When serializing md5+ext, the name should reflect that. Deserializing translates this name back to what vm and other components currently expect.

This commit is contained in:
Karishma Chadha 2018-03-21 16:51:40 -04:00
parent 24e248d4fb
commit 9d3a3fd12f
3 changed files with 53 additions and 11 deletions

View file

@ -224,9 +224,16 @@ const parseScratchObject = function (object, runtime, extensions, topLevel) {
bitmapResolution: costumeSource.bitmapResolution || 1,
rotationCenterX: costumeSource.rotationCenterX,
rotationCenterY: costumeSource.rotationCenterY,
// TODO we eventually want this next property to be called
// md5ext to reflect what it actually contains, however this
// will be a very extensive change across many repositories
// and should be done carefully and altogether
md5: costumeSource.baseLayerMD5,
skinId: null
};
costumePromises.push(loadCostume(costumeSource.baseLayerMD5, costume, runtime));
// TODO need to add deserializeCostume here so that assets from
// actual .sb2s get loaded in
costumePromises.push(loadCostume(costume.md5, costume, runtime));
}
}
// Sounds from JSON
@ -240,9 +247,17 @@ const parseScratchObject = function (object, runtime, extensions, topLevel) {
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
soundID: soundSource.soundID,
// TODO we eventually want this next property to be called
// md5ext to reflect what it actually contains, however this
// will be a very extensive change across many repositories
// and should be done carefully and altogether
// (for example, the audio engine currently relies on this
// property to be named 'md5')
md5: soundSource.md5,
data: null
};
// TODO need to add deserializeSound here so that assets from
// actual .sb2s get loaded in
soundPromises.push(loadSound(sound, runtime));
}
}

View file

@ -62,6 +62,12 @@ const serializeCostume = function (costume) {
obj.assetId = costume.assetId;
obj.name = costume.name;
obj.bitmapResolution = costume.bitmapResolution;
// serialize this property with the name 'md5ext' because that's
// what it's actually referring to. TODO runtime objects need to be
// updated to actually refer to this as 'md5ext' instead of 'md5'
// but that change should be made carefully since it is very
// pervasive
obj.md5ext = costume.md5;
obj.dataFormat = costume.dataFormat;
obj.rotationCenterX = costume.rotationCenterX;
obj.rotationCenterY = costume.rotationCenterY;
@ -76,8 +82,12 @@ const serializeSound = function (sound) {
obj.format = sound.format;
obj.rate = sound.rate;
obj.sampleCount = sound.sampleCount;
// TODO eventually want to get rid of this
obj.md5 = sound.md5;
// serialize this property with the name 'md5ext' because that's
// what it's actually referring to. TODO runtime objects need to be
// updated to actually refer to this as 'md5ext' instead of 'md5'
// but that change should be made carefully since it is very
// pervasive
obj.md5ext = sound.md5;
// TODO do we need this soundID
// (not to be confused with soundId which is a uid for sounds)
// obj.soundID = sound.soundID;
@ -176,6 +186,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
const costumePromises = (object.costumes || []).map(costumeSource => {
// @todo: Make sure all the relevant metadata is being pulled out.
const costume = {
assetId: costumeSource.assetId,
skinId: null,
name: costumeSource.name,
bitmapResolution: costumeSource.bitmapResolution,
@ -186,24 +197,41 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
costumeSource.dataFormat ||
(costumeSource.assetType && costumeSource.assetType.runtimeFormat) || // older format
'png'; // if all else fails, guess that it might be a PNG
const costumeMd5 = `${costumeSource.assetId}.${dataFormat}`;
costume.md5 = costumeMd5;
return deserializeCostume(costumeSource, runtime, zip)
.then(() => loadCostume(costumeMd5, costume, runtime));
const costumeMd5Ext = costumeSource.hasOwnProperty('md5ext') ?
costumeSource.md5ext : `${costumeSource.assetId}.${dataFormat}`;
costume.md5 = costumeMd5Ext;
costume.dataFormat = dataFormat;
// deserializeCostume should be called on the costume object we're
// creating above instead of the source costume object, because this way
// we're always loading the 'sb3' representation of the costume
// any translation that needs to happen will happen in the process
// of building up the costume object into an sb3 format
return deserializeCostume(costume, runtime, zip)
.then(() => loadCostume(costumeMd5Ext, costume, runtime));
// Only attempt to load the costume after the deserialization
// process has been completed
});
// Sounds from JSON
const soundPromises = (object.sounds || []).map(soundSource => {
const sound = {
assetId: soundSource.assetId,
format: soundSource.format,
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
name: soundSource.name,
md5: soundSource.md5,
// TODO we eventually want this property to be called md5ext,
// but there are many things relying on this particular name at the
// moment, so this translation is very important
md5: soundSource.md5ext,
dataFormat: soundSource.dataFormat,
data: null
};
return deserializeSound(soundSource, runtime, zip)
// deserializeSound should be called on the sound object we're
// creating above instead of the source sound object, because this way
// we're always loading the 'sb3' representation of the costume
// any translation that needs to happen will happen in the process
// of building up the costume object into an sb3 format
return deserializeSound(sound, runtime, zip)
.then(() => loadSound(sound, runtime));
// Only attempt to load the sound after the deserialization
// process has been completed.

View file

@ -19,8 +19,7 @@ const serializeAssets = function (runtime, assetType) {
const storage = runtime.storage;
const storedAsset = storage.get(assetId);
assetDescs.push({
fileName: currAsset.md5 ?
currAsset.md5 : `${assetId}.${storedAsset.dataFormat}`,
fileName: `${assetId}.${storedAsset.dataFormat}`,
fileContent: storedAsset.data});
}
}