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

953 lines
42 KiB
CoffeeScript

RootView = require 'views/kinds/RootView'
template = require 'templates/play/level'
{me} = require 'lib/auth'
ThangType = require 'models/ThangType'
utils = require 'lib/utils'
storage = require 'lib/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'
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:play-next-level': 'onPlayNextLevel'
'level:edit-wizard-settings': 'showWizardSettingsModal'
'level:session-will-save': 'onSessionWillSave'
'level:started': 'onLevelStarted'
'level:loading-view-unveiling': 'onLoadingViewUnveiling'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
'level:loaded': 'onLevelLoaded'
'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', {}
shortcuts:
'ctrl+s': 'onCtrlS'
'esc': 'onEscapePressed'
# Initial Setup #############################################################
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
if not me.get('hourOfCode') and @getQueryVariable 'hour_of_code'
@setUpHourOfCode()
@isEditorPreview = @getQueryVariable 'dev'
@sessionID = @getQueryVariable 'session'
@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', level: @levelID, label: @levelID, ['Google Analytics']
setUpHourOfCode: ->
me.set 'hourOfCode', true
me.patch()
$('body').append($('<img src="http://code.org/api/hour/begin_codecombat.png" style="visibility: hidden;">'))
application.tracker?.trackEvent 'Hour of Code Begin', {}
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')
@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"
application.tracker?.trackEvent 'Finished Level Load', level: @levelID, label: @levelID, loadDuration: loadDuration, ['Google Analytics']
application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
application.tracker?.trackEvent 'Play Level', Action: 'Loaded', levelID: @levelID
# CocoView overridden methods ###############################################
getRenderData: ->
c = super()
c.world = @world
if me.get('hourOfCode') and me.get('preferredLanguage', true) is 'en-US'
# Show the Hour of Code footer explanation until it's been more than a day
elapsed = (new Date() - new Date(me.get('dateCreated')))
c.explainHourOfCode = elapsed < 86400 * 1000
c
afterRender: ->
super()
window.onPlayLevelViewLoaded? @ # still a hack
@insertSubView @loadingView = new LevelLoadingView autoUnveil: @options.autoUnveil, 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
@insertSubView new LevelPlaybackView session: @session, levelID: @levelID, 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}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
@insertSubView new ProblemAlertView {}
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
@bus.connect() if @session.get('multiplayer')
# Load Completed Setup ######################################################
onLevelLoaded: (e) ->
# Just the level has been loaded by the level loader
@showWizardSettingsModal() if not me.get('name') and not @isIPadApp() and not (e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'])
onSessionLoaded: (e) ->
# 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 (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
me.set('lastLevel', @levelID)
me.save()
@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
@loadingView.startUnveiling()
@loadingView.unveil()
onLoadingViewUnveiling: (e) ->
@restoreSessionState()
onLoadingViewUnveiled: (e) ->
@loadingView.$el.remove()
@removeSubView @loadingView
@loadingView = null
@playAmbientSound()
if @options.realTimeMultiplayerSessionID?
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
application.tracker?.trackEvent 'Play Level', Action: 'Start Level', levelID: @levelID
playAmbientSound: ->
return if @ambientSound
return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-grass'}[@level.get('terrain')]
src = "/file/interface/#{file}#{AudioPlayer.ext}"
unless AudioPlayer.getStatus(src)?.loaded
AudioPlayer.preloadSound src
Backbone.Mediator.subscribeOnce 'audio-player:loaded', @playAmbientSound, @
return
@ambientSound = createjs.Sound.play src, loop: -1, volume: 0.1
createjs.Tween.get(@ambientSound).to({volume: 1.0}, 10000)
restoreSessionState: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if not @level or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true
Backbone.Mediator.publish 'tome:select-primary-sprite', {}
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false
@surface.focusOnHero()
Backbone.Mediator.publish 'level:set-time', time: 0
Backbone.Mediator.publish 'level:set-playing', playing: true
else
if state.frame and @level.get('type', true) isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
Backbone.Mediator.publish 'level:set-time', time: 0, frameOffset: state.frame
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null
if state.playing?
Backbone.Mediator.publish 'level:set-playing', playing: state.playing
# callbacks
onCtrlS: (e) ->
e.preventDefault()
onEscapePressed: (e) ->
return unless @$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
setTimeout(@preloadNextLevel, 3000)
return if @victorySeen
@victorySeen = true
victoryTime = (new Date()) - @loadEndTime
if victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
application.tracker?.trackEvent 'Saw Victory',
level: @level.get('name')
label: @level.get('name')
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.nextLevelURL = @getNextLevelURL() # 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', level: @level.get('name'), label: @level.get('name')
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
application.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @level.get('name'), label: @level.get('name')
onPlayNextLevel: ->
nextLevelID = @getNextLevelID()
nextLevelURL = @getNextLevelURL()
Backbone.Mediator.publish 'router:navigate', {
route: nextLevelURL,
viewClass: PlayLevelView,
viewArgs: [{supermodel: if @hasReceivedMemoryWarning then null else @supermodel}, nextLevelID]}
getNextLevel: ->
return null unless nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
getNextLevelID: ->
return null unless nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
getNextLevelURL: ->
return null unless @getNextLevelID()
"/play/level/#{@getNextLevelID()}"
onHighlightDOM: (e) -> @highlightElement e.selector, delay: e.delay, sides: e.sides, offset: e.offset, rotation: e.rotation
onEndHighlight: -> @endHighlight()
onFocusDom: (e) -> $(e.selector).focus()
onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
preloadNextLevel: =>
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
# return if @destroyed
# return if @preloaded
# nextLevel = @getNextLevel()
# @supermodel.populateModel nextLevel
# @preloaded = true
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
#@saveScreenshot e.session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true, type: 'PUT'}
# Dynamic sound loading
onNewWorld: (e) ->
return if @headless
scripts = @world.scripts # Since these worlds don't have scripts, preserve them.
@world = e.world
@world.scripts = scripts
thangTypes = @supermodel.getModels(ThangType)
startFrame = @lastWorldFramesLoaded ? 0
finishedLoading = @world.frames.length is @world.totalFrames
if finishedLoading
@lastWorldFramesLoaded = 0
if @waitingForSubmissionComplete
_.defer @onSubmissionComplete # Give it a frame to make sure we have the latest goals
@waitingForSubmissionComplete = false
else
@lastWorldFramesLoaded = @world.frames.length
for [spriteName, message] in @world.thangDialogueSounds startFrame
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
AudioPlayer.preloadSoundReference sound
# Real-time playback
onRealTimePlaybackWaiting: (e) ->
@$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?
Backbone.Mediator.publish 'level:show-victory', showModal: true
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.nextLevelURL
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
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
@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 ######################################################