mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-30 02:55:43 -05:00
220 lines
8.6 KiB
CoffeeScript
220 lines
8.6 KiB
CoffeeScript
# Every Angel has one web worker attached to it. It will call methods inside the worker and kill it if it times out.
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# God is the public API; Angels are an implementation detail. Each God can have one or more Angels.
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{now} = require 'lib/world/world_utils'
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World = require 'lib/world/world'
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CocoClass = require 'lib/CocoClass'
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module.exports = class Angel extends CocoClass
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@nicks: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger']
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infiniteLoopIntervalDuration: 7500 # check this often
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infiniteLoopTimeoutDuration: 5000 # wait this long for a response when checking
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abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
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constructor: (@shared) ->
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super()
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@say 'Got my wings.'
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if window.navigator and (window.navigator.userAgent.search("MSIE") isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer')
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@infiniteLoopIntervalDuration *= 10 # since it's so slow to serialize without transferable objects, we can't trust it
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@infiniteLoopTimeoutDuration *= 10
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@abortTimeoutDuration *= 10
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@initialized = false
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@running = false
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@hireWorker()
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@shared.angels.push @
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destroy: ->
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@fireWorker false
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_.remove @shared.angels, @
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super()
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workIfIdle: ->
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@doWork() unless @running
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# say: debugging stuff, usually off; log: important performance indicators, keep on
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say: (args...) -> #@log args...
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log: (args...) -> console.log "|#{@shared.godNick}'s #{@nick}|", args...
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testWorker: =>
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return if @destroyed
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clearTimeout @condemnTimeout
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@condemnTimeout = _.delay @infinitelyLooped, @infiniteLoopTimeoutDuration
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@say "Let's give it", @infiniteLoopTimeoutDuration, "to not loop."
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@worker.postMessage func: 'reportIn'
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onWorkerMessage: (event) =>
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return @say 'Currently aborting old work.' if @aborting and event.data.type isnt 'abort'
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switch event.data.type
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# First step: worker has to load the scripts.
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when 'worker-initialized'
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unless @initialized
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@log "Worker initialized after #{(new Date()) - @worker.creationTime}ms"
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@initialized = true
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@doWork()
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# We watch over the worker as it loads the world frames to make sure it doesn't infinitely loop.
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when 'start-load-frames'
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clearTimeout @condemnTimeout
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when 'report-in'
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clearTimeout @condemnTimeout
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when 'end-load-frames'
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clearTimeout @condemnTimeout
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@beholdGoalStates event.data.goalStates # Work ends here if we're headless.
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# We pay attention to certain progress indicators as the world loads.
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when 'world-load-progress-changed'
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Backbone.Mediator.publish 'god:world-load-progress-changed', event.data
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when 'console-log'
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@log event.data.args...
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when 'user-code-problem'
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Backbone.Mediator.publish 'god:user-code-problem', problem: event.data.problem
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# We have to abort like an infinite loop if we see one of these; they're not really recoverable
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when 'non-user-code-problem'
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Backbone.Mediator.publish 'god:non-user-code-problem', problem: event.data.problem
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if @shared.firstWorld
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@infinitelyLooped() # For now, this should do roughly the right thing if it happens during load.
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else
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@fireWorker()
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# Either the world finished simulating successfully, or we abort the worker.
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when 'new-world'
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@beholdWorld event.data.serialized, event.data.goalStates
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when 'abort'
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@say "Aborted.", event.data
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clearTimeout @abortTimeout
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@aborting = false
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@running = false
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_.remove @shared.busyAngels, @
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@doWork()
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else
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@log "Received unsupported message:", event.data
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beholdGoalStates: (goalStates) ->
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return if @aborting
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Backbone.Mediator.publish 'god:goals-calculated', goalStates: goalStates
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@finishWork() if @shared.headless
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beholdWorld: (serialized, goalStates) ->
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return if @aborting
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# Toggle BOX2D_ENABLED during deserialization so that if we have box2d in the namespace, the Collides Components still don't try to create bodies for deserialized Thangs upon attachment.
