RootView = require 'views/core/RootView' template = require 'templates/play/level' {me} = require 'core/auth' ThangType = require 'models/ThangType' utils = require 'core/utils' storage = require 'core/storage' {createAetherOptions} = require 'lib/aether_utils' # tools Surface = require 'lib/surface/Surface' God = require 'lib/God' GoalManager = require 'lib/world/GoalManager' ScriptManager = require 'lib/scripts/ScriptManager' LevelBus = require 'lib/LevelBus' LevelLoader = require 'lib/LevelLoader' LevelSession = require 'models/LevelSession' Level = require 'models/Level' LevelComponent = require 'models/LevelComponent' Article = require 'models/Article' Camera = require 'lib/surface/Camera' AudioPlayer = require 'lib/AudioPlayer' # subviews LevelLoadingView = require './LevelLoadingView' ProblemAlertView = require './tome/ProblemAlertView' TomeView = require './tome/TomeView' ChatView = require './LevelChatView' HUDView = require './LevelHUDView' LevelDialogueView = require './LevelDialogueView' ControlBarView = require './ControlBarView' LevelPlaybackView = require './LevelPlaybackView' GoalsView = require './LevelGoalsView' LevelFlagsView = require './LevelFlagsView' GoldView = require './LevelGoldView' VictoryModal = require './modal/VictoryModal' HeroVictoryModal = require './modal/HeroVictoryModal' InfiniteLoopModal = require './modal/InfiniteLoopModal' LevelSetupManager = require 'lib/LevelSetupManager' ContactModal = require 'views/core/ContactModal' PROFILE_ME = false module.exports = class PlayLevelView extends RootView id: 'level-view' template: template cache: false shortcutsEnabled: true isEditorPreview: false subscriptions: 'level:set-volume': (e) -> createjs.Sound.setVolume(if e.volume is 1 then 0.6 else e.volume) # Quieter for now until individual sound FX controls work again. 'level:show-victory': 'onShowVictory' 'level:restart': 'onRestartLevel' 'level:highlight-dom': 'onHighlightDOM' 'level:end-highlight-dom': 'onEndHighlight' 'level:focus-dom': 'onFocusDom' 'level:disable-controls': 'onDisableControls' 'level:enable-controls': 'onEnableControls' 'god:world-load-progress-changed': 'onWorldLoadProgressChanged' 'god:new-world-created': 'onNewWorld' 'god:streaming-world-updated': 'onNewWorld' 'god:infinite-loop': 'onInfiniteLoop' 'level:reload-from-data': 'onLevelReloadFromData' 'level:reload-thang-type': 'onLevelReloadThangType' 'level:session-will-save': 'onSessionWillSave' 'level:started': 'onLevelStarted' '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' events: 'click #level-done-button': 'onDonePressed' 'click #stop-real-time-playback-button': -> Backbone.Mediator.publish 'playback:stop-real-time-playback', {} 'click #fullscreen-editor-background-screen': (e) -> Backbone.Mediator.publish 'tome:toggle-maximize', {} 'click .contact-link': 'onContactClicked' shortcuts: 'ctrl+s': 'onCtrlS' 'esc': 'onEscapePressed' # Initial Setup ############################################################# constructor: (options, @levelID) -> console.profile?() if PROFILE_ME super options @isEditorPreview = @getQueryVariable 'dev' @sessionID = @getQueryVariable 'session' @observing = @getQueryVariable 'observing' @opponentSessionID = @getQueryVariable('opponent') @opponentSessionID ?= @options.opponent $(window).on 'resize', @onWindowResize @saveScreenshot = _.throttle @saveScreenshot, 30000 if @isEditorPreview @supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage. model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType'] f = => @load() unless @levelLoader # Wait to see if it's just given to us through setLevel. setTimeout f, 100 else @load() application.tracker?.trackEvent 'Started Level Load', category: 'Play Level', level: @levelID, label: @levelID, ['Google Analytics'] unless @observing setLevel: (@level, givenSupermodel) -> @supermodel.models = givenSupermodel.models @supermodel.collections = givenSupermodel.collections @supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups serializedLevel = @level.serialize @supermodel, @session, @otherSession @god?.setLevel serializedLevel if @world @world.loadFromLevel serializedLevel, false else @load() load: -> @loadStartTime = new Date() @god = new God