Merge branch 'develop' of github.com:morantsur/scratch-vm into feature/serialization

# Conflicts:
#	src/playground/index.html
#	src/serialization/sb2.js
#	src/sprites/rendered-target.js
#	src/virtual-machine.js
#	test/unit/serialization_sb2.js
This commit is contained in:
Ray Schamp 2017-04-26 11:44:53 -04:00
commit a4cdb027ab
8 changed files with 317 additions and 24 deletions

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/**
* @fileoverview
* Partial implementation of an SB2 JSON importer.
* Parses provided JSON and then generates all needed
* scratch-vm runtime structures.
*/
const Blocks = require('../engine/blocks');
const RenderedTarget = require('../sprites/rendered-target');
const Sprite = require('../sprites/sprite');
const Color = require('../util/color');
const log = require('../util/log');
const uid = require('../util/uid');
const specMap = require('./sb2_specmap');
const Variable = require('../engine/variable');
const List = require('../engine/list');
const loadCostume = require('./load-costume.js');
const loadSound = require('./load-sound.js');
/**
* Convert a Scratch 2.0 procedure string (e.g., "my_procedure %s %b %n")
* into an argument map. This allows us to provide the expected inputs
* to a mutated procedure call.
* @param {string} procCode Scratch 2.0 procedure string.
* @return {object} Argument map compatible with those in sb2specmap.
*/
const parseProcedureArgMap = function (procCode) {
const argMap = [
{} // First item in list is op string.
];
const INPUT_PREFIX = 'input';
let inputCount = 0;
// Split by %n, %b, %s.
const parts = procCode.split(/(?=[^\\]%[nbs])/);
for (let i = 0; i < parts.length; i++) {
const part = parts[i].trim();
if (part.substring(0, 1) === '%') {
const argType = part.substring(1, 2);
const arg = {
type: 'input',
inputName: INPUT_PREFIX + (inputCount++)
};
if (argType === 'n') {
arg.inputOp = 'math_number';
} else if (argType === 's') {
arg.inputOp = 'text';
}
argMap.push(arg);
}
}
return argMap;
};
/**
* Flatten a block tree into a block list.
* Children are temporarily stored on the `block.children` property.
* @param {Array.<object>} blocks list generated by `parseBlockList`.
* @return {Array.<object>} Flattened list to be passed to `blocks.createBlock`.
*/
const flatten = function (blocks) {
let finalBlocks = [];
for (let i = 0; i < blocks.length; i++) {
const block = blocks[i];
finalBlocks.push(block);
if (block.children) {
finalBlocks = finalBlocks.concat(flatten(block.children));
}
delete block.children;
}
return finalBlocks;
};
/**
* Parse any list of blocks from SB2 JSON into a list of VM-format blocks.
* Could be used to parse a top-level script,
* a list of blocks in a branch (e.g., in forever),
* or a list of blocks in an argument (e.g., move [pick random...]).
* @param {Array.<object>} blockList SB2 JSON-format block list.
* @return {Array.<object>} Scratch VM-format block list.
*/
const parseBlockList = function (blockList) {
const resultingList = [];
let previousBlock = null; // For setting next.
for (let i = 0; i < blockList.length; i++) {
const block = blockList[i];
// eslint-disable-next-line no-use-before-define
const parsedBlock = parseBlock(block);
if (typeof parsedBlock === 'undefined') continue;
if (previousBlock) {
parsedBlock.parent = previousBlock.id;
previousBlock.next = parsedBlock.id;
}
previousBlock = parsedBlock;
resultingList.push(parsedBlock);
}
return resultingList;
};
/**
* Parse a Scratch object's scripts into VM blocks.
* This should only handle top-level scripts that include X, Y coordinates.
* @param {!object} scripts Scripts object from SB2 JSON.
* @param {!Blocks} blocks Blocks object to load parsed blocks into.
