codecombat/app/lib/Angel.coffee

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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'
CocoClass = require 'core/CocoClass'
GoalManager = require 'lib/world/GoalManager'
{sendContactMessage} = require 'core/contact'
reportedLoadErrorAlready = false
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
abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
subscriptions:
'level:flag-updated': 'onFlagEvent'
'playback:stop-real-time-playback': 'onStopRealTimePlayback'
'level:escape-pressed': 'onEscapePressed'
constructor: (@shared) ->
super()
@say 'Got my wings.'
isIE = window.navigator and (window.navigator.userAgent.search('MSIE') isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer')
slowerSimulations = isIE #or @shared.headless
# Since IE is so slow to serialize without transferable objects, we can't trust it.
# We also noticed the headless_client simulator needing more time. (This does both Simulators, though.) If we need to use lots of headless clients, enable this.
if slowerSimulations
@infiniteLoopIntervalDuration *= 10
@infiniteLoopTimeoutDuration *= 10
@abortTimeoutDuration *= 10
@initialized = false
@running = false
@allLogs = []
@hireWorker()
@shared.angels.push @
@listenTo @shared.gameUIState.get('realTimeInputEvents'), 'add', @onAddRealTimeInputEvent
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...
log: ->
# console.info.apply is undefined in IE9, CoffeeScript 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
@allLogs.push message
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'
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.'
clearTimeout @condemnTimeout
when 'end-load-frames'
clearTimeout @condemnTimeout
@beholdGoalStates {goalStates: event.data.goalStates, overallStatus: event.data.overallStatus, preload: false, totalFrames: event.data.totalFrames, lastFrameHash: event.data.lastFrameHash, simulationFrameRate: event.data.simulationFrameRate} # Work ends here if we're headless.
when 'end-preload-frames'
clearTimeout @condemnTimeout
@beholdGoalStates {goalStates: event.data.goalStates, overallStatus: event.data.overallStatus, preload: true, simulationFrameRate: event.data.simulationFrameRate}
# We have to abort like an infinite loop if we see one of these; they're not really recoverable
when 'non-user-code-problem'
@publishGodEvent 'non-user-code-problem', problem: event.data.problem
if @shared.firstWorld
@infinitelyLooped(false, true) # For now, this should do roughly the right thing if it happens during load.
else
@fireWorker()
# If it didn't finish simulating successfully, or we abort the worker.
when 'abort'
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@say 'Aborted.', event.data
clearTimeout @abortTimeout
@aborting = false
@running = false
_.remove @shared.busyAngels, @
@doWork()
# We pay attention to certain progress indicators as the world loads.
when 'console-log'
@log event.data.args...
when 'user-code-problem'
@publishGodEvent 'user-code-problem', problem: event.data.problem
when 'world-load-progress-changed'
Game dev levels (#3810) * Tweak API doc behavior and styling * Instead of moving to the left during active dialogues, just move to the top * Allow pointer events * Adjust close button * Re-enable pinning API docs for game-dev and web-dev levels * Make sidebar in PlayGameDevLevelView stretch, better layout columns * Set up content of PlayGameDevLevelView sidebar to scroll * Add rest of PlayGameDevLevelView sidebar content, rework what loading looks like * Finish PlayGameDevLevelView * Add share area below * Cover the brown background, paint it gray * Tweak PlayGameDevLevelView * Have progress bar show everything * Fix Surface resize handling * Fix PlayGameDevLevelView resizing incorrectly when playing * Add GameDevVictoryModal to PlayGameDevLevelView * Don't show missing-doctype annotation in Ace * Hook up GameDevVictoryModal copy button * Fix onChangeAnnotation runtime error * Fix onLevelLoaded runtime error * Have CourseVictoryModal link to /courses when course is done * Trim, update CourseDetailsView * Remove last vestiges of teacherMode * Remove giant navigation buttons at top * Quick switch to flat style * Add analytics for game-dev * Update Analytics events for gamedev * Prefix event names with context * Send to Mixpanel * Include more properties * Mostly set up indefinite play and autocast for game-dev levels * Set up cast buttons and shortcut for game-dev * Add rudimentary instructions when students play game-dev levels * Couple tweaks * fix a bit of code that expects frames to always stick around * have PlayGameDevLevelView render a couple frames on load * API Docs use 'game' instead of 'hero' * Move tags to head without combining * Add HTML comment-start string Fixes missing entry point arrows * Fix some whitespace
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progress = event.data.progress
progress = Math.min(progress, 0.9) if @work.indefiniteLength
@publishGodEvent 'world-load-progress-changed', { progress }
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)
@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]
@deserializationQueue.push deserializationArgs
if @deserializationQueue.length is 1
@beholdWorld deserializationArgs...
