codecombat/app/lib/world/thang_state.coffee

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{clone, typedArraySupport} = require './world_utils'
Vector = require './vector'
if typedArraySupport
FloatArrayType = Float32Array # Better performance than Float64Array
bytesPerFloat = FloatArrayType.BYTES_PER_ELEMENT ? FloatArrayType.prototype.BYTES_PER_ELEMENT
else
bytesPerFloat = 4
module.exports = class ThangState
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@className: 'ThangState'
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@trackedPropertyTypes: [
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'boolean'
'number'
'string'
'array' # will turn everything into strings
'object' # grrr
'Vector'
'Thang' # serialized as ids, like strings
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]
hasRestored: false
constructor: (thang) ->
@props = [] # parallel array to @thang's trackedPropertiesKeys/Types
return unless thang
@thang = thang
for prop, propIndex in thang.trackedPropertiesKeys
type = thang.trackedPropertiesTypes[propIndex]
value = thang[prop]
if type is 'Vector'
@props.push value?.copy() # could try storing [x, y, z] or {x, y, z} here instead if this is expensive
else if type is 'object' or type is 'array'
console.log 'storing', prop, 'as', value if prop is 'myTiles'
@props.push clone(value, true)
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else
@props.push value
# Either pass storage and type, or don't pass either of them
getStoredProp: (propIndex, type, storage) ->
# Optimize it
unless type
type = @trackedPropertyTypes[propIndex]
storage = @trackedPropertyValues[propIndex]
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if type is 'Vector'
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value = new Vector storage[3 * @frameIndex], storage[3 * @frameIndex + 1], storage[3 * @frameIndex + 2]
else if type is 'string'
specialKey = storage[@frameIndex]
value = @specialKeysToValues[specialKey]
else if type is 'Thang'
specialKey = storage[@frameIndex]
value = @thang.world.getThangByID @specialKeysToValues[specialKey]
else if type is 'array'
specialKey = storage[@frameIndex]
valueString = @specialKeysToValues[specialKey]
if valueString and valueString.length > 1
# Trim leading Group Separator and trailing Record Separator, split by Record Separators, restore string array.
value = valueString.substring(1, valueString.length - 1).split '\x1E'
else
value = []
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else
value = storage[@frameIndex]
value
getStateForProp: (prop) ->
# Get the property, whether we have it stored in @props or in @trackedPropertyValues. Optimize it.
# Figured based on http://jsperf.com/object-vs-array-vs-native-linked-list/13 that it should be faster with small arrays to do the indexOf reads (each up to 24x faster) than to do a single object read, and then we don't have to maintain an extra @props object; just keep array
propIndex = @trackedPropertyKeys.indexOf prop
return null if propIndex is -1
value = @props[propIndex]
return value if value isnt undefined or @hasRestored
return @props[propIndex] = @getStoredProp propIndex
restore: ->
# Restore trackedProperties' values to @thang, retrieving them from @trackedPropertyValues if needed. Optimize it.
return @ if @thang._state is @ and not @thang.partialState
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unless @hasRestored # Restoring in a deserialized World for first time
props = []
for prop, propIndex in @trackedPropertyKeys
type = @trackedPropertyTypes[propIndex]
storage = @trackedPropertyValues[propIndex]
props.push(@thang[prop] = @getStoredProp propIndex, type, storage)
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#console.log @frameIndex, @thang.id, prop, propIndex, type, storage, 'got', @thang[prop]
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@props = props
@trackedPropertyTypes = @trackedPropertyValues = @specialKeysToValues = null # leave @trackedPropertyKeys for indexing
@hasRestored = true
else # Restoring later times
for prop, propIndex in @trackedPropertyKeys
@thang[prop] = @props[propIndex]
@thang.partialState = false
@
restorePartial: (ratio) ->
inverse = 1 - ratio
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for prop, propIndex in @trackedPropertyKeys when prop is 'pos' or prop is 'rotation'
if @hasRestored
value = @props[propIndex]
else
type = @trackedPropertyTypes[propIndex]
storage = @trackedPropertyValues[propIndex]
value = @getStoredProp propIndex, type, storage
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if prop is 'pos'
if @thang.teleport and @thang.pos.distanceSquared(value) > 900
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# Don't interpolate; it was probably a teleport. https://github.com/codecombat/codecombat/issues/738
@thang.pos = value
else
@thang.pos = @thang.pos.copy()
@thang.pos.x = inverse * @thang.pos.x + ratio * value.x
@thang.pos.y = inverse * @thang.pos.y + ratio * value.y
@thang.pos.z = inverse * @thang.pos.z + ratio * value.z
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else if prop is 'rotation'
@thang.rotation = inverse * @thang.rotation + ratio * value
@thang.partialState = true
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@
serialize: (frameIndex, trackedPropertyIndices, trackedPropertyTypes, trackedPropertyValues, specialValuesToKeys, specialKeysToValues) ->
