Remove real-time multiplayer prototype code

This commit is contained in:
Nick Winter 2016-07-14 10:26:09 -07:00
parent 349ab24da7
commit c5c831c211
29 changed files with 36 additions and 1128 deletions

View file

@ -1,6 +0,0 @@
module.exports = class RealTimeCollection extends Backbone.Firebase.Collection
constructor: (savePath) ->
# TODO: Don't hard code this here
# TODO: Use prod path in prod
@firebase = 'https://codecombat.firebaseio.com/test/db/' + savePath
super()

View file

@ -125,8 +125,6 @@ module.exports = class CocoRouter extends Backbone.Router
'legal': go('LegalView')
'multiplayer': go('MultiplayerView')
'play(/)': go('play/CampaignView') # extra slash is to get Facebook app to work
'play/ladder/:levelID/:leagueType/:leagueID': go('ladder/LadderView')
'play/ladder/:levelID': go('ladder/LadderView')

View file

@ -8,7 +8,6 @@ channelSchemas =
'errors': require 'schemas/subscriptions/errors'
'ipad': require 'schemas/subscriptions/ipad'
'misc': require 'schemas/subscriptions/misc'
'multiplayer': require 'schemas/subscriptions/multiplayer'
'play': require 'schemas/subscriptions/play'
'surface': require 'schemas/subscriptions/surface'
'tome': require 'schemas/subscriptions/tome'
@ -165,5 +164,5 @@ window.onbeforeunload = (e) ->
return leavingMessage
else
return
$ -> init()

View file

@ -41,7 +41,6 @@ module.exports = class LevelBus extends Bus
@fireScriptsRef = @fireRef?.child('scripts')
setSession: (@session) ->
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@timerIntervalID = setInterval(@incrementSessionPlaytime, 1000)
onIdleChanged: (e) ->
@ -53,8 +52,7 @@ module.exports = class LevelBus extends Bus
@session.set('playtime', (@session.get('playtime') ? 0) + 1)
onPoint: ->
return true unless @session?.get('multiplayer')
super()
return true
onMeSynced: =>
super()
@ -236,17 +234,11 @@ module.exports = class LevelBus extends Bus
@changedSessionProperties.chat = true
@saveSession()
onMultiplayerChanged: ->
@changedSessionProperties.multiplayer = true
@session.updatePermissions()
@changedSessionProperties.permissions = true
@saveSession()
# Debounced as saveSession
reallySaveSession: ->
return if _.isEmpty @changedSessionProperties
# don't let peeking admins mess with the session accidentally
return unless @session.get('multiplayer') or @session.get('creator') is me.id
return unless @session.get('creator') is me.id
return if @session.fake
Backbone.Mediator.publish 'level:session-will-save', session: @session
patch = {}

View file

@ -10,7 +10,6 @@ Letterbox = require './Letterbox'
Dimmer = require './Dimmer'
CountdownScreen = require './CountdownScreen'
PlaybackOverScreen = require './PlaybackOverScreen'
WaitingScreen = require './WaitingScreen'
DebugDisplay = require './DebugDisplay'
CoordinateDisplay = require './CoordinateDisplay'
CoordinateGrid = require './CoordinateGrid'
@ -70,7 +69,6 @@ module.exports = Surface = class Surface extends CocoClass
'level:set-letterbox': 'onSetLetterbox'
'application:idle-changed': 'onIdleChanged'
'camera:zoom-updated': 'onZoomUpdated'
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'level:flag-color-selected': 'onFlagColorSelected'
@ -135,7 +133,6 @@ module.exports = Surface = class Surface extends CocoClass
@countdownScreen = new CountdownScreen camera: @camera, layer: @screenLayer, showsCountdown: @world.showsCountdown
@playbackOverScreen = new PlaybackOverScreen camera: @camera, layer: @screenLayer, playerNames: @options.playerNames
@normalStage.addChildAt @playbackOverScreen.dimLayer, 0 # Put this below the other layers, actually, so we can more easily read text on the screen.
@waitingScreen = new WaitingScreen camera: @camera, layer: @screenLayer
@initCoordinates()
@webGLStage.enableMouseOver(10)
@webGLStage.addEventListener 'stagemousemove', @onMouseMove
@ -570,7 +567,7 @@ module.exports = Surface = class Surface extends CocoClass
scaleFactor = 1
if @options.stayVisible
availableHeight = window.innerHeight
availableHeight -= $('.ad-container').outerHeight()
availableHeight -= $('.ad-container').outerHeight()
availableHeight -= $('#game-area').outerHeight() - $('#canvas-wrapper').outerHeight()
scaleFactor = availableHeight / newHeight if availableHeight < newHeight
newWidth *= scaleFactor
@ -602,9 +599,6 @@ module.exports = Surface = class Surface extends CocoClass
#- Real-time playback
onRealTimePlaybackWaiting: (e) ->
@onRealTimePlaybackStarted e
onRealTimePlaybackStarted: (e) ->
return if @realTime
@realTimeInputEvents.reset()
@ -741,7 +735,6 @@ module.exports = Surface = class Surface extends CocoClass
@dimmer?.destroy()
@countdownScreen?.destroy()
@playbackOverScreen?.destroy()
@waitingScreen?.destroy()
@coordinateDisplay?.destroy()
@coordinateGrid?.destroy()
@normalStage.clear()

View file

@ -1,65 +0,0 @@
CocoClass = require 'core/CocoClass'
RealTimeCollection = require 'collections/RealTimeCollection'
module.exports = class WaitingScreen extends CocoClass
subscriptions:
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'real-time-multiplayer:player-status': 'onRealTimeMultiplayerPlayerStatus'
constructor: (options) ->
super()
options ?= {}
@camera = options.camera
@layer = options.layer
@waitingText = options.text or 'Waiting...'
console.error @toString(), 'needs a camera.' unless @camera
console.error @toString(), 'needs a layer.' unless @layer
@build()
onCastingBegins: (e) -> @show() unless e.preload
onCastingEnds: (e) -> @hide()
toString: -> '<WaitingScreen>'
build: ->
@dimLayer = new createjs.Container()
@dimLayer.mouseEnabled = @dimLayer.mouseChildren = false
@dimLayer.addChild @dimScreen = new createjs.Shape()
@dimScreen.graphics.beginFill('rgba(0,0,0,0.5)').rect 0, 0, @camera.canvasWidth, @camera.canvasHeight
@dimLayer.alpha = 0
@dimLayer.addChild @makeWaitingText()
makeWaitingText: ->
size = Math.ceil @camera.canvasHeight / 8
text = new createjs.Text @waitingText, "#{size}px Open Sans Condensed", '#F7B42C'
text.shadow = new createjs.Shadow '#000', Math.ceil(@camera.canvasHeight / 300), Math.ceil(@camera.canvasHeight / 300), Math.ceil(@camera.canvasHeight / 120)
text.textAlign = 'center'
text.textBaseline = 'middle'
text.x = @camera.canvasWidth / 2
text.y = @camera.canvasHeight / 2
@text = text
return text
show: ->
return if @showing
@showing = true
@dimLayer.alpha = 0
createjs.Tween.removeTweens @dimLayer
createjs.Tween.get(@dimLayer).to({alpha: 1}, 500)
@layer.addChild @dimLayer
hide: ->
return unless @showing
@showing = false
createjs.Tween.removeTweens @dimLayer
createjs.Tween.get(@dimLayer).to({alpha: 0}, 500).call => @layer.removeChild @dimLayer unless @destroyed
onRealTimeMultiplayerPlayerStatus: (e) -> @text.text = e.status
onRealTimePlaybackWaiting: (e) -> @show()
onRealTimePlaybackStarted: (e) -> @hide()
onRealTimePlaybackEnded: (e) -> @hide()

