mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-23 23:58:02 -05:00
221 lines
8.7 KiB
CoffeeScript
221 lines
8.7 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.
|
|
# God is the public API; Angels are an implementation detail. Each God can have one or more Angels.
|
|
|
|
{now} = require 'lib/world/world_utils'
|
|
World = require 'lib/world/world'
|
|
CocoClass = require 'lib/CocoClass'
|
|
|
|
module.exports = class Angel extends CocoClass
|
|
@nicks: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger']
|
|
|
|
infiniteLoopIntervalDuration: 10000 # check this often; must be longer than other two combined
|
|
infiniteLoopTimeoutDuration: 7500 # wait this long for a response when checking
|
|
abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
|
|
|
|
constructor: (@shared) ->
|
|
super()
|
|
@say 'Got my wings.'
|
|
if window.navigator and (window.navigator.userAgent.search('MSIE') isnt -1 or window.navigator.appName is 'Microsoft Internet Explorer')
|
|
@infiniteLoopIntervalDuration *= 10 # since it's so slow to serialize without transferable objects, we can't trust it
|
|
@infiniteLoopTimeoutDuration *= 10
|
|
@abortTimeoutDuration *= 10
|
|
@initialized = false
|
|
@running = false
|
|
@hireWorker()
|
|
@shared.angels.push @
|
|
|
|
destroy: ->
|
|
@fireWorker false
|
|
_.remove @shared.angels, @
|
|
super()
|
|
|
|
workIfIdle: ->
|
|
@doWork() unless @running
|
|
|
|
# say: debugging stuff, usually off; log: important performance indicators, keep on
|
|
say: (args...) -> #@log args...
|
|
log: (args...) -> console.info "|#{@shared.godNick}'s #{@nick}|", args...
|
|
|
|
testWorker: =>
|
|
return if @destroyed
|
|
clearTimeout @condemnTimeout
|
|
@condemnTimeout = _.delay @infinitelyLooped, @infiniteLoopTimeoutDuration
|
|
@say 'Let\'s give it', @infiniteLoopTimeoutDuration, 'to not loop.'
|
|
@worker.postMessage func: 'reportIn'
|
|
|
|
onWorkerMessage: (event) =>
|
|
return @say 'Currently aborting old work.' if @aborting and event.data.type isnt 'abort'
|
|
|
|
switch event.data.type
|
|
# First step: worker has to load the scripts.
|
|
when 'worker-initialized'
|
|
unless @initialized
|
|
@log "Worker initialized after #{(new Date()) - @worker.creationTime}ms"
|
|
@initialized = true
|
|
@doWork()
|
|
|
|
# We watch over the worker as it loads the world frames to make sure it doesn't infinitely loop.
|
|
when 'start-load-frames'
|
|
clearTimeout @condemnTimeout
|
|
when 'report-in'
|
|
@say 'Worker reported in.'
|
|
clearTimeout @condemnTimeout
|
|
when 'end-load-frames'
|
|
clearTimeout @condemnTimeout
|
|
@beholdGoalStates event.data.goalStates # Work ends here if we're headless.
|
|
|
|
# We pay attention to certain progress indicators as the world loads.
|
|
when 'world-load-progress-changed'
|
|
Backbone.Mediator.publish 'god:world-load-progress-changed', event.data
|
|
when 'console-log'
|
|
@log event.data.args...
|
|
when 'user-code-problem'
|
|
Backbone.Mediator.publish 'god:user-code-problem', problem: event.data.problem
|
|
|
|
# We have to abort like an infinite loop if we see one of these; they're not really recoverable
|
|
when 'non-user-code-problem'
|
|
Backbone.Mediator.publish 'god:non-user-code-problem', problem: event.data.problem
|
|
if @shared.firstWorld
|
|
@infinitelyLooped() # For now, this should do roughly the right thing if it happens during load.
|
|
else
|
|
@fireWorker()
|
|
|
|
# Either the world finished simulating successfully, or we abort the worker.
|
|
when 'new-world'
|
|
@beholdWorld event.data.serialized, event.data.goalStates
|
|
when 'abort'
|
|
@say 'Aborted.', event.data
|
|
clearTimeout @abortTimeout
|
|
@aborting = false
|
|
@running = false
|
|
_.remove @shared.busyAngels, @
|
|
@doWork()
