forked from codecombat/codecombat
-
Notifications
You must be signed in to change notification settings - Fork 0
/
headless_client.coffee
145 lines (131 loc) · 5.43 KB
/
headless_client.coffee
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
###
This file will simulate games on node.js by emulating the browser environment.
In order to use, followed these steps:
1. Setup dev environment as usual
2. Create a `login.coffee` file in coco which contains:
module.exports = username: '[email protected]', password: 'your_password'
3. Run `./node_modules/coffee-script/bin/coffee ./headless_client.coffee`
Alternatively, if you wish only to simulate a single game run `coffee ./headless_client.coffee one-game`
Or, if you want to always simulate only one game, change the line below this to "true". This takes way more bandwidth.
###
simulateOneGame = false
if process.argv[2] is 'one-game'
#calculate result of one game here
simulateOneGame = true
console.log "Simulating #{process.argv[3]} vs #{process.argv[4]}"
bowerComponentsPath = './bower_components/'
headlessClientPath = './headless_client/'
# SETTINGS
options =
workerCode: require headlessClientPath + 'worker_world'
debug: false # Enable logging of ajax calls mainly
testing: false # Instead of simulating 'real' games, use the same one over and over again. Good for leak hunting.
testFile: require headlessClientPath + 'test.js'
leakTest: false # Install callback that tries to find leaks automatically
exitOnLeak: false # Exit if leak is found. Only useful if leaktest is set to true, obviously.
heapdump: false # Dumps the whole heap after every pass. The heap dumps can then be viewed in Chrome browser.
headlessClient: true
simulateOnlyOneGame: simulateOneGame
options.heapdump = require('heapdump') if options.heapdump
server = if options.testing then 'http://127.0.0.1:3000' else 'http://direct.codecombat.com'
# Use direct instead of live site because jQlone's requests proxy doesn't do caching properly and CloudFlare gets too aggressive.
# Disabled modules
disable = [
'lib/AudioPlayer'
'locale/locale'
'../locale/locale'
]
# Start of the actual code. Setting up the enivronment to match the environment of the browser
# Global emulated stuff
GLOBAL.window = GLOBAL
GLOBAL.document =
location:
pathname: 'headless_client'
search: 'esper=1'
GLOBAL.console.debug = console.log
GLOBAL.serverConfig =
picoCTF: false
production: false
try
GLOBAL.Worker = require('webworker-threads').Worker
Worker::removeEventListener = (what) ->
if what is 'message'
@onmessage = -> #This webworker api has only one event listener at a time.
catch
# Fall back to IE compatibility mode where it runs synchronously with no web worker.
# (Which we will be doing now always because webworker-threads doesn't run in newer node versions.)
eval require('fs').readFileSync('./vendor/scripts/Box2dWeb-2.1.a.3.js', 'utf8')
GLOBAL.Box2D = Box2D
GLOBAL.tv4 = require('tv4').tv4
GLOBAL.TreemaUtils = require bowerComponentsPath + 'treema/treema-utils'
GLOBAL.marked = setOptions: ->
store = {}
GLOBAL.localStorage =
getItem: (key) => store[key]
setItem: (key, s) => store[key] = s
removeItem: (key) => delete store[key]
GLOBAL.lscache = require bowerComponentsPath + 'lscache/lscache'
# Hook node.js require. See https://github.com/mfncooper/mockery/blob/master/mockery.js
# The signature of this function *must* match that of Node's Module._load,
# since it will replace that.
# (Why is there no easier way?)
# the path used for the loader. __dirname is module dependent.
path = __dirname
m = require 'module'
originalLoader = m._load
hookedLoader = (request, parent, isMain) ->
if request in disable or ~request.indexOf('templates')
console.log 'Ignored ' + request if options.debug
return class fake
else if /node_modules[\\\/]aether[\\\/]/.test parent.id
null # Let it through
else if '/' in request and not (request[0] is '.') or request is 'application'
#console.log 'making path', path + '/app/' + request, 'from', path, request, 'with parent', parent
request = path + '/app/' + request
else if request is 'underscore'
request = 'lodash'
console.log 'loading ' + request if options.debug
originalLoader request, parent, isMain
unhook = () ->
m._load = originalLoader
hook = () ->
m._load = hookedLoader
GLOBAL.$ = GLOBAL.jQuery = require headlessClientPath + 'jQlone'
$._debug = options.debug
$._server = server
do (setupLodash = this) ->
GLOBAL._ = require 'lodash'
_.str = require 'underscore.string'
_.string = _.str
_.mixin _.str.exports()
# load Backbone. Needs hooked loader to reroute underscore to lodash.
hook()
GLOBAL.Backbone = require bowerComponentsPath + 'backbone/backbone'
# Use original loader for theese
unhook()
Backbone.$ = $
require bowerComponentsPath + 'validated-backbone-mediator/backbone-mediator'
Backbone.Mediator.setValidationEnabled false
GLOBAL.Aether = require 'aether'
# Set up new loader. Again.
hook()
login = require './login.coffee' #should contain an object containing they keys 'username' and 'password'
#Login user and start the code.
$.ajax
url: '/auth/login'
type: 'POST'
data: login
parse: true
error: (error) -> 'Bad Error. Can\'t connect to server or something. ' + error
success: (response, textStatus, jqXHR) ->
console.log 'User: ', response if options.debug
unless jqXHR.status is 200
console.log 'User not authenticated. Status code: ', jqXHR.status
return
GLOBAL.window.userObject = response # JSON.parse response
Simulator = require 'lib/simulator/Simulator'
sim = new Simulator options
if simulateOneGame
sim.fetchAndSimulateOneGame(process.argv[3],process.argv[4])
else
sim.fetchAndSimulateTask()