View file

@ -318,7 +318,7 @@
write_this_down: "Write this down:"
start_playing: "Start Playing!"
sso_connected: "Successfully connected with:"
recover:
recover_account_title: "Recover Account"
send_password: "Send Recovery Password"
@ -1890,16 +1890,6 @@
merge_conflict_with: "MERGE CONFLICT WITH"
no_changes: "No Changes"
multiplayer:
multiplayer_title: "Multiplayer Settings" # We'll be changing this around significantly soon. Until then, it's not important to translate.
multiplayer_toggle: "Enable multiplayer"
multiplayer_toggle_description: "Allow others to join your game."
multiplayer_link_description: "Give this link to anyone to have them join you."
multiplayer_hint_label: "Hint:"
multiplayer_hint: " Click the link to select all, then press ⌘-C or Ctrl-C to copy the link."
multiplayer_coming_soon: "More multiplayer features to come!"
multiplayer_sign_in_leaderboard: "Sign in or create an account and get your solution on the leaderboard."
legal:
page_title: "Legal"
opensource_intro: "CodeCombat is completely open source."

View file

@ -15,8 +15,6 @@ module.exports = class LevelSession extends CocoModel
updatePermissions: ->
permissions = @get 'permissions', true
permissions = (p for p in permissions when p.target isnt 'public')
if @get('multiplayer')
permissions.push {target: 'public', access: 'write'}
@set 'permissions', permissions
getSourceFor: (spellKey) ->

View file

@ -1,6 +0,0 @@
module.exports = class RealTimeModel extends Backbone.Firebase.Model
constructor: (savePath) ->
# TODO: Don't hard code this here
# TODO: Use prod path in prod
@firebase = 'https://codecombat.firebaseio.com/test/db/' + savePath
super()

View file

@ -37,8 +37,6 @@ _.extend LevelSessionSchema.properties,
type: 'string'
levelID:
type: 'string'
multiplayer:
type: 'boolean'
creator: c.objectId
links:
[

View file

@ -1,21 +0,0 @@
c = require 'schemas/schemas'
module.exports =
'real-time-multiplayer:created-game': c.object {title: 'Multiplayer created game', required: ['realTimeSessionID']},
realTimeSessionID: {type: 'string'}
'real-time-multiplayer:joined-game': c.object {title: 'Multiplayer joined game', required: ['realTimeSessionID']},
realTimeSessionID: {type: 'string'}
'real-time-multiplayer:left-game': c.object {title: 'Multiplayer left game'},
userID: {type: 'string'}
'real-time-multiplayer:manual-cast': c.object {title: 'Multiplayer manual cast'}
'real-time-multiplayer:new-opponent-code': c.object {title: 'Multiplayer new opponent code', required: ['code', 'codeLanguage']},
code: {type: 'object'}
codeLanguage: {type: 'string'}
team: {type: 'string'}
'real-time-multiplayer:player-status': c.object {title: 'Multiplayer player status', required: ['status']},
status: {type: 'string'}

View file

@ -96,8 +96,6 @@ module.exports =
'playback:stop-real-time-playback': c.object {}
'playback:real-time-playback-waiting': c.object {}
'playback:real-time-playback-started': c.object {}
'playback:real-time-playback-ended': c.object {}

View file

@ -124,37 +124,6 @@
@include rotate(-15deg)
vertical-align: middle
.multiplayer-area-container
position: relative
width: 100%
height: 50px
pointer-events: none
.multiplayer-area
min-width: 200px
max-width: 293px
height: 60px
margin: 0 auto
padding: 8px
border-style: solid
border-image: url(/images/level/control_bar_level_name_background.png) 30 fill round
border-width: 0 15px 15px 15px
text-align: center
position: absolute
left: 50%
cursor: pointer
pointer-events: all
@include translate(-50%, 0)
.multiplayer-label
font-size: 12px
color: $control-yellow-highlight
margin-bottom: -5px
.multiplayer-status
color: white
font-size: 18px
.buttons-area
position: absolute
right: 35px
@ -210,11 +179,6 @@ html.no-borderimage
background: transparent url(/images/level/control_bar_level_name_background.png)
background-size: contain
background-repeat: no-repeat
#control-bar-view .multiplayer-area
border: 0
background: transparent url(/images/level/control_bar_level_name_background.png)
background-size: contain
background-repeat: no-repeat
body:not(.ipad)

View file

@ -1,8 +0,0 @@
#multiplayer-view
textarea
width: 100%
box-sizing: border-box
padding: 5px
text-align: center
height: 30px
font-size: 11px

View file

@ -9,22 +9,13 @@
.glyphicon.glyphicon-play
span(data-i18n=me.isSessionless() ? "nav.courses" : (ladderGame ? "general.ladder" : "nav.play")).home-text Levels
if isMultiplayerLevel && !observing
.multiplayer-area-container
.multiplayer-area
.multiplayer-label(data-i18n="play_level.control_bar_multiplayer")
if multiplayerStatus
.multiplayer-status= multiplayerStatus
else
.multiplayer-status(data-i18n="play_level.control_bar_join_game")
else
.level-name-area-container
.level-name-area
.level-label(data-i18n="play_level.level")
.level-name(title=difficultyTitle || "")
span #{view.levelNumber ? view.levelNumber + '. ' : ''}#{worldName.replace('Course: ', '')}
if levelDifficulty
sup.level-difficulty= levelDifficulty
.level-name-area-container
.level-name-area
.level-label(data-i18n="play_level.level")
.level-name(title=difficultyTitle || "")
span #{view.levelNumber ? view.levelNumber + '. ' : ''}#{worldName.replace('Course: ', '')}
if levelDifficulty
sup.level-difficulty= levelDifficulty
.buttons-area

