codecombat/app/views/game-menu/MultiplayerView.coffee
2014-10-18 14:51:49 -07:00

172 lines
6.9 KiB
CoffeeScript

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()