{now} = require 'lib/world/world_utils' World = require 'lib/world/world' ## Uncomment to imitate IE9 (and in world_utils.coffee) #window.Worker = null #window.Float32Array = null # Also uncomment vendor_with_box2d.js in index.html if you want Collision to run and things to move. module.exports = class God @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'] @nextID: -> @lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length @ids[@lastID] worldWaiting: false # whether we're waiting for a worker to free up and run the world constructor: (options) -> @id = God.nextID() options ?= {} @maxAngels = options.maxAngels ? 2 # How many concurrent web workers to use; if set past 8, make up more names @maxWorkerPoolSize = options.maxWorkerPoolSize ? 2 # ~20MB per idle worker @angels = [] @firstWorld = true Backbone.Mediator.subscribe 'tome:cast-spells', @onTomeCast, @ @fillWorkerPool = _.throttle @fillWorkerPool, 3000, leading: false @fillWorkerPool() onTomeCast: (e) -> return if @dead @spells = e.spells @createWorld() fillWorkerPool: => return unless Worker @workerPool ?= [] if @workerPool.length < @maxWorkerPoolSize @workerPool.push @createWorker() if @workerPool.length < @maxWorkerPoolSize @fillWorkerPool() getWorker: -> @fillWorkerPool() worker = @workerPool?.shift() return worker if worker @createWorker() createWorker: -> new Worker '/javascripts/workers/worker_world.js' getAngel: -> freeAngel = null for angel in @angels if angel.busy angel.abort() else freeAngel ?= angel return freeAngel.enslave() if freeAngel maxedOut = @angels.length is @maxAngels if not maxedOut angel = new Angel @ @angels.push angel return angel.enslave() null angelInfinitelyLooped: (angel) -> return if @dead problem = type: "runtime", level: "error", id: "runtime_InfiniteLoop", message: "Code never finished. It's either really slow or has an infinite loop." Backbone.Mediator.publish 'god:user-code-problem', problem: problem Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @firstWorld angelAborted: (angel) -> return unless @worldWaiting and not @dead @createWorld() angelUserCodeProblem: (angel, problem) -> return if @dead #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] Backbone.Mediator.publish 'god:user-code-problem', problem: problem createWorld: -> #console.log @id + ': "Let there be light upon', @world.name + '!"' unless Worker? # profiling world simulation is easier on main thread, or we are IE9 setTimeout @simulateWorld, 1 return angel = @getAngel() if angel @worldWaiting = false else @worldWaiting = true return angel.worker.postMessage {func: 'runWorld', args: { worldName: @level.name userCodeMap: @getUserCodeMap() level: @level firstWorld: @firstWorld goals: @goalManager?.getGoals() }} beholdWorld: (angel, serialized, goalStates) -> worldCreation = angel.started angel.free() return if @latestWorldCreation? and worldCreation < @latestWorldCreation @latestWorldCreation = worldCreation @latestGoalStates = goalStates 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 World.deserialize serialized, @worldClassMap, @lastSerializedWorldFrames, worldCreation, @finishBeholdingWorld window.BOX2D_ENABLED = true @lastSerializedWorldFrames = serialized.frames finishBeholdingWorld: (newWorld) => newWorld.findFirstChangedFrame @world @world = newWorld errorCount = (t for t in @world.thangs when t.errorsOut).length Backbone.Mediator.publish('god:new-world-created', world: @world, firstWorld: @firstWorld, errorCount: errorCount, goalStates: @latestGoalStates, team: me.team) for scriptNote in @world.scriptNotes Backbone.Mediator.publish scriptNote.channel, scriptNote.event @goalManager?.world = newWorld @firstWorld = false @testWorld = null unless _.find @angels, 'busy' @spells = null # Don't hold onto old spells; memory leaks getUserCodeMap: -> userCodeMap = {} for spellKey, spell of @spells for thangID, spellThang of spell.thangs (userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize() userCodeMap destroy: -> angel.destroy() for angel in @angels @dead = true