View file

@ -1,90 +0,0 @@
if !ladderGame
.form
.form-group.checkbox
label(for="multiplayer")
input#multiplayer(name="multiplayer", type="checkbox", checked=multiplayer)
span(data-i18n="multiplayer.multiplayer_toggle") Enable multiplayer
span.help-block(data-i18n="multiplayer.multiplayer_toggle_description") Allow others to join your game.
hr
div#link-area
p(data-i18n="multiplayer.multiplayer_link_description") Give this link to anyone to have them join you.
textarea.well#multiplayer-join-link(readonly=true)= joinLink
p
strong(data-i18n="multiplayer.multiplayer_hint_label") Hint:
span(data-i18n="multiplayer.multiplayer_hint") Click the link to select all, then press ⌘-C or Ctrl-C to copy the link.
p(data-i18n="multiplayer.multiplayer_coming_soon") More multiplayer features to come!
if ladderGame
if me.get('anonymous')
p(data-i18n="multiplayer.multiplayer_sign_in_leaderboard") Sign in or create an account and get your solution on the leaderboard.
else if realTimeSessions && realTimeSessionsPlayers
button#create-game-button Create Game
hr
div#created-multiplayer-session
h3 Your Game
if currentRealTimeSession
div
span(style="margin:10px")= currentRealTimeSession.get('levelID')
span(style="margin:10px")= currentRealTimeSession.get('creatorName')
span(style="margin:10px")= currentRealTimeSession.get('state')
span(style="margin:10px")= currentRealTimeSession.id
button#leave-game-button(data-item=item) Leave Game
div
- var players = realTimeSessionsPlayers[currentRealTimeSession.id]
if players
span(style="margin:10px") Players:
- for (var i=0; i < players.length; i++) {
span(style="margin:10px")= players.at(i).get('name')
span(style="margin:10px")= players.at(i).get('team')
span(style="margin:10px")= players.at(i).get('state')
- }
else
span No Players?
else
div Click something above to create a game.
hr
div#open-games
h3 Open Games
//- TODO: do not let you join ones with same-team opponent
- var noOpenGames = true
- for (var i=0; i < realTimeSessions.length; i++) {
if (currentRealTimeSession && realTimeSessions.at(i).id == currentRealTimeSession.id)
- continue
if levelID === realTimeSessions.at(i).get('levelID') && realTimeSessions.at(i).get('state') === 'creating'
- var id = realTimeSessions.at(i).get('id')
- var players = realTimeSessionsPlayers[id]
if players && players.length === 1
- noOpenGames = false
- var creatorName = realTimeSessions.at(i).get('creatorName')
- var creator = realTimeSessions.at(i).get('creator')
- var state = realTimeSessions.at(i).get('state')
- var item = realTimeSessions.at(i)
div
button#join-game-button(data-item=item) Join Game
span(style="margin:10px")= levelID
span(style="margin:10px")= creatorName
span(style="margin:10px")= state
span(style="margin:10px")= id
div
span(style="margin:10px") Players:
span(style="margin:10px")= players.at(0).get('name')
span(style="margin:10px")= players.at(0).get('team')
span(style="margin:10px")= players.at(0).get('state')
- }
if noOpenGames
div No games available.
hr
.ladder-submission-view
else
a.btn.btn-primary(href="/play/ladder/#{levelSlug}#my-matches", data-i18n="multiplayer.victory_go_ladder") Return to Ladder

View file

@ -21,7 +21,7 @@ module.exports = class MainLadderView extends RootView
@campaigns = campaigns
@sessions = @supermodel.loadCollection(new LevelSessionsCollection(), 'your_sessions', {cache: false}, 0).model
@listenToOnce @sessions, 'sync', @onSessionsLoaded
@listenToOnce @sessions, 'sync', @onSessionsLoaded
@getLevelPlayCounts()
@ -94,52 +94,6 @@ heroArenas = [
}
]
oldArenas = [
{
name: 'Criss-Cross'
difficulty: 5
id: 'criss-cross'
image: '/file/db/level/5391f3d519dc22b8082159b2/banner2.png'
description: 'Participate in a bidding war with opponents to reach the other side!'
}
{
name: 'Greed'
difficulty: 4
id: 'greed'
image: '/file/db/level/53558b5a9914f5a90d7ccddb/greed_banner.jpg'
description: 'Liked Dungeon Arena and Gold Rush? Put them together in this economic arena!'
}
{
name: 'Sky Span (Testing)'
difficulty: 3
id: 'sky-span'
image: '/file/db/level/53c80fce0ddbef000084c667/sky-Span-banner.jpg'
description: 'Preview version of an upgraded Dungeon Arena. Help us with hero balance before release!'
}
{
name: 'Dungeon Arena'
difficulty: 3
id: 'dungeon-arena'
image: '/file/db/level/53173f76c269d400000543c2/Level%20Banner%20Dungeon%20Arena.jpg'
description: 'Play head-to-head against fellow Wizards in a dungeon melee!'
}
{
name: 'Gold Rush'
difficulty: 3
id: 'gold-rush'
image: '/file/db/level/533353722a61b7ca6832840c/Gold-Rush.png'
description: 'Prove you are better at collecting gold than your opponent!'
}
{
name: 'Brawlwood'
difficulty: 4
id: 'brawlwood'
image: '/file/db/level/52d97ecd32362bc86e004e87/Level%20Banner%20Brawlwood.jpg'
description: 'Combat the armies of other Wizards in a strategic forest arena! (Fast computer required.)'
}
]
campaigns = [
{id: 'multiplayer', name: 'Multiplayer Arenas', description: '... in which you code head-to-head against other players.', levels: heroArenas}
#{id: 'old_multiplayer', name: '(Deprecated) Old Multiplayer Arenas', description: 'Relics of a more civilized age. No simulations are run for these older, hero-less multiplayer arenas.', levels: oldArenas}
]

View file

@ -144,9 +144,6 @@ module.exports = class SpectateLevelView extends RootView
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
onLevelStarted: (e) ->
go = =>

View file

@ -7,17 +7,13 @@ Classroom = require 'models/Classroom'
Course = require 'models/Course'
CourseInstance = require 'models/CourseInstance'
GameMenuModal = require 'views/play/menu/GameMenuModal'
RealTimeModel = require 'models/RealTimeModel'
RealTimeCollection = require 'collections/RealTimeCollection'
LevelSetupManager = require 'lib/LevelSetupManager'
GameMenuModal = require 'views/play/menu/GameMenuModal'
module.exports = class ControlBarView extends CocoView
id: 'control-bar-view'
template: template
subscriptions:
'bus:player-states-changed': 'onPlayerStatesChanged'
'level:disable-controls': 'onDisableControls'
'level:enable-controls': 'onEnableControls'
'ipad:memory-warning': 'onIPadMemoryWarning'
@ -28,7 +24,6 @@ module.exports = class ControlBarView extends CocoView
'click': -> Backbone.Mediator.publish 'tome:focus-editor', {}
'click .levels-link-area': 'onClickHome'
'click .home a': 'onClickHome'
'click .multiplayer-area': 'onClickMultiplayer'
'click #control-bar-sign-up-button': 'onClickSignupButton'
constructor: (options) ->
@ -64,9 +59,6 @@ module.exports = class ControlBarView extends CocoView
@supermodel.trackRequest(@campaign.fetch())
)
super options
if @level.isType('hero-ladder', 'course-ladder') and me.isAdmin()
@isMultiplayerLevel = true
@multiplayerStatusManager = new MultiplayerStatusManager @levelID, @onMultiplayerStateChanged
if @level.get 'replayable'
@listenTo @session, 'change-difficulty', @onSessionDifficultyChanged
@ -79,25 +71,10 @@ module.exports = class ControlBarView extends CocoView
setBus: (@bus) ->
onPlayerStatesChanged: (e) ->
# TODO: this doesn't fire any more. Replacement?
return unless @bus is e.bus
numPlayers = _.keys(e.players).length
return if numPlayers is @numPlayers
@numPlayers = numPlayers
text = 'Multiplayer'
text += " (#{numPlayers})" if numPlayers > 1
$('#multiplayer-button', @$el).text(text)
onMultiplayerStateChanged: => @render?()
getRenderData: (c={}) ->
super c
c.worldName = @worldName
c.multiplayerEnabled = @session.get('multiplayer')
c.ladderGame = @level.isType('ladder', 'hero-ladder', 'course-ladder')
if c.isMultiplayerLevel = @isMultiplayerLevel
c.multiplayerStatus = @multiplayerStatusManager?.status
if @level.get 'replayable'
c.levelDifficulty = @session.get('state')?.difficulty ? 0
if @observing
@ -161,9 +138,6 @@ module.exports = class ControlBarView extends CocoView
e.stopImmediatePropagation()
Backbone.Mediator.publish 'router:navigate', route: @homeLink, viewClass: @homeViewClass, viewArgs: @homeViewArgs
onClickMultiplayer: (e) ->
@showGameMenuModal e, 'multiplayer'
onClickSignupButton: (e) ->
window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Control Bar', level: @levelID
@ -184,62 +158,4 @@ module.exports = class ControlBarView extends CocoView
destroy: ->
@setupManager?.destroy()
@multiplayerStatusManager?.destroy()
super()
# MultiplayerStatusManager ######################################################
#
# Manages the multiplayer status, and calls @statusChangedCallback when it changes.
#
# It monitors these:
# Real-time multiplayer players
# Internal multiplayer status
#
# Real-time state variables:
# @playersCollection - Real-time multiplayer players
#
# TODO: Not currently using player counts. Should remove if we keep simple design.
#
class MultiplayerStatusManager
constructor: (@levelID, @statusChangedCallback) ->
@status = ''
# @players = {}
# @playersCollection = new RealTimeCollection('multiplayer_players/' + @levelID)
# @playersCollection.on 'add', @onPlayerAdded
# @playersCollection.each (player) => @onPlayerAdded player
Backbone.Mediator.subscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
destroy: ->
Backbone.Mediator.unsubscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
# @playersCollection?.off 'add', @onPlayerAdded
# player.off 'change', @onPlayerChanged for id, player of @players
onMultiplayerPlayerStatus: (e) =>
@status = e.status
@statusChangedCallback()
# onPlayerAdded: (player) =>
# unless player.id is me.id
# @players[player.id] = new RealTimeModel('multiplayer_players/' + @levelID + '/' + player.id)
# @players[player.id].on 'change', @onPlayerChanged
# @countPlayers player
#
# onPlayerChanged: (player) =>
# @countPlayers player
#
# countPlayers: (changedPlayer) =>
# # TODO: save this stale hearbeat threshold setting somewhere
# staleHeartbeat = new Date()
# staleHeartbeat.setMinutes staleHeartbeat.getMinutes() - 3
# @playerCount = 0
# @playersCollectionAvailable = 0
# @playersCollectionUnavailable = 0
# @playersCollection.each (player) =>
# # Assume changedPlayer is fresher than entry in @playersCollection collection
# player = changedPlayer if changedPlayer? and player.id is changedPlayer.id
# unless staleHeartbeat >= new Date(player.get('heartbeat'))
# @playerCount++
# @playersCollectionAvailable++ if player.get('state') is 'available'
# @playersCollectionUnavailable++ if player.get('state') is 'unavailable'
# @statusChangedCallback()