else
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@log 'Received unsupported message:', event.data
beholdGoalStates: ({goalStates, overallStatus, preload, totalFrames, lastFrameHash, simulationFrameRate}) ->
return if @aborting
event = goalStates: goalStates, preload: preload ? false, overallStatus: overallStatus
event.totalFrames = totalFrames if totalFrames?
event.lastFrameHash = lastFrameHash if lastFrameHash?
event.simulationFrameRate = simulationFrameRate if simulationFrameRate?
@publishGodEvent 'goals-calculated', event
@finishWork() if @shared.headless
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beholdWorld: (serialized, goalStates, startFrame, endFrame, streamingWorld) ->
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
Game dev levels (#3810) * Tweak API doc behavior and styling * Instead of moving to the left during active dialogues, just move to the top * Allow pointer events * Adjust close button * Re-enable pinning API docs for game-dev and web-dev levels * Make sidebar in PlayGameDevLevelView stretch, better layout columns * Set up content of PlayGameDevLevelView sidebar to scroll * Add rest of PlayGameDevLevelView sidebar content, rework what loading looks like * Finish PlayGameDevLevelView * Add share area below * Cover the brown background, paint it gray * Tweak PlayGameDevLevelView * Have progress bar show everything * Fix Surface resize handling * Fix PlayGameDevLevelView resizing incorrectly when playing * Add GameDevVictoryModal to PlayGameDevLevelView * Don't show missing-doctype annotation in Ace * Hook up GameDevVictoryModal copy button * Fix onChangeAnnotation runtime error * Fix onLevelLoaded runtime error * Have CourseVictoryModal link to /courses when course is done * Trim, update CourseDetailsView * Remove last vestiges of teacherMode * Remove giant navigation buttons at top * Quick switch to flat style * Add analytics for game-dev * Update Analytics events for gamedev * Prefix event names with context * Send to Mixpanel * Include more properties * Mostly set up indefinite play and autocast for game-dev levels * Set up cast buttons and shortcut for game-dev * Add rudimentary instructions when students play game-dev levels * Couple tweaks * fix a bit of code that expects frames to always stick around * have PlayGameDevLevelView render a couple frames on load * API Docs use 'game' instead of 'hero' * Move tags to head without combining * Add HTML comment-start string Fixes missing entry point arrows * Fix some whitespace
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streamingWorld?.indefiniteLength = @work.indefiniteLength
@streamingWorld = World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates), startFrame, endFrame, @work.level, streamingWorld
window.BOX2D_ENABLED = true
@shared.lastSerializedWorldFrames = serialized.frames
finishBeholdingWorld: (goalStates) -> (world) =>
return if @aborting or @destroyed
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finished = world.frames.length is world.totalFrames
Game dev levels (#3810) * Tweak API doc behavior and styling * Instead of moving to the left during active dialogues, just move to the top * Allow pointer events * Adjust close button * Re-enable pinning API docs for game-dev and web-dev levels * Make sidebar in PlayGameDevLevelView stretch, better layout columns * Set up content of PlayGameDevLevelView sidebar to scroll * Add rest of PlayGameDevLevelView sidebar content, rework what loading looks like * Finish PlayGameDevLevelView * Add share area below * Cover the brown background, paint it gray * Tweak PlayGameDevLevelView * Have progress bar show everything * Fix Surface resize handling * Fix PlayGameDevLevelView resizing incorrectly when playing * Add GameDevVictoryModal to PlayGameDevLevelView * Don't show missing-doctype