codecombat/app/lib/world/world.coffee
2014-01-31 16:16:59 -08:00

466 lines
20 KiB
CoffeeScript

Vector = require './vector'
Rectangle = require './rectangle'
WorldFrame = require './world_frame'
Thang = require './thang'
ThangState = require './thang_state'
Rand = require './rand'
WorldScriptNote = require './world_script_note'
{now, consolidateThangs, typedArraySupport} = require './world_utils'
Component = require 'lib/world/component'
System = require 'lib/world/system'
PROGRESS_UPDATE_INTERVAL = 200
DESERIALIZATION_INTERVAL = 20
module.exports = class World
@className: "World"
age: 0
ended: false
apiProperties: ['age', 'dt']
constructor: (name, @userCodeMap, classMap) ->
# classMap is needed for deserializing Worlds, Thangs, and other classes
@classMap = classMap ? {Vector: Vector, Rectangle: Rectangle, Thang: Thang}
Thang.resetThangIDs()
@name ?= name ? "Unnamed World"
@userCodeMap ?= {}
@thangs = []
@thangMap = {}
@systems = []
@systemMap = {}
@scriptNotes = []
@rand = new Rand 0
@frames = [new WorldFrame(@, 0)]
# --- This config needs to move into Systems config --- TODO
playableTeams: ["humans"]
teamForPlayer: (n) ->
@playableTeams[n % @playableTeams.length]
# -----------------------------------------------------
getFrame: (frameIndex) ->
# Optimize it a bit--assume we have all if @ended and are at the previous frame otherwise
frames = @frames
if @ended
frame = frames[frameIndex]
else if frameIndex
frame = frames[frameIndex - 1].getNextFrame()
frames.push frame
else
frame = frames[0]
@age = frameIndex * @dt
frame
getThangByID: (id) ->
@thangMap[id]
setThang: (thang) ->
for old, i in @thangs
if old.id is thang.id
@thangs[i] = thang
@thangMap[thang.id] = thang
thangDialogueSounds: ->
if @frames.length < @totalFrames then worldShouldBeOverBeforeGrabbingDialogue
[sounds, seen] = [[], {}]
for frame in @frames
for thangID, state of frame.thangStateMap
continue unless state.thang.say and sayMessage = state.getStateForProp "sayMessage"
soundKey = state.thang.spriteName + ":" + sayMessage
unless seen[soundKey]
sounds.push [state.thang.spriteName, sayMessage]
seen[soundKey] = true
sounds
setGoalManager: (@goalManager) ->
addError: (error) ->
(@runtimeErrors ?= []).push error
(@unhandledRuntimeErrors ?= []).push error
loadFrames: (loadedCallback, errorCallback, loadProgressCallback) =>
return if @aborted
unless @thangs.length
console.log "Warning: loadFrames called on empty World (no thangs)."
t1 = now()
@t0 ?= t1
i = @frames.length
while i < @totalFrames
try
@getFrame(i)
++i # increment this after we have succeeded in getting the frame, otherwise we'll have to do that frame again
catch error
# Not an Aether.errors.UserCodeError; maybe we can't recover
@addError error
for error in (@unhandledRuntimeErrors ? [])
return unless errorCallback error # errorCallback tells us whether the error is recoverable
@unhandledRuntimeErrors = []
t2 = now()
if t2 - t1 > PROGRESS_UPDATE_INTERVAL
loadProgressCallback? i / @totalFrames
t1 = t2
if t2 - @t0 > 1000
console.log(' Loaded', i, 'of', @totalFrames, "(+" + (t2 - @t0).toFixed(0) + "ms)")
@t0 = t2
setTimeout((=> @loadFrames(loadedCallback, errorCallback, loadProgressCallback)), 0)
return
@ended = true
system.finish @thangs for system in @systems
loadProgressCallback? 1
loadedCallback()
abort: ->
@aborted = true
loadFromLevel: (level, willSimulate=true) ->
@loadSystemsFromLevel level
@loadThangsFromLevel level, willSimulate
@loadScriptsFromLevel level
system.start @thangs for system in @systems
loadSystemsFromLevel: (level) ->
# Remove old Systems
@systems = []
@systemMap = {}
# Load new Systems
for levelSystem in level.systems
systemModel = levelSystem.model
config = levelSystem.config
systemClass = @loadClassFromCode systemModel.js, systemModel.name, "system"