View file

@ -18,6 +18,7 @@ module.exports = class LevelChatView extends CocoView
constructor: (options) ->
@levelID = options.levelID
@session = options.session
# TODO: we took out session.multiplayer, so this will not fire. If we want to resurrect it, we'll of course need a new way of activating chat.
@listenTo(@session, 'change:multiplayer', @updateMultiplayerVisibility)
@sessionID = options.sessionID
@bus = LevelBus.get(@levelID, @sessionID)

View file

@ -1,9 +1,6 @@
CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/level-flags-view'
{me} = require 'core/auth'
RealTimeCollection = require 'collections/RealTimeCollection'
multiplayerFlagDelay = 0.5 # Long, static second delay for now; should be more than enough.
module.exports = class LevelFlagsView extends CocoView
id: 'level-flags-view'
@ -17,7 +14,6 @@ module.exports = class LevelFlagsView extends CocoView
'god:new-world-created': 'onNewWorld'
'god:streaming-world-updated': 'onNewWorld'
'surface:remove-flag': 'onRemoveFlag'
'real-time-multiplayer:joined-game': 'onJoinedMultiplayerGame'
events:
'click .green-flag': -> @onFlagSelected color: 'green', source: 'button'
@ -60,9 +56,8 @@ module.exports = class LevelFlagsView extends CocoView
return unless @flagColor and @realTime
@playSound 'menu-button-click' # TODO: different flag placement sound?
pos = x: e.worldPos.x, y: e.worldPos.y
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: @flagColor, pos: pos, time: now + delay, active: true, source: 'click'
flag = player: me.id, team: me.team, color: @flagColor, pos: pos, time: now, active: true, source: 'click'
@flags[@flagColor] = flag
@flagHistory.push flag
@realTimeFlags?.create flag
@ -75,9 +70,8 @@ module.exports = class LevelFlagsView extends CocoView
onRemoveFlag: (e) ->
delete @flags[e.color]
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: e.color, time: now + delay, active: false, source: 'click'
flag = player: me.id, team: me.team, color: e.color, time: now, active: false, source: 'click'
@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
#console.log e.color, 'deleted at time', flag.time
@ -85,31 +79,3 @@ module.exports = class LevelFlagsView extends CocoView
onNewWorld: (event) ->
return unless event.world.name is @world.name
@world = @options.world = event.world
onJoinedMultiplayerGame: (e) ->
@realTimeFlags = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}/flagHistory")
@realTimeFlags.on 'add', @onRealTimeMultiplayerFlagAdded
@realTimeFlags.on 'remove', @onRealTimeMultiplayerFlagRemoved
onLeftMultiplayerGame: (e) ->
if @realTimeFlags
@realTimeFlags.off 'add', @onRealTimeMultiplayerFlagAdded
@realTimeFlags.off 'remove', @onRealTimeMultiplayerFlagRemoved
@realTimeFlags = null
onRealTimeMultiplayerFlagAdded: (e) =>
if e.get('player') != me.id
# TODO: what is @flags used for?
# Build local flag from Backbone.Model flag
flag =
player: e.get('player')
team: e.get('team')
color: e.get('color')
pos: e.get('pos')
time: e.get('time')
active: e.get('active')
#source: 'click'? e.get('source')? nothing?
@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
onRealTimeMultiplayerFlagRemoved: (e) =>

View file

@ -21,7 +21,6 @@ module.exports = class LevelPlaybackView extends CocoView
'tome:cast-spells': 'onTomeCast'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'playback:stop-real-time-playback': 'onStopRealTimePlayback'
'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
events:
'click #music-button': 'onToggleMusic'
@ -110,11 +109,6 @@ module.exports = class LevelPlaybackView extends CocoView
Backbone.Mediator.publish 'playback:real-time-playback-started', {}
@playSound 'real-time-playback-start'
onRealTimeMultiplayerCast: (e) ->
@realTime = true
@togglePlaybackControls false
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
onWindowResize: (s...) =>
@barWidth = $('.progress', @$el).width()

