# Every Angel has one web worker attached to it. It will call methods inside the worker and kill it if it times out. # God is the public API; Angels are an implementation detail. Each God can have one or more Angels. {now} = require 'lib/world/world_utils' World = require 'lib/world/world' CocoClass = require 'lib/CocoClass' module.exports = class Angel extends CocoClass @nicks: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger'] infiniteLoopIntervalDuration: 7500 # check this often infiniteLoopTimeoutDuration: 5000 # wait this long for a response when checking abortTimeoutDuration: 500 # give in-process or dying workers this long to give up constructor: (@shared) -> super() @say 'Got my wings.' if window.navigator and (window.navigator.userAgent.search("MSIE") isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer') @infiniteLoopIntervalDuration *= 10 # since it's so slow to serialize without transferable objects, we can't trust it @infiniteLoopTimeoutDuration *= 10 @abortTimeoutDuration *= 10 @initialized = false @running = false @hireWorker() @shared.angels.push @ destroy: -> @fireWorker false _.remove @shared.angels, @ super() workIfIdle: -> @doWork() unless @running # say: debugging stuff, usually off; log: important performance indicators, keep on say: (args...) -> #@log args... log: (args...) -> console.log "|#{@shared.godNick}'s #{@nick}|", args... testWorker: => return if @destroyed clearTimeout @condemnTimeout @condemnTimeout = _.delay @infinitelyLooped, @infiniteLoopTimeoutDuration @say "Let's give it", @infiniteLoopTimeoutDuration, "to not loop." @worker.postMessage func: 'reportIn' onWorkerMessage: (event) => return @say 'Currently aborting old work.' if @aborting and event.data.type isnt 'abort' switch event.data.type # First step: worker has to load the scripts. when 'worker-initialized' unless @initialized @log "Worker initialized after #{(new Date()) - @worker.creationTime}ms" @initialized = true @doWork() # We watch over the worker as it loads the world frames to make sure it doesn't infinitely loop. when 'start-load-frames' clearTimeout @condemnTimeout when 'report-in' clearTimeout @condemnTimeout when 'end-load-frames' clearTimeout @condemnTimeout @beholdGoalStates event.data.goalStates # Work ends here if we're headless. # We pay attention to certain progress indicators as the world loads. when 'world-load-progress-changed' Backbone.Mediator.publish 'god:world-load-progress-changed', event.data when 'console-log' @log event.data.args... when 'user-code-problem' Backbone.Mediator.publish 'god:user-code-problem', problem: event.data.problem # We have to abort like an infinite loop if we see one of these; they're not really recoverable when 'non-user-code-problem' Backbone.Mediator.publish 'god:non-user-code-problem', problem: event.data.problem if @shared.firstWorld @infinitelyLooped() # For now, this should do roughly the right thing if it happens during load. else @fireWorker() # Either the world finished simulating successfully, or we abort the worker. when 'new-world' @beholdWorld event.data.serialized, event.data.goalStates when 'abort' @say "Aborted.", event.data clearTimeout @abortTimeout @aborting = false @running = false _.remove @shared.busyAngels, @ @doWork() else @log "Received unsupported message:", event.data beholdGoalStates: (goalStates) -> return if @aborting Backbone.Mediator.publish 'god:goals-calculated', goalStates: goalStates @finishWork() if @shared.headless beholdWorld: (serialized, goalStates) -> return if @aborting # Toggle BOX2D_ENABLED during deserialization so that if we have box2d in the namespace, the Collides Components still don't try to create bodies for deserialized Thangs upon attachment. window.BOX2D_ENABLED = false World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates) window.BOX2D_ENABLED = true @shared.lastSerializedWorldFrames = serialized.frames finishBeholdingWorld: (goalStates) -> (world) => return if @aborting world.findFirstChangedFrame @shared.world @shared.world = world errorCount = (t for t in @shared.world.thangs when t.errorsOut).length Backbone.Mediator.publish 'god:new-world-created', world: world, firstWorld: @shared.firstWorld, errorCount: errorCount, goalStates: goalStates, team: me.team for scriptNote in @shared.world.scriptNotes Backbone.Mediator.publish scriptNote.channel, scriptNote.event @shared.goalManager?.world = world @finishWork() finishWork: -> @shared.firstWorld = false @running = false _.remove @shared.busyAngels, @ @doWork() finalizePreload: -> @say "Finalize preload." @worker.postMessage func: 'finalizePreload' infinitelyLooped: => @say "On infinitely looped! Aborting?", @aborting return if @aborting 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: @shared.firstWorld @fireWorker() doWork: -> return if @aborting return @say "Not initialized for work yet." unless @initialized if @shared.workQueue.length @work = @shared.workQueue.shift() return _.defer @simulateSync, @work if @work.synchronous @say "Running world..." @running = true @shared.busyAngels.push @ @worker.postMessage func: 'runWorld', args: @work clearTimeout @purgatoryTimer @say "Infinite loop timer started at interval of", @infiniteLoopIntervalDuration @purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration else @say "No work to do." @hireWorker() abort: -> return unless @worker and @running @say "Aborting..." @running = false @work = null _.remove @shared.busyAngels, @ @abortTimeout = _.delay @fireWorker, @abortTimeoutDuration @aborting = true @worker.postMessage func: 'abort' fireWorker: (rehire=true) => @aborting = false @running = false _.remove @shared.busyAngels, @ @worker?.removeEventListener 'message', @onWorkerMessage @worker?.terminate() @worker = null clearTimeout @condemnTimeout clearInterval @purgatoryTimer @say "Fired worker." @initialized = false @work = null @hireWorker() if rehire hireWorker: -> return if @worker @say "Hiring worker." @worker = new Worker @shared.workerCode @worker.addEventListener 'message', @onWorkerMessage @worker.creationTime = new Date() #### Synchronous code for running worlds on main thread (profiling / IE9) #### simulateSync: (work) => console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}" if imitateIE9? work.t0 = now() work.testWorld = testWorld = new World work.userCodeMap testWorld.loadFromLevel work.level if @shared.goalManager testGM = new @shared.goalManager.constructor @testWorld testGM.setGoals work.goals testGM.setCode work.userCodeMap testGM.worldGenerationWillBegin() testWorld.setGoalManager testGM @doSimulateWorld work console?.profileEnd?() if imitateIE9? console.log "Construction:", (work.t1 - work.t0).toFixed(0), "ms. Simulation:", (work.t2 - work.t1).toFixed(0), "ms --", ((work.t2 - work.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. goalStates = testGM?.getGoalStates() serialized = testWorld.serialize().serializedWorld window.BOX2D_ENABLED = false World.deserialize serialized, @angelsShare.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates) window.BOX2D_ENABLED = true @shared.lastSerializedWorldFrames = serialized.frames doSimulateWorld: (work) -> work.t1 = now() Math.random = work.testWorld.rand.randf # so user code is predictable i = 0 while i < work.testWorld.totalFrames frame = work.testWorld.getFrame i++ work.testWorld.ended = true system.finish work.testWorld.thangs for system in work.testWorld.systems work.t2 = now()