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# Every Angel has one web worker attached to it. It will call methods inside the worker and kill it if it times out.
# God is the public API; Angels are an implementation detail. Each God can have one or more Angels.
{ now } = require ' lib/world/world_utils '
World = require ' lib/world/world '
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CocoClass = require ' core/CocoClass '
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GoalManager = require ' lib/world/GoalManager '
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module.exports = class Angel extends CocoClass
@nicks: [ ' Archer ' , ' Lana ' , ' Cyril ' , ' Pam ' , ' Cheryl ' , ' Woodhouse ' , ' Ray ' , ' Krieger ' ]
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infiniteLoopIntervalDuration: 10000 # check this often; must be longer than other two combined
infiniteLoopTimeoutDuration: 7500 # wait this long for a response when checking
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abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
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subscriptions:
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' level:flag-updated ' : ' onFlagEvent '
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' playback:stop-real-time-playback ' : ' onStopRealTimePlayback '
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constructor: (@shared) ->
super ( )
@ say ' Got my wings. '
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if window . navigator and ( window . navigator . userAgent . search ( ' MSIE ' ) isnt - 1 or window . navigator . appName is ' Microsoft Internet Explorer ' )
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@ infiniteLoopIntervalDuration *= 10 # since it's so slow to serialize without transferable objects, we can't trust it
@ infiniteLoopTimeoutDuration *= 10
@ abortTimeoutDuration *= 10
@initialized = false
@running = false
@ hireWorker ( )
@ shared . angels . push @
destroy: ->
@ fireWorker false
_ . remove @ shared . angels , @
super ( )
workIfIdle: ->
@ doWork ( ) unless @ running
# say: debugging stuff, usually off; log: important performance indicators, keep on
say: (args...) -> #@log args...
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log: ->
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# console.info.apply is undefined in IE9, CofeeScript splats invocation won't work.
# http://stackoverflow.com/questions/5472938/does-ie9-support-console-log-and-is-it-a-real-function
message = " | #{ @ shared . godNick } ' s #{ @ nick } | "
message += " #{ arg } " for arg in arguments
console . info message
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testWorker: =>
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return if @ destroyed
clearTimeout @ condemnTimeout
@condemnTimeout = _ . delay @ infinitelyLooped , @ infiniteLoopTimeoutDuration
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@ say ' Let \' s give it ' , @ infiniteLoopTimeoutDuration , ' to not loop. '
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@ worker . postMessage func: ' reportIn '
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onWorkerMessage: (event) =>
return @ say ' Currently aborting old work. ' if @ aborting and event . data . type isnt ' abort '
switch event . data . type
# First step: worker has to load the scripts.
when ' worker-initialized '
unless @ initialized
@ log " Worker initialized after #{ ( new Date ( ) ) - @ worker . creationTime } ms "
@initialized = true
@ doWork ( )
# We watch over the worker as it loads the world frames to make sure it doesn't infinitely loop.
when ' start-load-frames '
clearTimeout @ condemnTimeout
when ' report-in '
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@ say ' Worker reported in. '
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clearTimeout @ condemnTimeout
when ' end-load-frames '
clearTimeout @ condemnTimeout
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@ beholdGoalStates event . data . goalStates , event . data . overallStatus # Work ends here if we're headless.
when ' end-preload-frames '
clearTimeout @ condemnTimeout
@ beholdGoalStates event . data . goalStates , event . data . overallStatus , true
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# We have to abort like an infinite loop if we see one of these; they're not really recoverable
when ' non-user-code-problem '
Backbone . Mediator . publish ' god:non-user-code-problem ' , problem: event . data . problem
if @ shared . firstWorld
@ infinitelyLooped ( ) # For now, this should do roughly the right thing if it happens during load.
else
@ fireWorker ( )
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# If it didn't finish simulating successfully, or we abort the worker.
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when ' abort '
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@ say ' Aborted. ' , event . data
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clearTimeout @ abortTimeout
@aborting = false
@running = false
_ . remove @ shared . busyAngels , @
@ doWork ( )
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# We pay attention to certain progress indicators as the world loads.
when ' console-log '
@ log event . data . args . . .
when ' user-code-problem '
Backbone . Mediator . publish ' god:user-code-problem ' , problem: event . data . problem
when ' world-load-progress-changed '
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Backbone . Mediator . publish ' god:world-load-progress-changed ' , progress: event . data . progress
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unless event . data . progress is 1 or @ work . preload or @ work . headless or @ work . synchronous or @ deserializationQueue . length or ( @ shared . firstWorld and not @ shared . spectate )
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@ worker . postMessage func: ' serializeFramesSoFar ' # Stream it!