*/
const parseScripts = function (scripts, blocks) {
for (let i = 0; i < scripts.length; i++) {
const script = scripts[i];
const scriptX = script[0];
const scriptY = script[1];
const blockList = script[2];
const parsedBlockList = parseBlockList(blockList);
if (parsedBlockList[0]) {
// Adjust script coordinates to account for
// larger block size in scratch-blocks.
// @todo: Determine more precisely the right formulas here.
parsedBlockList[0].x = scriptX * 1.5;
parsedBlockList[0].y = scriptY * 2.2;
parsedBlockList[0].topLevel = true;
parsedBlockList[0].parent = null;
}
// Flatten children and create add the blocks.
const convertedBlocks = flatten(parsedBlockList);
for (let j = 0; j < convertedBlocks.length; j++) {
blocks.createBlock(convertedBlocks[j]);
}
}
};
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* @param {!object} object From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {boolean} topLevel Whether this is the top-level object (stage).
* @return {?Promise} Promise that resolves to the loaded targets when ready.
*/
const parseScratchObject = function (object, runtime, topLevel) {
if (!object.hasOwnProperty('objName')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
return Promise.resolve(null);
}
// Blocks container for this object.
const blocks = new Blocks();
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
const sprite = new Sprite(blocks, runtime);
// Sprite/stage name from JSON.
if (object.hasOwnProperty('objName')) {
sprite.name = object.objName;
}
// Costumes from JSON.
const costumePromises = [];
if (object.hasOwnProperty('costumes')) {
for (let i = 0; i < object.costumes.length; i++) {
const costumeSource = object.costumes[i];
const costume = {
name: costumeSource.costumeName,
bitmapResolution: costumeSource.bitmapResolution || 1,
rotationCenterX: costumeSource.rotationCenterX,
rotationCenterY: costumeSource.rotationCenterY,
skinId: null
};
costumePromises.push(loadCostume(costumeSource.baseLayerMD5, costume, runtime));
}
}
// Sounds from JSON
const soundPromises = [];
if (object.hasOwnProperty('sounds')) {
for (let s = 0; s < object.sounds.length; s++) {
const soundSource = object.sounds[s];
const sound = {
name: soundSource.soundName,
format: soundSource.format,
rate: soundSource.rate,
sampleCount: soundSource.sampleCount,
soundID: soundSource.soundID,
md5: soundSource.md5,
data: null
};
soundPromises.push(loadSound(sound, runtime));
}
}
// If included, parse any and all scripts/blocks on the object.
if (object.hasOwnProperty('scripts')) {
parseScripts(object.scripts, blocks);
}
// Create the first clone, and load its run-state from JSON.
const target = sprite.createClone();
// Load target properties from JSON.
if (object.hasOwnProperty('variables')) {
for (let j = 0; j < object.variables.length; j++) {
const variable = object.variables[j];
target.variables[variable.name] = new Variable(
variable.name,
variable.value,
variable.isPersistent
);
}
}
if (object.hasOwnProperty('lists')) {
for (let k = 0; k < object.lists.length; k++) {
const list = object.lists[k];
// @todo: monitor properties.
target.lists[list.listName] = new List(
list.listName,
list.contents
);
}
}
if (object.hasOwnProperty('scratchX')) {
target.x = object.scratchX;
}
if (object.hasOwnProperty('scratchY')) {
target.y = object.scratchY;
}
if (object.hasOwnProperty('direction')) {
target.direction = object.direction;
}
if (object.hasOwnProperty('isDraggable')) {
target.draggable = object.isDraggable;
}
if (object.hasOwnProperty('scale')) {
// SB2 stores as 1.0 = 100%; we use % in the VM.