debugWorker: true @levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @opponentSessionID, team: @getQueryVariable('team'), observing: @observing @listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded trackLevelLoadEnd: -> return if @isEditorPreview @loadEndTime = new Date() loadDuration = @loadEndTime - @loadStartTime console.debug "Level unveiled after #{(loadDuration / 1000).toFixed(2)}s" unless @observing application.tracker?.trackEvent 'Finished Level Load', category: 'Play Level', label: @levelID, level: @levelID, loadDuration: loadDuration, ['Google Analytics'] application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID # CocoView overridden methods ############################################### getRenderData: -> c = super() c.world = @world c afterRender: -> super() window.onPlayLevelViewLoaded? @ # still a hack @insertSubView @loadingView = new LevelLoadingView autoUnveil: @options.autoUnveil or @observing, level: @levelLoader?.level ? @level # May not have @level loaded yet @$el.find('#level-done-button').hide() $('body').addClass('is-playing') $('body').bind('touchmove', false) if @isIPadApp() afterInsert: -> super() # Partially Loaded Setup #################################################### onWorldNecessitiesLoaded: -> # Called when we have enough to build the world, but not everything is loaded @grabLevelLoaderData() team = @getQueryVariable('team') ? @session.get('team') ? @world.teamForPlayer(0) @loadOpponentTeam(team) @setupGod() @setTeam team @initGoalManager() @insertSubviews() @initVolume() @listenTo(@session, 'change:multiplayer', @onMultiplayerChanged) @originalSessionState = $.extend(true, {}, @session.get('state')) @register() @controlBar.setBus(@bus) @initScriptManager() grabLevelLoaderData: -> @session = @levelLoader.session @world = @levelLoader.world @level = @levelLoader.level @$el.addClass 'hero' if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] @$el.addClass 'flags' if _.any(@world.thangs, (t) -> (t.programmableProperties and 'findFlags' in t.programmableProperties) or t.inventory?.flag) or @level.get('slug') is 'sky-span' # TODO: Update terminology to always be opponentSession or otherSession # TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play @otherSession = @levelLoader.opponentSession @worldLoadFakeResources = [] # first element (0) is 1%, last (100) is 100% for percent in [1 .. 100] @worldLoadFakeResources.push @supermodel.addSomethingResource "world_simulation_#{percent}%", 1 onWorldLoadProgressChanged: (e) -> return unless @worldLoadFakeResources @lastWorldLoadPercent ?= 0 worldLoadPercent = Math.floor 100 * e.progress for percent in [@lastWorldLoadPercent + 1 .. worldLoadPercent] by 1 @worldLoadFakeResources[percent - 1].markLoaded() @lastWorldLoadPercent = worldLoadPercent @worldFakeLoadResources = null if worldLoadPercent is 100 # Done, don't need to watch progress any more. loadOpponentTeam: (myTeam) -> opponentSpells = [] for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {} continue if spellTeam is myTeam or not myTeam opponentSpells = opponentSpells.concat spells if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells') @session.set('teamSpells', @otherSession.get('teamSpells')) opponentCode = @otherSession?.get('transpiledCode') or {} myCode = @session.get('code') or {} for spell in opponentSpells [thang, spell] = spell.split '/' c = opponentCode[thang]?[spell] 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 @god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id] @god.setWorldClassMap @world.classMap setTeam: (team) -> team = team?.team unless _.isString team team ?