CocoClass = require 'core/CocoClass' SuperModel = require 'models/SuperModel' {createAetherOptions} = require 'lib/aether_utils' God = require 'lib/God' GoalManager = require 'lib/world/GoalManager' LevelLoader = require 'lib/LevelLoader' utils = require 'core/utils' module.exports = class VerifierTest extends CocoClass constructor: (@levelID, @updateCallback, @supermodel, @language, @options) -> super() # TODO: turn this into a Subview # TODO: listen to the progress report from Angel to show a simulation progress bar (maybe even out of the number of frames we actually know it'll take) @supermodel ?= new SuperModel() if utils.getQueryVariable('dev') @supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage. model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType'] @language ?= 'python' @userCodeProblems = [] @load() load: -> @loadStartTime = new Date() @god = new God maxAngels: 1, headless: true @levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, headless: true, fakeSessionConfig: {codeLanguage: @language, callback: @configureSession} @listenToOnce @levelLoader, 'world-necessities-loaded', -> _.defer @onWorldNecessitiesLoaded onWorldNecessitiesLoaded: => # Called when we have enough to build the world, but not everything is loaded @grabLevelLoaderData() unless @solution @error = 'No solution present...' @state = 'no-solution' @updateCallback? state: 'no-solution' return me.team = @team = 'humans' @setupGod() @initGoalManager() @register() configureSession: (session, level) => try session.solution = _.find level.getSolutions(), language: session.get('codeLanguage') session.set 'heroConfig', session.solution.heroConfig session.set 'code', {'hero-placeholder': plan: session.solution.source} state = session.get 'state' state.flagHistory = session.solution.flagHistory state.realTimeInputEvents = session.solution.realTimeInputEvents state.difficulty = session.solution.difficulty or 0 session.solution.seed = undefined unless _.isNumber session.solution.seed # TODO: migrate away from submissionCount/sessionID seed objects catch e @state = 'error' @error = "Could not load the session solution for #{level.get('name')}: " + e.toString() + "\n" + e.stack grabLevelLoaderData: -> @world = @levelLoader.world @level = @levelLoader.level @session = @levelLoader.session @solution = @levelLoader.session.solution setupGod: -> @god.setLevel @level.serialize {@supermodel, @session, otherSession: null, headless: true, sessionless: false} @god.setLevelSessionIDs [@session.id] @god.setWorldClassMap @world.classMap @god.lastFlagHistory = @session.get('state').flagHistory @god.lastDifficulty = @session.get('state').difficulty @god.lastFixedSeed = @session.solution.seed @god.lastSubmissionCount = 0 initGoalManager: -> @goalManager = new GoalManager(@world, @level.get('goals'), @team) @god.setGoalManager @goalManager register: -> @listenToOnce @god, 'infinite-loop', @fail @listenToOnce @god, 'user-code-problem', @onUserCodeProblem @listenToOnce @god, 'goals-calculated', @processSingleGameResults @god.createWorld @generateSpellsObject() @updateCallback? state: 'running' processSingleGameResults: (e) -> @goals = e.goalStates @frames = e.totalFrames @lastFrameHash = e.lastFrameHash @simulationFrameRate = e.simulationFrameRate @state = 'complete' @updateCallback? state: @state @scheduleCleanup() isSuccessful: () -> return false unless @solution? return false unless @frames == @solution.frameCount or @options.dontCareAboutFrames return false if @simulationFrameRate < 30 if @goals and @solution.goals for k of @goals continue if not @solution.goals[k] return false if @solution.goals[k] != @goals[k].status return true onUserCodeProblem: (e) -> console.warn "Found user code problem:", e @userCodeProblems.push e.problem @updateCallback? state: @state onNonUserCodeProblem: (e) -> console.error "Found non-user-code problem:", e @error = "Failed due to non-user-code problem: #{JSON.stringify(e)}" @state = 'error' @updateCallback? state: @state @scheduleCleanup() fail: (e) -> @error = 'Failed due to infinite loop.' @state = 'error' @updateCallback? state: @state @scheduleCleanup() generateSpellsObject: -> aetherOptions = createAetherOptions functionName: 'plan', codeLanguage: @session.get('codeLanguage') spellThang = aether: new Aether aetherOptions spells = "hero-placeholder/plan": thangs: {'Hero Placeholder': spellThang}, name: 'plan' source = @session.get('code')['hero-placeholder'].plan try spellThang.aether.transpile source catch e console.log "Couldn't transpile!\n#{source}\n", e spellThang.aether.transpile '' spells scheduleCleanup: -> setTimeout @cleanup, 100 cleanup: => if @levelLoader @stopListening @levelLoader @levelLoader.destroy() if @god @stopListening @god @god.destroy() @world = null