Add tests for load costume error handling. Fix issue where asset data was not getting saved out properly.

This commit is contained in:
Karishma Chadha 2022-05-13 18:34:34 -04:00
parent a8618b378f
commit 70a78cf7db
15 changed files with 418 additions and 13 deletions

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@ -67,6 +67,7 @@
"gh-pages": "1.2.0",
"in-publish": "2.0.1",
"jsdoc": "3.6.6",
"js-md5": "0.7.3",
"json": "^9.0.4",
"lodash.defaultsdeep": "4.6.1",
"pngjs": "3.3.3",

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@ -250,9 +250,9 @@ const loadBitmap_ = function (costume, runtime, _rotationCenter) {
// Handle all manner of costume errors with a Gray Question Mark (default costume)
// and preserve as much of the original costume data as possible
// Returns a promise of a costume
const handleCostumeLoadError = function (costume, runtime) {
// Keep track of the old assetId until we're done loading the default costume
// const oldAsset = costume.asset; // could be null
const handleCostumeLoadError = function (costume, runtime) {
// Keep track of the old asset information until we're done loading the default costume
const oldAsset = costume.asset; // could be null
const oldAssetId = costume.assetId;
const oldRotationX = costume.rotationCenterX;
const oldRotationY = costume.rotationCenterY;
@ -270,8 +270,10 @@ const handleCostumeLoadError = function (costume, runtime) {
loadedCostume.broken = {};
loadedCostume.broken.assetId = oldAssetId;
loadedCostume.broken.md5 = `${oldAssetId}.${costume.dataFormat}`;
// Should be null if we got here because the costume was missing
loadedCostume.broken.asset = runtime.storage.get(oldAssetId);
loadedCostume.broken.asset = oldAsset;
loadedCostume.broken.rotationCenterX = oldRotationX;
loadedCostume.broken.rotationCenterY = oldRotationY;
return loadedCostume;
@ -310,7 +312,7 @@ const loadCostumeFromAsset = function (costume, runtime, optVersion) {
if (costume.asset.assetType.runtimeFormat === AssetType.ImageVector.runtimeFormat) {
return loadVector_(costume, runtime, rotationCenter, optVersion)
.catch(error => {
log.warn(`Error loading vector image: ${error.name}: ${error.message}`);
log.warn(`Error loading vector image: ${error}`);
return handleCostumeLoadError(costume, runtime);
});

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@ -427,11 +427,9 @@ class VirtualMachine extends EventEmitter {
* specified by optZipType or blob by default.
*/
exportSprite (targetId, optZipType) {
const sb3 = require('./serialization/sb3');
const soundDescs = serializeSounds(this.runtime, targetId);
const costumeDescs = serializeCostumes(this.runtime, targetId);
const spriteJson = StringUtil.stringify(sb3.serialize(this.runtime, targetId));
const spriteJson = this.toJSON(targetId);
const zip = new JSZip();
zip.file('sprite.json', spriteJson);
@ -448,12 +446,13 @@ class VirtualMachine extends EventEmitter {
}
/**
* Export project as a Scratch 3.0 JSON representation.
* Export project or sprite as a Scratch 3.0 JSON representation.
* @param {string=} optTargetId - Optional id of a sprite to serialize
* @return {string} Serialized state of the runtime.
*/
toJSON () {
toJSON (optTargetId) {
const sb3 = require('./serialization/sb3');
return StringUtil.stringify(sb3.serialize(this.runtime));
return StringUtil.stringify(sb3.serialize(this.runtime, optTargetId));
}
// TODO do we still need this function? Keeping it here so as not to introduce

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@ -4,6 +4,19 @@ const FakeRenderer = function () {
this.y = 0;
this.order = 0;
this.spriteCount = 5;
this._nextSkinId = -1;
};
FakeRenderer.prototype.createSVGSkin = function () {
return this._nextSkinId++;
};
FakeRenderer.prototype.getSkinSize = function (d) { // eslint-disable-line no-unused-vars
return [0, 0];
};
FakeRenderer.prototype.getSkinRotationCenter = function (d) { // eslint-disable-line no-unused-vars
return [0, 0];
};
FakeRenderer.prototype.createDrawable = function () {

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@ -39,8 +39,8 @@ const getAssetUrl = function (asset) {
const makeTestStorage = function () {
const storage = new ScratchStorage();
const AssetType = storage.AssetType;
storage.addWebSource([AssetType.Project], getProjectUrl);
storage.addWebSource([AssetType.ImageVector, AssetType.ImageBitmap, AssetType.Sound], getAssetUrl);
storage.addWebStore([AssetType.Project], getProjectUrl);
storage.addWebStore([AssetType.ImageVector, AssetType.ImageBitmap, AssetType.Sound], getAssetUrl);
return storage;
};

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@ -12,5 +12,10 @@ module.exports = {
return JSON.parse(zip.readAsText(projectEntry.entryName, 'utf8'));
}
return null;
},
extractAsset: function (path, assetFileName) {
const zip = new AdmZip(path);
const assetEntry = zip.getEntries().filter(item => item.entryName.match(assetFileName))[0];
return assetEntry.getData();
}
};

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@ -0,0 +1,107 @@
/**
* 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 {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.sb3');
const project = readFileToBuffer(projectUri);
const costumeFileName = 'a267f8b97ee9cf8aa9832aa0b4cfd9eb.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);
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());
return vm.loadProject(project);
});
const test = tap.test;
test('load sb3 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 Square Guy');
t.equal(blueGuySprite.getCostumes().length, 1);
const corruptedCostume = blueGuySprite.getCostumes()[0];
t.equal(corruptedCostume.name, 'costume1');
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 Square Guy');
t.equal(blueGuySprite.costumes.length, 1);
const corruptedCostume = blueGuySprite.costumes[0];
t.equal(corruptedCostume.name, 'costume1');
// 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);
});