= 'humans' me.team = team @session.set 'team', team Backbone.Mediator.publish 'level:team-set', team: team # Needed for scripts @team = team initGoalManager: -> @goalManager = new GoalManager(@world, @level.get('goals'), @team) @god.setGoalManager @goalManager insertSubviews: -> @insertSubView @tome = new TomeView levelID: @levelID, session: @session, otherSession: @otherSession, thangs: @world.thangs, supermodel: @supermodel, level: @level, observing: @observing @insertSubView new LevelPlaybackView session: @session, level: @level @insertSubView new GoalsView {} @insertSubView new LevelFlagsView levelID: @levelID, world: @world if @$el.hasClass 'flags' @insertSubView new GoldView {} @insertSubView new HUDView {level: @level} @insertSubView new LevelDialogueView {level: @level, sessionID: @session.id} @insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session @insertSubView new ProblemAlertView session: @session, level: @level, supermodel: @supermodel worldName = utils.i18n @level.attributes, 'name' @controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel} #_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick' initVolume: -> volume = me.get('volume') volume = 1.0 unless volume? Backbone.Mediator.publish 'level:set-volume', volume: volume initScriptManager: -> @scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session, levelID: @level.get('slug')}) @scriptManager.loadFromSession() register: -> @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') # Load Completed Setup ###################################################### onSessionLoaded: (e) -> Backbone.Mediator.publish "ipad:language-chosen", language: e.session.get('codeLanguage') ? "python" # Just the level and session have been loaded by the level loader if e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] and not _.size e.session.get('heroConfig')?.inventory ? {} @setupManager?.destroy() @setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session}) @setupManager.open() @onRealTimeMultiplayerLevelLoaded e.session if e.level.get('type') in ['hero-ladder'] onLoaded: -> _.defer => @onLevelLoaderLoaded() onLevelLoaderLoaded: -> # Everything is now loaded return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early # Save latest level played. if not @observing and not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial']) me.set('lastLevel', @levelID) me.save() application.tracker?.identify() @saveRecentMatch() if @otherSession @levelLoader.destroy() @levelLoader = null @initSurface() saveRecentMatch: -> allRecentlyPlayedMatches = storage.load('recently-played-matches') ? {} recentlyPlayedMatches = allRecentlyPlayedMatches[@levelID] ? [] allRecentlyPlayedMatches[@levelID] = recentlyPlayedMatches recentlyPlayedMatches.unshift yourTeam: me.team, otherSessionID: @otherSession.id, opponentName: @otherSession.get('creatorName') unless _.find recentlyPlayedMatches, otherSessionID: @otherSession.id recentlyPlayedMatches.splice(8) storage.save 'recently-played-matches', allRecentlyPlayedMatches initSurface: -> webGLSurface = $('canvas#webgl-surface', @$el) normalSurface = $('canvas#normal-surface', @$el) @surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview, wizards: not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']), observing: @observing, playerNames: @findPlayerNames()) worldBounds = @world.getBounds() bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}] @surface.camera.setBounds(bounds) @surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0) findPlayerNames: -> return {} unless @observing playerNames = {} for session in [@session, @otherSession] when session?.get('team') playerNames[session.get('team')] = session.get('creatorName') or 'Anoner' playerNames # Once Surface is Loaded #################################################### onLevelStarted: -> return unless @surface? @loadingView.showReady() @trackLevelLoadEnd() if window.currentModal and not window.currentModal.destroyed and window.currentModal.constructor isnt VictoryModal return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @ @surface.showLevel() if @otherSession and not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']) # TODO: colorize name and cloud by team, colorize wizard by user's color config @surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug'), codeLanguage: @otherSession.get('submittedCodeLanguage') if @isEditorPreview or @observing @loadingView.startUnveiling() @loadingView.unveil() onLoadingViewUnveiling: (e) -> @restoreSessionState() onLoadingViewUnveiled: (e) -> @loadingView.