target.size = object.scale * 100;
}
if (object.hasOwnProperty('visible')) {
target.visible = object.visible;
}
if (object.hasOwnProperty('currentCostumeIndex')) {
target.currentCostume = Math.round(object.currentCostumeIndex);
}
if (object.hasOwnProperty('rotationStyle')) {
if (object.rotationStyle === 'none') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_NONE;
} else if (object.rotationStyle === 'leftRight') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_LEFT_RIGHT;
} else if (object.rotationStyle === 'normal') {
target.rotationStyle = RenderedTarget.ROTATION_STYLE_ALL_AROUND;
}
}
target.isStage = topLevel;
Promise.all(costumePromises).then(costumes => {
sprite.costumes = costumes;
});
Promise.all(soundPromises).then(sounds => {
sprite.sounds = sounds;
});
// The stage will have child objects; recursively process them.
const childrenPromises = [];
if (object.children) {
for (let m = 0; m < object.children.length; m++) {
childrenPromises.push(parseScratchObject(object.children[m], runtime, false));
}
}
return Promise.all(
costumePromises.concat(soundPromises)
).then(() =>
Promise.all(
childrenPromises
).then(children => {
let targets = [target];
for (let n = 0; n < children.length; n++) {
targets = targets.concat(children[n]);
}
return targets;
})
);
};
/**
* Top-level handler. Parse provided JSON,
* and process the top-level object (the stage object).
* @param {!string} json SB2-format JSON to load.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @param {boolean=} optForceSprite If set, treat as sprite (Sprite2).
* @return {?Promise} Promise that resolves to the loaded targets when ready.
*/
const sb2import = function (json, runtime, optForceSprite) {
return parseScratchObject(
json,
runtime,
!optForceSprite
);
};
/**
* Parse a single SB2 JSON-formatted block and its children.
* @param {!object} sb2block SB2 JSON-formatted block.
* @return {object} Scratch VM format block.
*/
const parseBlock = function (sb2block) {
// First item in block object is the old opcode (e.g., 'forward:').
const oldOpcode = sb2block[0];
// Convert the block using the specMap. See sb2specmap.js.
if (!oldOpcode || !specMap[oldOpcode]) {
log.warn('Couldn\'t find SB2 block: ', oldOpcode);
return;
}
const blockMetadata = specMap[oldOpcode];
// Block skeleton.
const activeBlock = {
id: uid(), // Generate a new block unique ID.
opcode: blockMetadata.opcode, // Converted, e.g. "motion_movesteps".
inputs: {}, // Inputs to this block and the blocks they point to.
fields: {}, // Fields on this block and their values.
next: null, // Next block.
shadow: false, // No shadow blocks in an SB2 by default.
children: [] // Store any generated children, flattened in `flatten`.
};
// For a procedure call, generate argument map from proc string.
if (oldOpcode === 'call') {
blockMetadata.argMap = parseProcedureArgMap(sb2block[1]);
}
// Look at the expected arguments in `blockMetadata.argMap.`
// The basic problem here is to turn positional SB2 arguments into
// non-positional named Scratch VM arguments.
for (let i = 0; i < blockMetadata.argMap.length; i++) {
const expectedArg = blockMetadata.argMap[i];
const providedArg = sb2block[i + 1]; // (i = 0 is opcode)
// Whether the input is obscuring a shadow.
let shadowObscured = false;
// Positional argument is an input.
if (expectedArg.type === 'input') {
// Create a new block and input metadata.
const inputUid = uid();
activeBlock.inputs[expectedArg.inputName] = {
name: expectedArg.inputName,
block: null,
shadow: null
};
if (typeof providedArg === 'object' && providedArg) {
// Block or block list occupies the input.
let innerBlocks;
if (typeof providedArg[0] === 'object' && providedArg[0]) {
// Block list occupies the input.
innerBlocks = parseBlockList(providedArg);
} else {
// Single block occupies the input.
innerBlocks = [parseBlock(providedArg)];
}
let previousBlock = null;
for (let j = 0; j < innerBlocks.length; j++) {
if (j === 0) {
innerBlocks[j].parent = activeBlock.id;
} else {
innerBlocks[j].parent = previousBlock;
}
previousBlock = innerBlocks[j].id;
}
// Obscures any shadow.
shadowObscured = true;
activeBlock.inputs[expectedArg.inputName].block = (
innerBlocks[0].id
);
activeBlock.children = (
activeBlock.children.concat(innerBlocks)
);
}
// Generate a shadow block to occupy the input.
if (!expectedArg.inputOp) {
// No editable shadow input; e.g., for a boolean.
continue;
}
// Each shadow has a field generated for it automatically.
