diff --git a/package.json b/package.json index 136318cec..68d1ba16d 100644 --- a/package.json +++ b/package.json @@ -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", diff --git a/src/import/load-costume.js b/src/import/load-costume.js index b3b73c591..58f3cacf9 100644 --- a/src/import/load-costume.js +++ b/src/import/load-costume.js @@ -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); }); diff --git a/src/virtual-machine.js b/src/virtual-machine.js index 9abbf6791..3e67ec91e 100644 --- a/src/virtual-machine.js +++ b/src/virtual-machine.js @@ -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 diff --git a/test/fixtures/corrupt_svg.sb3 b/test/fixtures/corrupt_svg.sb3 new file mode 100644 index 000000000..52fb93096 Binary files /dev/null and b/test/fixtures/corrupt_svg.sb3 differ diff --git a/test/fixtures/corrupt_svg.sprite3 b/test/fixtures/corrupt_svg.sprite3 new file mode 100644 index 000000000..1d9dd0b3d Binary files /dev/null and b/test/fixtures/corrupt_svg.sprite3 differ diff --git a/test/fixtures/default.sb3 b/test/fixtures/default.sb3 new file mode 100644 index 000000000..61b718389 Binary files /dev/null and b/test/fixtures/default.sb3 differ diff --git a/test/fixtures/fake-renderer.js b/test/fixtures/fake-renderer.js index dd0868767..f8343692e 100644 --- a/test/fixtures/fake-renderer.js +++ b/test/fixtures/fake-renderer.js @@ -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 () { diff --git a/test/fixtures/make-test-storage.js b/test/fixtures/make-test-storage.js index 0179ca34a..1401a2c1e 100644 --- a/test/fixtures/make-test-storage.js +++ b/test/fixtures/make-test-storage.js @@ -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; }; diff --git a/test/fixtures/missing_svg.sb3 b/test/fixtures/missing_svg.sb3 new file mode 100644 index 000000000..e0956c36f Binary files /dev/null and b/test/fixtures/missing_svg.sb3 differ diff --git a/test/fixtures/missing_svg.sprite3 b/test/fixtures/missing_svg.sprite3 new file mode 100644 index 000000000..5cc098689 Binary files /dev/null and b/test/fixtures/missing_svg.sprite3 differ diff --git a/test/fixtures/readProjectFile.js b/test/fixtures/readProjectFile.js index 8340ba228..254862cea 100644 --- a/test/fixtures/readProjectFile.js +++ b/test/fixtures/readProjectFile.js @@ -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(); } }; diff --git a/test/integration/sb3_corrupted_svg.js b/test/integration/sb3_corrupted_svg.js new file mode 100644 index 000000000..281c1c604 --- /dev/null +++ b/test/integration/sb3_corrupted_svg.js @@ -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); +}); diff --git a/test/integration/sb3_missing_svg.js b/test/integration/sb3_missing_svg.js new file mode 100644 index 000000000..9e1445f5a --- /dev/null +++ b/test/integration/sb3_missing_svg.js @@ -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); +}); diff --git a/test/integration/sprite3_corrupted_svg.js b/test/integration/sprite3_corrupted_svg.js new file mode 100644 index 000000000..9bbe96bc9 --- /dev/null +++ b/test/integration/sprite3_corrupted_svg.js @@ -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); +}); diff --git a/test/integration/sprite3_missing_svg.js b/test/integration/sprite3_missing_svg.js new file mode 100644 index 000000000..70e3ab046 --- /dev/null +++ b/test/integration/sprite3_missing_svg.js @@ -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); +});