codecombat/app/lib/LevelBus.coffee

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Bus = require './Bus'
{me} = require 'lib/auth'
LevelSession = require 'models/LevelSession'
module.exports = class LevelBus extends Bus
@get: (levelID, sessionID) ->
docName = "play/level/#{levelID}/#{sessionID}"
return Bus.getFromCache(docName) or new LevelBus docName
subscriptions:
'self-wizard:target-changed': 'onSelfWizardTargetChanged'
'tome:editing-began': 'onEditingBegan'
'tome:editing-ended': 'onEditingEnded'
'script:state-changed': 'onScriptStateChanged'
'script:ended': 'onScriptEnded'
'script:reset': 'onScriptReset'
'surface:frame-changed': 'onFrameChanged'
'surface:sprite-selected': 'onSpriteSelected'
'level-set-playing': 'onSetPlaying'
'thang-code-ran': 'onCodeRan'
'level-show-victory': 'onVictory'
'tome:spell-changed': 'onSpellChanged'
'tome:spell-created': 'onSpellCreated'
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constructor: ->
super(arguments...)
@changedSessionProperties = {}
@saveSession = _.debounce(@saveSession, 1000, {maxWait: 5000})
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init: ->
super()
@fireScriptsRef = @fireRef?.child('scripts')
setSession: (@session) ->
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@session.on 'change:multiplayer', @onMultiplayerChanged, @
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onPoint: ->
return true unless @session?.get('multiplayer')
super()
onSelfWizardTargetChanged: =>
wizardSprite = @getSelfWizard()
@wizardRef?.child('targetPos').set(wizardSprite?.targetPos or null)
@wizardRef?.child('targetSprite').set(wizardSprite?.targetSprite?.thang.id or null)
onMeSynced: =>
super()
@wizardRef?.child('wizardColor1').set(me.get('wizardColor1') or 0.0)
join: ->
super()
@wizardRef = @myConnection.child('wizard')
wizardSprite = @getSelfWizard()
@wizardRef?.child('targetPos').set(wizardSprite?.targetPos or null)
@wizardRef?.child('targetSprite').set(wizardSprite?.targetSprite?.thang.id or null)
@wizardRef?.child('wizardColor1').set(me.get('wizardColor1') or 0.0)
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disconnect: ->
@wizardRef?.off()
@wizardRef = null
@fireScriptsRef?.off()
@fireScriptsRef = null
super()
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removeFirebaseData: (callback) ->
return callback?() unless @myConnection
@myConnection.child('connected')
@fireRef.remove()
@onDisconnect.cancel(-> callback?())
getSelfWizard: ->
e = {}
Backbone.Mediator.publish('echo-self-wizard-sprite', e)
return e.payload
# UPDATING FIREBASE AND SESSION
onEditingBegan: -> @wizardRef?.child('editing').set(true)
onEditingEnded: -> @wizardRef?.child('editing').set(false)
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# HACK: Backbone does not work with nested documents, but we want to
# patch only those props that have changed. Look into plugins to
# give Backbone support for nested docs and update the code here.
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# TODO: The LevelBus doesn't need to be in charge of updating the
# LevelSession object. Either break this off into a separate class
# or have the LevelSession object listen for all these events itself.
setSpells: (spells) ->
@onSpellCreated spell: spell for spellKey, spell of spells
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onSpellChanged: (e) ->
return unless @onPoint()
code = @session.get('code')
code ?= {}
parts = e.spell.spellKey.split('/')
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code[parts[0]] ?= {}
code[parts[0]][parts[1]] = e.spell.getSource()
@changedSessionProperties.code = true
@session.set({'code': code})
@saveSession()
onSpellCreated: (e) ->
return unless @onPoint()
spellTeam = e.spell.team
@teamSpellMap ?= {}
@teamSpellMap[spellTeam] ?= []
unless e.spell.spellKey in @teamSpellMap[spellTeam]
@teamSpellMap[spellTeam].push e.spell.spellKey
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@changedSessionProperties.teamSpells = true
@session.set({'teamSpells': @teamSpellMap})
@saveSession()
@onSpellChanged e # Save the new spell to the session, too.
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onScriptStateChanged: (e) ->
return unless @onPoint()
@fireScriptsRef?.update(e)
state = @session.get('state')
scripts = state.scripts
scripts.currentScript = e.currentScript
scripts.currentScriptOffset = e.currentScriptOffset
@changedSessionProperties.state = true
@session.set('state', state)
@saveSession()
onScriptEnded: (e) ->
return unless @onPoint()
state = @session.get('state')
scripts = state.scripts
scripts.ended ?= {}
return if scripts.ended[e.scriptID]?
index = _.keys(scripts.ended).length + 1
@fireScriptsRef?.child('ended').child(e.scriptID).set(index)
scripts.ended[e.scriptID] = index
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onScriptReset: ->
return unless @onPoint()
@fireScriptsRef?.set({})
state = @session.get('state')
state.scripts = {}
state.complete = false
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onFrameChanged: (e) ->
return unless @onPoint()
state = @session.get('state')
state.frame = e.frame
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onSpriteSelected: (e) ->
return unless @onPoint()
state = @session.get('state')
state.selected = e.thang?.id or null
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onSetPlaying: (e) ->
return unless @onPoint()
state = @session.get('state')
state.playing = e.playing
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onCodeRan: (e) ->
return unless @onPoint()
state = @session.get('state')
state.thangs ?= {}
methods = _.cloneDeep(e.methods)
delete method.metrics.statements for methodName, method of methods
state.thangs[e.thangID] = { methods: methods }
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onVictory: ->
return unless @onPoint()
state = @session.get('state')
state.complete = true
@session.set('state', state)
@changedSessionProperties.state = true
@saveSession()
onPlayerJoined: (snapshot) =>
super(arguments...)
return unless @onPoint()
players = @session.get('players')
players ?= {}
player = snapshot.val()
return if players[player.id]?
players[player.id] = {}
@session.set('players', players)
@changedSessionProperties.players = true
@saveSession()
onChatAdded: (snapshot) =>
super(arguments...)
chat = @session.get('chat')
chat ?= []
message = snapshot.val()
return if message.system
chat.push(message)
chat = chat[chat.length-50...] if chat.length > 50
@session.set('chat', chat)
@changedSessionProperties.chat = true
@saveSession()
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onMultiplayerChanged: ->
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@changedSessionProperties.multiplayer = true
@session.updatePermissions()
@changedSessionProperties.permissions = true
@saveSession()
saveSession: ->
return if _.isEmpty @changedSessionProperties
# don't let peaking admins mess with the session accidentally
return unless @session.get('multiplayer') or @session.get('creator') is me.id
Backbone.Mediator.publish 'level:session-will-save', session: @session
patch = {}
patch[prop] = @session.get(prop) for prop of @changedSessionProperties
@changedSessionProperties = {}
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# since updates are coming fast and loose for session objects
# don't let what the server returns overwrite changes since the save began
tempSession = new LevelSession _id:@session.id
tempSession.save(patch, {patch: true})
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destroy: ->
@session.off 'change:multiplayer', @onMultiplayerChanged, @
super()