codecombat/app/views/play/level/PlayLevelView.coffee

935 lines
42 KiB
CoffeeScript

RootView = require 'views/core/RootView'
template = require 'templates/play/level'
{me} = require 'core/auth'
ThangType = require 'models/ThangType'
utils = require 'core/utils'
storage = require 'core/storage'
{createAetherOptions} = require 'lib/aether_utils'
# tools
Surface = require 'lib/surface/Surface'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
ScriptManager = require 'lib/scripts/ScriptManager'
LevelBus = require 'lib/LevelBus'
LevelLoader = require 'lib/LevelLoader'
LevelSession = require 'models/LevelSession'
Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
Article = require 'models/Article'
Camera = require 'lib/surface/Camera'
AudioPlayer = require 'lib/AudioPlayer'
# subviews
LevelLoadingView = require './LevelLoadingView'
ProblemAlertView = require './tome/ProblemAlertView'
TomeView = require './tome/TomeView'
ChatView = require './LevelChatView'
HUDView = require './LevelHUDView'
LevelDialogueView = require './LevelDialogueView'
ControlBarView = require './ControlBarView'
LevelPlaybackView = require './LevelPlaybackView'
GoalsView = require './LevelGoalsView'
LevelFlagsView = require './LevelFlagsView'
GoldView = require './LevelGoldView'
VictoryModal = require './modal/VictoryModal'
HeroVictoryModal = require './modal/HeroVictoryModal'
InfiniteLoopModal = require './modal/InfiniteLoopModal'
LevelSetupManager = require 'lib/LevelSetupManager'
ContactModal = require 'views/core/ContactModal'
PROFILE_ME = false
module.exports = class PlayLevelView extends RootView
id: 'level-view'
template: template
cache: false
shortcutsEnabled: true
isEditorPreview: false
subscriptions:
'level:set-volume': (e) -> createjs.Sound.setVolume(if e.volume is 1 then 0.6 else e.volume) # Quieter for now until individual sound FX controls work again.
'level:show-victory': 'onShowVictory'
'level:restart': 'onRestartLevel'
'level:highlight-dom': 'onHighlightDOM'
'level:end-highlight-dom': 'onEndHighlight'
'level:focus-dom': 'onFocusDom'
'level:disable-controls': 'onDisableControls'
'level:enable-controls': 'onEnableControls'
'god:world-load-progress-changed': 'onWorldLoadProgressChanged'
'god:new-world-created': 'onNewWorld'
'god:streaming-world-updated': 'onNewWorld'
'god:infinite-loop': 'onInfiniteLoop'
'level:reload-from-data': 'onLevelReloadFromData'
'level:reload-thang-type': 'onLevelReloadThangType'
'level:session-will-save': 'onSessionWillSave'
'level:started': 'onLevelStarted'
'level:loading-view-unveiling': 'onLoadingViewUnveiling'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
'level:session-loaded': 'onSessionLoaded'
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'real-time-multiplayer:created-game': 'onRealTimeMultiplayerCreatedGame'
'real-time-multiplayer:joined-game': 'onRealTimeMultiplayerJoinedGame'
'real-time-multiplayer:left-game': 'onRealTimeMultiplayerLeftGame'
'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
'ipad:memory-warning': 'onIPadMemoryWarning'
'store:item-purchased': 'onItemPurchased'
events:
'click #level-done-button': 'onDonePressed'
'click #stop-real-time-playback-button': -> Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
'click #fullscreen-editor-background-screen': (e) -> Backbone.Mediator.publish 'tome:toggle-maximize', {}
'click .contact-link': 'onContactClicked'
shortcuts:
'ctrl+s': 'onCtrlS'
'esc': 'onEscapePressed'
# Initial Setup #############################################################
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
@isEditorPreview = @getQueryVariable 'dev'
@sessionID = @getQueryVariable 'session'
@observing = @getQueryVariable 'observing'
@opponentSessionID = @getQueryVariable('opponent')
@opponentSessionID ?= @options.opponent
$(window).on 'resize', @onWindowResize
@saveScreenshot = _.throttle @saveScreenshot, 30000
if @isEditorPreview
@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
f = => @load() unless @levelLoader # Wait to see if it's just given to us through setLevel.
