Be specific about what we're serializing. Flatten targets first by turning them into JSON strings and re-parsing them, and then only serialize the properties necessary for saving and loading.

This commit is contained in:
kchadha 2018-03-09 15:43:11 -05:00
parent 2ae788ca28
commit 4f6ece9fa8

View file

@ -25,6 +25,92 @@ const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js'
* @property {Map.<string, string>} extensionURLs - map of ID => URL from project metadata. May not match extensionIDs.
*/
const serializeBlock = function (block) {
const obj = Object.create(null);
obj.id = block.id;
obj.opcode = block.opcode;
if (block.next) {
obj.next = block.next;
}
if (block.parent) {
obj.parent = block.parent;
}
obj.inputs = block.inputs;
obj.fields = block.fields;
obj.topLevel = block.topLevel;
obj.shadow = block.shadow;
if (block.topLevel) {
if (block.x) {
obj.x = Math.round(block.x);
}
if (block.y) {
obj.y = Math.round(block.y);
}
}
if (block.mutation) {
obj.mutation = block.mutation;
}
return obj;
};
const serializeBlocks = function (blocks) {
// TODO Array or object?
const obj = Object.create(null);
for (const blockID in blocks) {
obj[blockID] = serializeBlock(blocks[blockID]);
}
return obj;
};
const serializeCostume = function (costume) {
const obj = Object.create(null);
obj.assetId = costume.assetId;
obj.name = costume.name;
obj.bitmapResolution = costume.bitmapResolution;
obj.dataFormat = costume.dataFormat;
obj.rotationCenterX = costume.rotationCenterX;
obj.rotationCenterY = costume.rotationCenterY;
return obj;
};
const serializeSound = function (sound) {
const obj = Object.create(null);
obj.assetId = sound.assetId;
obj.name = sound.name;
obj.dataFormat = sound.dataFormat;
obj.format = sound.format;
obj.rate = sound.rate;
obj.sampleCount = sound.sampleCount;
// TODO eventually want to get rid of this
obj.md5 = sound.md5;
// TODO do we need this soundID
// (not to be confused with soundId which is a uid for sounds)
// obj.soundID = sound.soundID;
return obj;
};
const serializeTarget = function (target/* , runtime*/) {
const obj = Object.create(null);
obj.isStage = target.isStage; // target.id === runtime.getTargetForStage().id;
obj.name = target.name;
obj.variables = target.variables; // This means that uids for variables will persist across saves/loads
obj.blocks = serializeBlocks(target.blocks);
obj.currentCostume = target.currentCostume;
obj.costumes = target.costumes.map(serializeCostume);
obj.sounds = target.sounds.map(serializeSound);
if (!obj.isStage) {
// Stage does not need the following properties
obj.visible = target.visible;
obj.x = target.x;
obj.y = target.y;
obj.size = target.size;
obj.direction = target.direction;
obj.draggable = target.draggable;
obj.rotationStyle = target.rotationStyle;
}
return obj;
};
/**
* Serializes the specified VM runtime.
* @param {!Runtime} runtime VM runtime instance to be serialized.
@ -33,7 +119,12 @@ const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js'
const serialize = function (runtime) {
// Fetch targets
const obj = Object.create(null);
obj.targets = runtime.targets.filter(target => target.isOriginal);
const flattenedOriginalTargets = JSON.parse(JSON.stringify(
runtime.targets.filter(target => target.isOriginal)));
obj.targets = flattenedOriginalTargets.map(t => serializeTarget(t, runtime));
// runtime.targets.filter(target => target.isOriginal);
// TODO Serialize monitors
// Assemble metadata
const meta = Object.create(null);
@ -114,7 +205,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
// fileUrl: soundSource.fileUrl,
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
soundID: soundSource.soundID,
// soundID: soundSource.soundID,
name: soundSource.name,
md5: soundSource.md5,
data: null