scratch-vm/test/integration/sprite2_missing_png.js

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/**
* This test ensures that the VM gracefully handles a sprite2 file with
* a missing 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 makeTestStorage = require('../fixtures/make-test-storage');
const FakeRenderer = require('../fixtures/fake-renderer');
const FakeBitmapAdapter = require('../fixtures/fake-bitmap-adapter');
const readFileToBuffer = require('../fixtures/readProjectFile').readFileToBuffer;
const VirtualMachine = require('../../src/index');
const {serializeCostumes} = require('../../src/serialization/serialize-assets');
// The particular project that we're loading doesn't matter for this test
const projectUri = path.resolve(__dirname, '../fixtures/default.sb3');
const project = readFileToBuffer(projectUri);
const spriteUri = path.resolve(__dirname, '../fixtures/missing_png.sprite2');
const sprite = readFileToBuffer(spriteUri);
const missingCostumeAssetId = 'aadce129bfe4e57f0dd81478f3ed82aa';
global.Image = function () {
const image = {
width: 1,
height: 1
};
setTimeout(() => image.onload(), 1000);
return image;
};
global.document = {
createElement: () => ({
// Create mock canvas
getContext: () => ({
drawImage: () => ({})
})
})
};
let vm;
tap.beforeEach(() => {
const storage = makeTestStorage();
vm = new VirtualMachine();
vm.attachStorage(storage);
vm.attachRenderer(new FakeRenderer());
vm.attachV2BitmapAdapter(new FakeBitmapAdapter());
return vm.loadProject(project).then(() => vm.addSprite(sprite));
});
const test = tap.test;
test('loading sprite2 with missing bitmap costume file', t => {
t.equal(vm.runtime.targets.length, 3);
const stage = vm.runtime.targets[0];
t.ok(stage.isStage);
const greenGuySprite = vm.runtime.targets[2];
t.equal(greenGuySprite.getName(), 'GreenGuy');
t.equal(greenGuySprite.getCostumes().length, 1);
const missingCostume = greenGuySprite.getCostumes()[0];
t.equal(missingCostume.name, 'GreenGuy');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
const defaultBitmapAssetId = vm.runtime.storage.defaultAssetId.ImageBitmap;
t.equal(missingCostume.assetId, defaultBitmapAssetId);
t.equal(missingCostume.dataFormat, 'png');
// Runtime should have info about broken asset
t.ok(missingCostume.broken);
t.equal(missingCostume.broken.assetId, missingCostumeAssetId);
t.end();
});
test('load and then save sprite2 with missing bitmap costume file', t => {
const resavedSprite = JSON.parse(vm.toJSON(vm.runtime.targets[2].id));
t.equal(resavedSprite.name, 'GreenGuy');
t.equal(resavedSprite.costumes.length, 1);
const missingCostume = resavedSprite.costumes[0];
t.equal(missingCostume.name, 'GreenGuy');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
t.equal(missingCostume.assetId, missingCostumeAssetId);
t.equal(missingCostume.dataFormat, 'png');
// Test that we didn't save any data about the costume being broken
t.notOk(missingCostume.broken);
t.end();
});
test('serializeCostume does not save data for missing costume', t => {
const costumeDescs = serializeCostumes(vm.runtime, vm.runtime.targets[2].id);
t.equal(costumeDescs.length, 0);
t.end();
});