setTimeout f, 100
else
@load()
application.tracker?.trackEvent 'Started Level Load', category: 'Play Level', level: @levelID, label: @levelID, ['Google Analytics'] unless @observing
setLevel: (@level, givenSupermodel) ->
@supermodel.models = givenSupermodel.models
@supermodel.collections = givenSupermodel.collections
@supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups
serializedLevel = @level.serialize @supermodel, @session, @otherSession
@god?.setLevel serializedLevel
if @world
@world.loadFromLevel serializedLevel, false
else
@load()
load: ->
@loadStartTime = new Date()
@god = new God debugWorker: true
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @opponentSessionID, team: @getQueryVariable('team'), observing: @observing
@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
trackLevelLoadEnd: ->
return if @isEditorPreview
@loadEndTime = new Date()
loadDuration = @loadEndTime - @loadStartTime
console.debug "Level unveiled after #{(loadDuration / 1000).toFixed(2)}s"
unless @observing
application.tracker?.trackEvent 'Finished Level Load', category: 'Play Level', label: @levelID, level: @levelID, loadDuration: loadDuration, ['Google Analytics']
application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
# CocoView overridden methods ###############################################
getRenderData: ->
c = super()
c.world = @world
c
afterRender: ->
super()
window.onPlayLevelViewLoaded? @ # still a hack
@insertSubView @loadingView = new LevelLoadingView autoUnveil: @options.autoUnveil or @observing, level: @levelLoader?.level ? @level # May not have @level loaded yet
@$el.find('#level-done-button').hide()
$('body').addClass('is-playing')
$('body').bind('touchmove', false) if @isIPadApp()
afterInsert: ->
super()
# Partially Loaded Setup ####################################################
onWorldNecessitiesLoaded: ->
# Called when we have enough to build the world, but not everything is loaded
@grabLevelLoaderData()
team = @getQueryVariable('team') ? @session.get('team') ? @world.teamForPlayer(0)
@loadOpponentTeam(team)
@setupGod()
@setTeam team
@initGoalManager()
@insertSubviews()
@initVolume()
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@originalSessionState = $.extend(true, {}, @session.get('state'))
@register()
@controlBar.setBus(@bus)
@initScriptManager()
grabLevelLoaderData: ->
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@$el.addClass 'hero' if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
@$el.addClass 'flags' if _.any(@world.thangs, (t) -> (t.programmableProperties and 'findFlags' in t.programmableProperties) or t.inventory?.flag) or @level.get('slug') is 'sky-span'
# TODO: Update terminology to always be opponentSession or otherSession
# TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play
@otherSession = @levelLoader.opponentSession
@worldLoadFakeResources = [] # first element (0) is 1%, last (100) is 100%
for percent in [1 .. 100]
@worldLoadFakeResources.push @supermodel.addSomethingResource "world_simulation_#{percent}%", 1
onWorldLoadProgressChanged: (e) ->
return unless @worldLoadFakeResources
@lastWorldLoadPercent ?= 0
worldLoadPercent = Math.floor 100 * e.progress
for percent in [@lastWorldLoadPercent + 1 .. worldLoadPercent] by 1
@worldLoadFakeResources[percent - 1].markLoaded()
@lastWorldLoadPercent = worldLoadPercent
@worldFakeLoadResources = null if worldLoadPercent is 100 # Done, don't need to watch progress any more.
loadOpponentTeam: (myTeam) ->
opponentSpells = []
for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
continue if spellTeam is myTeam or not myTeam
opponentSpells = opponentSpells.concat spells
if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells')
@session.set('teamSpells', @otherSession.get('teamSpells'))
opponentCode = @otherSession?.get('transpiledCode') or {}
myCode = @session.get('code') or {}
for spell in opponentSpells
[thang, spell] = spell.split '/'
c = opponentCode[thang]?[spell]
myCode[thang] ?= {}
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
setupGod: ->
@god.setLevel @level.serialize @supermodel, @session, @otherSession
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
@god.setWorldClassMap @world.classMap
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
@session.set 'team', team
Backbone.Mediator.publish 'level:team-set', team: team # Needed for scripts
@team = team
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'), @team)
@god.setGoalManager @goalManager
insertSubviews: ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, otherSession: @otherSession, thangs: @world.thangs, supermodel: @supermodel, level: @level, observing: @observing
@insertSubView new LevelPlaybackView session: @session, level: @level
@insertSubView new GoalsView {}
@insertSubView new LevelFlagsView levelID: @levelID, world: @world if @$el.hasClass 'flags'
@insertSubView new GoldView {}
@insertSubView new HUDView {level: @level}
@insertSubView new LevelDialogueView {level: @level, sessionID: @session.id}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
@insertSubView new ProblemAlertView session: @session, level: @level, supermodel: @supermodel
worldName = utils.i18n @level.attributes, 'name'
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel}
#_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick'
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level:set-volume', volume: volume
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session, levelID: @level.get('slug')})
@scriptManager.loadFromSession()
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
if @session.get('multiplayer') and not me.isAdmin()
@session.set 'multiplayer', false # Temp: multiplayer has bugged out some sessions, so ignoring it.
