# Each LevelView or Simulator has a God which listens for spells cast and summons new Angels on the main thread to # oversee simulation of the World on worker threads. The Gods and Angels even have names. It's kind of fun. # (More fun than ThreadPool and WorkerAgentManager and such.) {now} = require 'lib/world/world_utils' World = require 'lib/world/world' CocoClass = require 'core/CocoClass' Angel = require 'lib/Angel' GameUIState = require 'models/GameUIState' module.exports = class God extends CocoClass @nicks: ['Athena', 'Baldr', 'Crom', 'Dagr', 'Eris', 'Freyja', 'Great Gish', 'Hades', 'Ishtar', 'Janus', 'Khronos', 'Loki', 'Marduk', 'Negafook', 'Odin', 'Poseidon', 'Quetzalcoatl', 'Ra', 'Shiva', 'Thor', 'Umvelinqangi', 'Týr', 'Vishnu', 'Wepwawet', 'Xipe Totec', 'Yahweh', 'Zeus', '上帝', 'Tiamat', '盘古', 'Phoebe', 'Artemis', 'Osiris', '嫦娥', 'Anhur', 'Teshub', 'Enlil', 'Perkele', 'Chaos', 'Hera', 'Iris', 'Theia', 'Uranus', 'Stribog', 'Sabazios', 'Izanagi', 'Ao', 'Tāwhirimātea', 'Tengri', 'Inmar', 'Torngarsuk', 'Centzonhuitznahua', 'Hunab Ku', 'Apollo', 'Helios', 'Thoth', 'Hyperion', 'Alectrona', 'Eos', 'Mitra', 'Saranyu', 'Freyr', 'Koyash', 'Atropos', 'Clotho', 'Lachesis', 'Tyche', 'Skuld', 'Urðr', 'Verðandi', 'Camaxtli', 'Huhetotl', 'Set', 'Anu', 'Allah', 'Anshar', 'Hermes', 'Lugh', 'Brigit', 'Manannan Mac Lir', 'Persephone', 'Mercury', 'Venus', 'Mars', 'Azrael', 'He-Man', 'Anansi', 'Issek', 'Mog', 'Kos', 'Amaterasu Omikami', 'Raijin', 'Susanowo', 'Blind Io', 'The Lady', 'Offler', 'Ptah', 'Anubis', 'Ereshkigal', 'Nergal', 'Thanatos', 'Macaria', 'Angelos', 'Erebus', 'Hecate', 'Hel', 'Orcus', 'Ishtar-Deela Nakh', 'Prometheus', 'Hephaestos', 'Sekhmet', 'Ares', 'Enyo', 'Otrera', 'Pele', 'Hadúr', 'Hachiman', 'Dayisun Tngri', 'Ullr', 'Lua', 'Minerva'] subscriptions: 'tome:cast-spells': 'onTomeCast' 'tome:spell-debug-value-request': 'retrieveValueFromFrame' 'god:new-world-created': 'onNewWorldCreated' constructor: (options) -> options ?= {} @retrieveValueFromFrame = _.throttle @retrieveValueFromFrame, 1000 @gameUIState ?= options.gameUIState or new GameUIState() @indefiniteLength = options.indefiniteLength or false super() # Angels are all given access to this. @angelsShare = { workerCode: options.workerCode or '/javascripts/workers/worker_world.js' # Either path or function headless: options.headless # Whether to just simulate the goals, or to deserialize all simulation results spectate: options.spectate god: @ godNick: @nick @gameUIState workQueue: [] firstWorld: true world: undefined goalManager: undefined worldClassMap: undefined angels: [] busyAngels: [] # Busy angels will automatically register here. } # Determine how many concurrent Angels/web workers to use at a time # ~20MB per idle worker + angel overhead - every Angel maps to 1 worker if options.maxAngels? angelCount = options.maxAngels else if window.application.isIPadApp angelCount = 1 else angelCount = 2 # Don't generate all Angels at once. _.delay (=> new Angel @angelsShare unless @destroyed), 250 * i for i in [0 ... angelCount] destroy: -> angel.destroy() for angel in @angelsShare.angels.slice() @angelsShare.goalManager?.destroy() @debugWorker?.terminate() @debugWorker?.removeEventListener 'message', @onDebugWorkerMessage super() setLevel: (@level) -> setLevelSessionIDs: (@levelSessionIDs) -> setGoalManager: (goalManager) -> @angelsShare.goalManager?.destroy() unless @angelsShare.goalManager is goalManager @angelsShare.goalManager = goalManager setWorldClassMap: (worldClassMap) -> @angelsShare.worldClassMap = worldClassMap onTomeCast: (e) -> return unless e.god is @ @lastSubmissionCount = e.submissionCount @lastFixedSeed = e.fixedSeed @lastFlagHistory = (flag for flag in e.flagHistory when flag.source isnt 'code') @lastDifficulty = e.difficulty @createWorld e.spells, e.preload, e.realTime, e.justBegin createWorld: (spells, preload, realTime, justBegin) -> console.log "#{@nick}: Let there be light upon #{@level.name}! (preload: #{preload})" userCodeMap = @getUserCodeMap spells # We only want one world being simulated, so we abort other angels, unless we had one preloading this very code. hadPreloader = false for angel in @angelsShare.busyAngels isPreloading = angel.running and angel.work.preload and _.isEqual angel.work.userCodeMap, userCodeMap, (a, b) -> return a.raw is b.raw if a?.raw? and b?.raw? undefined # Let default equality test suffice. if not hadPreloader and isPreloading and not realTime angel.finalizePreload() hadPreloader = true else if preload and angel.running and not angel.work.preload # It's still running for real, so let's not preload. return else angel.abort() return if hadPreloader @angelsShare.workQueue = [] work = { userCodeMap: userCodeMap @level levelSessionIDs: @levelSessionIDs submissionCount: @lastSubmissionCount fixedSeed: @lastFixedSeed flagHistory: @lastFlagHistory difficulty: @lastDifficulty goals: @angelsShare.goalManager?.getGoals() headless: @angelsShare.headless preload synchronous: not Worker? # Profiling world simulation is easier on main thread, or we are IE9. realTime justBegin indefiniteLength: @indefiniteLength and realTime } @angelsShare.workQueue.push work angel.workIfIdle() for angel in @angelsShare.angels work getUserCodeMap: (spells) -> userCodeMap = {} for spellKey, spell of spells (userCodeMap[spell.thang.thang.id] ?= {})[spell.name] = spell.thang.aether.serialize() userCodeMap #### New stuff related to debugging #### retrieveValueFromFrame: (args) => return if @destroyed return unless args.thangID and args.spellID and args.variableChain return console.error 'Tried to retrieve debug value with no currentUserCodeMap' unless @currentUserCodeMap @debugWorker ?= @createDebugWorker() args.frame ?= @angelsShare.world.age / @angelsShare.world.dt @debugWorker.postMessage func: 'retrieveValueFromFrame' args: userCodeMap: @currentUserCodeMap level: @level levelSessionIDs: @levelSessionIDs submissionCount: @lastSubmissionCount fixedSeed: @fixedSeed flagHistory: @lastFlagHistory difficulty: @lastDifficulty goals: @goalManager?.getGoals() frame: args.frame currentThangID: args.thangID currentSpellID: args.spellID variableChain: args.variableChain createDebugWorker: -> worker = new Worker '/javascripts/workers/worker_world.js' worker.addEventListener 'message', @onDebugWorkerMessage worker onDebugWorkerMessage: (event) => switch event.data.type when 'console-log' console.log "|#{@nick}'s debugger|", event.data.args... when 'debug-value-return' Backbone.Mediator.publish 'god:debug-value-return', event.data.serialized, god: @ when 'debug-world-load-progress-changed' Backbone.Mediator.publish 'god:debug-world-load-progress-changed', progress: event.data.progress, god: @ onNewWorldCreated: (e) -> @currentUserCodeMap = @filterUserCodeMapWhenFromWorld e.world.userCodeMap filterUserCodeMapWhenFromWorld: (worldUserCodeMap) -> newUserCodeMap = {} for thangName, thang of worldUserCodeMap newUserCodeMap[thangName] = {} for spellName, aether of thang shallowFilteredObject = _.pick aether, ['raw', 'pure', 'originalOptions'] newUserCodeMap[thangName][spellName] = _.cloneDeep shallowFilteredObject newUserCodeMap[thangName][spellName] = _.defaults newUserCodeMap[thangName][spellName], flow: {} metrics: {} problems: errors: [] infos: [] warnings: [] style: {} newUserCodeMap imitateIE9 = false # (and in world_utils.coffee) if imitateIE9 window.Worker = null window.Float32Array = null # Also uncomment vendor_with_box2d.js in index.html if you want Collision to run and Thangs to move.