#console.log "using db system class ---\n", systemClass, "\n--- from code ---n", systemModel.js, "\n---"
system = new systemClass @, config
@addSystems system
null
loadThangsFromLevel: (level, willSimulate) ->
# Remove old Thangs
@thangs = []
@thangMap = {}
# Load new Thangs
toAdd = []
for d in level.thangs
continue if d.thangType is "Interface" # ignore old Interface Thangs until we've migrated away
components = []
for component in d.components
componentModel = _.find level.levelComponents, (c) -> c.original is component.original and c.version.major is (component.majorVersion ? 0)
#console.log "found model", componentModel, "from", component, "for", d.id, "from existing components", level.levelComponents
componentClass = @loadClassFromCode componentModel.js, componentModel.name, "component"
components.push [componentClass, component.config]
#console.log "---", d.id, "using db component class ---\n", componentClass, "\n--- from code ---\n", componentModel.js, '\n---'
#console.log "(found", componentModel, "for id", component.original, "from", level.levelComponents, ")"
thangType = d.thangType
thangTypeModel = _.find level.thangTypes, (t) -> t.original is thangType
thangType = thangTypeModel.name if thangTypeModel
thang = new Thang @, thangType, d.id
try
thang.addComponents components...
catch e
console.error "couldn't load components for", d.thangType, d.id, "because", e, e.stack, e.stackTrace
toAdd.push thang
@extraneousThangs = consolidateThangs toAdd if willSimulate # combine walls, for example; serialize the leftovers later
for thang in toAdd
@thangs.unshift thang # interactions happen in reverse order of specification/drawing
@setThang thang
@updateThangState thang
thang.updateRegistration()
null
loadScriptsFromLevel: (level) ->
@scriptNotes = []
@scripts = []
@addScripts level.scripts...
loadClassFromCode: (js, name, kind="component") ->
# Cache them based on source code so we don't have to worry about extra compilations
@componentCodeClassMap ?= {}
@systemCodeClassMap ?= {}
map = if kind is "component" then @componentCodeClassMap else @systemCodeClassMap
c = map[js]
return c if c
c = map[js] = eval js
c.className = name
c
add: (spriteName, id, components...) ->
thang = new Thang @, spriteName, id
@thangs.unshift thang # interactions happen in reverse order of specification/drawing
@setThang thang
thang.addComponents components...
@updateThangState thang
thang.updateRegistration()
thang
updateThangState: (thang) ->
@frames[@frames.length-1].thangStateMap[thang.id] = thang.getState()
size: ->
@calculateBounds() unless @width? and @height?
return [@width, @height] if @width? and @height?
getBounds: ->
@calculateBounds() unless @bounds?
return @bounds
calculateBounds: ->
bounds = {left: 0, top: 0, right: 0, bottom: 0}
hasLand = _.some @thangs, 'isLand'
for thang in @thangs when thang.isLand or not hasLand # Look at Lands only
rect = thang.rectangle().axisAlignedBoundingBox()
bounds.left = Math.min(bounds.left, rect.x - rect.width / 2)
bounds.right = Math.max(bounds.right, rect.x + rect.width / 2)
bounds.bottom = Math.min(bounds.bottom, rect.y - rect.height / 2)
bounds.top = Math.max(bounds.top, rect.y + rect.height / 2)
@width = bounds.right - bounds.left
@height = bounds.top - bounds.bottom
@bounds = bounds
[@width, @height]
publishNote: (channel, event) ->
event ?= {}
channel = 'world:' + channel
for script in @scripts
continue if script.channel isnt channel
scriptNote = new WorldScriptNote script, event
continue if scriptNote.invalid
@scriptNotes.push scriptNote
return unless @goalManager
@goalManager.submitWorldGenerationEvent(channel, event, @frames.length)
endWorld: (victory=false, delay=3, tentative=false) ->
@totalFrames = Math.min(@totalFrames, @frames.length + Math.floor(delay / @dt)) - 1 # end a few seconds later