@bus.connect() if @session.get('multiplayer')
# Load Completed Setup ######################################################
onSessionLoaded: (e) ->
Backbone.Mediator.publish "ipad:language-chosen", language: e.session.get('codeLanguage') ? "python"
# Just the level and session have been loaded by the level loader
if e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] and not _.size e.session.get('heroConfig')?.inventory ? {}
@setupManager?.destroy()
@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session})
@setupManager.open()
@onRealTimeMultiplayerLevelLoaded e.session if e.level.get('type') in ['hero-ladder']
onLoaded: ->
_.defer => @onLevelLoaderLoaded()
onLevelLoaderLoaded: ->
# Everything is now loaded
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
# Save latest level played.
if not @observing and not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
me.set('lastLevel', @levelID)
me.save()
application.tracker?.identify()
@saveRecentMatch() if @otherSession
@levelLoader.destroy()
@levelLoader = null
@initSurface()
saveRecentMatch: ->
allRecentlyPlayedMatches = storage.load('recently-played-matches') ? {}
recentlyPlayedMatches = allRecentlyPlayedMatches[@levelID] ? []
allRecentlyPlayedMatches[@levelID] = recentlyPlayedMatches
recentlyPlayedMatches.unshift yourTeam: me.team, otherSessionID: @otherSession.id, opponentName: @otherSession.get('creatorName') unless _.find recentlyPlayedMatches, otherSessionID: @otherSession.id
recentlyPlayedMatches.splice(8)
storage.save 'recently-played-matches', allRecentlyPlayedMatches
initSurface: ->
webGLSurface = $('canvas#webgl-surface', @$el)
normalSurface = $('canvas#normal-surface', @$el)
@surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview, wizards: not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']))
worldBounds = @world.getBounds()
bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0)
# Once Surface is Loaded ####################################################
onLevelStarted: ->
return unless @surface?
@loadingView.showReady()
@trackLevelLoadEnd()
if window.currentModal and not window.currentModal.destroyed and window.currentModal.constructor isnt VictoryModal
return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @
@surface.showLevel()
if @otherSession and not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'])
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug'), codeLanguage: @otherSession.get('submittedCodeLanguage')
if @isEditorPreview or @observing
@loadingView.startUnveiling()
@loadingView.unveil()
onLoadingViewUnveiling: (e) ->
@restoreSessionState()
onLoadingViewUnveiled: (e) ->
@loadingView.$el.remove()
@removeSubView @loadingView
@loadingView = null
@playAmbientSound()
if @options.realTimeMultiplayerSessionID?
