codecombat/app/lib/God.coffee

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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
# oversee simulation of the World on worker threads. The Gods and Angels even have names. It's kind of fun.
# (More fun than ThreadPool and WorkerAgentManager and such.)
{now} = require 'lib/world/world_utils'
World = require 'lib/world/world'
CocoClass = require 'core/CocoClass'
Angel = require 'lib/Angel'
GameUIState = require 'models/GameUIState'
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module.exports = class God extends CocoClass
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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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subscriptions:
'tome:cast-spells': 'onTomeCast'
'tome:spell-debug-value-request': 'retrieveValueFromFrame'
'god:new-world-created': 'onNewWorldCreated'
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constructor: (options) ->
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options ?= {}
@retrieveValueFromFrame = _.throttle @retrieveValueFromFrame, 1000
@gameUIState ?= options.gameUIState or new GameUIState()
super()
# Angels are all given access to this.
@angelsShare = {
workerCode: options.workerCode or '/javascripts/workers/worker_world.js' # Either path or function
headless: options.headless # Whether to just simulate the goals, or to deserialize all simulation results
spectate: options.spectate
god: @
godNick: @nick
@gameUIState
workQueue: []
firstWorld: true
world: undefined
goalManager: undefined
worldClassMap: undefined
angels: []
busyAngels: [] # Busy angels will automatically register here.
}
# Determine how many concurrent Angels/web workers to use at a time
# ~20MB per idle worker + angel overhead - every Angel maps to 1 worker
if options.maxAngels?
angelCount = options.maxAngels
else if window.application.isIPadApp
angelCount = 1
else
angelCount = 2
# Don't generate all Angels at once.
_.delay (=> new Angel @angelsShare unless @destroyed), 250 * i for i in [0 ... angelCount]
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destroy: ->
angel.destroy() for angel in @angelsShare.angels.slice()
@angelsShare.goalManager?.destroy()
@debugWorker?.terminate()
@debugWorker?.removeEventListener 'message', @onDebugWorkerMessage
super()
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setLevel: (@level) ->
setLevelSessionIDs: (@levelSessionIDs) ->
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setGoalManager: (goalManager) ->
@angelsShare.goalManager?.destroy() unless @angelsShare.goalManager is goalManager
@angelsShare.goalManager = goalManager
setWorldClassMap: (worldClassMap) -> @angelsShare.worldClassMap = worldClassMap
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onTomeCast: (e) ->
return unless e.god is @
@lastSubmissionCount = e.submissionCount
@lastFixedSeed = e.fixedSeed
@lastFlagHistory = (flag for flag in e.flagHistory when flag.source isnt 'code')
@lastDifficulty = e.difficulty
@createWorld e.spells, e.preload, e.realTime
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createWorld: (spells, preload, realTime) ->
console.log "#{@nick}: Let there be light upon #{@level.name}! (preload: #{preload})"
userCodeMap = @getUserCodeMap spells
# We only want one world being simulated, so we abort other angels, unless we had one preloading this very code.
hadPreloader = false
for angel in @angelsShare.busyAngels
isPreloading = angel.running and angel.work.preload and _.isEqual angel.work.userCodeMap, userCodeMap, (a, b) ->
return a.raw is b.raw if a?.raw? and b?.raw?
undefined # Let default equality test suffice.
if not hadPreloader and isPreloading and not realTime
angel.finalizePreload()
hadPreloader = true
else if preload and angel.running and not angel.work.preload
# It's still running for real, so let's not preload.
return
else
angel.abort()
return if hadPreloader
@angelsShare.workQueue = []
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work =
userCodeMap: userCodeMap
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level: @level
levelSessionIDs: @levelSessionIDs
submissionCount: @lastSubmissionCount
fixedSeed: @lastFixedSeed
flagHistory: @lastFlagHistory
difficulty: @lastDifficulty
goals: @angelsShare.goalManager?.getGoals()
headless: @angelsShare.headless
preload: preload
synchronous: not Worker? # Profiling world simulation is easier on main thread, or we are IE9.
realTime: realTime
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@angelsShare.workQueue.push work
angel.workIfIdle() for angel in @angelsShare.angels
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work
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getUserCodeMap: (spells) ->
userCodeMap = {}
for spellKey, spell of spells
for thangID, spellThang of spell.thangs
continue if spellThang.thang?.programmableMethods[spell.name].cloneOf
(userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize()
userCodeMap
#### New stuff related to debugging ####
retrieveValueFromFrame: (args) =>
return if @destroyed
return unless args.thangID and args.spellID and args.variableChain
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return console.error 'Tried to retrieve debug value with no currentUserCodeMap' unless @currentUserCodeMap
@debugWorker ?= @createDebugWorker()
args.frame ?= @angelsShare.world.age / @angelsShare.world.dt
@debugWorker.postMessage
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func: 'retrieveValueFromFrame'
args:
userCodeMap: @currentUserCodeMap
level: @level
levelSessionIDs: @levelSessionIDs
submissionCount: @lastSubmissionCount
fixedSeed: @fixedSeed
flagHistory: @lastFlagHistory
difficulty: @lastDifficulty
goals: @goalManager?.getGoals()
frame: args.frame
currentThangID: args.thangID
currentSpellID: args.spellID
variableChain: args.variableChain
createDebugWorker: ->
worker = new Worker '/javascripts/workers/worker_world.js'
worker.addEventListener 'message', @onDebugWorkerMessage
worker
onDebugWorkerMessage: (event) =>
switch event.data.type
when 'console-log'
console.log "|#{@nick}'s debugger|", event.data.args...
when 'debug-value-return'
Backbone.Mediator.publish 'god:debug-value-return', event.data.serialized, god: @
when 'debug-world-load-progress-changed'
Backbone.Mediator.publish 'god:debug-world-load-progress-changed', progress: event.data.progress, god: @
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onNewWorldCreated: (e) ->
@currentUserCodeMap = @filterUserCodeMapWhenFromWorld e.world.userCodeMap
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filterUserCodeMapWhenFromWorld: (worldUserCodeMap) ->
newUserCodeMap = {}
for thangName, thang of worldUserCodeMap
newUserCodeMap[thangName] = {}
for spellName, aether of thang
shallowFilteredObject = _.pick aether, ['raw', 'pure', 'originalOptions']
newUserCodeMap[thangName][spellName] = _.cloneDeep shallowFilteredObject
newUserCodeMap[thangName][spellName] = _.defaults newUserCodeMap[thangName][spellName],
flow: {}
metrics: {}
problems:
errors: []
infos: []
warnings: []
style: {}
newUserCodeMap
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imitateIE9 = false # (and in world_utils.coffee)
if imitateIE9
window.Worker = null
window.Float32Array = null
# Also uncomment vendor_with_box2d.js in index.html if you want Collision to run and Thangs to move.