View = require 'views/kinds/CocoView' template = require 'templates/play/level/tome/spell' {me} = require 'lib/auth' filters = require 'lib/image_filter' Range = ace.require("ace/range").Range Problem = require './problem' module.exports = class SpellView extends View id: 'spell-view' className: 'shown' template: template controlsEnabled: true eventsSuppressed: true writable: true subscriptions: 'level-disable-controls': 'onDisableControls' 'level-enable-controls': 'onEnableControls' 'surface:frame-changed': 'onFrameChanged' 'god:new-world-created': 'onNewWorld' 'god:user-code-problem': 'onUserCodeProblem' 'tome:manual-cast': 'onManualCast' 'tome:reload-code': 'onCodeReload' 'modal-closed': 'focus' 'focus-editor': 'focus' constructor: (options) -> super options @session = options.session @session.on 'change:multiplayer', @onMultiplayerChanged @spell = options.spell @problems = {} @writable = false unless me.team in @spell.permissions.readwrite # TODO: make this do anything @highlightCurrentLine = _.throttle @highlightCurrentLine, 100 afterRender: -> super() @createACE() @createACEShortcuts() @fillACE() if @session.get 'multiplayer' @createFirepad() else # needs to happen after the code generating this view is complete setTimeout @onLoaded, 1 createACE: -> # Test themes and settings here: http://ace.ajax.org/build/kitchen-sink.html @ace = ace.edit @$el.find('.ace')[0] @aceSession = @ace.getSession() @aceDoc = @aceSession.getDocument() @aceSession.setUseWorker false @aceSession.setMode 'ace/mode/javascript' @aceSession.setWrapLimitRange null @aceSession.setUseWrapMode true @ace.setTheme 'ace/theme/textmate' @ace.setDisplayIndentGuides false @ace.setShowPrintMargin false @ace.setShowInvisibles false @ace.setBehavioursEnabled false @toggleControls null, @writable @aceSession.selection.on 'changeCursor', @onCursorActivity $(@ace.container).find('.ace_gutter').on 'click', '.ace_error, .ace_warning, .ace_info', @onAnnotationClick createACEShortcuts: -> @ace.commands.addCommand name: 'run-code' bindKey: {win: 'Shift-Enter|Ctrl-Enter|Ctrl-S', mac: 'Shift-Enter|Command-Enter|Ctrl-Enter|Command-S|Ctrl-S'} exec: (e) => @recompile() @ace.commands.addCommand name: 'toggle-playing' bindKey: {win: 'Ctrl-P', mac: 'Command-P|Ctrl-P'} exec: -> Backbone.Mediator.publish 'level-toggle-playing' @ace.commands.addCommand name: 'end-current-script' bindKey: {win: 'Shift-Space', mac: 'Shift-Space'} exec: -> Backbone.Mediator.publish 'level:shift-space-pressed' @ace.commands.addCommand name: 'end-all-scripts' bindKey: {win: 'Escape', mac: 'Escape'} exec: -> Backbone.Mediator.publish 'level:escape-pressed' # TODO: These don't work on, for example, Danish keyboards. Figure out a more universal solution. # @ace.commands.addCommand # name: 'toggle-grid' # bindKey: {win: 'Alt-G', mac: 'Alt-G'} # exec: -> Backbone.Mediator.publish 'level-toggle-grid' # @ace.commands.addCommand # name: 'toggle-debug' # bindKey: {win: 'Alt-\\', mac: 'Alt-\\'} # exec: -> Backbone.Mediator.publish 'level-toggle-debug' # @ace.commands.addCommand # name: 'level-scrub-forward' # bindKey: {win: 'Alt-]', mac: 'Alt-]'} # exec: -> Backbone.Mediator.publish 'level-scrub-forward' # @ace.commands.addCommand # name: 'level-scrub-back' # bindKey: {win: 'Alt-[', mac: 'Alt-['} # exec: -> Backbone.Mediator.publish 'level-scrub-back' fillACE: -> @ace.setValue @spell.source @ace.clearSelection() onMultiplayerChanged: => if @session.get 'multiplayer' @createFirepad() else @firepad?.dispose() createFirepad: -> # load from firebase or the original source if there's nothing there return if @firepadLoading @eventsSuppressed = true @loaded = false @previousSource = @ace.getValue() @ace.setValue('') fireURL = 'https://codecombat.firebaseio.com/' + @spell.pathComponents.join('/') @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 @ace.clearSelection() @onLoaded() onLoaded: => @spell.transpile @spell.source @spell.loaded = true Backbone.Mediator.publish 'tome:spell-loaded', spell: @spell @eventsSuppressed = false # Now that the initial change is in, we can start running any changed code getSource: -> @ace.getValue() # could also do @firepad.getText() setThang: (thang) -> @focus() return if thang.id is @thang?.id @thang = thang @spellThang = @spell.thangs[@thang.id] @updateAether false, true @highlightCurrentLine() cast: -> Backbone.Mediator.publish 'tome:cast-spell', spell: @spell, thang: @thang notifySpellChanged: => Backbone.Mediator.publish 'tome:spell-changed', spell: @spell notifyEditingEnded: => return if @aceDoc.undergoingFirepadOperation # from my Firepad ACE adapter Backbone.Mediator.publish('tome:editing-ended') notifyEditingBegan: => return if @aceDoc.undergoingFirepadOperation # from my Firepad ACE adapter Backbone.Mediator.publish('tome:editing-began') onManualCast: (e) -> cast = @$el.parent().length @recompile cast @focus() if cast onCodeReload: (e) -> return unless e.spell is @spell @reloadCode true reloadCode: (cast=true) -> @updateACEText @spell.originalSource @recompile cast recompile: (cast=true) => @setRecompileNeeded false return if @spell.source is @getSource() @spell.transpile @getSource() @updateAether true, false @cast() if cast @notifySpellChanged() updateACEText: (source) -> @eventsSuppressed = true if @firepad @firepad.setText source else @ace.setValue source @eventsSuppressed = false @ace.resize true # hack: @ace may not have updated its text properly, so we force it to refresh # Called from CastButtonView initially and whenever the delay is changed setAutocastDelay: (@autocastDelay) -> @createOnCodeChangeHandlers() createOnCodeChangeHandlers: -> @aceDoc.removeListener 'change', @onCodeChangeMetaHandler if @onCodeChangeMetaHandler autocastDelay = @autocastDelay ? 3000 onSignificantChange = [ _.debounce @setRecompileNeeded, autocastDelay - 100 @currentAutocastHandler = _.debounce (=> @recompile() if @recompileNeeded), autocastDelay ] onAnyChange = [ _.debounce @updateAether, 500 _.debounce @notifyEditingEnded, 1000 _.throttle @notifyEditingBegan, 250 _.throttle @notifySpellChanged, 300 ] @onCodeChangeMetaHandler = => return if @eventsSuppressed if @spell.hasChangedSignificantly @getSource(), @spellThang.aether.raw callback() for callback in onSignificantChange # Do these first callback() for callback in onAnyChange # Then these @aceDoc.on 'change', @onCodeChangeMetaHandler setRecompileNeeded: (needed=true) => if needed @recompileNeeded = needed # and @recompileValid # todo, remove if not caring about validity else @recompileNeeded = false onCursorActivity: => @currentAutocastHandler?() # Design for a simpler system? # * Turn off ACE's JSHint worker # * Keep Aether linting, debounced, on any significant change # - Don't send runtime errors from in-progress worlds # - All problems just vanish when you make any change to the code # * You wouldn't accept any Aether updates/runtime information/errors unless its code was current when you got it # * Store the last run Aether in each spellThang and use it whenever its code actually is current # This suffers from the problem that any whitespace/comment changes will lose your info, but what else # could you do other than somehow maintain a mapping from current to original code locations? # I guess you could use dynamic markers for problem ranges and keep annotations/alerts in when insignificant # changes happen, but always treat any change in the (trimmed) number of lines as a significant change. # Ooh, that's pretty nice. Gets you most of the way there and is simple. # - All problems have a master representation as a Problem, and we can easily generate all Problems from # any Aether instance. Then when we switch contexts in any way, we clear, recreate, and