View file

@ -73,13 +73,8 @@ module.exports = class PlayLevelView extends RootView
'level:loading-view-unveiling': 'onLoadingViewUnveiling'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
'level:session-loaded': 'onSessionLoaded'
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'real-time-multiplayer:created-game': 'onRealTimeMultiplayerCreatedGame'
'real-time-multiplayer:joined-game': 'onRealTimeMultiplayerJoinedGame'
'real-time-multiplayer:left-game': 'onRealTimeMultiplayerLeftGame'
'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
'ipad:memory-warning': 'onIPadMemoryWarning'
'store:item-purchased': 'onItemPurchased'
@ -192,8 +187,6 @@ module.exports = class PlayLevelView extends RootView
@initGoalManager()
@insertSubviews()
@initVolume()
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@register()
@controlBar.setBus(@bus)
@initScriptManager()
@ -239,9 +232,6 @@ module.exports = class PlayLevelView extends RootView
myCode[thang] ?= {}
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
setupGod: ->
@god.setLevel @level.serialize {@supermodel, @session, @otherSession, headless: false, sessionless: false}
@ -289,9 +279,7 @@ module.exports = class PlayLevelView extends RootView
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
if @session.get('multiplayer') and not me.isAdmin()
@session.set 'multiplayer', false # Temp: multiplayer has bugged out some sessions, so ignoring it.
@bus.connect() if @session.get('multiplayer')
#@bus.connect() if @session.get('multiplayer') # TODO: session's multiplayer flag removed; connect bus another way if we care about it
# Load Completed Setup ######################################################
@ -315,8 +303,6 @@ module.exports = class PlayLevelView extends RootView
@setupManager = new LevelSetupManager({supermodel: @supermodel, level: e.level, levelID: @levelID, parent: @, session: e.session, courseID: @courseID, courseInstanceID: @courseInstanceID})
@setupManager.open()
@onRealTimeMultiplayerLevelLoaded e.session if e.level.isType('hero-ladder', 'course-ladder')
onLoaded: ->
_.defer => @onLevelLoaderLoaded()
@ -393,9 +379,6 @@ module.exports = class PlayLevelView extends RootView
@removeSubView @loadingView
@loadingView = null
@playAmbientSound()
if @options.realTimeMultiplayerSessionID?
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
application.tracker?.trackEvent 'Started Level', category:'Play Level', levelID: @levelID, ls: @session?.get('_id') unless @observing
$(window).trigger 'resize'
@ -584,13 +567,6 @@ module.exports = class PlayLevelView extends RootView
onFocusDom: (e) -> $(e.selector).focus()
onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
onContactClicked: (e) ->
Backbone.Mediator.publish 'level:contact-button-pressed', {}
@openModalView contactModal = new ContactModal levelID: @level.get('slug') or @level.id, courseID: @courseID, courseInstanceID: @courseInstanceID
@ -629,10 +605,6 @@ module.exports = class PlayLevelView extends RootView
AudioPlayer.preloadSoundReference sound
# Real-time playback
onRealTimePlaybackWaiting: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
onRealTimePlaybackStarted: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
@ -645,14 +617,12 @@ module.exports = class PlayLevelView extends RootView
_.delay @onSubmissionComplete, 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
@onRealTimeMultiplayerPlaybackEnded()
onSubmissionComplete: =>
return if @destroyed
Backbone.Mediator.publish 'level:set-time', ratio: 1
return if @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
# TODO: Show a victory dialog specific to hero-ladder level
if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
if @goalManager.checkOverallStatus() is 'success'
showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true
@session.recordScores @world.scores, @level
if @level.get 'replayable'
@ -677,7 +647,6 @@ module.exports = class PlayLevelView extends RootView
#@instance.save() unless @instance.loading
delete window.nextURL
console.profileEnd?() if PROFILE_ME
@onRealTimeMultiplayerLevelUnloaded()
application.tracker?.disableInspectletJS()
super()
@ -693,358 +662,3 @@ module.exports = class PlayLevelView extends RootView
@setupManager?.destroy()
@setupManager = new LevelSetupManager({supermodel: @supermodel, level: @level, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
@setupManager.open()
# Start Real-time Multiplayer ######################################################
#
# This view acts as a hub for the real-time multiplayer session for the current level.
#
# It performs these actions:
# Player heartbeat
# Publishes player status
# Updates real-time multiplayer session state
# Updates real-time multiplayer player state
# Cleans up old sessions (sets state to 'finished')
# Real-time multiplayer cast handshake
# Swap teams on game joined, if necessary
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
#
# It monitors these:
# Real-time multiplayer sessions
# Current real-time multiplayer session
# Internal multiplayer create/joined/left events
#
# Real-time state variables.
# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
# @realTimePlayerRef - User's real-time multiplayer player for this level
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
# @realTimeSessionRef - Current real-time multiplayer game session
# @realTimeOpponentRef - Current real-time multiplayer opponent
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
#
# TODO: Move this code to it's own file, or possibly the LevelBus
# TODO: Save settings somewhere reasonable
multiplayerFireHost: 'https://codecombat.firebaseio.com/test/db/'
onRealTimeMultiplayerLevelLoaded: (session) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
return if @realTimePlayerRef?
return if me.get('anonymous')
@realTimePlayerRef = new Firebase "#{@multiplayerFireHost}multiplayer_players/#{@levelID}/#{me.id}"
unless @options.realTimeMultiplayerSessionID?
# TODO: Wait for name instead of using 'Anon', or try and update it later?
name = me.get('name') ? session.get('creatorName') ? 'Anon'
@realTimePlayerRef.set
id: me.id # TODO: is this redundant info necessary?
name: name
state: 'playing'
created: new Date().toISOString()
heartbeat: new Date().toISOString()
@timerMultiplayerHeartbeatID = setInterval @onRealTimeMultiplayerHeartbeat, 60 * 1000
@cleanupRealTimeSessions()
cleanupRealTimeSessions: ->
# console.log 'PlayLevelView cleanupRealTimeSessions'
# TODO: Reduce this call, possibly by username and dates
realTimeSessionCollection = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}"
realTimeSessionCollection.once 'value', (collectionSnapshot) =>
for multiplayerSessionID, multiplayerSession of collectionSnapshot.val()
continue if @options.realTimeMultiplayerSessionID? and @options.realTimeMultiplayerSessionID is multiplayerSessionID
continue unless multiplayerSession.state isnt 'finished'
player = realTimeSessionCollection.child "#{multiplayerSession.id}/players/#{me.id}"
player.once 'value', (playerSnapshot) =>
if playerSnapshot.val()
console.info 'Cleaning up previous real-time multiplayer session', multiplayerSessionID
player.update 'state': 'left'
multiplayerSessionRef = realTimeSessionCollection.child "#{multiplayerSessionID}"
multiplayerSessionRef.update 'state': 'finished'
onRealTimeMultiplayerLevelUnloaded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
if @timerMultiplayerHeartbeatID?
clearInterval @timerMultiplayerHeartbeatID
@timerMultiplayerHeartbeatID = null
# TODO: similar to game ending cleanup
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef = null
onRealTimeMultiplayerHeartbeat: =>
# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
@realTimePlayerRef.update 'heartbeat': new Date().toISOString() if @realTimePlayerRef?
onRealTimeMultiplayerCreatedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'available'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Waiting for opponent..'
onRealTimeSessionChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
@realTimeSessionData = snapshot.val()
if @realTimeSessionData?.state is 'finished'
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', {}
onRealTimePlayerAdded: (snapshot) =>
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
# Assume game is full, game on
data = snapshot.val()
if data? and data.id isnt me.id
@realTimeOpponentData = data
# console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
@realTimePlayersData[@realTimeOpponentData.id] = @realTimeOpponentData
if @realTimeSessionData?.state is 'creating'
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{@realTimeOpponentData.id}"
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
onRealTimeOpponentChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
@realTimeOpponentData = snapshot.val()
switch @realTimeOpponentData?.state
when 'left'
console.info 'Real-time multiplayer opponent left the game'
opponentID = @realTimeOpponentData.id
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: opponentID
when 'submitted'
# TODO: What should this message say?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "#{@realTimeOpponentData.name} waiting for your code"
joinRealTimeMultiplayerGame: (e) ->
# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
unless @realTimeSessionRef?
@session.set('submittedCodeLanguage', @session.get('codeLanguage'))
@session.save()
@realTimeSessionRef = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}"
@realTimePlayersRef = @realTimeSessionRef.child 'players'
# Look for opponent
@realTimeSessionRef.once 'value', (multiplayerSessionSnapshot) =>
if @realTimeSessionData = multiplayerSessionSnapshot.val()
@realTimePlayersRef.once 'value', (playsSnapshot) =>
if @realTimePlayersData = playsSnapshot.val()
for id, player of @realTimePlayersData
if id isnt me.id
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{id}"
@realTimeOpponentRef.once 'value', (opponentSnapshot) =>
if @realTimeOpponentData = opponentSnapshot.val()
@updateTeam()
else
console.error 'Could not lookup multiplayer opponent data.'
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Playing against ' + player.name
else
console.error 'Could not lookup multiplayer session players data.'
# TODO: need child_removed too?
@realTimePlayersRef.on 'child_added', @onRealTimePlayerAdded
else
console.error 'Could not lookup multiplayer session data.'
@realTimeSessionRef.on 'value', @onRealTimeSessionChanged
@realTimePlayerGameRef = @realTimeSessionRef.child "players/#{me.id}"
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
# else
# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
onRealTimeMultiplayerJoinedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
onRealTimeMultiplayerLeftGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
if e.userID? and e.userID is me.id
@realTimePlayerGameRef.update 'state': 'left'
@realTimeGameEnded()
realTimeMultiplayerContinueGame: (realTimeSessionID) ->
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: realTimeSessionID
console.info 'Setting my game status to ready'
@realTimePlayerGameRef.update 'state': 'ready'
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentIsReady()
else
console.info 'Waiting for opponent to be ready'
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeReady
realTimeOpponentMaybeReady: (snapshot) =>
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeReady
@realTimeOpponentIsReady()
realTimeOpponentIsReady: =>
console.info 'All real-time multiplayer players are ready!'
@realTimeSessionRef.update 'state': 'running'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Battling ' + @realTimeOpponentData.name
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
realTimeGameEnded: ->
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef.update 'state': 'finished'
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef.update 'state': 'playing'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: ''
onRealTimeMultiplayerCast: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
unless @realTimeSessionRef?
console.error 'Real-time multiplayer cast without multiplayer session.'
return
unless @realTimeSessionData?
console.error 'Real-time multiplayer cast without multiplayer data.'
return
unless @realTimePlayersData?
console.error 'Real-time multiplayer cast without multiplayer players data.'
return
# Set submissionCount for created real-time multiplayer session
if me.id is @realTimeSessionData.creator
sessionState = @session.get('state')
if sessionState?
submissionCount = sessionState.submissionCount ? 0
console.info 'Setting multiplayer submissionCount to', submissionCount
@realTimeSessionRef.update 'submissionCount': submissionCount
else
console.error 'Failed to read sessionState in onRealTimeMultiplayerCast'
console.info 'Submitting my code'
permissions = @session.get 'permissions' ? []
unless _.find(permissions, (p) -> p.target is 'public' and p.access is 'read')
permissions.push target:'public', access:'read'
@session.set 'permissions', permissions
@session.patch()
@realTimePlayerGameRef.update 'state': 'submitted'
console.info 'Other player is', @realTimeOpponentData.state
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
else
# Wait for opponent to submit their code
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Waiting for code from #{@realTimeOpponentData.name}"
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeSubmitted
realTimeOpponentMaybeSubmitted: (snapshot) =>
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeSubmitted
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
onRealTimeMultiplayerPlaybackEnded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
if @realTimeSessionRef?
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerGameRef.update 'state': 'coding'
if @realTimeOpponentData?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
# Read submissionCount for joined real-time multiplayer session
if me.id isnt @realTimeSessionData.creator
sessionState = @session.get('state') ? {}
newSubmissionCount = @realTimeSessionData.submissionCount
if newSubmissionCount?
# TODO: This isn't always getting updated where the random seed generation uses it.
sessionState.submissionCount = parseInt newSubmissionCount
console.info 'Got multiplayer submissionCount', sessionState.submissionCount
@session.set 'state', sessionState
@session.patch()
# Reload this level so the opponent session can easily be wired up
Backbone.Mediator.publish 'router:navigate',
route: "/play/level/#{@levelID}"
viewClass: PlayLevelView
viewArgs: [{supermodel: @supermodel, autoUnveil: true, realTimeMultiplayerSessionID: @realTimeSessionData.id, opponent: opponentPlayer.level_session, team: @team}, @levelID]
updateTeam: ->
# If not creator, and same team as creator, then switch teams
# TODO: Assumes there are only 'humans' and 'ogres'
unless @realTimeOpponentData?
console.error 'Tried to switch teams without real-time multiplayer opponent data.'
return
unless @realTimeSessionData?
console.error 'Tried to switch teams without real-time multiplayer session data.'
return
return if me.id is @realTimeSessionData.creator
oldTeam = @realTimeOpponentData.team
return unless oldTeam is @session.get('team')
# Need to switch to other team
newTeam = if oldTeam is 'humans' then 'ogres' else 'humans'
console.info "Switching from team #{oldTeam} to #{newTeam}"
# Move code from old team to new team
# Assumes teamSpells has matching spells for each team
# TODO: Similar to code in loadOpponentTeam, consolidate?
code = @session.get 'code'
teamSpells = @session.get 'teamSpells'
for oldSpellKey in teamSpells[oldTeam]
[oldThang, oldSpell] = oldSpellKey.split '/'
oldCode = code[oldThang]?[oldSpell]
continue unless oldCode?
# Move oldCode to new team under same spell
for newSpellKey in teamSpells[newTeam]
[newThang, newSpell] = newSpellKey.split '/'
if newSpell is oldSpell
# Found spell location under new team
# console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
if code[newThang]?[oldSpell]?
# Option 1: have a new spell to swap
code[oldThang][oldSpell] = code[newThang][oldSpell]
else
# Option 2: no new spell to swap
delete code[oldThang][oldSpell]
code[newThang] = {} unless code[newThang]?
code[newThang][oldSpell] = oldCode
break
@setTeam newTeam # Sets @session 'team'
sessionState = @session.get('state')
if sessionState?
# TODO: Don't hard code thangID
sessionState.selected = if newTeam is 'humans' then 'Hero Placeholder' else 'Hero Placeholder 1'
@session.set 'state', sessionState
@session.set 'code', code
@session.patch()
if sessionState?
# TODO: Don't hardcode spellName
Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
# End Real-time Multiplayer ######################################################

