codecombat/app/views/game-menu/MultiplayerView.coffee
Matt Lott c203ff15a2 Fix sync PVP opponent syncing issue
Ripped out backfire from PlayLevelView so we have more control over
data synchronization.  These changes should wait properly for the
opponent data to load before blazing ahead, after a PlayLevelView
reload.

Fixes #1767
2014-11-23 17:15:59 -08:00

218 lines
9.2 KiB
CoffeeScript

CocoView = require 'views/kinds/CocoView'
template = require 'templates/game-menu/multiplayer-view'
{me} = require 'lib/auth'
ThangType = require 'models/ThangType'
LadderSubmissionView = require 'views/play/common/LadderSubmissionView'
RealTimeModel = require 'models/RealTimeModel'
RealTimeCollection = require 'collections/RealTimeCollection'
module.exports = class MultiplayerView extends CocoView
id: 'multiplayer-view'
className: 'tab-pane'
template: template
subscriptions:
'ladder:game-submitted': 'onGameSubmitted'
events:
'click textarea': 'onClickLink'
'change #multiplayer': 'updateLinkSection'
'click #create-game-button': 'onCreateRealTimeGame'
'click #join-game-button': 'onJoinRealTimeGame'
'click #leave-game-button': 'onLeaveRealTimeGame'
constructor: (options) ->
super(options)
@level = options.level
@levelID = @level?.get 'slug'
@session = options.session
@listenTo @session, 'change:multiplayer', @updateLinkSection
@watchRealTimeSessions() if @level?.get('type') in ['hero-ladder']
destroy: ->
@realTimeSessions?.off 'add', @onRealTimeSessionAdded
@currentRealTimeSession?.off 'change', @onCurrentRealTimeSessionChanged
collection.off() for id, collection of @realTimeSessionsPlayers
super()
getRenderData: ->
c = super()
c.joinLink = "#{document.location.href.replace(/\?.*/, '').replace('#', '')}?session=#{@session.id}"
c.multiplayer = @session.get 'multiplayer'
c.team = @session.get 'team'
c.levelSlug = @levelID
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
if @level?.get('type') in ['ladder', 'hero-ladder']
c.ladderGame = true
c.readyToRank = @session?.readyToRank()
# Real-time multiplayer stuff
if @level?.get('type') in ['hero-ladder']
c.levelID = @session.get('levelID')
c.realTimeSessions = @realTimeSessions
c.currentRealTimeSession = @currentRealTimeSession if @currentRealTimeSession
c.realTimeSessionsPlayers = @realTimeSessionsPlayers if @realTimeSessionsPlayers
# console.log 'MultiplayerView getRenderData', c.levelID
# console.log 'realTimeSessions', c.realTimeSessions
# console.log c.realTimeSessions.at(c.realTimeSessions.length - 1).get('state') if c.realTimeSessions.length > 0
# console.log 'currentRealTimeSession', c.currentRealTimeSession
# console.log 'realTimeSessionPlayers', c.realTimeSessionsPlayers
c
afterRender: ->
super()
@updateLinkSection()
@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
@$el.find('#created-multiplayer-session').toggle Boolean(@currentRealTimeSession?)
@$el.find('#create-game-button').toggle Boolean(not (@currentRealTimeSession?))
onClickLink: (e) ->
e.target.select()
onGameSubmitted: (e) ->
ladderURL = "/play/ladder/#{@levelID}#my-matches"
Backbone.Mediator.publish 'router:navigate', route: ladderURL
updateLinkSection: ->
multiplayer = @$el.find('#multiplayer').prop('checked')
la = @$el.find('#link-area')
la.toggle if @level?.get('type') in ['ladder', 'hero-ladder'] then false else Boolean(multiplayer)
true
onHidden: ->
multiplayer = Boolean(@$el.find('#multiplayer').prop('checked'))
@session.set('multiplayer', multiplayer)
# Real-time Multiplayer ######################################################
#
# This view is responsible for joining and leaving real-time multiplayer games.
#
# It performs these actions:
# Display your current game (level, players)
# Display open games
# Create game button, if not in a game
# Join game button
# Leave game button, if in a game
#
# It monitors these:
# Real-time multiplayer sessions (for open games, player states)
# Current real-time multiplayer game session for changes
# Players for real-time multiplayer game session
#
# Real-time state variables:
# @realTimeSessionsPlayers - Collection of player lists for active real-time multiplayer sessions
# @realTimeSessions - Active real-time multiplayer sessions
# @currentRealTimeSession - Our current real-time multiplayer session
#
# TODO: Ditch backfire and just use Firebase directly. Easier to debug, richer APIs (E.g. presence stuff).
watchRealTimeSessions: ->