annotation in Ace * Hook up GameDevVictoryModal copy button * Fix onChangeAnnotation runtime error * Fix onLevelLoaded runtime error * Have CourseVictoryModal link to /courses when course is done * Trim, update CourseDetailsView * Remove last vestiges of teacherMode * Remove giant navigation buttons at top * Quick switch to flat style * Add analytics for game-dev * Update Analytics events for gamedev * Prefix event names with context * Send to Mixpanel * Include more properties * Mostly set up indefinite play and autocast for game-dev levels * Set up cast buttons and shortcut for game-dev * Add rudimentary instructions when students play game-dev levels * Couple tweaks * fix a bit of code that expects frames to always stick around * have PlayGameDevLevelView render a couple frames on load * API Docs use 'game' instead of 'hero' * Move tags to head without combining * Add HTML comment-start string Fixes missing entry point arrows * Fix some whitespace
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if @work?.indefiniteLength and world.victory?
finished = true
world.totalFrames = world.frames.length
firstChangedFrame = if @work.indefiniteLength then 0 else world.findFirstChangedFrame @shared.world
eventType = if finished then 'new-world-created' else 'streaming-world-updated'
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if finished
@shared.world = world
@publishGodEvent 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
@deserializationQueue.shift() # Finished with this deserialization.
if deserializationArgs = @deserializationQueue[0] # Start another?
@beholdWorld deserializationArgs...
finishWork: ->
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@streamingWorld = null
@shared.firstWorld = false
@deserializationQueue = []
@running = false
_.remove @shared.busyAngels, @
clearTimeout @condemnTimeout
clearInterval @purgatoryTimer
@condemnTimeout = @purgatoryTimer = null
@doWork()
finalizePreload: ->
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@say 'Finalize preload.'
@worker.postMessage func: 'finalizePreload'
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@work.preload = false
infinitelyLooped: (escaped=false, nonUserCodeProblem=false) =>
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@say 'On infinitely looped! Aborting?', @aborting
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.'
problem.message = 'Escape pressed; code aborted.' if escaped
@publishGodEvent 'user-code-problem', problem: problem
@publishGodEvent 'infinite-loop', firstWorld: @shared.firstWorld, nonUserCodeProblem: nonUserCodeProblem
@reportLoadError() if nonUserCodeProblem
@fireWorker()
publishGodEvent: (channel, e) ->
# For Simulator. TODO: refactor all the god:* Mediator events to be local events.
@shared.god.trigger channel, e
e.god = @shared.god
Backbone.Mediator.publish 'god:' + channel, e
reportLoadError: ->
return if me.isAdmin() or /dev=true/.test(window.location?.href ? '') or reportedLoadErrorAlready
reportedLoadErrorAlready = true
context = email: me.get('email')
context.message = "Automatic Report - Unable to Load Level\nLogs:\n" + @allLogs.join('\n')
if $.browser
context.browser = "#{$.browser.platform} #{$.browser.name} #{$.browser.versionNumber}"
context.screenSize = "#{screen?.width ? $(window).width()} x #{screen?.height ? $(window).height()}"
context.subject = "Level Load Error: #{@work?.level?.name or 'Unknown Level'}"
context.levelSlug = @work?.level?.slug
sendContactMessage context
doWork: ->
return if @aborting
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return @say 'Not initialized for work yet.' unless @initialized
if @shared.workQueue.length
@work = @shared.workQueue.shift()
return _.defer @simulateSync, @work if @work.synchronous
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@say 'Running world...'