View file

@ -18,9 +18,6 @@ module.exports = class CastButtonView extends CocoView
'tome:cast-spells': 'onCastSpells'
'tome:manual-cast-denied': 'onManualCastDenied'
'god:new-world-created': 'onNewWorld'
'real-time-multiplayer:created-game': 'onJoinedRealTimeMultiplayerGame'
'real-time-multiplayer:joined-game': 'onJoinedRealTimeMultiplayerGame'
'real-time-multiplayer:left-game': 'onLeftRealTimeMultiplayerGame'
'goal-manager:new-goal-states': 'onNewGoalStates'
'god:goals-calculated': 'onGoalsCalculated'
'playback:ended-changed': 'onPlaybackEndedChanged'
@ -71,9 +68,7 @@ module.exports = class CastButtonView extends CocoView
Backbone.Mediator.publish 'tome:manual-cast', {}
onCastRealTimeButtonClick: (e) ->
if @inRealTimeMultiplayerSession
Backbone.Mediator.publish 'real-time-multiplayer:manual-cast', {}
else if @options.level.get('replayable') and (timeUntilResubmit = @options.session.timeUntilResubmit()) > 0
if @options.level.get('replayable') and (timeUntilResubmit = @options.session.timeUntilResubmit()) > 0
Backbone.Mediator.publish 'tome:manual-cast-denied', timeUntilResubmit: timeUntilResubmit
else
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
@ -178,9 +173,3 @@ module.exports = class CastButtonView extends CocoView
return unless placeholder.length
@ladderSubmissionView = new LadderSubmissionView session: @options.session, level: @options.level, mirrorSession: @mirrorSession
@insertSubView @ladderSubmissionView, placeholder
onJoinedRealTimeMultiplayerGame: (e) ->
@inRealTimeMultiplayerSession = true
onLeftRealTimeMultiplayerGame: (e) ->
@inRealTimeMultiplayerSession = false