@victory = victory # TODO: should just make this signify the winning superteam
@victoryIsTentative = tentative
status = if @victory then 'won' else 'lost'
@publishNote status
console.log "The world ended in #{status} on frame #{@totalFrames}"
addSystems: (systems...) ->
@systems = @systems.concat systems
for system in systems
@systemMap[system.constructor.className] = system
getSystem: (systemClassName) ->
@systemMap?[systemClassName]
addScripts: (scripts...) ->
@scripts = (@scripts ? []).concat scripts
addTrackedProperties: (props...) ->
@trackedProperties = (@trackedProperties ? []).concat props
serialize: ->
# Code hotspot; optimize it
if @frames.length < @totalFrames then worldShouldBeOverBeforeSerialization
[transferableObjects, nontransferableObjects] = [0, 0]
o = {name: @name, totalFrames: @totalFrames, maxTotalFrames: @maxTotalFrames, frameRate: @frameRate, dt: @dt, victory: @victory, userCodeMap: {}, trackedProperties: {}}
o.trackedProperties[prop] = @[prop] for prop in @trackedProperties or []
for thangID, methods of @userCodeMap
serializedMethods = o.userCodeMap[thangID] = {}
for methodName, method of methods
serializedMethods[methodName] = method.serialize()
t0 = now()
o.trackedPropertiesThangIDs = []
o.trackedPropertiesPerThangIndices = []
o.trackedPropertiesPerThangKeys = []
o.trackedPropertiesPerThangTypes = []
trackedPropertiesPerThangValues = [] # We won't send these, just the offsets and the storage buffer
o.trackedPropertiesPerThangValuesOffsets = [] # Needed to reconstruct ArrayBufferViews on other end, since Firefox has bugs transfering those: https://bugzilla.mozilla.org/show_bug.cgi?id=841904 and https://bugzilla.mozilla.org/show_bug.cgi?id=861925
transferableStorageBytesNeeded = 0
nFrames = @frames.length
for thang in @thangs
# Don't serialize empty trackedProperties for stateless Thangs which haven't changed (like obstacles).
# Check both, since sometimes people mark stateless Thangs but don't change them, and those should still be tracked, and the inverse doesn't work on the other end (we'll just think it doesn't exist then).
continue if thang.stateless and not _.some(thang.trackedPropertiesUsed, Boolean)
o.trackedPropertiesThangIDs.push thang.id
trackedPropertiesIndices = []
trackedPropertiesKeys = []
trackedPropertiesTypes = []
for used, propIndex in thang.trackedPropertiesUsed
continue unless used
trackedPropertiesIndices.push propIndex
trackedPropertiesKeys.push thang.trackedPropertiesKeys[propIndex]
trackedPropertiesTypes.push thang.trackedPropertiesTypes[propIndex]
o.trackedPropertiesPerThangIndices.push trackedPropertiesIndices
o.trackedPropertiesPerThangKeys.push trackedPropertiesKeys
o.trackedPropertiesPerThangTypes.push trackedPropertiesTypes
trackedPropertiesPerThangValues.push []
o.trackedPropertiesPerThangValuesOffsets.push []
for type in trackedPropertiesTypes
transferableStorageBytesNeeded += ThangState.transferableBytesNeededForType(type, nFrames)
if typedArraySupport
o.storageBuffer = new ArrayBuffer(transferableStorageBytesNeeded)
else
o.storageBuffer = []
storageBufferOffset = 0
for trackedPropertiesValues, thangIndex in trackedPropertiesPerThangValues
trackedPropertiesValuesOffsets = o.trackedPropertiesPerThangValuesOffsets[thangIndex]
for type, propIndex in o.trackedPropertiesPerThangTypes[thangIndex]
[storage, bytesStored] = ThangState.createArrayForType type, nFrames, o.storageBuffer, storageBufferOffset
trackedPropertiesValues.push storage
trackedPropertiesValuesOffsets.push storageBufferOffset
++transferableObjects if bytesStored
++nontransferableObjects unless bytesStored
if typedArraySupport
storageBufferOffset += bytesStored
else
# Instead of one big array with each storage as a view into it, they're all separate, so let's keep 'em around for flattening.