reapply the Problems. # * Problem alerts will have their own templated ProblemAlertViews # * We'll only show the first problem alert, and it will always be at the bottom. # Annotations and problem ranges can show all, I guess. # * The editor will reserve space for one annotation as a codeless area. # - Problem alerts and ranges will only show on fully cast worlds. Annotations will show continually. updateAether: (force=false, fromCodeChange=true) => # Depending on whether we have any code changes, significant code changes, or have switched # to a new spellThang, we may want to refresh our Aether display. return unless aether = @spellThang?.aether source = @getSource() codeHasChangedSignificantly = force or @spell.hasChangedSignificantly source, aether.raw return unless codeHasChangedSignificantly or @spellThang isnt @lastUpdatedAetherSpellThang castAether = @spellThang.castAether codeIsAsCast = castAether and not @spell.hasChangedSignificantly source, castAether.raw aether = castAether if codeIsAsCast # Now that that's figured out, perform the update. @clearAetherDisplay() aether.transpile source if codeHasChangedSignificantly and not codeIsAsCast @displayAether aether @lastUpdatedAetherSpellThang = @spellThang @guessWhetherFinished aether if fromCodeChange clearAetherDisplay: -> problem.destroy() for problem in @problems @problems = [] @aceSession.setAnnotations [] @highlightCurrentLine {} # This'll remove all highlights displayAether: (aether) -> isCast = not _.isEmpty(aether.metrics) or _.some aether.problems.errors, {type: 'runtime'} @problems = [] annotations = [] for aetherProblem, problemIndex in aether.getAllProblems() @problems.push problem = new Problem aether, aetherProblem, @ace, isCast and problemIndex is 0, isCast annotations.push problem.annotation if problem.annotation @aceSession.setAnnotations annotations @highlightCurrentLine aether.flow unless _.isEmpty aether.flow #console.log ' and we could do the metrics', aether.metrics unless _.isEmpty aether.metrics #console.log ' and we could do the style', aether.style unless _.isEmpty aether.style #console.log ' and we could do the visualization', aether.visualization unless _.isEmpty aether.visualization # Could use the user-code-problem style... or we could leave that to other places. @ace[if @problems.length then 'setStyle' else 'unsetStyle'] 'user-code-problem' Backbone.Mediator.publish 'tome:problems-updated', spell: @spell, problems: @problems, isCast: isCast # Autocast: # Goes immediately if the code is a) changed and b) complete/valid and c) the cursor is at beginning or end of a line # We originall thought it would: # - Go after specified delay if a) and b) but not c) # - Go only when manually cast or deselecting a Thang when there are errors # But the error message display was delayed, so now trying: # - Go after specified delay if a) and not b) or c) guessWhetherFinished: (aether) -> return if @autocastDelay > 60000 #@recompileValid = not aether.getAllProblems().length valid = not aether.getAllProblems().length cursorPosition = @ace.getCursorPosition() currentLine = @aceDoc.$lines[cursorPosition.row].replace(/[ \t]*\/\/[^"']*/g, '').trimRight() # trim // unless inside " endOfLine = cursorPosition.column >= currentLine.length # just typed a semicolon or brace, for example beginningOfLine = not currentLine.substr(0, cursorPosition.column).trim().length # uncommenting code, for example #console.log "finished?", valid, endOfLine, beginningOfLine, cursorPosition, currentLine.length, aether, new Date() - 0, currentLine if valid and endOfLine or beginningOfLine @recompile() #console.log "recompile now!" #else if not valid # # if this works, we can get rid of all @recompileValid logic # console.log "not valid, but so we'll wait to do it in", @autocastDelay + "ms" #else # console.log "valid but not at end of