# We have some or all of the frames serialized, so let's send the (partially?) simulated world to the Surface.
when ' some-frames-serialized ' , ' new-world '
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deserializationArgs = [ event . data . serialized , event . data . goalStates , event . data . startFrame , event . data . endFrame , @ streamingWorld ]
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@ deserializationQueue . push deserializationArgs
if @ deserializationQueue . length is 1
@ beholdWorld deserializationArgs . . .
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else
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@ log ' Received unsupported message: ' , event . data
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beholdGoalStates: (goalStates, overallStatus, preload=false) ->
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return if @ aborting
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Backbone . Mediator . publish ' god:goals-calculated ' , goalStates: goalStates , preload: preload , overallStatus: overallStatus
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@ finishWork ( ) if @ shared . headless
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beholdWorld: (serialized, goalStates, startFrame, endFrame, streamingWorld) ->
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return if @ aborting
# Toggle BOX2D_ENABLED during deserialization so that if we have box2d in the namespace, the Collides Components still don't try to create bodies for deserialized Thangs upon attachment.
window . BOX2D_ENABLED = false
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@streamingWorld = World . deserialize serialized , @ shared . worldClassMap , @ shared . lastSerializedWorldFrames , @ finishBeholdingWorld ( goalStates ) , startFrame , endFrame , @ work . level , streamingWorld
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window . BOX2D_ENABLED = true
@shared.lastSerializedWorldFrames = serialized . frames
finishBeholdingWorld: (goalStates) -> (world) =>
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return if @ aborting or @ destroyed
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finished = world . frames . length is world . totalFrames
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firstChangedFrame = world . findFirstChangedFrame @ shared . world
eventType = if finished then ' god:new-world-created ' else ' god:streaming-world-updated '
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if finished
@shared.world = world
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Backbone . Mediator . publish eventType , world: world , firstWorld: @ shared . firstWorld , goalStates: goalStates , team: me . team , firstChangedFrame: firstChangedFrame , finished: finished
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if finished
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for scriptNote in @ shared . world . scriptNotes
Backbone . Mediator . publish scriptNote . channel , scriptNote . event
@ shared . goalManager ? . world = world
@ finishWork ( )
else
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@ deserializationQueue . shift ( ) # Finished with this deserialization.
if deserializationArgs = @ deserializationQueue [ 0 ] # Start another?
@ beholdWorld deserializationArgs . . .
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finishWork: ->
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@streamingWorld = null
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@shared.firstWorld = false
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@deserializationQueue = [ ]
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@running = false
_ . remove @ shared . busyAngels , @
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clearTimeout @ condemnTimeout
clearInterval @ purgatoryTimer
@condemnTimeout = @purgatoryTimer = null
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@ doWork ( )
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finalizePreload: ->
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@ say ' Finalize preload. '
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@ worker . postMessage func: ' finalizePreload '
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@work.preload = false
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infinitelyLooped: =>
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@ say ' On infinitely looped! Aborting? ' , @ aborting
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return if @ aborting
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problem = type: ' runtime ' , level: ' error ' , id: ' runtime_InfiniteLoop ' , message: ' Code never finished. It \' s either really slow or has an infinite loop. '
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Backbone . Mediator . publish ' god:user-code-problem ' , problem: problem
Backbone . Mediator . publish ' god:infinite-loop ' , firstWorld: @ shared . firstWorld
@ fireWorker ( )
doWork: ->
return if @ aborting
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return @ say ' Not initialized for work yet. ' unless @ initialized
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if @ shared . workQueue . length
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@work = @ shared . workQueue . shift ( )
return _ . defer @ simulateSync , @ work if @ work . synchronous
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@ say ' Running world... '
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@running = true
@ shared . busyAngels . push @
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@deserializationQueue = [ ]
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@ worker . postMessage func: ' runWorld ' , args: @ work
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clearTimeout @ purgatoryTimer
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@ say ' Infinite loop timer started at interval of ' , @ infiniteLoopIntervalDuration
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@purgatoryTimer = setInterval @ testWorker , @ infiniteLoopIntervalDuration
else
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@ say ' No work to do. '
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@ hireWorker ( )
abort: ->
return unless @ worker and @ running
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@ say ' Aborting... '
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@running = false
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@work = null
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@streamingWorld = null
@deserializationQueue = null
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_ . remove @ shared . busyAngels , @
@abortTimeout = _ . delay @ fireWorker , @ abortTimeoutDuration
@aborting = true
@ worker . postMessage func: ' abort '
fireWorker: (rehire=true) =>
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return if @ destroyed
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@aborting = false
@running = false
_ . remove @ shared . busyAngels , @
@ worker ? . removeEventListener ' message ' , @ onWorkerMessage
@ worker ? . terminate ( )
@worker = null
clearTimeout @ condemnTimeout
clearInterval @ purgatoryTimer
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@ say ' Fired worker. '
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@initialized = false
@work = null
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@streamingWorld = null
@deserializationQueue = null
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@ hireWorker ( ) if rehire
hireWorker: ->
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unless Worker ?
