mirror of
https://github.com/codeninjasllc/codecombat.git
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7110f023f2
Conflicts: app/lib/God.coffee app/views/play/level/tome/spell_debug_view.coffee
376 lines
15 KiB
CoffeeScript
376 lines
15 KiB
CoffeeScript
{now} = require 'lib/world/world_utils'
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World = require 'lib/world/world'
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## Uncomment to imitate IE9 (and in world_utils.coffee)
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#window.Worker = null
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#window.Float32Array = null
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# Also uncomment vendor_with_box2d.js in index.html if you want Collision to run and things to move.
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module.exports = class God
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@ids: ['Athena', 'Baldr', 'Crom', 'Dagr', 'Eris', 'Freyja', 'Great Gish', 'Hades', 'Ishtar', 'Janus', 'Khronos', 'Loki', 'Marduk', 'Negafook', 'Odin', 'Poseidon', 'Quetzalcoatl', 'Ra', 'Shiva', 'Thor', 'Umvelinqangi', 'Týr', 'Vishnu', 'Wepwawet', 'Xipe Totec', 'Yahweh', 'Zeus', '上帝', 'Tiamat', '盘古', 'Phoebe', 'Artemis', 'Osiris', "嫦娥", 'Anhur', 'Teshub', 'Enlil', 'Perkele', 'Chaos', 'Hera', 'Iris', 'Theia', 'Uranus', 'Stribog', 'Sabazios', 'Izanagi', 'Ao', 'Tāwhirimātea', 'Tengri', 'Inmar', 'Torngarsuk', 'Centzonhuitznahua', 'Hunab Ku', 'Apollo', 'Helios', 'Thoth', 'Hyperion', 'Alectrona', 'Eos', 'Mitra', 'Saranyu', 'Freyr', 'Koyash', 'Atropos', 'Clotho', 'Lachesis', 'Tyche', 'Skuld', 'Urðr', 'Verðandi', 'Camaxtli', 'Huhetotl', 'Set', 'Anu', 'Allah', 'Anshar', 'Hermes', 'Lugh', 'Brigit', 'Manannan Mac Lir', 'Persephone', 'Mercury', 'Venus', 'Mars', 'Azrael', 'He-Man', 'Anansi', 'Issek', 'Mog', 'Kos', 'Amaterasu Omikami', 'Raijin', 'Susanowo', 'Blind Io', 'The Lady', 'Offler', 'Ptah', 'Anubis', 'Ereshkigal', 'Nergal', 'Thanatos', 'Macaria', 'Angelos', 'Erebus', 'Hecate', 'Hel', 'Orcus', 'Ishtar-Deela Nakh', 'Prometheus', 'Hephaestos', 'Sekhmet', 'Ares', 'Enyo', 'Otrera', 'Pele', 'Hadúr', 'Hachiman', 'Dayisun Tngri', 'Ullr', 'Lua', 'Minerva']
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@nextID: ->
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@lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length
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@ids[@lastID]
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worldWaiting: false # whether we're waiting for a worker to free up and run the world
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constructor: (options) ->
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@id = God.nextID()
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options ?= {}
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@maxAngels = options.maxAngels ? 2 # How many concurrent web workers to use; if set past 8, make up more names
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@maxWorkerPoolSize = options.maxWorkerPoolSize ? 2 # ~20MB per idle worker
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@workerCode = options.workerCode if options.workerCode?
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@angels = []
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@firstWorld = true
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Backbone.Mediator.subscribe 'tome:cast-spells', @onTomeCast, @
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@retriveValueFromFrame = _.throttle @retrieveValueFromFrame, 1000
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Backbone.Mediator.subscribe 'tome:spell-debug-value-request', @retrieveValueFromFrame, @
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@fillWorkerPool = _.throttle @fillWorkerPool, 3000, leading: false
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@fillWorkerPool()
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#TODO: have this as a constructor option
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@debugWorker = @createDebugWorker()
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@currentUserCodeMap = {}
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workerCode: '/javascripts/workers/worker_world.js' #Can be a string or a function.