$el.remove() @removeSubView @loadingView @loadingView = null @playAmbientSound() if @options.realTimeMultiplayerSessionID? Backbone.Mediator.publish 'playback:real-time-playback-waiting', {} @realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID # TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()? application.tracker?.trackEvent 'Started Level', category:'Play Level', levelID: @levelID, ls: @session?.get('_id') unless @observing playAmbientSound: -> return if @destroyed return if @ambientSound return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-grass'}[@level.get('terrain')] src = "/file/interface/#{file}#{AudioPlayer.ext}" unless AudioPlayer.getStatus(src)?.loaded AudioPlayer.preloadSound src Backbone.Mediator.subscribeOnce 'audio-player:loaded', @playAmbientSound, @ return @ambientSound = createjs.Sound.play src, loop: -1, volume: 0.1 createjs.Tween.get(@ambientSound).to({volume: 1.0}, 10000) restoreSessionState: -> return if @alreadyLoadedState @alreadyLoadedState = true state = @originalSessionState if not @level or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true Backbone.Mediator.publish 'tome:select-primary-sprite', {} Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false @surface.focusOnHero() Backbone.Mediator.publish 'level:set-time', time: 0 Backbone.Mediator.publish 'level:set-playing', playing: true else if state.selected # TODO: Should also restore selected spell here by saving spellName Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null # callbacks onCtrlS: (e) -> e.preventDefault() onEscapePressed: (e) -> return unless @$el.hasClass 'real-time' Backbone.Mediator.publish 'playback:stop-real-time-playback', {} onLevelReloadFromData: (e) -> isReload = Boolean @world @setLevel e.level, e.supermodel if isReload @scriptManager.setScripts(e.level.get('scripts')) Backbone.Mediator.publish 'tome:cast-spell', {} # a bit hacky onLevelReloadThangType: (e) -> tt = e.thangType for url, model of @supermodel.models if model.id is tt.id for key, val of tt.attributes model.attributes[key] = val break Backbone.Mediator.publish 'tome:cast-spell', {} onWindowResize: (e) => @endHighlight() onDisableControls: (e) -> return if e.controls and not ('level' in e.controls) @shortcutsEnabled = false @wasFocusedOn = document.activeElement $('body').focus() onEnableControls: (e) -> return if e.controls? and not ('level' in e.controls) @shortcutsEnabled = true $(@wasFocusedOn).focus() if @wasFocusedOn @wasFocusedOn = null onDonePressed: -> @showVictory() onShowVictory: (e) -> $('#level-done-button').show() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] @showVictory() if e.showModal return if @victorySeen @victorySeen = true victoryTime = (new Date()) - @loadEndTime if not @observing and victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level application.tracker?.trackEvent 'Saw Victory', category: 'Play Level' level: @level.get('name') label: @level.get('name') levelID: @levelID ls: @session?.get('_id') application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100 showVictory: -> @endHighlight() options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning} ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] then HeroVictoryModal else VictoryModal victoryModal = new ModalClass(options) @openModalView(victoryModal) if me.get('anonymous') window.nextURL = '/play/' + (@level.get('campaign') ? '') # Signup will go here on completion instead of reloading. onRestartLevel: -> @tome.reloadAllCode() Backbone.Mediator.publish 'level:restarted', {} $('#level-done-button', @$el).hide() application.tracker?.trackEvent 'Confirmed Restart', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing onInfiniteLoop: (e) -> return unless e.firstWorld @openModalView new InfiniteLoopModal() application.tracker?.trackEvent 'Saw Initial Infinite Loop', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing onHighlightDOM: (e) -> @highlightElement e.selector, delay: e.delay, sides: e.sides, offset: e.offset, rotation: e.rotation onEndHighlight: -> @endHighlight() onFocusDom: (e) -> $(e.selector).focus() onMultiplayerChanged: (e) -> if @session.get('multiplayer') @bus.connect() else @bus.removeFirebaseData => @bus.disconnect() onSessionWillSave: (e) -> # Something interesting has happened, so (at a lower frequency), we'll save a screenshot. #@saveScreenshot e.session # Throttled saveScreenshot: (session) => return