storageBufferOffset += storage.length
o.storageBuffer.push storage
o.specialKeysToValues = [null, Infinity, NaN]
# Whatever is in specialKeysToValues index 0 will be default for anything missing, so let's make sure it's null.
# Don't think we can include undefined or it'll be treated as a sparse array; haven't tested performance.
o.specialValuesToKeys = {}
for specialValue, i in o.specialKeysToValues
o.specialValuesToKeys[specialValue] = i
t1 = now()
o.frameHashes = []
for frame, frameIndex in @frames
o.frameHashes.push frame.serialize(frameIndex, o.trackedPropertiesThangIDs, o.trackedPropertiesPerThangIndices, o.trackedPropertiesPerThangTypes, trackedPropertiesPerThangValues, o.specialValuesToKeys, o.specialKeysToValues)
t2 = now()
unless typedArraySupport
flattened = []
for storage in o.storageBuffer
for value in storage
flattened.push value
o.storageBuffer = flattened
#console.log "Allocating memory:", (t1 - t0).toFixed(0), "ms; assigning values:", (t2 - t1).toFixed(0), "ms, so", ((t2 - t1) / @frames.length).toFixed(3), "ms per frame"
#console.log "Got", transferableObjects, "transferable objects and", nontransferableObjects, "nontransferable; stored", transferableStorageBytesNeeded, "bytes transferably"
o.thangs = (t.serialize() for t in @thangs.concat(@extraneousThangs ? []))
o.scriptNotes = (sn.serialize() for sn in @scriptNotes)
if o.scriptNotes.length > 200
console.log "Whoa, serializing a lot of WorldScriptNotes here:", o.scriptNotes.length
{serializedWorld: o, transferableObjects: [o.storageBuffer]}
@deserialize: (o, classMap, oldSerializedWorldFrames, worldCreationTime, finishedWorldCallback) ->
# Code hotspot; optimize it
#console.log "Deserializing", o, "length", JSON.stringify(o).length
#console.log JSON.stringify(o)
#console.log "Got special keys and values:", o.specialValuesToKeys, o.specialKeysToValues
perf = {}
perf.t0 = now()
w = new World o.name, o.userCodeMap, classMap
[w.totalFrames, w.maxTotalFrames, w.frameRate, w.dt, w.scriptNotes, w.victory] = [o.totalFrames, o.maxTotalFrames, o.frameRate, o.dt, o.scriptNotes ? [], o.victory]
w[prop] = val for prop, val of o.trackedProperties
perf.t1 = now()
w.thangs = (Thang.deserialize(thang, w, classMap) for thang in o.thangs)
w.setThang thang for thang in w.thangs
w.scriptNotes = (WorldScriptNote.deserialize(sn, w, classMap) for sn in o.scriptNotes)
perf.t2 = now()
o.trackedPropertiesThangs = (w.getThangByID thangID for thangID in o.trackedPropertiesThangIDs)
o.trackedPropertiesPerThangValues = []
for trackedPropertyTypes, thangIndex in o.trackedPropertiesPerThangTypes
o.trackedPropertiesPerThangValues.push (trackedPropertiesValues = [])
trackedPropertiesValuesOffsets = o.trackedPropertiesPerThangValuesOffsets[thangIndex]
for type, propIndex in trackedPropertyTypes
storage = ThangState.createArrayForType(type, o.totalFrames, o.storageBuffer, trackedPropertiesValuesOffsets[propIndex])[0]
unless typedArraySupport
# This could be more efficient
i = trackedPropertiesValuesOffsets[propIndex]
storage = o.storageBuffer.slice i, i + storage.length
trackedPropertiesValues.push storage
perf.t3 = now()
perf.batches = 0
w.frames = []
_.delay @deserializeSomeFrames, 1, o, w, finishedWorldCallback, perf
# Spread deserialization out across multiple calls so the interface stays responsive
@deserializeSomeFrames: (o, w, finishedWorldCallback, perf) =>
++perf.batches
startTime = now()
for frameIndex in [w.frames.length ... o.totalFrames]
w.frames.push WorldFrame.deserialize(w, frameIndex, o.trackedPropertiesThangIDs, o.trackedPropertiesThangs, o.trackedPropertiesPerThangKeys, o.trackedPropertiesPerThangTypes, o.trackedPropertiesPerThangValues, o.specialKeysToValues, o.frameHashes[frameIndex])
if (now() - startTime) > DESERIALIZATION_INTERVAL
_.delay @deserializeSomeFrames, 1, o, w, finishedWorldCallback, perf
return
@finishDeserializing w, finishedWorldCallback, perf
@finishDeserializing: (w, finishedWorldCallback, perf) =>
perf.t4 = now()
w.ended = true
w.getFrame(w.totalFrames - 1).restoreState()
perf.t5 = now()
console.log "Deserialization:", (perf.t5 - perf.t0).toFixed(0) + "ms (" + ((perf.t5 - perf.t0) / w.frames.length).toFixed(3) + "ms per frame).", perf.batches, "batches."