Backbone.Mediator.unsubscribe('tome:cast-spells', @onTomeCast, @) @goalManager.destroy() @goalManager = null @fillWorkerPool = null @simulateWorld = null #### Bad code for running worlds on main thread (profiling / IE9) #### simulateWorld: => if Worker? console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}" @t0 = now() @testWorld = new @world.constructor @world.name, @getUserCodeMap() @testWorld.loadFromLevel @level if @goalManager @testGM = new @goalManager.constructor @testWorld @testGM.setGoals @goalManager.getGoals() @testGM.setCode @getUserCodeMap() @testGM.worldGenerationWillBegin() @testWorld.setGoalManager @testGM @doSimulateWorld() if Worker? console?.profileEnd?() 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." # If performance was really a priority in IE9, we would rework things to be able to skip this step. @latestGoalStates = @testGM?.getGoalStates() serialized = @testWorld.serialize().serializedWorld window.BOX2D_ENABLED = false World.deserialize serialized, @worldClassMap, @lastSerializedWorldFrames, @t0, @finishBeholdingWorld window.BOX2D_ENABLED = true @lastSerializedWorldFrames = serialized.frames doSimulateWorld: -> @t1 = now() Math.random = @testWorld.rand.randf # so user code is predictable i = 0 while i < @testWorld.totalFrames frame = @testWorld.getFrame i++ @testWorld.ended = true system.finish @testWorld.thangs for system in @testWorld.systems @t2 = now() #### End bad testing code #### class Angel @ids: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger'] @nextID: -> @lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length @ids[@lastID] # https://github.com/codecombat/codecombat/issues/81 -- TODO: we need to wait for worker initialization first infiniteLoopIntervalDuration: 1500000 # check this often (must be more than the others added) infiniteLoopTimeoutDuration: 1500 # wait this long when we check abortTimeoutDuration: 500 # give in-process or dying workers this long to give up constructor: (@god) -> @id = Angel.nextID() if (navigator.userAgent or navigator.vendor or window.opera).search("MSIE") isnt -1 @infiniteLoopIntervalDuration *= 20 # since it's so slow to serialize without transferable objects, we can't trust it @infiniteLoopTimeoutDuration *= 20 @abortTimeoutDuration *= 10 @spawnWorker() spawnWorker: -> @worker = @god.getWorker() @listen() enslave: -> @busy = true @started = new Date() @purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration @spawnWorker() unless @worker @ free: -> @busy = false @started = null clearInterval @purgatoryTimer @purgatoryTimer = null if @worker worker = @worker onWorkerMessage = @onWorkerMessage _.delay -> worker.terminate() worker.removeEventListener 'message', onWorkerMessage , 1000 @worker = null @ abort: -> return unless @worker @abortTimeout = _.delay @terminate, @abortTimeoutDuration @worker.postMessage {func: 'abort'} terminate: => @worker?.terminate() @worker?.removeEventListener 'message', @onWorkerMessage @worker = null return if @dead @free() @god.angelAborted @ destroy: -> @dead = true @finishBeholdingWorld = null @abort() @terminate = null @testWorker = null @condemnWorker = null @onWorkerMessage = null testWorker: => @worker.postMessage {func: 'reportIn'} @condemnTimeout = _.delay @condemnWorker, @infiniteLoopTimeoutDuration condemnWorker: => @god.angelInfinitelyLooped @ @abort() listen: -> @worker.addEventListener 'message', @onWorkerMessage onWorkerMessage: (event) => switch event.data.type when 'new-world' @god.beholdWorld @, event.data.serialized, event.data.goalStates when 'world-load-progress-changed' Backbone.Mediator.publish 'god:world-load-progress-changed', event.data unless @dead when 'console-log' console.log "|" + @god.id + "'s " + @id + "|", event.data.args... when 'user-code-problem' @god.angelUserCodeProblem @, event.data.problem when 'abort' #console.log @id, "aborted." clearTimeout @abortTimeout @free() @god.angelAborted @ when 'reportIn' clearTimeout @condemnTimeout else console.log "Unsupported message:", event.data