@running = true
@shared.busyAngels.push @
@deserializationQueue = []
@worker.postMessage func: 'runWorld', args: @work
clearTimeout @purgatoryTimer
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@say 'Infinite loop timer started at interval of', @infiniteLoopIntervalDuration
@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
else
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@say 'No work to do.'
@hireWorker()
abort: ->
return unless @worker and @running
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@say 'Aborting...'
@running = false
@work = null
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@streamingWorld = null
@deserializationQueue = null
_.remove @shared.busyAngels, @
@abortTimeout = _.delay @fireWorker, @abortTimeoutDuration
@aborting = true
@worker.postMessage func: 'abort'
fireWorker: (rehire=true) =>
return if @destroyed
@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.'
@initialized = false
@work = null
@streamingWorld = null
@deserializationQueue = null
@hireWorker() if rehire
hireWorker: ->
unless Worker?
unless @initialized
@initialized = true
@doWork()
return null
return if @worker
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@say 'Hiring worker.'
@worker = new Worker @shared.workerCode
@worker.addEventListener 'message', @onWorkerMessage
@worker.creationTime = new Date()
onFlagEvent: (e) ->
return unless @running and @work.realTime
@worker.postMessage func: 'addFlagEvent', args: e
onAddRealTimeInputEvent: (realTimeInputEvent) ->
return unless @running and @work.realTime
@worker.postMessage func: 'addRealTimeInputEvent', args: realTimeInputEvent.toJSON()
onStopRealTimePlayback: (e) ->
return unless @running and @work.realTime
@work.realTime = false
@lastRealTimeWork = new Date()
@worker.postMessage func: 'stopRealTimePlayback'
onEscapePressed: (e) ->
return unless @running and not @work.realTime
return if (new Date() - @lastRealTimeWork) < 1000 # Fires right after onStopRealTimePlayback
@infinitelyLooped true
#### 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.world = testWorld = new World work.userCodeMap
work.world.levelSessionIDs = work.levelSessionIDs
work.world.submissionCount = work.submissionCount
work.world.fixedSeed = work.fixedSeed
work.world.flagHistory = work.flagHistory ? []
work.world.difficulty = work.difficulty
work.world.loadFromLevel work.level
work.world.preloading = work.preload
work.world.headless = work.headless
work.world.realTime = work.realTime
if @shared.goalManager
testGM = new GoalManager(testWorld)
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.'
# If performance was really a priority in IE9, we would rework things to be able to skip this step.
goalStates = testGM?.getGoalStates()
work.world.goalManager.worldGenerationEnded() if work.world.ended
if work.headless
simulationFrameRate = work.world.frames.length / (work.t2 - work.t1) * 1000 * 30 / work.world.frameRate
@beholdGoalStates {goalStates, overallStatus: testGM.checkOverallStatus(), preload: false, totalFrames: work.world.totalFrames, lastFrameHash: work.world.frames[work.world.totalFrames - 2]?.hash, simulationFrameRate: simulationFrameRate}
return
serialized = world.serialize()
window.BOX2D_ENABLED = false
World.deserialize serialized.serializedWorld, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates), serialized.startFrame, serialized.endFrame, work.level
window.BOX2D_ENABLED = true
@shared.lastSerializedWorldFrames = serialized.serializedWorld.frames
doSimulateWorld: (work) ->
work.t1 = now()
Math.random = work.world.rand.randf # so user code is predictable
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Aether.replaceBuiltin('Math', Math)
replacedLoDash = _.runInContext(window)
_[key] = replacedLoDash[key] for key, val of replacedLoDash
i = 0
while i < work.world.totalFrames
frame = work.world.getFrame i++
@publishGodEvent 'world-load-progress-changed', progress: 1
work.world.ended = true
system.finish work.world.thangs for system in work.world.systems
work.t2 = now()