unless screenshot = @surface?.screenshot() session.save {screenshot: screenshot}, {patch: true, type: 'PUT'} onContactClicked: (e) -> @openModalView contactModal = new ContactModal() screenshot = @surface.screenshot(1, 'image/png', 1.0, 1) body = b64png: screenshot.replace 'data:image/png;base64,', '' filename: "screenshot-#{@levelID}-#{_.string.slugify((new Date()).toString())}.png" path: "db/user/#{me.id}" mimetype: 'image/png' contactModal.screenshotURL = "http://codecombat.com/file/#{body.path}/#{body.filename}" window.screenshot = screenshot window.screenshotURL = contactModal.screenshotURL $.ajax '/file', type: 'POST', data: body, success: (e) -> contactModal.updateScreenshot?() # Dynamic sound loading onNewWorld: (e) -> return if @headless scripts = @world.scripts # Since these worlds don't have scripts, preserve them. @world = e.world @world.scripts = scripts thangTypes = @supermodel.getModels(ThangType) startFrame = @lastWorldFramesLoaded ? 0 finishedLoading = @world.frames.length is @world.totalFrames if finishedLoading @lastWorldFramesLoaded = 0 if @waitingForSubmissionComplete _.defer @onSubmissionComplete # Give it a frame to make sure we have the latest goals @waitingForSubmissionComplete = false else @lastWorldFramesLoaded = @world.frames.length for [spriteName, message] in @world.thangDialogueSounds startFrame continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers') AudioPlayer.preloadSoundReference sound # Real-time playback onRealTimePlaybackWaiting: (e) -> @$el.addClass('real-time').focus() @onWindowResize() onRealTimePlaybackStarted: (e) -> @$el.addClass('real-time').focus() @onWindowResize() onRealTimePlaybackEnded: (e) -> return unless @$el.hasClass 'real-time' @$el.removeClass 'real-time' @onWindowResize() if @world.frames.length is @world.totalFrames _.delay @onSubmissionComplete, 750 # Wait for transition to end. else @waitingForSubmissionComplete = true @onRealTimeMultiplayerPlaybackEnded() onSubmissionComplete: => return if @destroyed # TODO: Show a victory dialog specific to hero-ladder level if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID? showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true @session.recordScores @world.scores, @level if @level.get 'replayable' @session.increaseDifficulty showModalFn else showModalFn() destroy: -> @levelLoader?.destroy() @surface?.destroy() @god?.destroy() @goalManager?.destroy() @scriptManager?.destroy() @setupManager?.destroy() if ambientSound = @ambientSound # Doesn't seem to work; stops immediately. createjs.Tween.get(ambientSound).to({volume: 0.0}, 1500).call -> ambientSound.stop() $(window).off 'resize', @onWindowResize delete window.world # not sure where this is set, but this is one way to clean it up @bus?.destroy() #@instance.save() unless @instance.loading delete window.nextURL console.profileEnd?() if PROFILE_ME @onRealTimeMultiplayerLevelUnloaded() super() onIPadMemoryWarning: (e) -> @hasReceivedMemoryWarning = true onItemPurchased: (e) -> heroConfig = @session.get('heroConfig') ? {} inventory = heroConfig.inventory ? {} slot = e.item.getAllowedSlots()[0] if slot and not inventory[slot] # Open up the inventory modal so they can equip the new item @setupManager?.destroy() @setupManager = new LevelSetupManager({supermodel: @supermodel, 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' # Transpiling code copied from scripts/transpile.coffee # TODO: Should this live somewhere else? transpiledCode = {} for thang, spells of @session.get('code') transpiledCode[thang] = {} for spellID, spell of spells spellName = thang + '/' + spellID continue if @session.get('teamSpells') and not (spellName in @session.get('teamSpells')[@session.get('team')]) # console.log "PlayLevelView Transpiling spell #{spellName}" aetherOptions = createAetherOptions functionName: spellID, codeLanguage: @session.get('submittedCodeLanguage'), includeFlow: true aether = new Aether aetherOptions transpiledCode[thang][spellID] = aether.transpile spell # console.log "PlayLevelView transpiled code", transpiledCode @session.set 'transpiledCode', transpiledCode 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 ######################################################