mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-23 23:58:02 -05:00
342 lines
15 KiB
CoffeeScript
342 lines
15 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 'core/CocoClass'
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GoalManager = require 'lib/world/GoalManager'
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{sendContactMessage} = require 'core/contact'
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reportedLoadErrorAlready = false
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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: 10000 # check this often; must be longer than other two combined
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infiniteLoopTimeoutDuration: 7500 # 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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subscriptions:
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'level:flag-updated': 'onFlagEvent'
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'playback:stop-real-time-playback': 'onStopRealTimePlayback'
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'level:escape-pressed': 'onEscapePressed'
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constructor: (@shared) ->
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super()
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@say 'Got my wings.'
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isIE = window.navigator and (window.navigator.userAgent.search('MSIE') isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer')
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slowerSimulations = isIE #or @shared.headless
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# Since IE is so slow to serialize without transferable objects, we can't trust it.
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# We also noticed the headless_client simulator needing more time. (This does both Simulators, though.) If we need to use lots of headless clients, enable this.
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if slowerSimulations
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@infiniteLoopIntervalDuration *= 10
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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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@allLogs = []
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@hireWorker()
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@shared.angels.push @
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@listenTo @shared.gameUIState.get('realTimeInputEvents'), 'add', @onAddRealTimeInputEvent
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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: ->
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# console.info.apply is undefined in IE9, CoffeeScript splats invocation won't work.
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# http://stackoverflow.com/questions/5472938/does-ie9-support-console-log-and-is-it-a-real-function
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message = "|#{@shared.godNick}'s #{@nick}|"
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message += " #{arg}" for arg in arguments
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console.info message
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@allLogs.push message
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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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@say 'Worker reported 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 {goalStates: event.data.goalStates, overallStatus: event.data.overallStatus, preload: false, totalFrames: event.data.totalFrames, lastFrameHash: event.data.lastFrameHash, simulationFrameRate: event.data.simulationFrameRate} # Work ends here if we're headless.
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when 'end-preload-frames'
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clearTimeout @condemnTimeout
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@beholdGoalStates {goalStates: event.data.goalStates, overallStatus: event.data.overallStatus, preload: true, simulationFrameRate: event.data.simulationFrameRate}
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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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@publishGodEvent 'non-user-code-problem', problem: event.data.problem
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if @shared.firstWorld
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@infinitelyLooped(false, true) # 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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# If it didn't finish simulating successfully, or we abort the worker.
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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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# We pay attention to certain progress indicators as the world loads.
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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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@publishGodEvent 'user-code-problem', problem: event.data.problem
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when 'world-load-progress-changed'
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progress = event.data.progress
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progress = Math.min(progress, 0.9) if @work.indefiniteLength
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@publishGodEvent 'world-load-progress-changed', { progress }
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unless event.data.progress is 1 or @work.preload or @work.headless or @work.synchronous or @deserializationQueue.length or (@shared.firstWorld and not @shared.spectate)
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@worker.postMessage func: 'serializeFramesSoFar' # Stream it!
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# We have some or all of the frames serialized, so let's send the (partially?) simulated world to the Surface.
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when 'some-frames-serialized', 'new-world'
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deserializationArgs = [event.data.serialized, event.data.goalStates, event.data.startFrame, event.data.endFrame, @streamingWorld]
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@deserializationQueue.push deserializationArgs
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if @deserializationQueue.length is 1
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@beholdWorld deserializationArgs...
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else
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@log 'Received unsupported message:', event.data
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beholdGoalStates: ({goalStates, overallStatus, preload, totalFrames, lastFrameHash, simulationFrameRate}) ->
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return if @aborting
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event = goalStates: goalStates, preload: preload ? false, overallStatus: overallStatus
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event.totalFrames = totalFrames if totalFrames?
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event.lastFrameHash = lastFrameHash if lastFrameHash?
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event.simulationFrameRate = simulationFrameRate if simulationFrameRate?
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@publishGodEvent 'goals-calculated', event
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@finishWork() if @shared.headless
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beholdWorld: (serialized, goalStates, startFrame, endFrame, streamingWorld) ->
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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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streamingWorld?.indefiniteLength = @work.indefiniteLength
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@streamingWorld = World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates), startFrame, endFrame, @work.level, streamingWorld
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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 or @destroyed
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finished = world.frames.length is world.totalFrames
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if @work?.indefiniteLength and world.victory?
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finished = true
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world.totalFrames = world.frames.length
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firstChangedFrame = if @work?.indefiniteLength then 0 else world.findFirstChangedFrame @shared.world
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eventType = if finished then 'new-world-created' else 'streaming-world-updated'
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if finished
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@shared.world = world
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@publishGodEvent eventType, world: world, firstWorld: @shared.firstWorld, goalStates: goalStates, team: me.team, firstChangedFrame: firstChangedFrame, finished: finished
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if finished
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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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else
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@deserializationQueue.shift() # Finished with this deserialization.