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onTomeCast: (e) ->
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return if @dead
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@createWorld e.spells
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fillWorkerPool: =>
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return unless Worker and not @dead
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@workerPool ?= []
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if @workerPool.length < @maxWorkerPoolSize
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@workerPool.push @createWorker()
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if @workerPool.length < @maxWorkerPoolSize
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@fillWorkerPool()
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getWorker: ->
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@fillWorkerPool()
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worker = @workerPool?.shift()
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return worker if worker
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@createWorker()
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createWorker: ->
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worker = new Worker @workerCode
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worker.creationTime = new Date()
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worker.addEventListener 'message', @onWorkerMessage(worker)
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worker
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createDebugWorker: ->
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worker = new Worker '/javascripts/workers/worker_debug.js'
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worker.creationTime = new Date()
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worker.addEventListener 'message', @onDebugWorkerMessage
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worker
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onWorkerMessage: (worker) =>
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unless worker.onMessage?
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worker.onMessage = (event) =>
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if event.data.type is 'worker-initialized'
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console.log @id, "worker initialized after", ((new Date()) - worker.creationTime), "ms (before it was needed)"
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worker.initialized = true
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worker.removeEventListener 'message', worker.onMessage
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else
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console.warn "Received strange word from God: #{event.data.type}"
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worker.onMessage
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onDebugWorkerMessage: (event) =>
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worker = event.target
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switch event.data.type
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when "worker-initialized"
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worker.initialized = true
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when 'new-debug-world'
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console.log "New Debug world!"
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when 'console-log'
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console.log "|" + @id + "'s " + @id + "|", event.data.args...
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when 'debug-value-return'
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Backbone.Mediator.publish 'god:debug-value-return', event.data.serialized
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getAngel: ->
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freeAngel = null
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for angel in @angels
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if angel.busy
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angel.abort()
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else
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freeAngel ?= angel
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return freeAngel.enslave() if freeAngel
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maxedOut = @angels.length is @maxAngels
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if not maxedOut
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angel = new Angel @
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@angels.push angel
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return angel.enslave()
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null
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angelInfinitelyLooped: (angel) ->
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return if @dead
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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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Backbone.Mediator.publish 'god:user-code-problem', problem: problem
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Backbone.Mediator.publish 'god:infinite-loop', firstWorld: @firstWorld
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angelAborted: (angel) ->
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return unless @worldWaiting and not @dead
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@createWorld()
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angelUserCodeProblem: (angel, problem) ->
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return if @dead
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#console.log "UserCodeProblem:", '"' + problem.message + '"', "for", problem.userInfo.thangID, "-", problem.userInfo.methodName, 'at line', problem.ranges?[0][0][0], 'column', problem.ranges?[0][0][1]
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Backbone.Mediator.publish 'god:user-code-problem', problem: problem
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createWorld: (@spells) ->
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#console.log @id + ': "Let there be light upon', @world.name + '!"'
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unless Worker? # profiling world simulation is easier on main thread, or we are IE9
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setTimeout @simulateWorld, 1
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return
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angel = @getAngel()
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if angel
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@worldWaiting = false
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else
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@worldWaiting = true
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return
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#console.log "going to run world with code", @getUserCodeMap()
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angel.worker.postMessage {func: 'runWorld', args: {
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worldName: @level.name
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userCodeMap: @getUserCodeMap(spells)
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level: @level
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firstWorld: @firstWorld
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goals: @goalManager?.getGoals()
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}}
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retrieveValueFromFrame: (args) ->
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if not args.thangID or not args.spellID or not args.variableChain then return
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args.frame ?= @world.age / @world.dt
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@debugWorker.postMessage
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func: 'retrieveValueFromFrame'
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args:
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worldName: @level.name
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userCodeMap: @currentUserCodeMap
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level: @level
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firstWorld: @firstWorld
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goals: @goalManager?.getGoals()
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frame: args.frame
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currentThangID: args.thangID
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currentSpellID: args.spellID
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variableChain: args.variableChain
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#Coffeescript needs getters and setters.
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setGoalManager: (@goalManager) =>
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setWorldClassMap: (@worldClassMap) =>
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beholdWorld: (angel, serialized, goalStates) ->
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unless serialized
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# We're only interested in goalStates.