|
|
|
|
else
|
|
@log 'Received unsupported message:', event.data
|
|
|
|
beholdGoalStates: (goalStates) ->
|
|
return if @aborting
|
|
Backbone.Mediator.publish 'god:goals-calculated', goalStates: goalStates
|
|
@finishWork() if @shared.headless
|
|
|
|
beholdWorld: (serialized, goalStates) ->
|
|
return if @aborting
|
|
# 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.
|
|
window.BOX2D_ENABLED = false
|
|
World.deserialize serialized, @shared.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
|
|
window.BOX2D_ENABLED = true
|
|
@shared.lastSerializedWorldFrames = serialized.frames
|
|
|
|
finishBeholdingWorld: (goalStates) -> (world) =>
|
|
return if @aborting
|
|
world.findFirstChangedFrame @shared.world
|
|
@shared.world = world
|
|
errorCount = (t for t in @shared.world.thangs when t.errorsOut).length
|
|
Backbone.Mediator.publish 'god:new-world-created', world: world, firstWorld: @shared.firstWorld, errorCount: errorCount, goalStates: goalStates, team: me.team
|
|
for scriptNote in @shared.world.scriptNotes
|
|
Backbone.Mediator.publish scriptNote.channel, scriptNote.event
|
|
@shared.goalManager?.world = world
|
|
@finishWork()
|
|
|
|
finishWork: ->
|
|
@shared.firstWorld = false
|
|
@running = false
|
|
_.remove @shared.busyAngels, @
|
|
@doWork()
|
|
|
|
finalizePreload: ->
|
|
@say 'Finalize preload.'
|
|
@worker.postMessage func: 'finalizePreload'
|
|
|
|
infinitelyLooped: =>
|
|
@say 'On infinitely looped! Aborting?', @aborting
|
|
return if @aborting
|
|
problem = type: 'runtime', level: 'error', id: 'runtime_InfiniteLoop', message: 'Code never finished. It\'s either really slow or has an infinite loop.'
|
|
Backbone.Mediator.publish 'god:user-code-problem', problem: problem
|
|
Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @shared.firstWorld
|
|
@fireWorker()
|
|
|
|
doWork: ->
|
|
return if @aborting
|
|
return @say 'Not initialized for work yet.' unless @initialized
|
|
if @shared.workQueue.length
|
|
@work = @shared.workQueue.shift()
|
|
return _.defer @simulateSync, @work if @work.synchronous
|
|
@say 'Running world...'
|
|
@running = true
|
|
@shared.busyAngels.push @
|
|
@worker.postMessage func: 'runWorld', args: @work
|
|
clearTimeout @purgatoryTimer
|
|
@say 'Infinite loop timer started at interval of', @infiniteLoopIntervalDuration
|
|
@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
|
|
else
|
|
@say 'No work to do.'
|
|
@hireWorker()
|
|
|
|
abort: ->
|
|
return unless @worker and @running
|
|
@say 'Aborting...'
|
|
@running = false
|
|
@work = null
|
|
_.remove @shared.busyAngels, @
|
|
@abortTimeout = _.delay @fireWorker, @abortTimeoutDuration
|
|
@aborting = true
|
|
@worker.postMessage func: 'abort'
|
|
|
|
fireWorker: (rehire=true) =>
|
|
@aborting = false
|
|
@running = false
|
|
_.remove @shared.busyAngels, @
|
|
@worker?.removeEventListener 'message', @onWorkerMessage
|
|
@worker?.terminate()
|
|
@worker = null
|
|
clearTimeout @condemnTimeout
|
|
clearInterval @purgatoryTimer
|
|
@say 'Fired worker.'
|
|
@initialized = false
|
|
@work = null
|
|
@hireWorker() if rehire
|
|
|
|
hireWorker: ->
|
|
return if @worker
|
|
@say 'Hiring worker.'
|
|
@worker = new Worker @shared.workerCode
|
|
@worker.addEventListener 'message', @onWorkerMessage
|
|
@worker.creationTime = new Date()
|
|
|
|
|
|
#### Synchronous code for running worlds on main thread (profiling / IE9) ####
|
|
simulateSync: (work) =>
|
|
console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}" if imitateIE9?
|
|
work.t0 = now()
|
|
work.testWorld = testWorld = new World work.userCodeMap
|
|
testWorld.loadFromLevel work.level
|
|
if @shared.goalManager
|
|
testGM = new @shared.goalManager.constructor @testWorld
|
|
testGM.setGoals work.goals
|
|
testGM.setCode work.userCodeMap
|
|
testGM.worldGenerationWillBegin()
|
|
testWorld.setGoalManager testGM
|
|
@doSimulateWorld work
|
|
console?.profileEnd?() if imitateIE9?
|
|
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.'
|
|
|
|
# If performance was really a priority in IE9, we would rework things to be able to skip this step.
|
|
goalStates = testGM?.getGoalStates()
|
|
serialized = testWorld.serialize().serializedWorld
|
|
window.BOX2D_ENABLED = false
|
|
World.deserialize serialized, @angelsShare.worldClassMap, @shared.lastSerializedWorldFrames, @finishBeholdingWorld(goalStates)
|
|
window.BOX2D_ENABLED = true
|
|
@shared.lastSerializedWorldFrames = serialized.frames
|
|
|
|
doSimulateWorld: (work) ->
|
|
work.t1 = now()
|
|
Math.random = work.testWorld.rand.randf # so user code is predictable
|
|
Aether.replaceBuiltin('Math', Math)
|
|
i = 0
|
|
while i < work.testWorld.totalFrames
|
|
frame = work.testWorld.getFrame i++
|
|
work.testWorld.ended = true
|
|
system.finish work.testWorld.thangs for system in work.testWorld.systems
|
|
work.t2 = now()
|