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window.BOX2D_ENABLED = false
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World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
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window.BOX2D_ENABLED = true
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@shared.lastSerializedWorldFrames = serialized.frames
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finishBeholdingWorld: (goalStates) -> (world) =>
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return if @aborting
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world.findFirstChangedFrame @shared.world
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@shared.world = world
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errorCount = (t for t in @shared.world.thangs when t.errorsOut).length
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Backbone.Mediator.publish 'god:new-world-created', world: world, firstWorld: @shared.firstWorld, errorCount: errorCount, goalStates: goalStates, team: me.team
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for scriptNote in @shared.world.scriptNotes
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Backbone.Mediator.publish scriptNote.channel, scriptNote.event
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@shared.goalManager?.world = world
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@finishWork()
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finishWork: ->
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@shared.firstWorld = false
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@running = false
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_.remove @shared.busyAngels, @
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@doWork()
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finalizePreload: ->
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@say "Finalize preload."
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@worker.postMessage func: 'finalizePreload'
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infinitelyLooped: =>
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@say "On infinitely looped! Aborting?", @aborting
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return if @aborting
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problem = type: "runtime", level: "error", id: "runtime_InfiniteLoop", message: "Code never finished. It's either really slow or has an infinite loop."
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Backbone.Mediator.publish 'god:user-code-problem', problem: problem
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Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @shared.firstWorld
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@fireWorker()
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doWork: ->
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return if @aborting
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return @say "Not initialized for work yet." unless @initialized
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if @shared.workQueue.length
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@work = @shared.workQueue.shift()
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return _.defer @simulateSync, @work if @work.synchronous
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@say "Running world..."
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@running = true
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@shared.busyAngels.push @
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@worker.postMessage func: 'runWorld', args: @work
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clearTimeout @purgatoryTimer
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@say "Infinite loop timer started at interval of", @infiniteLoopIntervalDuration
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@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
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else
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@say "No work to do."
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@hireWorker()
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abort: ->
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return unless @worker and @running
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@say "Aborting..."
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@running = false
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@work = null
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_.remove @shared.busyAngels, @
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@abortTimeout = _.delay @fireWorker, @abortTimeoutDuration
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@aborting = true
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@worker.postMessage func: 'abort'
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fireWorker: (rehire=true) =>
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@aborting = false
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@running = false
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_.remove @shared.busyAngels, @
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@worker?.removeEventListener 'message', @onWorkerMessage
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@worker?.terminate()
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@worker = null
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clearTimeout @condemnTimeout
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clearInterval @purgatoryTimer
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@say "Fired worker."
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@initialized = false
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@work = null
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@hireWorker() if rehire
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hireWorker: ->
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return if @worker
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@say "Hiring worker."
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@worker = new Worker @shared.workerCode
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@worker.addEventListener 'message', @onWorkerMessage
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@worker.creationTime = new Date()
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#### Synchronous code for running worlds on main thread (profiling / IE9) ####
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simulateSync: (work) =>
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console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}" if imitateIE9?
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work.t0 = now()
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work.testWorld = testWorld = new World work.userCodeMap
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testWorld.loadFromLevel work.level
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if @shared.goalManager
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testGM = new @shared.goalManager.constructor @testWorld
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testGM.setGoals work.goals
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testGM.setCode work.userCodeMap
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testGM.worldGenerationWillBegin()
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testWorld.setGoalManager testGM
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@doSimulateWorld work
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console?.profileEnd?() if imitateIE9?
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console.log "Construction:", (work.t1 - work.t0).toFixed(0), "ms. Simulation:", (work.t2 - work.t1).toFixed(0), "ms --", ((work.t2 - work.t1) / testWorld.frames.length).toFixed(3), "ms per frame, profiled."
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# If performance was really a priority in IE9, we would rework things to be able to skip this step.
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goalStates = testGM?.getGoalStates()
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serialized = testWorld.serialize().serializedWorld
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window.BOX2D_ENABLED = false
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World.deserialize serialized, @angelsShare.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
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window.BOX2D_ENABLED = true
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@shared.lastSerializedWorldFrames = serialized.frames
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doSimulateWorld: (work) ->
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work.t1 = now()
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Math.random = work.testWorld.rand.randf # so user code is predictable
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Aether.replaceBuiltin("Math", Math)
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i = 0
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while i < work.testWorld.totalFrames
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frame = work.testWorld.getFrame i++
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work.testWorld.ended = true
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system.finish work.testWorld.thangs for system in work.testWorld.systems
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work.t2 = now()
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