// Value to be filled in the field.
let fieldValue = providedArg;
// Shadows' field names match the input name, except for these:
let fieldName = expectedArg.inputName;
if (expectedArg.inputOp === 'math_number' ||
expectedArg.inputOp === 'math_whole_number' ||
expectedArg.inputOp === 'math_positive_number' ||
expectedArg.inputOp === 'math_integer' ||
expectedArg.inputOp === 'math_angle') {
fieldName = 'NUM';
// Fields are given Scratch 2.0 default values if obscured.
if (shadowObscured) {
fieldValue = 10;
}
} else if (expectedArg.inputOp === 'text') {
fieldName = 'TEXT';
if (shadowObscured) {
fieldValue = '';
}
} else if (expectedArg.inputOp === 'colour_picker') {
// Convert SB2 color to hex.
fieldValue = Color.decimalToHex(providedArg);
fieldName = 'COLOUR';
if (shadowObscured) {
fieldValue = '#990000';
}
} else if (shadowObscured) {
// Filled drop-down menu.
fieldValue = '';
}
const fields = {};
fields[fieldName] = {
name: fieldName,
value: fieldValue
};
activeBlock.children.push({
id: inputUid,
opcode: expectedArg.inputOp,
inputs: {},
fields: fields,
next: null,
topLevel: false,
parent: activeBlock.id,
shadow: true
});
activeBlock.inputs[expectedArg.inputName].shadow = inputUid;
// If no block occupying the input, alias to the shadow.
if (!activeBlock.inputs[expectedArg.inputName].block) {
activeBlock.inputs[expectedArg.inputName].block = inputUid;
}
} else if (expectedArg.type === 'field') {
// Add as a field on this block.
activeBlock.fields[expectedArg.fieldName] = {
name: expectedArg.fieldName,
value: providedArg
};
}
}
// Special cases to generate mutations.
if (oldOpcode === 'stopScripts') {
// Mutation for stop block: if the argument is 'other scripts',
// the block needs a next connection.
if (sb2block[1] === 'other scripts in sprite' ||
sb2block[1] === 'other scripts in stage') {
activeBlock.mutation = {
tagName: 'mutation',
hasnext: 'true',
children: []
};
}
} else if (oldOpcode === 'procDef') {
// Mutation for procedure definition:
// store all 2.0 proc data.
const procData = sb2block.slice(1);
activeBlock.mutation = {
tagName: 'mutation',
proccode: procData[0], // e.g., "abc %n %b %s"
argumentnames: JSON.stringify(procData[1]), // e.g. ['arg1', 'arg2']
argumentdefaults: JSON.stringify(procData[2]), // e.g., [1, 'abc']
warp: procData[3], // Warp mode, e.g., true/false.
children: []
};
} else if (oldOpcode === 'call') {
// Mutation for procedure call:
// string for proc code (e.g., "abc %n %b %s").
activeBlock.mutation = {
tagName: 'mutation',
children: [],
proccode: sb2block[1]
};
} else if (oldOpcode === 'getParam') {
// Mutation for procedure parameter.
activeBlock.mutation = {
tagName: 'mutation',
children: [],
paramname: sb2block[1], // Name of parameter.
shape: sb2block[2] // Shape - in 2.0, 'r' or 'b'.
};
}
return activeBlock;
};
module.exports = {
deserialize: sb2import
};

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/**
* @fileoverview
* Partial implementation of a SB3 serializer and deserializer. Parses provided
* JSON and then generates all needed scratch-vm runtime structures.
