mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-23 23:58:02 -05:00
255 lines
8.6 KiB
CoffeeScript
255 lines
8.6 KiB
CoffeeScript
Bus = require './Bus'
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{me} = require 'core/auth'
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LevelSession = require 'models/LevelSession'
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utils = require 'core/utils'
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module.exports = class LevelBus extends Bus
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@get: (levelID, sessionID) ->
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docName = "play/level/#{levelID}/#{sessionID}"
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return Bus.getFromCache(docName) or new LevelBus docName
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subscriptions:
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'tome:editing-began': 'onEditingBegan'
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'tome:editing-ended': 'onEditingEnded'
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'script:state-changed': 'onScriptStateChanged'
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'script:ended': 'onScriptEnded'
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'script:reset': 'onScriptReset'
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'surface:sprite-selected': 'onSpriteSelected'
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'level:show-victory': 'onVictory'
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'tome:spell-changed': 'onSpellChanged'
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'tome:spell-created': 'onSpellCreated'
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'tome:cast-spells': 'onCastSpells'
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'tome:winnability-updated': 'onWinnabilityUpdated'
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'application:idle-changed': 'onIdleChanged'
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'goal-manager:new-goal-states': 'onNewGoalStates'
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'god:new-world-created': 'onNewWorldCreated'
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constructor: ->
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super(arguments...)
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@changedSessionProperties = {}
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saveDelay = window.serverConfig?.sessionSaveDelay
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[wait, maxWait] = switch
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when not application.isProduction or not saveDelay then [1, 5] # Save quickly in development.
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when me.isAnonymous() then [saveDelay.anonymous.min, saveDelay.anonymous.max]
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else [saveDelay.registered.min, saveDelay.registered.max]
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@saveSession = _.debounce @reallySaveSession, wait * 1000, {maxWait: maxWait * 1000}
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@playerIsIdle = false
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init: ->
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super()
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@fireScriptsRef = @fireRef?.child('scripts')
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setSession: (@session) ->
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@timerIntervalID = setInterval(@incrementSessionPlaytime, 1000)
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onIdleChanged: (e) ->
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@playerIsIdle = e.idle
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incrementSessionPlaytime: =>
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if @playerIsIdle then return
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@changedSessionProperties.playtime = true
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@session.set('playtime', (@session.get('playtime') ? 0) + 1)
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onPoint: ->
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return true
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onMeSynced: =>
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super()
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join: ->
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super()
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disconnect: ->
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@fireScriptsRef?.off()
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@fireScriptsRef = null
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super()
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removeFirebaseData: (callback) ->
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return callback?() unless @myConnection
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@myConnection.child('connected')
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@fireRef.remove()
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@onDisconnect.cancel(-> callback?())
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# UPDATING FIREBASE AND SESSION
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onEditingBegan: -> #@wizardRef?.child('editing').set(true) # no more wizards
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onEditingEnded: -> #@wizardRef?.child('editing').set(false) # no more wizards
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# HACK: Backbone does not work with nested documents, but we want to
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# patch only those props that have changed. Look into plugins to
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# give Backbone support for nested docs and update the code here.
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# TODO: The LevelBus doesn't need to be in charge of updating the
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# LevelSession object. Either break this off into a separate class
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# or have the LevelSession object listen for all these events itself.
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setSpells: (spells) ->
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@onSpellCreated spell: spell for spellKey, spell of spells
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onSpellChanged: (e) ->
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return unless @onPoint()
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code = @session.get('code')
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code ?= {}
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parts = e.spell.spellKey.split('/')
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code[parts[0]] ?= {}
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code[parts[0]][parts[1]] = e.spell.getSource()
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@changedSessionProperties.code = true
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@session.set({'code': code})
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@saveSession()
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onSpellCreated: (e) ->
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return unless @onPoint()
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spellTeam = e.spell.team
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@teamSpellMap ?= {}
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@teamSpellMap[spellTeam] ?= []
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unless e.spell.spellKey in @teamSpellMap[spellTeam]
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@teamSpellMap[spellTeam].push e.spell.spellKey
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@changedSessionProperties.teamSpells = true
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@session.set({'teamSpells': @teamSpellMap})
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@saveSession()
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if spellTeam is me.team or (e.spell.otherSession and spellTeam isnt e.spell.otherSession.get('team'))
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# https://github.com/codecombat/codecombat/issues/81
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@onSpellChanged e # Save the new spell to the session, too.