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if deserializationArgs = @deserializationQueue[0] # Start another?
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@beholdWorld deserializationArgs...
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finishWork: ->
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@streamingWorld = null
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@shared.firstWorld = false
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@deserializationQueue = []
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@running = false
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_.remove @shared.busyAngels, @
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clearTimeout @condemnTimeout
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clearInterval @purgatoryTimer
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@condemnTimeout = @purgatoryTimer = null
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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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@work.preload = false
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infinitelyLooped: (escaped=false, nonUserCodeProblem=false) =>
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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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problem.message = 'Escape pressed; code aborted.' if escaped
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@publishGodEvent 'user-code-problem', problem: problem
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@publishGodEvent 'infinite-loop', firstWorld: @shared.firstWorld, nonUserCodeProblem: nonUserCodeProblem
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@reportLoadError() if nonUserCodeProblem
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@fireWorker()
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publishGodEvent: (channel, e) ->
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# For Simulator. TODO: refactor all the god:* Mediator events to be local events.
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@shared.god.trigger channel, e
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e.god = @shared.god
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Backbone.Mediator.publish 'god:' + channel, e
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reportLoadError: ->
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return if me.isAdmin() or /dev=true/.test(window.location?.href ? '') or reportedLoadErrorAlready
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reportedLoadErrorAlready = true
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context = email: me.get('email')
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context.message = "Automatic Report - Unable to Load Level\nLogs:\n" + @allLogs.join('\n')
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if $.browser
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context.browser = "#{$.browser.platform} #{$.browser.name} #{$.browser.versionNumber}"
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context.screenSize = "#{screen?.width ? $(window).width()} x #{screen?.height ? $(window).height()}"
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context.subject = "Level Load Error: #{@work?.level?.name or 'Unknown Level'}"
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context.levelSlug = @work?.level?.slug
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sendContactMessage context
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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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@deserializationQueue = []
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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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@streamingWorld = null
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@deserializationQueue = []
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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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return if @destroyed
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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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@streamingWorld = null
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@deserializationQueue = []
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@hireWorker() if rehire
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hireWorker: ->
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unless Worker?
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unless @initialized
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@initialized = true
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@doWork()
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return null
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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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onFlagEvent: (e) ->
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return unless @running and @work.realTime
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@worker.postMessage func: 'addFlagEvent', args: e
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onAddRealTimeInputEvent: (realTimeInputEvent) ->
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return unless @running and @work.realTime
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@worker.postMessage func: 'addRealTimeInputEvent', args: realTimeInputEvent.toJSON()
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onStopRealTimePlayback: (e) ->
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return unless @running and @work.realTime
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@work.realTime = false
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@lastRealTimeWork = new Date()
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@worker.postMessage func: 'stopRealTimePlayback'
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onEscapePressed: (e) ->
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return unless @running and not @work.realTime
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return if (new Date() - @lastRealTimeWork) < 1000 # Fires right after onStopRealTimePlayback
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@infinitelyLooped true
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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.world = testWorld = new World work.userCodeMap
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work.world.levelSessionIDs = work.levelSessionIDs
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work.world.submissionCount = work.submissionCount
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work.world.fixedSeed = work.fixedSeed
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work.world.flagHistory = work.flagHistory ? []
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work.world.difficulty = work.difficulty
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work.world.loadFromLevel work.level
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work.world.preloading = work.preload
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work.world.headless = work.headless
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work.world.realTime = work.realTime
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if @shared.goalManager
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testGM = new GoalManager(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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work.world.goalManager.worldGenerationEnded() if work.world.ended
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if work.headless
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simulationFrameRate = work.world.frames.length / (work.t2 - work.t1) * 1000 * 30 / work.world.frameRate
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@beholdGoalStates {goalStates, overallStatus: testGM.checkOverallStatus(), preload: false, totalFrames: work.world.totalFrames, lastFrameHash: work.world.frames[work.world.totalFrames - 2]?.hash, simulationFrameRate: simulationFrameRate}
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return
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serialized = world.serialize()
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window.BOX2D_ENABLED = false
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World.deserialize serialized.serializedWorld, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates), serialized.startFrame, serialized.endFrame, work.level
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window.BOX2D_ENABLED = true
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@shared.lastSerializedWorldFrames = serialized.serializedWorld.frames
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doSimulateWorld: (work) ->
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work.t1 = now()
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Math.random = work.world.rand.randf # so user code is predictable
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Aether.replaceBuiltin('Math', Math)
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replacedLoDash = _.runInContext(window)
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_[key] = replacedLoDash[key] for key, val of replacedLoDash
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i = 0
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while i < work.world.totalFrames
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frame = work.world.getFrame i++
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@publishGodEvent 'world-load-progress-changed', progress: 1
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work.world.ended = true
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system.finish work.world.thangs for system in work.world.systems
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work.t2 = now()
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