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@latestGoalStates = goalStates
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Backbone.Mediator.publish('god:goals-calculated', goalStates: goalStates, team: me.team)
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unless _.find @angels, 'busy'
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@spells = null # Don't hold onto old spells; memory leaks
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return
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console.log "Beholding world."
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worldCreation = angel.started
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angel.free()
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return if @latestWorldCreation? and worldCreation < @latestWorldCreation
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@latestWorldCreation = worldCreation
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@latestGoalStates = goalStates
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console.warn "Goal states: " + JSON.stringify(goalStates)
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window.BOX2D_ENABLED = false # Flip this off 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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World.deserialize serialized, @worldClassMap, @lastSerializedWorldFrames, @finishBeholdingWorld
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window.BOX2D_ENABLED = true
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@lastSerializedWorldFrames = serialized.frames
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finishBeholdingWorld: (newWorld) =>
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newWorld.findFirstChangedFrame @world
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@world = newWorld
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@currentUserCodeMap = @filterUserCodeMapWhenFromWorld @world.userCodeMap
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errorCount = (t for t in @world.thangs when t.errorsOut).length
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Backbone.Mediator.publish('god:new-world-created', world: @world, firstWorld: @firstWorld, errorCount: errorCount, goalStates: @latestGoalStates, team: me.team)
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for scriptNote in @world.scriptNotes
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Backbone.Mediator.publish scriptNote.channel, scriptNote.event
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@goalManager?.world = newWorld
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@firstWorld = false
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@testWorld = null
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unless _.find @angels, 'busy'
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@spells = null # Don't hold onto old spells; memory leaks
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filterUserCodeMapWhenFromWorld: (worldUserCodeMap) ->
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newUserCodeMap = {}
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for thangName, thang of worldUserCodeMap
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newUserCodeMap[thangName] = {}
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for spellName,aether of thang
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shallowFilteredObject = _.pick aether, ['raw','pure','originalOptions']
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newUserCodeMap[thangName][spellName] = _.cloneDeep shallowFilteredObject
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newUserCodeMap[thangName][spellName] = _.defaults newUserCodeMap[thangName][spellName],
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flow: {}
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metrics: {}
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problems:
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errors: []
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infos: []
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warnings: []
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style: {}
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newUserCodeMap
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getUserCodeMap: ->
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userCodeMap = {}
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for spellKey, spell of @spells
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for thangID, spellThang of spell.thangs
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(userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize()
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userCodeMap
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destroy: ->
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worker.removeEventListener 'message', @onWorkerMessage for worker in @workerPool ? []
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angel.destroy() for angel in @angels
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@dead = true
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Backbone.Mediator.unsubscribe('tome:cast-spells', @onTomeCast, @)
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@goalManager?.destroy()
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@debugWorker?.terminate()
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@debugWorker?.removeEventListener 'message', @onDebugWorkerMessage
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@debugWorker ?= null
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@currentUserCodeMap = null
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@goalManager = null
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@fillWorkerPool = null
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@simulateWorld = null
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@onWorkerMessage = null
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#### Bad code for running worlds on main thread (profiling / IE9) ####
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simulateWorld: =>
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if Worker?
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console?.profile? "World Generation #{(Math.random() * 1000).toFixed(0)}"
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@t0 = now()
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@testWorld = new @world.constructor @world.name, @getUserCodeMap()
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@testWorld.loadFromLevel @level
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if @goalManager
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@testGM = new @goalManager.constructor @testWorld
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@testGM.setGoals @goalManager.getGoals()
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@testGM.setCode @getUserCodeMap()
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@testGM.worldGenerationWillBegin()
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@testWorld.setGoalManager @testGM
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@doSimulateWorld()
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if Worker?