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@ -0,0 +1,87 @@
/**
* This test ensures that the VM gracefully handles an sb3 project with
* a missing 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 makeTestStorage = require('../fixtures/make-test-storage');
const FakeRenderer = require('../fixtures/fake-renderer');
const readFileToBuffer = require('../fixtures/readProjectFile').readFileToBuffer;
const VirtualMachine = require('../../src/index');
const projectUri = path.resolve(__dirname, '../fixtures/missing_svg.sb3');
const project = readFileToBuffer(projectUri);
const missingCostumeAssetId = 'a267f8b97ee9cf8aa9832aa0b4cfd9eb';
let vm;
tap.beforeEach(() => {
const storage = makeTestStorage();
// This line removes the webhelper from the list of available helpers.
// W/o the following line, this fails because storage doesn't handle the case
// where none of the tools have isGetSupported: true
// TODO: Remove this line when the related storage bug is resolved so that
// storage gracefully handles non-browser situations where assets are missing.
storage._helpers = [storage._helpers[0]];
vm = new VirtualMachine();
vm.attachStorage(storage);
vm.attachRenderer(new FakeRenderer());
return vm.loadProject(project);
});
const test = tap.test;
test('loading sb3 project with missing 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 Square Guy');
t.equal(blueGuySprite.getCostumes().length, 1);
const missingCostume = blueGuySprite.getCostumes()[0];
t.equal(missingCostume.name, 'costume1');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
const defaultVectorAssetId = vm.runtime.storage.defaultAssetId.ImageVector;
t.equal(missingCostume.assetId, defaultVectorAssetId);
t.equal(missingCostume.dataFormat, 'svg');
// Runtime should have info about broken asset
t.ok(missingCostume.broken);
t.equal(missingCostume.broken.assetId, missingCostumeAssetId);
t.end();
});
test('load and then save sb3 project with missing 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 Square Guy');
t.equal(blueGuySprite.costumes.length, 1);
const missingCostume = blueGuySprite.costumes[0];
t.equal(missingCostume.name, 'costume1');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
t.equal(missingCostume.assetId, missingCostumeAssetId);
t.equal(missingCostume.dataFormat, 'svg');
// Test that we didn't save any data about the costume being broken
t.notOk(missingCostume.broken);
t.end();
process.nextTick(process.exit);
});

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@ -0,0 +1,106 @@
/**
* This test mocks render breaking on loading a sprite 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 {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.sprite3');
const sprite = readFileToBuffer(spriteUri);
const costumeFileName = 'a267f8b97ee9cf8aa9832aa0b4cfd9eb.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);
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());
return vm.loadProject(project).then(() => vm.addSprite(sprite));
});
const test = tap.test;
test('load sprite3 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 Square Guy');
t.equal(blueGuySprite.getCostumes().length, 1);
const corruptedCostume = blueGuySprite.getCostumes()[0];
t.equal(corruptedCostume.name, 'costume1');
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 Square Guy');
t.equal(resavedSprite.costumes.length, 1);
const corruptedCostume = resavedSprite.costumes[0];
t.equal(corruptedCostume.name, 'costume1');
// 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);
});

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@ -0,0 +1,85 @@
/**
* This test ensures that the VM gracefully handles a sprite3 file with
* a missing 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 makeTestStorage = require('../fixtures/make-test-storage');
const FakeRenderer = require('../fixtures/fake-renderer');
const readFileToBuffer = require('../fixtures/readProjectFile').readFileToBuffer;
const VirtualMachine = require('../../src/index');
// 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_svg.sprite3');
const sprite = readFileToBuffer(spriteUri);
const missingCostumeAssetId = 'a267f8b97ee9cf8aa9832aa0b4cfd9eb';
let vm;
tap.beforeEach(() => {
const storage = makeTestStorage();
// This line removes the webhelper from the list of available helpers.
// W/o the following line, this fails because storage doesn't handle the case
// where none of the tools have isGetSupported: true
// TODO: Remove this line when the related storage bug is resolved so that
// storage gracefully handles non-browser situations where assets are missing.
storage._helpers = [storage._helpers[0]];
vm = new VirtualMachine();
vm.attachStorage(storage);
vm.attachRenderer(new FakeRenderer());
return vm.loadProject(project).then(() => vm.addSprite(sprite));
});
const test = tap.test;
test('loading sprite3 with missing 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 Square Guy');
t.equal(blueGuySprite.getCostumes().length, 1);
const missingCostume = blueGuySprite.getCostumes()[0];
t.equal(missingCostume.name, 'costume1');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
const defaultVectorAssetId = vm.runtime.storage.defaultAssetId.ImageVector;
t.equal(missingCostume.assetId, defaultVectorAssetId);
t.equal(missingCostume.dataFormat, 'svg');
// Runtime should have info about broken asset
t.ok(missingCostume.broken);
t.equal(missingCostume.broken.assetId, missingCostumeAssetId);
t.end();
});
test('load and then save sprite3 with missing vector costume file', t => {
const resavedSprite = JSON.parse(vm.toJSON(vm.runtime.targets[2].id));
t.equal(resavedSprite.name, 'Blue Square Guy');
t.equal(resavedSprite.costumes.length, 1);
const missingCostume = resavedSprite.costumes[0];
t.equal(missingCostume.name, 'costume1');
// Costume should have both default cosutme (e.g. Gray Question Mark) data and original data
t.equal(missingCostume.assetId, missingCostumeAssetId);
t.equal(missingCostume.dataFormat, 'svg');
// Test that we didn't save any data about the costume being broken
t.notOk(missingCostume.broken);
t.end();
process.nextTick(process.exit);
});