-05 16:26:37 -04:00
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func: 'retrieveValueFromFrame'
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2014-05-01 19:08:46 -04:00
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args:
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userCodeMap: @currentUserCodeMap
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level: @level
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2014-05-15 17:54:31 -04:00
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levelSessionIDs: @levelSessionIDs
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2014-10-18 20:32:01 -04:00
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submissionCount: @lastSubmissionCount
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2016-04-07 22:06:57 -04:00
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fixedSeed: @fixedSeed
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2014-10-18 20:32:01 -04:00
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flagHistory: @lastFlagHistory
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2015-01-05 13:44:17 -05:00
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difficulty: @lastDifficulty
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2014-05-01 19:08:46 -04:00
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goals: @goalManager?.getGoals()
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2014-05-06 13:06:32 -04:00
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frame: args.frame
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currentThangID: args.thangID
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2014-05-07 14:37:03 -04:00
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currentSpellID: args.spellID
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2014-05-06 13:06:32 -04:00
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variableChain: args.variableChain
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2014-05-06 18:07:06 -04:00
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2014-05-10 21:24:50 -04:00
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createDebugWorker: ->
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worker = new Worker '/javascripts/workers/worker_world.js'
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worker.addEventListener 'message', @onDebugWorkerMessage
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worker
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2014-05-05 20:37:14 -04:00
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2014-05-10 21:24:50 -04:00
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onDebugWorkerMessage: (event) =>
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switch event.data.type
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when 'console-log'
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console.log "|#{@nick}'s debugger|", event.data.args...
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when 'debug-value-return'
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2015-11-29 15:30:19 -05:00
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Backbone.Mediator.publish 'god:debug-value-return', event.data.serialized, god: @
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2014-06-18 16:43:03 -04:00
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when 'debug-world-load-progress-changed'
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2015-11-29 15:30:19 -05:00
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Backbone.Mediator.publish 'god:debug-world-load-progress-changed', progress: event.data.progress, god: @
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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onNewWorldCreated: (e) ->
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@currentUserCodeMap = @filterUserCodeMapWhenFromWorld e.world.userCodeMap
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2014-01-03 13:32:13 -05:00
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2014-05-06 13:06:32 -04:00
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filterUserCodeMapWhenFromWorld: (worldUserCodeMap) ->
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newUserCodeMap = {}
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for thangName, thang of worldUserCodeMap
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newUserCodeMap[thangName] = {}
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2014-05-10 21:24:50 -04:00
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for spellName, aether of thang
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shallowFilteredObject = _.pick aether, ['raw', 'pure', 'originalOptions']
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2014-05-06 13:06:32 -04:00
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newUserCodeMap[thangName][spellName] = _.cloneDeep shallowFilteredObject
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newUserCodeMap[thangName][spellName] = _.defaults newUserCodeMap[thangName][spellName],
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flow: {}
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metrics: {}
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2014-05-07 14:37:03 -04:00
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problems:
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2014-05-06 13:06:32 -04:00
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errors: []
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infos: []
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warnings: []
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style: {}
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newUserCodeMap
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2014-05-07 14:37:03 -04:00
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2014-01-03 13:32:13 -05:00
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2014-05-10 21:24:50 -04:00
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imitateIE9 = false # (and in world_utils.coffee)
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if imitateIE9
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window.Worker = null
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window.Float32Array = null
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# Also uncomment vendor_with_box2d.js in index.html if you want Collision to run and Thangs to move.
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