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console?.profileEnd?()
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console.log "Construction:", (@t1 - @t0).toFixed(0), "ms. Simulation:", (@t2 - @t1).toFixed(0), "ms --", ((@t2 - @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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@latestGoalStates = @testGM?.getGoalStates()
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serialized = @testWorld.serialize().serializedWorld
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window.BOX2D_ENABLED = false
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World.deserialize serialized, @worldClassMap, @lastSerializedWorldFrames, @finishBeholdingWorld
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window.BOX2D_ENABLED = true
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@lastSerializedWorldFrames = serialized.frames
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doSimulateWorld: ->
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@t1 = now()
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Math.random = @testWorld.rand.randf # so user code is predictable
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i = 0
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while i < @testWorld.totalFrames
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frame = @testWorld.getFrame i++
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@testWorld.ended = true
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system.finish @testWorld.thangs for system in @testWorld.systems
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@t2 = now()
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#### End bad testing code ####
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class Angel
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@ids: ['Archer', 'Lana', 'Cyril', 'Pam', 'Cheryl', 'Woodhouse', 'Ray', 'Krieger']
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@nextID: ->
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@lastID = (if @lastID? then @lastID + 1 else Math.floor(@ids.length * Math.random())) % @ids.length
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@ids[@lastID]
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# https://github.com/codecombat/codecombat/issues/81 -- TODO: we need to wait for worker initialization first
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infiniteLoopIntervalDuration: 7500 # check this often (must be more than the others added)
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infiniteLoopTimeoutDuration: 2500 # wait this long when we check
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abortTimeoutDuration: 500 # give in-process or dying workers this long to give up
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constructor: (@god) ->
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@id = Angel.nextID()
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if (navigator.userAgent or navigator.vendor or window.opera).search("MSIE") isnt -1
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@infiniteLoopIntervalDuration *= 20 # since it's so slow to serialize without transferable objects, we can't trust it
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@infiniteLoopTimeoutDuration *= 20
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@abortTimeoutDuration *= 10
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@spawnWorker()
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spawnWorker: ->
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@worker = @god.getWorker()
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@listen()
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enslave: ->
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@busy = true
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@started = new Date()
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@purgatoryTimer = setInterval @testWorker, @infiniteLoopIntervalDuration
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@spawnWorker() unless @worker
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@
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free: ->
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@busy = false
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@started = null
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clearInterval @purgatoryTimer
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@purgatoryTimer = null
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if @worker
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worker = @worker
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onWorkerMessage = @onWorkerMessage
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_.delay ->
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worker.terminate()
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worker.removeEventListener 'message', onWorkerMessage
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, 3000
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@worker = null
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@
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abort: ->
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return unless @worker
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@abortTimeout = _.delay @terminate, @abortTimeoutDuration
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@worker.postMessage {func: 'abort'}
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terminate: =>
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@worker?.terminate()
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@worker?.removeEventListener 'message', @onWorkerMessage
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@worker = null
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return if @dead
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@free()
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@god.angelAborted @
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destroy: ->
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@dead = true
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@finishBeholdingWorld = null
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@abort()
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@terminate = null
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@testWorker = null
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@condemnWorker = null
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@onWorkerMessage = null
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testWorker: =>
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unless @worker.initialized
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console.warn "Worker", @id, " hadn't even loaded the scripts yet after", @infiniteLoopIntervalDuration, "ms."
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return
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@worker.postMessage {func: 'reportIn'}
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@condemnTimeout = _.delay @condemnWorker, @infiniteLoopTimeoutDuration
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condemnWorker: =>
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@god.angelInfinitelyLooped @
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@abort()
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listen: ->
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@worker.addEventListener 'message', @onWorkerMessage
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onWorkerMessage: (event) =>
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switch event.data.type
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when 'worker-initialized'
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console.log "Worker", @id, "initialized after", ((new Date()) - @worker.creationTime), "ms (we had been waiting for it)"
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@worker.initialized = true
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when 'new-world'
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@god.beholdWorld @, event.data.serialized, event.data.goalStates
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when 'world-load-progress-changed'
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Backbone.Mediator.publish 'god:world-load-progress-changed', event.data unless @dead
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when 'console-log'
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console.log "|" + @god.id + "'s " + @id + "|", event.data.args...
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when 'user-code-problem'
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@god.angelUserCodeProblem @, event.data.problem
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when 'abort'
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#console.log @id, "aborted."
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clearTimeout @abortTimeout
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@free()
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@god.angelAborted @
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when 'reportIn'
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clearTimeout @condemnTimeout
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else
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console.log "Unsupported message:", event.data
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