diff --git a/test/fixtures/corrupt_svg.sb2 b/test/fixtures/corrupt_svg.sb2 new file mode 100644 index 000000000..4290c1bfc Binary files /dev/null and b/test/fixtures/corrupt_svg.sb2 differ diff --git a/test/fixtures/corrupt_svg.sprite2 b/test/fixtures/corrupt_svg.sprite2 new file mode 100644 index 000000000..0db0dd70b Binary files /dev/null and b/test/fixtures/corrupt_svg.sprite2 differ diff --git a/test/integration/sb2_corrupted_svg.js b/test/integration/sb2_corrupted_svg.js new file mode 100644 index 000000000..26c26a1d8 --- /dev/null +++ b/test/integration/sb2_corrupted_svg.js @@ -0,0 +1,128 @@ +/** + * This test mocks render breaking on loading a corrupted vector 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_svg.sb2'); +const project = readFileToBuffer(projectUri); +const costumeFileName = '1.svg'; +const originalCostume = extractAsset(projectUri, costumeFileName); +// We need to get the actual md5 because we hand modified the svg 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(() => image.onload(), 1000); + return image; +}; + +global.document = { + createElement: () => ({ + // Create mock canvas + getContext: () => ({ + drawImage: () => ({}) + }) + }) +}; + +let vm; +let defaultVectorAssetId; + +tap.beforeEach(() => { + const storage = makeTestStorage(); + + vm = new VirtualMachine(); + vm.attachStorage(storage); + defaultVectorAssetId = vm.runtime.storage.defaultAssetId.ImageVector; + + // Mock renderer breaking on loading a corrupt costume + FakeRenderer.prototype.createSVGSkin = function (svgString) { + // Look for text added to costume to make it a corrupt svg + if (svgString.includes('<here is some')) { + throw new Error('mock createSVGSkin broke'); + } + return FakeRenderer._nextSkinId++; + }; + + vm.attachRenderer(new FakeRenderer()); + vm.attachV2BitmapAdapter(new FakeBitmapAdapter()); + + return vm.loadProject(project); +}); + +const test = tap.test; + +test('load sb2 project with corrupted vector costume file', t => { + t.equal(vm.runtime.targets.length, 2); + + const stage = vm.runtime.targets[0]; + t.ok(stage.isStage); + + const blueGuySprite = vm.runtime.targets[1]; + t.equal(blueGuySprite.getName(), 'Blue Guy'); + t.equal(blueGuySprite.getCostumes().length, 1); + + const corruptedCostume = blueGuySprite.getCostumes()[0]; + t.equal(corruptedCostume.name, 'Blue Guy 2'); + t.equal(corruptedCostume.assetId, defaultVectorAssetId); + t.equal(corruptedCostume.dataFormat, 'svg'); + // 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 vector 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 blueGuySprite = resavedProject.targets[1]; + t.equal(blueGuySprite.name, 'Blue Guy'); + t.equal(blueGuySprite.costumes.length, 1); + + const corruptedCostume = blueGuySprite.costumes[0]; + t.equal(corruptedCostume.name, 'Blue Guy 2'); + // Resaved project costume should have the metadata that corresponds to the original broken costume + t.equal(corruptedCostume.assetId, brokenCostumeMd5); + t.equal(corruptedCostume.dataFormat, 'svg'); + // 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}.svg`); + t.equal(md5(costume.fileContent), brokenCostumeMd5); + t.end(); + process.nextTick(process.exit); +}); diff --git a/test/integration/sprite2_corrupted_svg.js b/test/integration/sprite2_corrupted_svg.js new file mode 100644 index 000000000..45b8e6a6b --- /dev/null +++ b/test/integration/sprite2_corrupted_svg.js @@ -0,0 +1,126 @@ +/** + * This test mocks render breaking on loading a sprite2 with a + * corrupted vector 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/default.sb3'); +const project = readFileToBuffer(projectUri); + +const spriteUri = path.resolve(__dirname, '../fixtures/corrupt_svg.sprite2'); +const sprite = readFileToBuffer(spriteUri); + +const costumeFileName = '0.svg'; +const originalCostume = extractAsset(spriteUri, costumeFileName); +// We need to get the actual md5 because we hand modified the svg 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(() => image.onload(), 1000); + return image; +}; + +global.document = { + createElement: () => ({ + // Create mock canvas + getContext: () => ({ + drawImage: () => ({}) + }) + }) +}; + +let vm; +let defaultVectorAssetId; + +tap.beforeEach(() => { + const storage = makeTestStorage(); + + vm = new VirtualMachine(); + vm.attachStorage(storage); + defaultVectorAssetId = vm.runtime.storage.defaultAssetId.ImageVector; + + // Mock renderer breaking on loading a corrupt costume + FakeRenderer.prototype.createSVGSkin = function (svgString) { + // Look for text added to costume to make it a corrupt svg + if (svgString.includes('<here is some')) { + throw new Error('mock createSVGSkin broke'); + } + return FakeRenderer.prototype._nextSkinId++; + }; + + vm.attachRenderer(new FakeRenderer()); + vm.attachV2BitmapAdapter(new FakeBitmapAdapter()); + + return vm.loadProject(project).then(() => vm.addSprite(sprite)); +}); + +const test = tap.test; + +test('load sprite2 with corrupted vector costume file', t => { + t.equal(vm.runtime.targets.length, 3); + + const stage = vm.runtime.targets[0]; + t.ok(stage.isStage); + + const blueGuySprite = vm.runtime.targets[2]; + t.equal(blueGuySprite.getName(), 'Blue Guy'); + t.equal(blueGuySprite.getCostumes().length, 1); + + const corruptedCostume = blueGuySprite.getCostumes()[0]; + t.equal(corruptedCostume.name, 'Blue Guy 2'); + t.equal(corruptedCostume.assetId, defaultVectorAssetId); + t.equal(corruptedCostume.dataFormat, 'svg'); + // 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 sprite with corrupted costume file', t => { + const resavedSprite = JSON.parse(vm.toJSON(vm.runtime.targets[2].id)); + + t.equal(resavedSprite.name, 'Blue Guy'); + t.equal(resavedSprite.costumes.length, 1); + + const corruptedCostume = resavedSprite.costumes[0]; + t.equal(corruptedCostume.name, 'Blue Guy 2'); + // Resaved project costume should have the metadata that corresponds to the original broken costume + t.equal(corruptedCostume.assetId, brokenCostumeMd5); + t.equal(corruptedCostume.dataFormat, 'svg'); + // 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[2].id); + t.equal(costumeDescs.length, 1); + const costume = costumeDescs[0]; + t.equal(costume.fileName, `${brokenCostumeMd5}.svg`); + t.equal(md5(costume.fileContent), brokenCostumeMd5); + t.end(); + process.nextTick(process.exit); +});