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
application.tracker?.trackEvent 'Started Level', category:'Play Level', levelID: @levelID, ls: @session?.get('_id') unless @observing
playAmbientSound: ->
return if @destroyed
return if @ambientSound
return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-grass'}[@level.get('terrain')]
src = "/file/interface/#{file}#{AudioPlayer.ext}"
unless AudioPlayer.getStatus(src)?.loaded
AudioPlayer.preloadSound src
Backbone.Mediator.subscribeOnce 'audio-player:loaded', @playAmbientSound, @
return
@ambientSound = createjs.Sound.play src, loop: -1, volume: 0.1
createjs.Tween.get(@ambientSound).to({volume: 1.0}, 10000)
restoreSessionState: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if not @level or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true
Backbone.Mediator.publish 'tome:select-primary-sprite', {}
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false
@surface.focusOnHero()
Backbone.Mediator.publish 'level:set-time', time: 0
Backbone.Mediator.publish 'level:set-playing', playing: true
else
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null
# callbacks
onCtrlS: (e) ->
e.preventDefault()
onEscapePressed: (e) ->
return unless @$el.hasClass 'real-time'
Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
onLevelReloadFromData: (e) ->
isReload = Boolean @world
@setLevel e.level, e.supermodel
if isReload
@scriptManager.setScripts(e.level.get('scripts'))
Backbone.Mediator.publish 'tome:cast-spell', {} # a bit hacky
onLevelReloadThangType: (e) ->
tt = e.thangType
for url, model of @supermodel.models
if model.id is tt.id
for key, val of tt.attributes
model.attributes[key] = val
break
Backbone.Mediator.publish 'tome:cast-spell', {}
onWindowResize: (e) => @endHighlight()
onDisableControls: (e) ->
return if e.controls and not ('level' in e.controls)
@shortcutsEnabled = false
@wasFocusedOn = document.activeElement
$('body').focus()
onEnableControls: (e) ->
return if e.controls? and not ('level' in e.controls)
@shortcutsEnabled = true
$(@wasFocusedOn).focus() if @wasFocusedOn
@wasFocusedOn = null
onDonePressed: -> @showVictory()
onShowVictory: (e) ->
$('#level-done-button').show() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
@showVictory() if e.showModal
return if @victorySeen
@victorySeen = true
victoryTime = (new Date()) - @loadEndTime
if not @observing and victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
application.tracker?.trackEvent 'Saw Victory',
category: 'Play Level'
level: @level.get('name')
label: @level.get('name')
levelID: @levelID
ls: @session?.get('_id')
application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100
showVictory: ->
@endHighlight()
options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning}
ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] then HeroVictoryModal else VictoryModal
victoryModal = new ModalClass(options)
@openModalView(victoryModal)
if me.get('anonymous')
window.nextURL = '/play/' + (@level.get('campaign') ? '') # Signup will go here on completion instead of reloading.
onRestartLevel: ->
@tome.reloadAllCode()
Backbone.Mediator.publish 'level:restarted', {}
$('#level-done-button', @$el).hide()
application.tracker?.trackEvent 'Confirmed Restart', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
application.tracker?.trackEvent 'Saw Initial Infinite Loop', category: 'Play Level', level: @level.get('name'), label: @level.get('name') unless @observing
onHighlightDOM: (e) -> @highlightElement e.selector, delay: e.delay, sides: e.sides, offset: e.offset, rotation: e.rotation
onEndHighlight: -> @endHighlight()
onFocusDom: (e) -> $(e.selector).focus()
onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
#@saveScreenshot e.session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true, type: 'PUT'}
onContactClicked: (e) ->
@openModalView contactModal = new ContactModal()
screenshot = @surface.screenshot(1, 'image/png', 1.0, 1)
body =
b64png: screenshot.replace 'data:image/png;base64,', ''
filename: "screenshot-#{@levelID}-#{_.string.slugify((new Date()).toString())}.png"
path: "db/user/#{me.id}"
mimetype: 'image/png'
contactModal.screenshotURL = "http://codecombat.com/file/#{body.path}/#{body.filename}"
window.screenshot = screenshot
window.screenshotURL = contactModal.screenshotURL
$.ajax '/file', type: 'POST', data: body, success: (e) ->
contactModal.updateScreenshot?()
# Dynamic sound loading
onNewWorld: (e) ->
return if @headless
scripts = @world.scripts # Since these worlds don't have scripts, preserve them.
@world = e.world
@world.scripts = scripts
thangTypes = @supermodel.getModels(ThangType)
startFrame = @lastWorldFramesLoaded ? 0
finishedLoading = @world.frames.length is @world.totalFrames
if finishedLoading
@lastWorldFramesLoaded = 0
if @waitingForSubmissionComplete
_.defer @onSubmissionComplete # Give it a frame to make sure we have the latest goals
@waitingForSubmissionComplete = false
else
@lastWorldFramesLoaded = @world.frames.length
for [spriteName, message] in @world.thangDialogueSounds startFrame
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
AudioPlayer.preloadSoundReference sound
# Real-time playback
onRealTimePlaybackWaiting: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
onRealTimePlaybackStarted: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
onRealTimePlaybackEnded: (e) ->
return unless @$el.hasClass 'real-time'
@$el.removeClass 'real-time'
@onWindowResize()
if @world.frames.length is @world.totalFrames
_.delay @onSubmissionComplete, 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
@onRealTimeMultiplayerPlaybackEnded()
onSubmissionComplete: =>
return if @destroyed
# TODO: Show a victory dialog specific to hero-ladder level
if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true
@session.recordScores @world.scores, @level
if @level.get 'replayable'
@session.increaseDifficulty showModalFn
else
showModalFn()
destroy: ->
@levelLoader?.destroy()
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
@setupManager?.destroy()
