codecombat/app/views/editor/verifier/VerifierTest.coffee

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CocoClass = require 'core/CocoClass'
SuperModel = require 'models/SuperModel'
{createAetherOptions} = require 'lib/aether_utils'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
LevelLoader = require 'lib/LevelLoader'
utils = require 'core/utils'
module.exports = class VerifierTest extends CocoClass
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constructor: (@levelID, @updateCallback, @supermodel, @language, @options) ->
super()
# TODO: turn this into a Subview
# TODO: listen to the progress report from Angel to show a simulation progress bar (maybe even out of the number of frames we actually know it'll take)
@supermodel ?= new SuperModel()
if utils.getQueryVariable('dev')
@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
@language ?= 'python'
@userCodeProblems = []
@load()
load: ->
@loadStartTime = new Date()
@god = new God maxAngels: 1, headless: true
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, headless: true, fakeSessionConfig: {codeLanguage: @language, callback: @configureSession}
@listenToOnce @levelLoader, 'world-necessities-loaded', -> _.defer @onWorldNecessitiesLoaded
onWorldNecessitiesLoaded: =>
# Called when we have enough to build the world, but not everything is loaded
@grabLevelLoaderData()
unless @solution
@error = 'No solution present...'
@state = 'no-solution'
@updateCallback? state: 'no-solution'
return
me.team = @team = 'humans'
@setupGod()
@initGoalManager()
@register()
configureSession: (session, level) =>
try
session.solution = _.find level.getSolutions(), language: session.get('codeLanguage')
session.set 'heroConfig', session.solution.heroConfig
session.set 'code', {'hero-placeholder': plan: session.solution.source}
state = session.get 'state'
state.flagHistory = session.solution.flagHistory
state.realTimeInputEvents = session.solution.realTimeInputEvents
state.difficulty = session.solution.difficulty or 0
session.solution.seed = undefined unless _.isNumber session.solution.seed # TODO: migrate away from submissionCount/sessionID seed objects
catch e
@state = 'error'
@error = "Could not load the session solution for #{level.get('name')}: " + e.toString() + "\n" + e.stack
grabLevelLoaderData: ->
@world = @levelLoader.world
@level = @levelLoader.level
@session = @levelLoader.session
@solution = @levelLoader.session.solution
setupGod: ->
@god.setLevel @level.serialize @supermodel, @session
@god.setLevelSessionIDs [@session.id]
@god.setWorldClassMap @world.classMap
@god.lastFlagHistory = @session.get('state').flagHistory
@god.lastDifficulty = @session.get('state').difficulty
@god.lastFixedSeed = @session.solution.seed
@god.lastSubmissionCount = 0
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'), @team)
@god.setGoalManager @goalManager
register: ->
@listenToOnce @god, 'infinite-loop', @fail
@listenToOnce @god, 'user-code-problem', @onUserCodeProblem
@listenToOnce @god, 'goals-calculated', @processSingleGameResults
@god.createWorld @generateSpellsObject()
@updateCallback? state: 'running'
processSingleGameResults: (e) ->
@goals = e.goalStates
@frames = e.totalFrames
@lastFrameHash = e.lastFrameHash
@simulationFrameRate = e.simulationFrameRate
@state = 'complete'
@updateCallback? state: @state
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@scheduleCleanup()
isSuccessful: () ->
return false unless @solution?
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return false unless @frames == @solution.frameCount or @options.dontCareAboutFrames
return false if @simulationFrameRate < 30
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if @goals and @solution.goals
for k of @goals
continue if not @solution.goals[k]
return false if @solution.goals[k] != @goals[k].status
return true
onUserCodeProblem: (e) ->
console.warn "Found user code problem:", e
@userCodeProblems.push e.problem
@updateCallback? state: @state
onNonUserCodeProblem: (e) ->
console.error "Found non-user-code problem:", e
@error = "Failed due to non-user-code problem: #{JSON.stringify(e)}"
@state = 'error'
@updateCallback? state: @state
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@scheduleCleanup()
fail: (e) ->
@error = 'Failed due to infinite loop.'
@state = 'error'
@updateCallback? state: @state
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@scheduleCleanup()
generateSpellsObject: ->
aetherOptions = createAetherOptions functionName: 'plan', codeLanguage: @session.get('codeLanguage')
spellThang = aether: new Aether aetherOptions
spells = "hero-placeholder/plan": thangs: {'Hero Placeholder': spellThang}, name: 'plan'
source = @session.get('code')['hero-placeholder'].plan
try
spellThang.aether.transpile source
catch e
console.log "Couldn't transpile!\n#{source}\n", e
spellThang.aether.transpile ''
spells
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scheduleCleanup: ->
setTimeout @cleanup, 100
cleanup: =>
if @levelLoader
@stopListening @levelLoader
@levelLoader.destroy()
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if @god
@stopListening @god
@god.destroy()
@world = null