Make Scratch 3 project timer more compatible with Scratch 2 currentMSecs usage

These compatibility changes:
 - Use runtime.currentMSecs for the Clock timer "now" value
 - Start executing hats before other threads change values
 - Update test and fixtures to work with earlier hat execution
 - Add test for hat execution block order
This commit is contained in:
Katie Broida 2019-01-22 15:53:13 -05:00
parent c5abcf5888
commit 2a60391fb4
9 changed files with 31 additions and 17 deletions

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@ -205,9 +205,18 @@ class BlockUtility {
* @return {Array.<Thread>} List of threads started by this function.
*/
startHats (requestedHat, optMatchFields, optTarget) {
return (
this.sequencer.runtime.startHats(requestedHat, optMatchFields, optTarget)
);
// Store thread and sequencer to ensure we can return to the calling block's context.
// startHats may execute further blocks and dirty the BlockUtility's execution context
// and confuse the calling block when we return to it.
const callerThread = this.thread;
const callerSequencer = this.sequencer;
const result = this.sequencer.runtime.startHats(requestedHat, optMatchFields, optTarget);
// Restore thread and sequencer to prior values before we return to the calling block.
this.thread = callerThread;
this.sequencer = callerSequencer;
return result;
}
/**

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@ -7,6 +7,7 @@ const Blocks = require('./blocks');
const BlockType = require('../extension-support/block-type');
const Profiler = require('./profiler');
const Sequencer = require('./sequencer');
const execute = require('./execute.js');
const ScratchBlocksConstants = require('./scratch-blocks-constants');
const TargetType = require('../extension-support/target-type');
const Thread = require('./thread');
@ -316,7 +317,7 @@ class Runtime extends EventEmitter {
// I/O related data.
/** @type {Object.<string, Object>} */
this.ioDevices = {
clock: new Clock(),
clock: new Clock(this),
cloud: new Cloud(this),
keyboard: new Keyboard(this),
mouse: new Mouse(this),
@ -1536,6 +1537,12 @@ class Runtime extends EventEmitter {
// Start the thread with this top block.
newThreads.push(instance._pushThread(topBlockId, target));
}, optTarget);
// For compatibility with Scratch 2, edge triggered hats need to be processed before
// threads are stepped. See ScratchRuntime.as for original implementation
newThreads.forEach(thread => {
execute(this.sequencer, thread);
thread.goToNextBlock();
});
return newThreads;
}

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@ -138,7 +138,6 @@ class Sequencer {
activeThread.status === Thread.STATUS_DONE) {
// Finished with this thread.
stoppedThread = true;
this.runtime.updateCurrentMSecs();
}
}
// We successfully ticked once. Prevents running STATUS_YIELD_TICK

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@ -2,7 +2,7 @@ const Timer = require('../util/timer');
class Clock {
constructor (runtime) {
this._projectTimer = new Timer();
this._projectTimer = new Timer({now: () => runtime.currentMSecs});
this._projectTimer.start();
this._pausedTime = null;
this._paused = false;

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@ -7,7 +7,7 @@ const Thread = require('../../src/engine/thread');
const Runtime = require('../../src/engine/runtime');
const execute = require('../../src/engine/execute.js');
const projectUri = path.resolve(__dirname, '../fixtures/loudness-hat-block.sb2');
const projectUri = path.resolve(__dirname, '../fixtures/timer-greater-than-hat.sb2');
const project = readFileToBuffer(projectUri);
const checkIsHatThread = (t, vm, hatThread) => {
@ -24,8 +24,8 @@ const checkIsStackClickThread = (t, vm, stackClickThread) => {
};
/**
* loudness-hat-block.sb2 contains a single stack
* when loudness > 10
* timer-greater-than-hat.sb2 contains a single stack
* when timer > -1
* change color effect by 25
* The intention is to make sure that the hat block condition is evaluated
* on each frame.
@ -111,7 +111,7 @@ test('edge activated hat thread not added twice', t => {
*/
test('edge activated hat should trigger for both sprites when sprite is duplicated', t => {
// Project that is similar to loudness-hat-block.sb2, but has code on the sprite so that
// Project that is similar to timer-greater-than-hat.sb2, but has code on the sprite so that
// the sprite can be duplicated
const projectWithSpriteUri = path.resolve(__dirname, '../fixtures/edge-triggered-hat.sb3');
const projectWithSprite = readFileToBuffer(projectWithSpriteUri);
@ -134,9 +134,6 @@ test('edge activated hat should trigger for both sprites when sprite is duplicat
t.equal(vm.runtime.threads.length, 1);
checkIsHatThread(t, vm, vm.runtime.threads[0]);
t.assert(vm.runtime.threads[0].status === Thread.STATUS_RUNNING);
// Run execute on the thread to populate the runtime's
// _edgeActivatedHatValues object
execute(vm.runtime.sequencer, vm.runtime.threads[0]);
let numTargetEdgeHats = vm.runtime.targets.reduce((val, target) =>
val + Object.keys(target._edgeActivatedHatValues).length, 0);
t.equal(numTargetEdgeHats, 1);
@ -145,7 +142,6 @@ test('edge activated hat should trigger for both sprites when sprite is duplicat
vm.runtime._step();
// Check that the runtime's _edgeActivatedHatValues object has two separate keys
// after execute is run on each thread
vm.runtime.threads.forEach(thread => execute(vm.runtime.sequencer, thread));
numTargetEdgeHats = vm.runtime.targets.reduce((val, target) =>
val + Object.keys(target._edgeActivatedHatValues).length, 0);
t.equal(numTargetEdgeHats, 2);

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@ -23,12 +23,15 @@ test('cycle', t => {
setTimeout(() => {
c.resetProjectTimer();
setTimeout(() => {
t.ok(c.projectTimer() > 0);
// The timer shouldn't advance until all threads have been stepped
t.ok(c.projectTimer() === 0);
c.pause();
t.ok(c.projectTimer() > 0);
t.ok(c.projectTimer() === 0);
c.resume();
t.ok(c.projectTimer() > 0);
t.ok(c.projectTimer() === 0);
t.end();
}, 100);
}, 100);
rt._step();
t.ok(c.projectTimer() > 0);
});