if ambientSound = @ambientSound
# Doesn't seem to work; stops immediately.
createjs.Tween.get(ambientSound).to({volume: 0.0}, 1500).call -> ambientSound.stop()
$(window).off 'resize', @onWindowResize
delete window.world # not sure where this is set, but this is one way to clean it up
@bus?.destroy()
#@instance.save() unless @instance.loading
delete window.nextURL
console.profileEnd?() if PROFILE_ME
@onRealTimeMultiplayerLevelUnloaded()
super()
onIPadMemoryWarning: (e) ->
@hasReceivedMemoryWarning = true
onItemPurchased: (e) ->
heroConfig = @session.get('heroConfig') ? {}
inventory = heroConfig.inventory ? {}
slot = e.item.getAllowedSlots()[0]
if slot and not inventory[slot]
# Open up the inventory modal so they can equip the new item
@setupManager?.destroy()
@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
@setupManager.open()
# Start Real-time Multiplayer ######################################################
#
# This view acts as a hub for the real-time multiplayer session for the current level.
#
# It performs these actions:
# Player heartbeat
# Publishes player status
# Updates real-time multiplayer session state
# Updates real-time multiplayer player state
# Cleans up old sessions (sets state to 'finished')
# Real-time multiplayer cast handshake
# Swap teams on game joined, if necessary
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
#
# It monitors these:
# Real-time multiplayer sessions
# Current real-time multiplayer session
# Internal multiplayer create/joined/left events
#
# Real-time state variables.
# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
# @realTimePlayerRef - User's real-time multiplayer player for this level
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
# @realTimeSessionRef - Current real-time multiplayer game session
# @realTimeOpponentRef - Current real-time multiplayer opponent
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
#
# TODO: Move this code to it's own file, or possibly the LevelBus
# TODO: Save settings somewhere reasonable
multiplayerFireHost: 'https://codecombat.firebaseio.com/test/db/'
onRealTimeMultiplayerLevelLoaded: (session) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
return if @realTimePlayerRef?
return if me.get('anonymous')
@realTimePlayerRef = new Firebase "#{@multiplayerFireHost}multiplayer_players/#{@levelID}/#{me.id}"
unless @options.realTimeMultiplayerSessionID?
# TODO: Wait for name instead of using 'Anon', or try and update it later?
name = me.get('name') ? session.get('creatorName') ? 'Anon'
@realTimePlayerRef.set
id: me.id # TODO: is this redundant info necessary?
name: name
state: 'playing'
created: new Date().toISOString()
heartbeat: new Date().toISOString()
@timerMultiplayerHeartbeatID = setInterval @onRealTimeMultiplayerHeartbeat, 60 * 1000
@cleanupRealTimeSessions()
cleanupRealTimeSessions: ->
# console.log 'PlayLevelView cleanupRealTimeSessions'
# TODO: Reduce this call, possibly by username and dates
realTimeSessionCollection = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}"
realTimeSessionCollection.once 'value', (collectionSnapshot) =>
for multiplayerSessionID, multiplayerSession of collectionSnapshot.val()
continue if @options.realTimeMultiplayerSessionID? and @options.realTimeMultiplayerSessionID is multiplayerSessionID
continue unless multiplayerSession.state isnt 'finished'
player = realTimeSessionCollection.child "#{multiplayerSession.id}/players/#{me.id}"
player.once 'value', (playerSnapshot) =>
if playerSnapshot.val()
console.info 'Cleaning up previous real-time multiplayer session', multiplayerSessionID
player.update 'state': 'left'
multiplayerSessionRef = realTimeSessionCollection.child "#{multiplayerSessionID}"
multiplayerSessionRef.update 'state': 'finished'
onRealTimeMultiplayerLevelUnloaded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
if @timerMultiplayerHeartbeatID?
