CocoView = require 'views/kinds/CocoView' template = require 'templates/game-menu/multiplayer-view' {me} = require 'lib/auth' ThangType = require 'models/ThangType' LadderSubmissionView = require 'views/play/common/LadderSubmissionView' RealTimeCollection = require 'collections/RealTimeCollection' module.exports = class MultiplayerView extends CocoView id: 'multiplayer-view' className: 'tab-pane' template: template subscriptions: 'ladder:game-submitted': 'onGameSubmitted' events: 'click textarea': 'onClickLink' 'change #multiplayer': 'updateLinkSection' 'click #create-game-button': 'onCreateGame' 'click #join-game-button': 'onJoinGame' 'click #leave-game-button': 'onLeaveGame' constructor: (options) -> super(options) @level = options.level @session = options.session @listenTo @session, 'change:multiplayer', @updateLinkSection @initMultiplayerSessions() destroy: -> @multiplayerSessions?.off() @currentMultiplayerSession?.off() collection.off() for id, collection of @playersCollections super() getRenderData: -> c = super() c.joinLink = "#{document.location.href.replace(/\?.*/, '').replace('#', '')}?session=#{@session.id}" c.multiplayer = @session.get 'multiplayer' c.team = @session.get 'team' c.levelSlug = @level?.get 'slug' # For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet. if @level?.get('type') in ['ladder', 'hero-ladder'] c.ladderGame = true c.readyToRank = @session?.readyToRank() c.levelID = @session.get('levelID') c.multiplayerSessions = @multiplayerSessions.models c.currentMultiplayerSession = @currentMultiplayerSession if @currentMultiplayerSession c.playersCollections = @playersCollections if @playersCollections c afterRender: -> super() @updateLinkSection() @ladderSubmissionView = new LadderSubmissionView session: @session, level: @level @insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view') @$el.find('#created-multiplayer-session').toggle Boolean(@currentMultiplayerSession?) @$el.find('#create-game-button').toggle Boolean(not (@currentMultiplayerSession?)) onClickLink: (e) -> e.target.select() onGameSubmitted: (e) -> ladderURL = "/play/ladder/#{@level.get('slug')}#my-matches" Backbone.Mediator.publish 'router:navigate', route: ladderURL updateLinkSection: -> multiplayer = @$el.find('#multiplayer').prop('checked') la = @$el.find('#link-area') la.toggle if @level?.get('type') in ['ladder', 'hero-ladder'] then false else Boolean(multiplayer) true onHidden: -> multiplayer = Boolean(@$el.find('#multiplayer').prop('checked')) @session.set('multiplayer', multiplayer) # TODO: shouldn't have to open MultiplayerView to read existing multiplayerSession? # TODO: if someone leaves your game, it should go back to 'creating' state initMultiplayerSessions: -> @playersCollections = {} # TODO: only request sessions for this level, !team, etc. # TODO: don't hard code this path all over the place @multiplayerSessions = new RealTimeCollection('multiplayer_level_sessions/') @multiplayerSessions.on 'add', @onMultiplayerSessionAdded @multiplayerSessions.on 'remove', @onMultiplayerSessionRemoved @multiplayerSessions.each (ms) => @initMultiplayerSession ms initMultiplayerSession: (ms) -> # TODO: double check these players events are needed on top of onMultiplayerSessionChanged @playersCollections[ms.id] = new RealTimeCollection('multiplayer_level_sessions/' + ms.id + '/players') @playersCollections[ms.id].on 'add', @onPlayerAdded @playersCollections[ms.id].on 'remove', @onPlayerRemoved if not @currentMultiplayerSession and ms.get('levelID') is @session.get('levelID') @playersCollections[ms.id].each (player) => if player.id is me.id and player.get('team') is @session.get('team') @currentMultiplayerSession = ms @currentMultiplayerSession.on 'change', @onMultiplayerSessionChanged Backbone.Mediator.publish 'real-time-multiplayer:joined-game', session: @currentMultiplayerSession onMultiplayerSessionAdded: (e) => #console.log 'onMultiplayerSessionAdded', e @initMultiplayerSession e @render() onMultiplayerSessionRemoved: (e) => @playersCollections[e.id].off() delete @playersCollections[e.id] @render() onMultiplayerSessionChanged: (e) => @render() onPlayerAdded: (e) => # TODO: listeners not being unhooked @render?() onPlayerRemoved: (e) => # TODO: listeners not being unhooked @render?() onCreateGame: -> s = @multiplayerSessions.create { creator: @session.get('creator') creatorName: @session.get('creatorName') levelID: @session.get('levelID') created: (new Date()).toISOString() state: 'creating' } @currentMultiplayerSession = @multiplayerSessions.get(s.id) @currentMultiplayerSession.on 'change', @onMultiplayerSessionChanged players = new RealTimeCollection('multiplayer_level_sessions/' + @currentMultiplayerSession.id + '/players') players.create {id: me.id, name: @session.get('creatorName'), team: @session.get('team')} Backbone.Mediator.publish 'real-time-multiplayer:joined-game', session: @currentMultiplayerSession @render() onJoinGame: (e) -> return if @currentMultiplayerSession item = @$el.find(e.target).data('item') @currentMultiplayerSession = @multiplayerSessions.get(item.id) @currentMultiplayerSession.on 'change', @onMultiplayerSessionChanged if @playersCollections[item.id] @playersCollections[item.id].create {id: me.id, name: @session.get('creatorName'), team: @session.get('team')} else console.error 'onJoinGame did not have a players collection', @currentMultiplayerSession Backbone.Mediator.publish 'real-time-multiplayer:joined-game', session: @currentMultiplayerSession if @playersCollections[item.id]?.length is 2 @currentMultiplayerSession.set 'state', 'coding' # TODO: close multiplayer view? @render() onLeaveGame: (e) -> # TODO: This doesn't update open games or current game if @currentMultiplayerSession players = @playersCollections[@currentMultiplayerSession.id] for i in [0...players.length] player = players.at(i) if player.get('id') is me.id players.remove(player) # NOTE: remove(@something) doesn't stick locally, only remotely cms = @currentMultiplayerSession @currentMultiplayerSession.off() @currentMultiplayerSession = null if players.length is 0 @multiplayerSessions.remove(cms) break console.error "Tried to leave a game we hadn't joined!" if @currentMultiplayerSession Backbone.Mediator.publish 'real-time-multiplayer:left-game', {} else console.error "Tried to leave a game with no currentMultiplayerSession" @render()