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onCastSpells: (e) ->
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return unless @onPoint() and e.realTime
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# We have incremented state.submissionCount and reset state.flagHistory.
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@changedSessionProperties.state = true
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@saveSession()
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onWinnabilityUpdated: (e) ->
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return unless @onPoint() and e.winnable
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return unless e.level.get('slug') in ['ace-of-coders', 'elemental-wars'] # Mirror matches don't otherwise show victory, so we win here.
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return if @session.get('state')?.complete
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@onVictory()
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onNewWorldCreated: (e) ->
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return unless @onPoint()
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# Record the flag history.
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state = @session.get('state')
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flagHistory = (flag for flag in e.world.flagHistory when flag.source isnt 'code')
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return if _.isEqual state.flagHistory, flagHistory
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state.flagHistory = flagHistory
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@changedSessionProperties.state = true
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@session.set('state', state)
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@saveSession()
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onScriptStateChanged: (e) ->
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return unless @onPoint()
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@fireScriptsRef?.update(e)
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state = @session.get('state')
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scripts = state.scripts ? {}
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scripts.currentScript = e.currentScript
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scripts.currentScriptOffset = e.currentScriptOffset
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@changedSessionProperties.state = true
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@session.set('state', state)
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@saveSession()
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onScriptEnded: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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scripts = state.scripts
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scripts.ended ?= {}
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return if scripts.ended[e.scriptID]?
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index = _.keys(scripts.ended).length + 1
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@fireScriptsRef?.child('ended').child(e.scriptID).set(index)
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scripts.ended[e.scriptID] = index
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onScriptReset: ->
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return unless @onPoint()
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@fireScriptsRef?.set({})
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state = @session.get('state')
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state.scripts = {}
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#state.complete = false # Keep it complete once ever completed.
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onSpriteSelected: (e) ->
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return unless @onPoint()
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state = @session.get('state')
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state.selected = e.thang?.id or null
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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onVictory: ->
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return unless @onPoint()
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state = @session.get('state')
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state.complete = true
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@session.set('state', state)
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@changedSessionProperties.state = true
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@reallySaveSession() # Make sure it saves right away; don't debounce it.
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onNewGoalStates: (e) ->
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# TODO: this log doesn't capture when null-status goals are being set during world streaming. Where can they be coming from?
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goalStates = e.goalStates
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return console.error("Somehow trying to save null goal states!", newGoalStates) if _.find(newGoalStates, (gs) -> not gs.status)
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return unless e.overallStatus is 'success'
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newGoalStates = goalStates
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state = @session.get('state')
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oldGoalStates = state.goalStates or {}
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changed = false
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for goalKey, goalState of newGoalStates
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continue if oldGoalStates[goalKey]?.status is 'success' and goalState.status isnt 'success' # don't undo success, this property is for keying off achievements
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continue if utils.kindaEqual state.goalStates?[goalKey], goalState # Only save when goals really change
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changed = true
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oldGoalStates[goalKey] = _.cloneDeep newGoalStates[goalKey]
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if changed
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state.goalStates = oldGoalStates
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@session.set 'state', state
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@changedSessionProperties.state = true
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@saveSession()
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onPlayerJoined: (snapshot) =>
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super(arguments...)
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return unless @onPoint()
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players = @session.get('players')
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players ?= {}
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player = snapshot.val()
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return if players[player.id]?
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players[player.id] = {}
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@session.set('players', players)
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@changedSessionProperties.players = true
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@saveSession()
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onChatAdded: (snapshot) =>
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super(arguments...)
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chat = @session.get('chat')
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chat ?= []
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message = snapshot.val()
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return if message.system
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chat.push(message)
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chat = chat[chat.length-50...] if chat.length > 50
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@session.set('chat', chat)
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@changedSessionProperties.chat = true
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@saveSession()
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# Debounced as saveSession
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reallySaveSession: ->
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return if _.isEmpty @changedSessionProperties
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# don't let peeking admins mess with the session accidentally
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return unless @session.get('creator') is me.id
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return if @session.fake
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Backbone.Mediator.publish 'level:session-will-save', session: @session
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patch = {}
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patch[prop] = @session.get(prop) for prop of @changedSessionProperties
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@changedSessionProperties = {}
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# since updates are coming fast and loose for session objects
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# don't let what the server returns overwrite changes since the save began
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tempSession = new LevelSession _id: @session.id
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tempSession.save(patch, {patch: true, type: 'PUT'})
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destroy: ->
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clearInterval(@timerIntervalID)
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super()
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