View file

@ -14,7 +14,6 @@ module.exports = class ProblemAlertView extends CocoView
'level:restart': 'onHideProblemAlert'
'tome:jiggle-problem-alert': 'onJiggleProblemAlert'
'tome:manual-cast': 'onHideProblemAlert'
'real-time-multiplayer:manual-cast': 'onHideProblemAlert'
events:
'click .close': 'onRemoveClicked'

View file

@ -61,7 +61,6 @@ module.exports = class SpellView extends CocoView
@supermodel = options.supermodel
@worker = options.worker
@session = options.session
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@spell = options.spell
@problems = []
@savedProblems = {} # Cache saved user code problems to prevent duplicates
@ -77,11 +76,7 @@ module.exports = class SpellView extends CocoView
@fillACE()
@createOnCodeChangeHandlers()
@lockDefaultCode()
if @session.get('multiplayer')
@createFirepad()
else
# needs to happen after the code generating this view is complete
_.defer @onAllLoaded
_.defer @onAllLoaded # Needs to happen after the code generating this view is complete
createACE: ->
# Test themes and settings here: http://ace.ajax.org/build/kitchen-sink.html
@ -402,7 +397,6 @@ module.exports = class SpellView extends CocoView
wrapper => orig.apply obj, args
obj[method]
finishRange = (row, startRow, startColumn) =>
range = new Range startRow, startColumn, row, @aceSession.getLine(row).length - 1
range.start = @aceDoc.createAnchor range.start
@ -502,8 +496,6 @@ module.exports = class SpellView extends CocoView
return unless @zatanna and @autocomplete
@zatanna.addCodeCombatSnippets @options.level, @, e
translateFindNearest: ->
# If they have advanced glasses but are playing a level which assumes earlier glasses, we'll adjust the sample code to use the more advanced APIs instead.
oldSource = @getSource()
@ -514,14 +506,9 @@ module.exports = class SpellView extends CocoView
@updateACEText newSource
_.delay (=> @recompile?()), 1000
onMultiplayerChanged: ->
if @session.get('multiplayer')
@createFirepad()
else
@firepad?.dispose()
createFirepad: ->
# load from firebase or the original source if there's nothing there
# Currently not called; could be brought back for future multiplayer modes.
# Load from firebase or the original source if there's nothing there.
return if @firepadLoading
@eventsSuppressed = true
@loaded = false
@ -532,19 +519,18 @@ module.exports = class SpellView extends CocoView
@fireRef = new Firebase fireURL
firepadOptions = userId: me.id
@firepad = Firepad.fromACE @fireRef, @ace, firepadOptions
@firepad.on 'ready', @onFirepadLoaded
@firepadLoading = true
onFirepadLoaded: =>
@firepadLoading = false
firepadSource = @ace.getValue()
if firepadSource
@spell.source = firepadSource
else
@ace.setValue @previousSource
@aceSession.setUndoManager(new UndoManager())
@ace.clearSelection()
@onAllLoaded()
@firepad.on 'ready', =>
return if @destroyed
@firepadLoading = false
firepadSource = @ace.getValue()
if firepadSource
@spell.source = firepadSource
else
@ace.setValue @previousSource
@aceSession.setUndoManager(new UndoManager())
@ace.clearSelection()
@onAllLoaded()
onAllLoaded: =>
@spell.transpile @spell.source
@ -573,7 +559,7 @@ module.exports = class SpellView extends CocoView
@saveSpade()
getSource: ->
@ace.getValue() # could also do @firepad.getText()
@ace.getValue()
setThang: (thang) ->
@focus()

View file

@ -5,7 +5,6 @@ submenuViews = [
require 'views/play/menu/SaveLoadView'
require 'views/play/menu/OptionsView'
require 'views/play/menu/GuideView'
require 'views/play/menu/MultiplayerView'
]
module.exports = class GameMenuModal extends ModalView
@ -31,11 +30,10 @@ module.exports = class GameMenuModal extends ModalView
getRenderData: (context={}) ->
context = super(context)
docs = @options.level.get('documentation') ? {}
submenus = ['guide', 'options', 'save-load', 'multiplayer']
submenus = ['guide', 'options', 'save-load']
submenus = _.without submenus, 'options' if window.serverConfig.picoCTF
submenus = _.without submenus, 'guide' unless docs.specificArticles?.length or docs.generalArticles?.length or window.serverConfig.picoCTF
submenus = _.without submenus, 'save-load' unless me.isAdmin() or /https?:\/\/localhost/.test(window.location.href)
submenus = _.without submenus, 'multiplayer' unless me.isAdmin() or (@level?.isType('ladder', 'hero-ladder', 'course-ladder') and @level.get('slug') not in ['ace-of-coders', 'elemental-wars'])
@includedSubmenus = submenus
context.showTab = @options.showTab ? submenus[0]
context.submenus = submenus
@ -43,7 +41,6 @@ module.exports = class GameMenuModal extends ModalView
'options': 'cog'
'guide': 'list'
'save-load': 'floppy-disk'
'multiplayer': 'globe'
context
showsChooseHero: ->
@ -55,7 +52,6 @@ module.exports = class GameMenuModal extends ModalView
super()
@insertSubView new submenuView @options for submenuView in submenuViews
firstView = switch @options.showTab
when 'multiplayer' then @subviews.multiplayer_view
when 'guide' then @subviews.guide_view
else
if 'guide' in @includedSubmenus then @subviews.guide_view else @subviews.options_view