# Setup monitoring of real-time multiplayer level sessions
@realTimeSessionsPlayers = {}
# TODO: only request sessions for this level, !team, etc.
@realTimeSessions = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}")
@realTimeSessions.on 'add', @onRealTimeSessionAdded
@realTimeSessions.each (rts) => @watchRealTimeSession rts
watchRealTimeSession: (rts) ->
return if rts.get('state') is 'finished'
return if rts.get('levelID') isnt @session.get('levelID')
# console.log 'MultiplayerView watchRealTimeSession', rts
# Setup monitoring of players for given session
# TODO: verify we need this
realTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
realTimeSession.on 'change', @onRealTimeSessionChanged
@realTimeSessionsPlayers[rts.id] = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{rts.id}/players")
@realTimeSessionsPlayers[rts.id].on 'add', @onRealTimePlayerAdded
@findCurrentRealTimeSession rts
findCurrentRealTimeSession: (rts) ->
# Look for our current real-time session (level, level state, member player)
return if @currentRealTimeSession or not @realTimeSessionsPlayers?
if rts.get('levelID') is @session.get('levelID') and rts.get('state') isnt 'finished'
@realTimeSessionsPlayers[rts.id].each (player) =>
if player.id is me.id and player.get('state') isnt 'left'
# console.log 'MultiplayerView found current real-time session', rts
@currentRealTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: Is this necessary? Shouldn't everyone already know we joined a game at this point?
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
onRealTimeSessionAdded: (rts) =>
@watchRealTimeSession rts
@render()
onRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onRealTimeSessionChanged', rts.get('state')
# TODO: @realTimeSessions isn't updated before we call render() here
# TODO: so this game isn't updated in open games list
@render?()
onCurrentRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onCurrentRealTimeSessionChanged', rts
if rts.get('state') is 'finished'
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
@render?()
onRealTimePlayerAdded: (e) =>
@render?()
onCreateRealTimeGame: ->
s = @realTimeSessions.create {
creator: @session.get('creator')
creatorName: @session.get('creatorName')
levelID: @session.get('levelID')
created: (new Date()).toISOString()
state: 'creating'
}
@currentRealTimeSession = @realTimeSessions.get(s.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: s.id === @currentRealTimeSession.id ?
players = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{@currentRealTimeSession.id}/players")
players.create
id: me.id
state: 'coding'
name: @session.get('creatorName')
team: @session.get('team')
level_session: @session.id
Backbone.Mediator.publish 'real-time-multiplayer:created-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onJoinRealTimeGame: (e) ->
return if @currentRealTimeSession
item = @$el.find(e.target).data('item')
@currentRealTimeSession = @realTimeSessions.get(item.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
if @realTimeSessionsPlayers[item.id]
# TODO: SpellView updateTeam() should take care of this team swap update in the real-time multiplayer session
creatorID = @currentRealTimeSession.get('creator')
creator = @realTimeSessionsPlayers[item.id].get(creatorID)
creatorTeam = creator.get('team')
myTeam = @session.get('team')
if myTeam is creatorTeam
myTeam = if creatorTeam is 'humans' then 'ogres' else 'humans'
@realTimeSessionsPlayers[item.id].create
id: me.id
state: 'coding'
name: me.get('name')
team: myTeam
level_session: @session.id
else
console.error 'MultiplayerView onJoinRealTimeGame did not have a players collection', @currentRealTimeSession
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onLeaveRealTimeGame: (e) ->
if @currentRealTimeSession
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: me.id
else
console.error "Tried to leave a game with no currentMultiplayerSession"
@render()