mirror of
https://github.com/codeninjasllc/codecombat.git
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225 lines
9.3 KiB
CoffeeScript
225 lines
9.3 KiB
CoffeeScript
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{now} = require './world/world_utils'
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## Uncomment to imitate IE9 (and in world_utils.coffee)
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#window.Worker = null
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#window.Float32Array = null
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# (except that we won't have included vendor_with_box2d.js, so Collision won't run, things won't move, etc.)
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module.exports = class God
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@ids: ['Athena', 'Baldr', 'Crom', 'Dagr', 'Eris', 'Freyja', 'Great Gish', 'Hades', 'Ishtar', 'Janus', 'Khronos', 'Loki', 'Marduk', 'Negafook', 'Odin', 'Poseidon', 'Quetzalcoatl', 'Ra', 'Shiva', 'Thor', 'Umvelinqangi', 'Týr', 'Vishnu', 'Wepwawet', 'Xipe Totec', 'Yahweh', 'Zeus', '上帝', 'Tiamat', '盘古', 'Phoebe', 'Artemis', 'Osiris', "嫦娥", 'Anhur', 'Teshub', 'Enlil', 'Perkele', 'Aether', 'Chaos', 'Hera', 'Iris', 'Theia', 'Uranus', 'Stribog', 'Sabazios', 'Izanagi', 'Ao', 'Tāwhirimātea', 'Tengri', 'Inmar', 'Torngarsuk', 'Centzonhuitznahua', 'Hunab Ku', 'Apollo', 'Helios', 'Thoth', 'Hyperion', 'Alectrona', 'Eos', 'Mitra', 'Saranyu', 'Freyr', 'Koyash', 'Atropos', 'Clotho', 'Lachesis', 'Tyche', 'Skuld', 'Urðr', 'Verðandi', 'Camaxtli', 'Huhetotl', 'Set', 'Anu', 'Allah', 'Anshar', 'Hermes', 'Lugh', 'Brigit', 'Manannan Mac Lir', 'Persephone', 'Mercury', 'Venus', 'Mars', 'Azrael', 'He-Man', 'Anansi', 'Issek', 'Mog', 'Kos', 'Amaterasu Omikami', 'Raijin', 'Susanowo', 'Blind Io', 'The Lady', 'Offler', 'Ptah', 'Anubis', 'Ereshkigal', 'Nergal', 'Thanatos', 'Macaria', 'Angelos', 'Erebus', 'Hecate', 'Hel', 'Orcus', 'Ishtar-Deela Nakh', 'Prometheus', 'Hephaestos', 'Sekhmet', 'Ares', 'Enyo', 'Otrera', 'Pele', 'Hadúr', 'Hachiman', 'Dayisun Tngri', 'Ullr', 'Lua', 'Minerva']
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@nextID: ->
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@lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length
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@ids[@lastID]
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maxAngels: 2 # how many concurrent web workers to use; if set past 8, make up more names
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worldWaiting: false # whether we're waiting for a worker to free up and run the world
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constructor: (@world, @level) ->
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@id = God.nextID()
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@angels = []
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@firstWorld = true
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Backbone.Mediator.subscribe 'tome:cast-spells', @onTomeCast, @
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onTomeCast: (e) ->
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return if @dead
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@spells = e.spells
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@createWorld()
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getAngel: ->
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for angel in @angels
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return angel.enslave() unless angel.busy
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maxedOut = @angels.length is @maxAngels
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if not maxedOut
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angel = new Angel @
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@angels.push angel
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return angel.enslave()
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oldestAngel = {started: new Date(2099, 1, 1)}
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for angel in @angels
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oldestAngel = angel if angel.started < oldestAngel.started
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oldestAngel.abort()
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null
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angelInfinitelyLooped: (angel) ->
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return if @dead
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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
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Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @firstWorld
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angelAborted: (angel) ->
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return unless @worldWaiting and not @dead
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@createWorld()
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angelUserCodeProblem: (angel, problem) ->
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return if @dead
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#console.log "UserCodeProblem:", '"' + problem.message + '"', "for", problem.userInfo.thangID, "-", problem.userInfo.methodName, 'at line', problem.ranges?[0][0][0], 'column', problem.ranges?[0][0][1]
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Backbone.Mediator.publish 'god:user-code-problem', problem: problem
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createWorld: ->
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#console.log @id + ': "Let there be light upon', @world.name + '!"'