clearInterval @timerMultiplayerHeartbeatID
@timerMultiplayerHeartbeatID = null
# TODO: similar to game ending cleanup
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef = null
onRealTimeMultiplayerHeartbeat: =>
# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
@realTimePlayerRef.update 'heartbeat': new Date().toISOString() if @realTimePlayerRef?
onRealTimeMultiplayerCreatedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'available'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Waiting for opponent..'
onRealTimeSessionChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
@realTimeSessionData = snapshot.val()
if @realTimeSessionData?.state is 'finished'
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', {}
onRealTimePlayerAdded: (snapshot) =>
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
# Assume game is full, game on
data = snapshot.val()
if data? and data.id isnt me.id
@realTimeOpponentData = data
# console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
@realTimePlayersData[@realTimeOpponentData.id] = @realTimeOpponentData
if @realTimeSessionData?.state is 'creating'
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{@realTimeOpponentData.id}"
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
onRealTimeOpponentChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
@realTimeOpponentData = snapshot.val()
switch @realTimeOpponentData?.state
when 'left'
console.info 'Real-time multiplayer opponent left the game'
opponentID = @realTimeOpponentData.id
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: opponentID
when 'submitted'
# TODO: What should this message say?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "#{@realTimeOpponentData.name} waiting for your code"
joinRealTimeMultiplayerGame: (e) ->
# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
unless @realTimeSessionRef?
@session.set('submittedCodeLanguage', @session.get('codeLanguage'))
@session.save()
@realTimeSessionRef = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}"
@realTimePlayersRef = @realTimeSessionRef.child 'players'
# Look for opponent
@realTimeSessionRef.once 'value', (multiplayerSessionSnapshot) =>
if @realTimeSessionData = multiplayerSessionSnapshot.val()
@realTimePlayersRef.once 'value', (playsSnapshot) =>
if @realTimePlayersData = playsSnapshot.val()
for id, player of @realTimePlayersData
if id isnt me.id
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{id}"
@realTimeOpponentRef.once 'value', (opponentSnapshot) =>
if @realTimeOpponentData = opponentSnapshot.val()
@updateTeam()
else
console.error 'Could not lookup multiplayer opponent data.'
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Playing against ' + player.name
else
console.error 'Could not lookup multiplayer session players data.'
# TODO: need child_removed too?
@realTimePlayersRef.on 'child_added', @onRealTimePlayerAdded
else
console.error 'Could not lookup multiplayer session data.'
@realTimeSessionRef.on 'value', @onRealTimeSessionChanged
@realTimePlayerGameRef = @realTimeSessionRef.child "players/#{me.id}"
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
# else
# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
onRealTimeMultiplayerJoinedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
onRealTimeMultiplayerLeftGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
if e.userID? and e.userID is me.id
@realTimePlayerGameRef.update 'state': 'left'
@realTimeGameEnded()
realTimeMultiplayerContinueGame: (realTimeSessionID) ->
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: realTimeSessionID
console.info 'Setting my game status to ready'
@realTimePlayerGameRef.update 'state': 'ready'
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentIsReady()
else
console.info 'Waiting for opponent to be ready'
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeReady
realTimeOpponentMaybeReady: (snapshot) =>
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeReady
@realTimeOpponentIsReady()
realTimeOpponentIsReady: =>
console.info 'All real-time multiplayer players are ready!'
@realTimeSessionRef.update 'state': 'running'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Battling ' + @realTimeOpponentData.name
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
realTimeGameEnded: ->
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef.update 'state': 'finished'
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef.update 'state': 'playing'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: ''
onRealTimeMultiplayerCast: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
unless @realTimeSessionRef?
console.error 'Real-time multiplayer cast without multiplayer session.'
return
unless @realTimeSessionData?
console.error 'Real-time multiplayer cast without multiplayer data.'
return
unless @realTimePlayersData?
console.error 'Real-time multiplayer cast without multiplayer players data.'
return
# Set submissionCount for created real-time multiplayer session
if me.id is @realTimeSessionData.creator
sessionState = @session.get('state')
if sessionState?
