scratch-vm/test/integration/sb2_corrupted_png.js

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/**
* This test mocks render breaking on loading a corrupted bitmap costume.
* The VM should handle this safely by displaying a Gray Question Mark,
* but keeping track of the original costume data and serializing the
* original costume data back out. The saved project.json should not
* reflect that the costume is broken and should therefore re-attempt
* to load the costume if the saved project is re-loaded.
*/
const path = require('path');
const tap = require('tap');
const md5 = require('js-md5');
const makeTestStorage = require('../fixtures/make-test-storage');
const FakeRenderer = require('../fixtures/fake-renderer');
const FakeBitmapAdapter = require('../fixtures/fake-bitmap-adapter');
const {extractAsset, readFileToBuffer} = require('../fixtures/readProjectFile');
const VirtualMachine = require('../../src/index');
const {serializeCostumes} = require('../../src/serialization/serialize-assets');
const projectUri = path.resolve(__dirname, '../fixtures/corrupt_png.sb2');
const project = readFileToBuffer(projectUri);
const costumeFileName = '1.png';
const originalCostume = extractAsset(projectUri, costumeFileName);
// We need to get the actual md5 because we hand modified the png to corrupt it
// after we downloaded the project from Scratch
// Loading the project back into the VM will correct the assetId and md5
const brokenCostumeMd5 = md5(originalCostume);
global.Image = function () {
const image = {
width: 1,
height: 1
};
setTimeout(() => {
const base64Image = image.src.split(',')[1];
const decodedText = Buffer.from(base64Image, 'base64').toString();
if (decodedText.includes('Here is some')) {
image.onerror();
} else {
image.onload();
}
}, 1000);
return image;
};
global.document = {
createElement: () => ({
// Create mock canvas
getContext: () => ({
drawImage: () => ({})
})
})
};
let vm;
let defaultBitmapAssetId;
tap.beforeEach(() => {
const storage = makeTestStorage();
vm = new VirtualMachine();
vm.attachStorage(storage);
defaultBitmapAssetId = vm.runtime.storage.defaultAssetId.ImageBitmap;
vm.attachRenderer(new FakeRenderer());
vm.attachV2BitmapAdapter(new FakeBitmapAdapter());
return vm.loadProject(project);
});
const test = tap.test;
test('load sb2 project with corrupted bitmap costume file', t => {
t.equal(vm.runtime.targets.length, 2);
const stage = vm.runtime.targets[0];
t.ok(stage.isStage);
const greenGuySprite = vm.runtime.targets[1];
t.equal(greenGuySprite.getName(), 'GreenGuy');
t.equal(greenGuySprite.getCostumes().length, 1);
const corruptedCostume = greenGuySprite.getCostumes()[0];
t.equal(corruptedCostume.name, 'GreenGuy');
t.equal(corruptedCostume.assetId, defaultBitmapAssetId);
t.equal(corruptedCostume.dataFormat, 'png');
// Runtime should have info about broken asset
t.ok(corruptedCostume.broken);
t.equal(corruptedCostume.broken.assetId, brokenCostumeMd5);
// Verify that we saved the original asset data
t.equal(md5(corruptedCostume.broken.asset.data), brokenCostumeMd5);
t.end();
});
test('load and then save project with corrupted bitmap costume file', t => {
const resavedProject = JSON.parse(vm.toJSON());
t.equal(resavedProject.targets.length, 2);
const stage = resavedProject.targets[0];
t.ok(stage.isStage);
const greenGuySprite = resavedProject.targets[1];
t.equal(greenGuySprite.name, 'GreenGuy');
t.equal(greenGuySprite.costumes.length, 1);
const corruptedCostume = greenGuySprite.costumes[0];
t.equal(corruptedCostume.name, 'GreenGuy');
// Resaved project costume should have the metadata that corresponds to the original broken costume
t.equal(corruptedCostume.assetId, brokenCostumeMd5);
t.equal(corruptedCostume.dataFormat, 'png');
// Test that we didn't save any data about the costume being broken
t.notOk(corruptedCostume.broken);
t.end();
});
test('serializeCostume saves orignal broken costume', t => {
const costumeDescs = serializeCostumes(vm.runtime, vm.runtime.targets[1].id);
t.equal(costumeDescs.length, 1);
const costume = costumeDescs[0];
t.equal(costume.fileName, `${brokenCostumeMd5}.png`);
t.equal(md5(costume.fileContent), brokenCostumeMd5);
t.end();
process.nextTick(process.exit);
});