line; recompile in", @autocastDelay + "ms" onUserCodeProblem: (e) -> return @onInfiniteLoop e if e.problem.id is "runtime_InfiniteLoop" return unless e.problem.userInfo.methodName is @spell.name return unless spellThang = _.find @spell.thangs, (spellThang, thangID) -> thangID is e.problem.userInfo.thangID return if @spell.hasChangedSignificantly @getSource() # don't show this error if we've since edited the code spellThang.aether.addProblem e.problem @lastUpdatedAetherSpellThang = null # force a refresh without a re-transpile @updateAether false, false onInfiniteLoop: (e) -> return unless @spellThang @spellThang.aether.addProblem e.problem @lastUpdatedAetherSpellThang = null # force a refresh without a re-transpile @updateAether false, false onNewWorld: (e) -> for thangID, spellThang of @spell.thangs aether = e.world.userCodeMap[thangID][@spell.name] #console.log thangID, "got new castAether with raw", aether.raw, "problems", aether.problems spellThang.castAether = aether spellThang.aether = @spell.createAether e.world.getThangByID(thangID) #console.log thangID, @spell.spellKey, "ran", aether.metrics.callsExecuted, "times over", aether.metrics.statementsExecuted, "statements, with max recursion depth", aether.metrics.maxDepth, "and full flow/metrics", aether.metrics, aether.flow @spell.transpile() @updateAether false, false # -------------------------------------------------------------------------------------------------- focus: -> # TODO: it's a hack checking if a modal is visible; the events should be removed somehow # but this view is not part of the normal subview destroying because of how it's swapped return unless @controlsEnabled and @writable and $('.modal:visible').length is 0 return if @ace.isFocused() @ace.focus() @ace.clearSelection() onFrameChanged: (e) -> return unless e.selectedThang?.id is @thang?.id @thang = e.selectedThang # update our thang to the current version @highlightCurrentLine() highlightCurrentLine: (flow) => flow ?= @spellThang?.castAether?.flow return unless flow executed = [] matched = false for callState, callNumber in flow.states or [] if matched executed.pop() break executed.push [] for state, statementNumber in callState if state.userInfo?.time > @thang.world.age matched = true break _.last(executed).push state #state.executing = true if state.userInfo?.time is @thang.world.age # no work # TODO: don't redo the markers if they haven't actually changed text = @aceDoc.getValue() offsetToPos = (offset) -> # TODO: use the nice conversion utils David put into Aether rows = text.substr(0, offset).split '\n' {row: rows.length - 1, column: _.last(rows).length} for markerRange in (@markerRanges ?= []) markerRange.start.detach() markerRange.end.detach() @aceSession.removeMarker markerRange.id @markerRanges = [] @aceSession.removeGutterDecoration row, 'executing' for row in [0 ... @aceSession.getLength()] $(@ace.container).find('.ace_gutter-cell.executing').removeClass('executing') return unless executed.length lastExecuted = _.last executed marked = {} for state, i in lastExecuted #clazz = if state.executing then 'executing' else 'executed' # doesn't work clazz = if i is lastExecuted.length - 1 then 'executing' else 'executed' if clazz is 'executed' key = state.range[0] + '_' + state.range[1] continue if marked[key] > 2 # don't allow more than three of the same marker marked[key] ?= 0 ++marked[key] [start, end] = [offsetToPos(state.range[0]), offsetToPos(state.range[1])] markerRange = new Range(start.row, start.column, end.row, end.column) markerRange.start = @aceDoc.createAnchor markerRange.start markerRange.end = @aceDoc.createAnchor markerRange.end markerRange.id = @aceSession.addMarker markerRange, clazz, "text" @markerRanges.push markerRange @aceSession.addGutterDecoration start.row, clazz if clazz is 'executing' onAnnotationClick: -> alertBox = $("