submissionCount = sessionState.submissionCount ? 0
console.info 'Setting multiplayer submissionCount to', submissionCount
@realTimeSessionRef.update 'submissionCount': submissionCount
else
console.error 'Failed to read sessionState in onRealTimeMultiplayerCast'
console.info 'Submitting my code'
# Transpiling code copied from scripts/transpile.coffee
# TODO: Should this live somewhere else?
transpiledCode = {}
for thang, spells of @session.get('code')
transpiledCode[thang] = {}
for spellID, spell of spells
spellName = thang + '/' + spellID
continue if @session.get('teamSpells') and not (spellName in @session.get('teamSpells')[@session.get('team')])
# console.log "PlayLevelView Transpiling spell #{spellName}"
aetherOptions = createAetherOptions functionName: spellID, codeLanguage: @session.get('submittedCodeLanguage'), includeFlow: true
aether = new Aether aetherOptions
transpiledCode[thang][spellID] = aether.transpile spell
# console.log "PlayLevelView transpiled code", transpiledCode
@session.set 'transpiledCode', transpiledCode
permissions = @session.get 'permissions' ? []
unless _.find(permissions, (p) -> p.target is 'public' and p.access is 'read')
permissions.push target:'public', access:'read'
@session.set 'permissions', permissions
@session.patch()
@realTimePlayerGameRef.update 'state': 'submitted'
console.info 'Other player is', @realTimeOpponentData.state
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
else
# Wait for opponent to submit their code
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Waiting for code from #{@realTimeOpponentData.name}"
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeSubmitted
realTimeOpponentMaybeSubmitted: (snapshot) =>
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeSubmitted
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
onRealTimeMultiplayerPlaybackEnded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
if @realTimeSessionRef?
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerGameRef.update 'state': 'coding'
if @realTimeOpponentData?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
# Read submissionCount for joined real-time multiplayer session
if me.id isnt @realTimeSessionData.creator
sessionState = @session.get('state') ? {}
newSubmissionCount = @realTimeSessionData.submissionCount
if newSubmissionCount?
# TODO: This isn't always getting updated where the random seed generation uses it.
sessionState.submissionCount = parseInt newSubmissionCount
console.info 'Got multiplayer submissionCount', sessionState.submissionCount
@session.set 'state', sessionState
@session.patch()
# Reload this level so the opponent session can easily be wired up
Backbone.Mediator.publish 'router:navigate',
route: "/play/level/#{@levelID}"
viewClass: PlayLevelView
viewArgs: [{supermodel: @supermodel, autoUnveil: true, realTimeMultiplayerSessionID: @realTimeSessionData.id, opponent: opponentPlayer.level_session, team: @team}, @levelID]
updateTeam: ->
# If not creator, and same team as creator, then switch teams
# TODO: Assumes there are only 'humans' and 'ogres'
unless @realTimeOpponentData?
console.error 'Tried to switch teams without real-time multiplayer opponent data.'
return
unless @realTimeSessionData?
console.error 'Tried to switch teams without real-time multiplayer session data.'
return
return if me.id is @realTimeSessionData.creator
oldTeam = @realTimeOpponentData.team
return unless oldTeam is @session.get('team')
# Need to switch to other team
newTeam = if oldTeam is 'humans' then 'ogres' else 'humans'
console.info "Switching from team #{oldTeam} to #{newTeam}"
# Move code from old team to new team
# Assumes teamSpells has matching spells for each team
# TODO: Similar to code in loadOpponentTeam, consolidate?
code = @session.get 'code'
teamSpells = @session.get 'teamSpells'
for oldSpellKey in teamSpells[oldTeam]
[oldThang, oldSpell] = oldSpellKey.split '/'
oldCode = code[oldThang]?[oldSpell]
continue unless oldCode?
# Move oldCode to new team under same spell
for newSpellKey in teamSpells[newTeam]
[newThang, newSpell] = newSpellKey.split '/'
if newSpell is oldSpell
# Found spell location under new team
# console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
if code[newThang]?[oldSpell]?
# Option 1: have a new spell to swap
code[oldThang][oldSpell] = code[newThang][oldSpell]
else
# Option 2: no new spell to swap
delete code[oldThang][oldSpell]
code[newThang] = {} unless code[newThang]?
code[newThang][oldSpell] = oldCode
break
@setTeam newTeam # Sets @session 'team'
sessionState = @session.get('state')
if sessionState?
# TODO: Don't hard code thangID
sessionState.selected = if newTeam is 'humans' then 'Hero Placeholder' else 'Hero Placeholder 1'
@session.set 'state', sessionState
@session.set 'code', code
@session.patch()
if sessionState?
# TODO: Don't hardcode spellName
Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
# End Real-time Multiplayer ######################################################