View file

@ -1,229 +0,0 @@
CocoView = require 'views/core/CocoView'
template = require 'templates/play/menu/multiplayer-view'
{me} = require 'core/auth'
ThangType = require 'models/ThangType'
LadderSubmissionView = require 'views/play/common/LadderSubmissionView'
RealTimeModel = require 'models/RealTimeModel'
RealTimeCollection = require 'collections/RealTimeCollection'
module.exports = class MultiplayerView extends CocoView
id: 'multiplayer-view'
className: 'tab-pane'
template: template
subscriptions:
'ladder:game-submitted': 'onGameSubmitted'
events:
'click textarea': 'onClickLink'
'change #multiplayer': 'updateLinkSection'
'click #create-game-button': 'onCreateRealTimeGame'
'click #join-game-button': 'onJoinRealTimeGame'
'click #leave-game-button': 'onLeaveRealTimeGame'
constructor: (options) ->
super(options)
@level = options.level
@levelID = @level?.get 'slug'
@session = options.session
@listenTo @session, 'change:multiplayer', @updateLinkSection
@watchRealTimeSessions() if @level?.isType('hero-ladder', 'course-ladder') and me.isAdmin()
destroy: ->
@realTimeSessions?.off 'add', @onRealTimeSessionAdded
@currentRealTimeSession?.off 'change', @onCurrentRealTimeSessionChanged
collection.off() for id, collection of @realTimeSessionsPlayers
super()
getRenderData: ->
c = super()
c.joinLink = "#{document.location.href.replace(/\?.*/, '').replace('#', '')}?session=#{@session.id}"
c.multiplayer = @session.get 'multiplayer'
c.team = @session.get 'team'
c.levelSlug = @levelID
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
if @level?.isType('ladder', 'hero-ladder', 'course-ladder')
c.ladderGame = true
c.readyToRank = @session?.readyToRank()
# Real-time multiplayer stuff
if @level?.isType('hero-ladder', 'course-ladder') and me.isAdmin()
c.levelID = @session.get('levelID')
c.realTimeSessions = @realTimeSessions
c.currentRealTimeSession = @currentRealTimeSession if @currentRealTimeSession
c.realTimeSessionsPlayers = @realTimeSessionsPlayers if @realTimeSessionsPlayers
# console.log 'MultiplayerView getRenderData', c.levelID
# console.log 'realTimeSessions', c.realTimeSessions
# console.log c.realTimeSessions.at(c.realTimeSessions.length - 1).get('state') if c.realTimeSessions.length > 0
# console.log 'currentRealTimeSession', c.currentRealTimeSession
# console.log 'realTimeSessionPlayers', c.realTimeSessionsPlayers
c
afterRender: ->
super()
@updateLinkSection()
@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
@$el.find('#created-multiplayer-session').toggle Boolean(@currentRealTimeSession?)
@$el.find('#create-game-button').toggle Boolean(not (@currentRealTimeSession?))
onClickLink: (e) ->
e.target.select()
onGameSubmitted: (e) ->
# Preserve the supermodel as we navigate back to the ladder.
viewArgs = [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @levelID]
ladderURL = "/play/ladder/#{@levelID}"
if leagueID = @getQueryVariable 'league'
leagueType = if @level?.isType('course-ladder') then 'course' else 'clan'
viewArgs.push leagueType
viewArgs.push leagueID
ladderURL += "/#{leagueType}/#{leagueID}"
ladderURL += '#my-matches'
Backbone.Mediator.publish 'router:navigate', route: ladderURL, viewClass: 'views/ladder/LadderView', viewArgs: viewArgs
updateLinkSection: ->
multiplayer = @$el.find('#multiplayer').prop('checked')
la = @$el.find('#link-area')
la.toggle if @level?.isType('ladder', 'hero-ladder', 'course-ladder') then false else Boolean(multiplayer)
true
onHidden: ->
multiplayer = Boolean(@$el.find('#multiplayer').prop('checked'))
@session.set('multiplayer', multiplayer)
# Real-time Multiplayer ######################################################
#
# This view is responsible for joining and leaving real-time multiplayer games.
#
# It performs these actions:
# Display your current game (level, players)
# Display open games
# Create game button, if not in a game
# Join game button
# Leave game button, if in a game
#
# It monitors these:
# Real-time multiplayer sessions (for open games, player states)
# Current real-time multiplayer game session for changes
# Players for real-time multiplayer game session
#
# Real-time state variables:
# @realTimeSessionsPlayers - Collection of player lists for active real-time multiplayer sessions
# @realTimeSessions - Active real-time multiplayer sessions
# @currentRealTimeSession - Our current real-time multiplayer session
#
# TODO: Ditch backfire and just use Firebase directly. Easier to debug, richer APIs (E.g. presence stuff).
watchRealTimeSessions: ->
# Setup monitoring of real-time multiplayer level sessions
@realTimeSessionsPlayers = {}
# TODO: only request sessions for this level, !team, etc.
@realTimeSessions = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}")
@realTimeSessions.on 'add', @onRealTimeSessionAdded
@realTimeSessions.each (rts) => @watchRealTimeSession rts
watchRealTimeSession: (rts) ->
return if rts.get('state') is 'finished'
return if rts.get('levelID') isnt @session.get('levelID')
# console.log 'MultiplayerView watchRealTimeSession', rts
# Setup monitoring of players for given session
# TODO: verify we need this
realTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
realTimeSession.on 'change', @onRealTimeSessionChanged
@realTimeSessionsPlayers[rts.id] = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{rts.id}/players")
@realTimeSessionsPlayers[rts.id].on 'add', @onRealTimePlayerAdded
@findCurrentRealTimeSession rts
findCurrentRealTimeSession: (rts) ->
# Look for our current real-time session (level, level state, member player)
return if @currentRealTimeSession or not @realTimeSessionsPlayers?
if rts.get('levelID') is @session.get('levelID') and rts.get('state') isnt 'finished'
@realTimeSessionsPlayers[rts.id].each (player) =>
if player.id is me.id and player.get('state') isnt 'left'
# console.log 'MultiplayerView found current real-time session', rts
@currentRealTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: Is this necessary? Shouldn't everyone already know we joined a game at this point?
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
onRealTimeSessionAdded: (rts) =>
@watchRealTimeSession rts
@render()
onRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onRealTimeSessionChanged', rts.get('state')
# TODO: @realTimeSessions isn't updated before we call render() here
# TODO: so this game isn't updated in open games list
@render?()
onCurrentRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onCurrentRealTimeSessionChanged', rts
if rts.get('state') is 'finished'
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
@render?()
onRealTimePlayerAdded: (e) =>
@render?()
onCreateRealTimeGame: ->
@playSound 'menu-button-click'
s = @realTimeSessions.create {
creator: @session.get('creator')
creatorName: @session.get('creatorName')
levelID: @session.get('levelID')
created: (new Date()).toISOString()
state: 'creating'
}
@currentRealTimeSession = @realTimeSessions.get(s.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: s.id === @currentRealTimeSession.id ?
players = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{@currentRealTimeSession.id}/players")
players.create
id: me.id
state: 'coding'
name: @session.get('creatorName')
team: @session.get('team')
level_session: @session.id
Backbone.Mediator.publish 'real-time-multiplayer:created-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onJoinRealTimeGame: (e) ->
return if @currentRealTimeSession
@playSound 'menu-button-click'
item = @$el.find(e.target).data('item')
@currentRealTimeSession = @realTimeSessions.get(item.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
if @realTimeSessionsPlayers[item.id]
# TODO: SpellView updateTeam() should take care of this team swap update in the real-time multiplayer session
creatorID = @currentRealTimeSession.get('creator')
creator = @realTimeSessionsPlayers[item.id].get(creatorID)
creatorTeam = creator.get('team')
myTeam = @session.get('team')
if myTeam is creatorTeam
myTeam = if creatorTeam is 'humans' then 'ogres' else 'humans'
@realTimeSessionsPlayers[item.id].create
id: me.id
state: 'coding'
name: me.get('name')
team: myTeam
level_session: @session.id
else
console.error 'MultiplayerView onJoinRealTimeGame did not have a players collection', @currentRealTimeSession
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onLeaveRealTimeGame: (e) ->
@playSound 'menu-button-click'
if @currentRealTimeSession
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: me.id
else
console.error "Tried to leave a game with no currentMultiplayerSession"
@render()

View file

@ -83,7 +83,7 @@ LevelSessionSchema.pre 'save', (next) ->
next()
LevelSessionSchema.statics.privateProperties = ['code', 'submittedCode', 'unsubscribed']
LevelSessionSchema.statics.editableProperties = ['multiplayer', 'players', 'code', 'codeLanguage', 'completed', 'state',
LevelSessionSchema.statics.editableProperties = ['players', 'code', 'codeLanguage', 'completed', 'state',
'levelName', 'creatorName', 'levelID',
'chat', 'teamSpells', 'submitted', 'submittedCodeLanguage',
'unsubscribed', 'playtime', 'heroConfig', 'team',