if false
console.log " Deserializing--constructing new World:", (perf.t1 - perf.t0).toFixed(2) + "ms"
console.log " Deserializing--Thangs and ScriptNotes:", (perf.t2 - perf.t1).toFixed(2) + "ms"
console.log " Deserializing--reallocating memory:", (perf.t3 - perf.t2).toFixed(2) + "ms"
console.log " Deserializing--WorldFrames:", (perf.t4 - perf.t3).toFixed(2) + "ms"
console.log " Deserializing--restoring last WorldFrame:", (perf.t5 - perf.t4).toFixed(2) + "ms"
finishedWorldCallback w
findFirstChangedFrame: (oldWorld) ->
return @firstChangedFrame = 0 unless oldWorld
for newFrame, i in @frames
oldFrame = oldWorld.frames[i]
break unless oldFrame and newFrame.hash is oldFrame.hash
@firstChangedFrame = i
if @frames[i]
console.log "First changed frame is", @firstChangedFrame, "with hash", @frames[i].hash, "compared to", oldWorld.frames[i]?.hash
else
console.log "No frames were changed out of all", @frames.length
@firstChangedFrame
pointsForThang: (thangID, frameStart=0, frameEnd=null, camera=null, resolution=4) ->
# Optimized
@pointsForThangCache ?= {}
cacheKey = thangID
allPoints = @pointsForThangCache[cacheKey]
unless allPoints
allPoints = []
lastFrameIndex = @frames.length - 1
lastPos = x: null, y: null
for frameIndex in [lastFrameIndex .. 0] by -1
frame = @frames[frameIndex]
if pos = frame.thangStateMap[thangID]?.getStateForProp 'pos'
pos = camera.worldToSurface {x: pos.x, y: pos.y} if camera # without z
if not lastPos.x? or (Math.abs(lastPos.x - pos.x) + Math.abs(lastPos.y - pos.y)) > 1
lastPos = pos
allPoints.push lastPos.y, lastPos.x
allPoints.reverse()
@pointsForThangCache[cacheKey] = allPoints
points = []
[lastX, lastY] = [null, null]
for frameIndex in [Math.floor(frameStart / resolution) ... Math.ceil(frameEnd / resolution)]
x = allPoints[frameIndex * 2 * resolution]
y = allPoints[frameIndex * 2 * resolution + 1]
continue if x is lastX and y is lastY
lastX = x
lastY = y
points.push x, y
points
actionsForThang: (thangID, keepIdle=false) ->
# Optimized
@actionsForThangCache ?= {}
cacheKey = thangID + "_" + Boolean(keepIdle)
cached = @actionsForThangCache[cacheKey]
return cached if cached
states = (frame.thangStateMap[thangID] for frame in @frames)
actions = []
lastAction = ''
for state, i in states
action = state?.getStateForProp 'action'
continue unless action and (action isnt lastAction or state.actionActivated)
continue unless state.action isnt 'idle' or keepIdle
actions.push {frame: i, pos: state.pos, name: action}
lastAction = action
@actionsForThangCache[cacheKey] = actions
return actions
getTeamColors: ->
teamConfigs = @teamConfigs or {}
colorConfigs = {}
colorConfigs[teamName] = config.color for teamName, config of teamConfigs
colorConfigs