unless @ initialized
@initialized = true
@ doWork ( )
return null
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return if @ worker
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@ say ' Hiring worker. '
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@worker = new Worker @ shared . workerCode
@ worker . addEventListener ' message ' , @ onWorkerMessage
@worker.creationTime = new Date ( )
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onFlagEvent: (e) ->
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return unless @ running and @ work . realTime
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@ worker . postMessage func: ' addFlagEvent ' , args: e
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onStopRealTimePlayback: (e) ->
return unless @ running and @ work . realTime
@work.realTime = false
@ worker . postMessage func: ' stopRealTimePlayback '
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#### Synchronous code for running worlds on main thread (profiling / IE9) ####
simulateSync: (work) =>
console ? . profile ? " World Generation #{ ( Math . random ( ) * 1000 ) . toFixed ( 0 ) } " if imitateIE9 ?
work.t0 = now ( )
work.testWorld = testWorld = new World work . userCodeMap
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work.testWorld.levelSessionIDs = work . levelSessionIDs
work.testWorld.submissionCount = work . submissionCount
work.testWorld.flagHistory = work . flagHistory ? [ ]
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work.testWorld.difficulty = work . difficulty
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testWorld . loadFromLevel work . level
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work.testWorld.preloading = work . preload
work.testWorld.headless = work . headless
work.testWorld.realTime = work . realTime
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if @ shared . goalManager
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testGM = new GoalManager ( testWorld )
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testGM . setGoals work . goals
testGM . setCode work . userCodeMap
testGM . worldGenerationWillBegin ( )
testWorld . setGoalManager testGM
@ doSimulateWorld work
console ? . profileEnd ? ( ) if imitateIE9 ?
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console . log ' Construction: ' , ( work . t1 - work . t0 ) . toFixed ( 0 ) , ' ms. Simulation: ' , ( work . t2 - work . t1 ) . toFixed ( 0 ) , ' ms -- ' , ( ( work . t2 - work . t1 ) / testWorld . frames . length ) . toFixed ( 3 ) , ' ms per frame, profiled. '
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# If performance was really a priority in IE9, we would rework things to be able to skip this step.
goalStates = testGM ? . getGoalStates ( )
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work . testWorld . goalManager . worldGenerationEnded ( ) if work . testWorld . ended
serialized = testWorld . serialize ( )
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window . BOX2D_ENABLED = false
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World . deserialize serialized . serializedWorld , @ shared . worldClassMap , @ shared . lastSerializedWorldFrames , @ finishBeholdingWorld ( goalStates ) , serialized . startFrame , serialized . endFrame , work . level
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window . BOX2D_ENABLED = true
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@shared.lastSerializedWorldFrames = serialized . serializedWorld . frames
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doSimulateWorld: (work) ->
work.t1 = now ( )
Math . random = work . testWorld . rand . randf # so user code is predictable
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Aether . replaceBuiltin ( ' Math ' , Math )
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replacedLoDash = _ . runInContext ( window )
_ [ key ] = replacedLoDash [ key ] for key , val of replacedLoDash
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i = 0
while i < work . testWorld . totalFrames
frame = work . testWorld . getFrame i ++
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Backbone . Mediator . publish ' god:world-load-progress-changed ' , progress: 1
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work.testWorld.ended = true
system . finish work . testWorld . thangs for system in work . testWorld . systems
work.t2 = now ( )