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unless Worker? # profiling world simulation is easier on main thread, or we are IE9
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setTimeout @simulateWorld, 1
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return
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angel = @getAngel()
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if angel
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@worldWaiting = false
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else
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@worldWaiting = true
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return
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angel.worker.postMessage {func: 'runWorld', args: {
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worldName: @world.name
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userCodeMap: @getUserCodeMap()
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level: @level
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firstWorld: @firstWorld
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goals: @goalManager?.getGoals()
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}}
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beholdWorld: (angel, serialized, goalStates) ->
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worldCreation = angel.started
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angel.free()
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return if @latestWorldCreation? and worldCreation < @latestWorldCreation
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@latestWorldCreation = worldCreation
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@latestGoalStates = goalStates
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window.BOX2D_ENABLED = false # Flip this off so that if we have box2d in the namespace, the Collides Components still don't try to create bodies for deserialized Thangs upon attachment
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@world.constructor.deserialize serialized, @world.classMap, @lastSerializedWorldFrames, worldCreation, @finishBeholdingWorld
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window.BOX2D_ENABLED = true
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@lastSerializedWorldFrames = serialized.frames
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finishBeholdingWorld: (newWorld) =>
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newWorld.findFirstChangedFrame @world
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@world = newWorld
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errorCount = (t for t in @world.thangs when t.errorsOut).length
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Backbone.Mediator.publish('god:new-world-created', world: @world, firstWorld: @firstWorld, errorCount: errorCount, goalStates: @latestGoalStates)
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for scriptNote in @world.scriptNotes
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Backbone.Mediator.publish scriptNote.channel, scriptNote.event
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@firstWorld = false
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getUserCodeMap: ->
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userCodeMap = {}
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for spellKey, spell of @spells
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for thangID, spellThang of spell.thangs
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(userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize()
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userCodeMap
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destroy: ->
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angel.destroy() for angel in @angels
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@dead = true
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Backbone.Mediator.unsubscribe('tome:cast-spells', @onTomeCast, @)
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@goalManager = null
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#### Bad code for running worlds on main thread (profiling / IE9) ####
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simulateWorld: =>
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if Worker?
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console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}"
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@t0 = now()
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@testWorld = new @world.constructor @world.name, @getUserCodeMap()
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@testWorld.loadFromLevel @level
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if @goalManager
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@testGM = new @goalManager.constructor @testWorld
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@testGM.setGoals @goalManager.getGoals()
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@testGM.setCode @getUserCodeMap()
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@testGM.worldGenerationWillBegin()
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@testWorld.setGoalManager @testGM
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@doSimulateWorld()
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if Worker?
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console?.profileEnd?()
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console.log "Construction:", (@t1 - @t0).toFixed(0), "ms. Simulation:", (@t2 - @t1).toFixed(0), "ms --", ((@t2 - @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.
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@latestGoalStates = @testGM?.getGoalStates()
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serialized = @testWorld.serialize().serializedWorld
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window.BOX2D_ENABLED = false
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@testWorld.constructor.deserialize serialized, @world.classMap, @lastSerializedWorldFrames, @t0, @finishBeholdingWorld
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window.BOX2D_ENABLED = true
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@lastSerializedWorldFrames = serialized.frames
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doSimulateWorld: ->
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@t1 = now()
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Math.random = @testWorld.rand.randf # so user code is predictable
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i = 0
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while i < @testWorld.totalFrames
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frame = @testWorld.getFrame i++
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@testWorld.ended = true
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system.finish @testWorld.thangs for system in @testWorld.systems
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@t2 = now()
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#### End bad testing code ####
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class Angel
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@ids: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger']
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@nextID: ->
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@lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length
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@ids[@lastID]
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infiniteLoopIntervalDuration: 5000 # check this often (must be more than the others added)
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infiniteLoopTimeoutDuration: 1500 # wait this long when we check
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abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
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constructor: (@god) ->
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@id = Angel.nextID()
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if (navigator.userAgent or navigator.vendor or window.opera).search("MSIE") isnt -1
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@infiniteLoopIntervalDuration *= 20 # since it's so slow to serialize without transferable objects, we can't trust it
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@infiniteLoopTimeoutDuration *= 20
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@abortTimeoutDuration *= 10
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@spawnWorker()
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spawnWorker: ->
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@worker = new Worker '/javascripts/workers/worker_world.js'
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@listen()
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enslave: ->
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@busy = true
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@started = new Date()
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@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
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@
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free: ->
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@busy = false
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@started = null
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clearInterval @purgatoryTimer
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@purgatoryTimer = null
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@
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abort: ->
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@abortTimeout = _.delay @terminate, @abortTimeoutDuration
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@worker.postMessage {func: 'abort'}
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terminate: =>
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@worker.terminate()
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return if @dead
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@spawnWorker()
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@free()
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@god.angelAborted @
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destroy: ->
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@dead = true
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@abort()
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testWorker: =>
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@worker.postMessage {func: 'reportIn'}
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@condemnTimeout = _.delay @condemnWorker, @infiniteLoopTimeoutDuration
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condemnWorker: =>
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@god.angelInfinitelyLooped @
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@abort()
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listen: ->
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@worker.addEventListener 'message', (event) =>
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switch event.data.type
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when 'new-world'
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@god.beholdWorld @, event.data.serialized, event.data.goalStates
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when 'world-load-progress-changed'
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Backbone.Mediator.publish 'god:world-load-progress-changed', event.data unless @dead
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when 'console-log'
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console.log "|" + @god.id + "'s " + @id + "|", event.data.args...
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when 'user-code-problem'
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@god.angelUserCodeProblem @, event.data.problem
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when 'abort'
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#console.log @id, "aborted."
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clearTimeout @abortTimeout
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@free()
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@god.angelAborted @
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@worker.terminate() if @god.dead
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when 'reportIn'
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clearTimeout @condemnTimeout
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else
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console.log "Unsupported message:", event.data
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