mirror of
https://github.com/codeninjasllc/codecombat.git
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241 lines
7.4 KiB
CoffeeScript
241 lines
7.4 KiB
CoffeeScript
Bus = require './Bus'
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{me} = require 'lib/auth'
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LevelSession = require 'models/LevelSession'
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module.exports = class LevelBus extends Bus
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@get: (levelID, sessionID) ->
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docName = "play/level/#{levelID}/#{sessionID}"
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return Bus.getFromCache(docName) or new LevelBus docName
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subscriptions:
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'self-wizard:target-changed': 'onSelfWizardTargetChanged'
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'tome:editing-began': 'onEditingBegan'
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'tome:editing-ended': 'onEditingEnded'
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'script:state-changed': 'onScriptStateChanged'
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'script:ended': 'onScriptEnded'
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'script:reset': 'onScriptReset'
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'surface:frame-changed': 'onFrameChanged'
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'surface:sprite-selected': 'onSpriteSelected'
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'level-set-playing': 'onSetPlaying'
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'level-show-victory': 'onVictory'
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'tome:spell-changed': 'onSpellChanged'
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'tome:spell-created': 'onSpellCreated'
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'application:idle-changed': 'onIdleChanged'
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constructor: ->
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super(arguments...)
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@changedSessionProperties = {}
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@saveSession = _.debounce(@saveSession, 1000, {maxWait: 5000})
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@playerIsIdle = false
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init: ->
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super()
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@fireScriptsRef = @fireRef?.child('scripts')
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setSession: (@session) ->
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@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
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@timerIntervalID = setInterval(@incrementSessionPlaytime, 1000)
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onIdleChanged: (e) ->
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@playerIsIdle = e.idle
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incrementSessionPlaytime: =>
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if @playerIsIdle then return
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@changedSessionProperties.playtime = true
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@session.set("playtime",@session.get("playtime") + 1)
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onPoint: ->
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return true unless @session?.get('multiplayer')
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super()
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onSelfWizardTargetChanged: =>
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wizardSprite = @getSelfWizard()
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@wizardRef?.child('targetPos').set(wizardSprite?.targetPos or null)
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@wizardRef?.child('targetSprite').set(wizardSprite?.targetSprite?.thang.id or null)
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onMeSynced: =>
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super()
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@wizardRef?.child('wizardColor1').set(me.get('wizardColor1') or 0.0)
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join: ->
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super()
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@wizardRef = @myConnection.child('wizard')
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wizardSprite = @getSelfWizard()
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@wizardRef?.child('targetPos').set(wizardSprite?.targetPos or null)
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@wizardRef?.child('targetSprite').set(wizardSprite?.targetSprite?.thang.id or null)
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@wizardRef?.child('wizardColor1').set(me.get('wizardColor1') or 0.0)
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disconnect: ->
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@wizardRef?.off()
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@wizardRef = null
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@fireScriptsRef?.off()
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@fireScriptsRef = null
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super()
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removeFirebaseData: (callback) ->
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return callback?() unless @myConnection
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@myConnection.child('connected')
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@fireRef.remove()
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@onDisconnect.cancel(-> callback?())
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getSelfWizard: ->
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e = {}
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Backbone.Mediator.publish('echo-self-wizard-sprite', e)
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return e.payload
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# UPDATING FIREBASE AND SESSION
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onEditingBegan: -> @wizardRef?.child('editing').set(true)
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onEditingEnded: -> @wizardRef?.child('editing').set(false)
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# HACK: Backbone does not work with nested documents, but we want to
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# patch only those props that have changed. Look into plugins to
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# give Backbone support for nested docs and update the code here.
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# TODO: The LevelBus doesn't need to be in charge of updating the
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# LevelSession object. Either break this off into a separate class
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# or have the LevelSession object listen for all these events itself.
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setSpells: (spells) ->
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@onSpellCreated spell: spell for spellKey, spell of spells
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onSpellChanged: (e) ->
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return unless @onPoint()
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code = @session.get('code')
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code ?= {}
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parts = e.spell.spellKey.split('/')
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code[parts[0]] ?= {}
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code[parts[0]][parts[1]] = e.spell.getSource()
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@changedSessionProperties.code = true
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@session.set({'code': code})
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@saveSession()
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onSpellCreated: (e) ->
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return unless @onPoint()
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spellTeam = e.spell.team
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@teamSpellMap ?= {}
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@teamSpellMap[spellTeam] ?= []
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unless e.spell.spellKey in @teamSpellMap[spellTeam]
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@teamSpellMap[spellTeam].push e.spell.spellKey
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@changedSessionProperties.teamSpells = true
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@session.set({'teamSpells': @teamSpellMap})
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@saveSession()
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if spellTeam is me.team or spellTeam is "common"
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@onSpellChanged e # Save the new spell to the session, too.
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onScriptStateChanged: (e) ->
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return unless @onPoint()
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@fireScriptsRef?.update(e)
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state = @session.get('state')
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scripts = state.scripts
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scripts.currentScript = e.currentScript
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scripts.currentScriptOffset = e.currentScriptOffset
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@changedSessionProperties.state = true
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@session.set('state', state)
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@saveSession()
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onScriptEnded: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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scripts = state.scripts
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scripts.ended ?= {}
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return if scripts.ended[e.scriptID]?
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index = _.keys(scripts.ended).length + 1
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@fireScriptsRef?.child('ended').child(e.scriptID).set(index)
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scripts.ended[e.scriptID] = index
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onScriptReset: ->
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return unless @onPoint()
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@fireScriptsRef?.set({})
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state = @session.get('state')
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state.scripts = {}
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state.complete = false
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onFrameChanged: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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state.frame = e.frame
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onSpriteSelected: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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state.selected = e.thang?.id or null
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onSetPlaying: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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state.playing = e.playing
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onVictory: ->
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return unless @onPoint()
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state = @session.get('state')
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state.complete = true
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onPlayerJoined: (snapshot) =>
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super(arguments...)
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return unless @onPoint()
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players = @session.get('players')
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players ?= {}
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player = snapshot.val()
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return if players[player.id]?
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players[player.id] = {}
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@session.set('players', players)
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@changedSessionProperties.players = true
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@saveSession()
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onChatAdded: (snapshot) =>
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super(arguments...)
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chat = @session.get('chat')
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chat ?= []
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message = snapshot.val()
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return if message.system
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chat.push(message)
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chat = chat[chat.length-50...] if chat.length > 50
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@session.set('chat', chat)
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@changedSessionProperties.chat = true
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@saveSession()
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onMultiplayerChanged: ->
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@changedSessionProperties.multiplayer = true
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@session.updatePermissions()
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@changedSessionProperties.permissions = true
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@saveSession()
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saveSession: ->
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return if _.isEmpty @changedSessionProperties
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# don't let peaking admins mess with the session accidentally
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return unless @session.get('multiplayer') or @session.get('creator') is me.id
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Backbone.Mediator.publish 'level:session-will-save', session: @session
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patch = {}
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patch[prop] = @session.get(prop) for prop of @changedSessionProperties
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@changedSessionProperties = {}
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# since updates are coming fast and loose for session objects
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# don't let what the server returns overwrite changes since the save began
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tempSession = new LevelSession _id:@session.id
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tempSession.save(patch, {patch: true})
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destroy: ->
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clearInterval(@timerIntervalID)
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super()
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