# Performance hotspot--called once per tracked property per Thang per frame. Optimize the crap out of it.
for type, newPropIndex in trackedPropertyTypes
originalPropIndex = trackedPropertyIndices[newPropIndex]
storage = trackedPropertyValues[newPropIndex]
value = @props[originalPropIndex]
if value
# undefined, null, false, 0 won't trigger in this serialization code scheme anyway, so we can't differentiate between them when deserializing
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if type is 'Vector'
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storage[3 * frameIndex] = value.x
storage[3 * frameIndex + 1] = value.y
storage[3 * frameIndex + 2] = value.z
else if type is 'string'
specialKey = specialValuesToKeys[value]
unless specialKey
specialKey = specialKeysToValues.length
specialValuesToKeys[value] = specialKey
specialKeysToValues.push value
storage[frameIndex] = specialKey
storage[frameIndex] = specialKey
else if type is 'Thang'
value = value.id
specialKey = specialValuesToKeys[value]
unless specialKey
specialKey = specialKeysToValues.length
specialValuesToKeys[value] = specialKey
specialKeysToValues.push value
storage[frameIndex] = specialKey
storage[frameIndex] = specialKey
else if type is 'array'
# We make sure the array keys won't collide with any string keys by using some unprintable characters.
stringPieces = ['\x1D'] # Group Separator
for element in value
if element and element.id # Was checking element.isThang, but we can't store non-strings anyway
element = element.id
stringPieces.push element, '\x1E' # Record Separator(s)
value = stringPieces.join('')
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specialKey = specialValuesToKeys[value]
unless specialKey
specialKey = specialKeysToValues.length
specialValuesToKeys[value] = specialKey
specialKeysToValues.push value
storage[frameIndex] = specialKey
storage[frameIndex] = specialKey
else
storage[frameIndex] = value
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#console.log @thang.id, 'assigned prop', originalPropIndex, newPropIndex, value, type, 'at', frameIndex, 'to', storage[frameIndex]
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null
@deserialize: (world, frameIndex, thang, trackedPropertyKeys, trackedPropertyTypes, trackedPropertyValues, specialKeysToValues) ->
# Optimize like no tomorrow--most performance-sensitive part of the whole app, called once per WorldFrame per Thang per trackedProperty, blocking the UI
ts = new ThangState
ts.thang = thang
ts.frameIndex = frameIndex
ts.trackedPropertyKeys = trackedPropertyKeys
ts.trackedPropertyTypes = trackedPropertyTypes
ts.trackedPropertyValues = trackedPropertyValues
ts.specialKeysToValues = specialKeysToValues
ts
@transferableBytesNeededForType: (type, nFrames) ->
bytes = switch type
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when 'boolean' then 1
when 'number' then bytesPerFloat
when 'Vector' then bytesPerFloat * 3
when 'string' then 4
when 'Thang' then 4 # turn them into strings of their ids
when 'array' then 4 # turn them into strings and hope it doesn't explode?
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else 0
# We need to be a multiple of bytesPerFloat otherwise bigger-byte array (Float64Array, etc.) offsets won't work
# http://www.kirupa.com/forum/showthread.php?378737-Typed-Arrays-Y-U-No-offset-at-values-other-than-multiples-of-element-size
bytesPerFloat * Math.ceil(nFrames * bytes / bytesPerFloat)
@createArrayForType: (type, nFrames, buffer, offset) ->
bytes = @transferableBytesNeededForType type, nFrames
storage = switch type
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when 'boolean'
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new Uint8Array(buffer, offset, nFrames)
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when 'number'
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new FloatArrayType(buffer, offset, nFrames)
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when 'Vector'
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new FloatArrayType(buffer, offset, nFrames * 3)
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when 'string'
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new Uint32Array(buffer, offset, nFrames)
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when 'Thang'
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new Uint32Array(buffer, offset, nFrames)
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when 'array'
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new Uint32Array(buffer, offset, nFrames)
else
[]
[storage, bytes]
unless typedArraySupport
# Fall back to normal arrays in IE 9
ThangState.createArrayForType = (type, nFrames, buffer, offset) ->
bytes = @transferableBytesNeededForType type, nFrames
elementsPerFrame = if type is 'Vector' then 3 else 1
storage = (0 for i in [0 ... nFrames * elementsPerFrame])
[storage, bytes]