*/
var package = require('../../package.json');
var Blocks = require('../engine/blocks');
var RenderedTarget = require('../sprites/rendered-target');
var Sprite = require('../sprites/sprite');
var Variable = require('../engine/variable');
var List = require('../engine/list');
/**
* Serializes the specified VM runtime.
* @param {!Runtime} runtime VM runtime instance to be serialized.
* @return {string} Serialized runtime instance.
*/
var serialize = function (runtime) {
// Fetch targets
var obj = Object.create(null);
obj.targets = runtime.targets;
// Assemble metadata
var meta = Object.create(null);
meta.semver = '3.0.0';
meta.vm = package.version;
// Attach full user agent string to metadata if available
meta.agent = null;
if (typeof navigator !== 'undefined') meta.agent = navigator.userAgent;
// Assemble payload and return
obj.meta = meta;
return obj;
};
/**
* Parse a single "Scratch object" and create all its in-memory VM objects.
* @param {!Object} object From-JSON "Scratch object:" sprite, stage, watcher.
* @param {!Runtime} runtime Runtime object to load all structures into.
* @return {?Target} Target created (stage or sprite).
*/
var parseScratchObject = function (object, runtime) {
if (!object.hasOwnProperty('name')) {
// Watcher/monitor - skip this object until those are implemented in VM.
// @todo
return;
}
// Blocks container for this object.
var blocks = new Blocks();
// @todo: For now, load all Scratch objects (stage/sprites) as a Sprite.
var sprite = new Sprite(blocks, runtime);
// Sprite/stage name from JSON.
if (object.hasOwnProperty('name')) {
sprite.name = object.name;
}
if (object.hasOwnProperty('blocks')) {
for (blockId in object.blocks) {
blocks.createBlock(object.blocks[blockId]);
}
console.log(blocks);
}
// Costumes from JSON.
if (object.hasOwnProperty('costumes') || object.hasOwnProperty('costume')) {
for (var i = 0; i < object.costumeCount; i++) {
var costume = object.costumes[i];
// @todo: Make sure all the relevant metadata is being pulled out.
sprite.costumes.push({
skin: costume.skin,
name: costume.name,
bitmapResolution: costume.bitmapResolution,
rotationCenterX: costume.rotationCenterX,
rotationCenterY: costume.rotationCenterY
});
}
}
// Sounds from JSON
if (object.hasOwnProperty('sounds')) {
for (var s = 0; s < object.sounds.length; s++) {
var sound = object.sounds[s];
sprite.sounds.push({
format: sound.format,
fileUrl: sound.fileUrl,
rate: sound.rate,
sampleCount: sound.sampleCount,
soundID: sound.soundID,
name: sound.name,
md5: sound.md5
});
}
}
// Create the first clone, and load its run-state from JSON.
var target = sprite.createClone();
// Add it to the runtime's list of targets.
runtime.targets.push(target);
// Load target properties from JSON.
if (object.hasOwnProperty('variables')) {
for (var j = 0; j < object.variables.length; j++) {
var variable = object.variables[j];
target.variables[variable.name] = new Variable(
variable.name,
variable.value,
variable.isPersistent
);
}
}
if (object.hasOwnProperty('lists')) {
for (var k = 0; k < object.lists.length; k++) {
var list = object.lists[k];
// @todo: monitor properties.
target.lists[list.listName] = new List(
list.listName,
list.contents
);
}
}
if (object.hasOwnProperty('x')) {
target.x = object.x;
}
if (object.hasOwnProperty('y')) {
target.y = object.y;
}
if (object.hasOwnProperty('direction')) {
target.direction = object.direction;
}
if (object.hasOwnProperty('size')) {
target.size = object.size;
}
if (object.hasOwnProperty('visible')) {
target.visible = object.visible;
}
if (object.hasOwnProperty('currentCostume')) {
target.currentCostume = object.currentCostume;
}
if (object.hasOwnProperty('rotationStyle')) {
target.rotationStyle = object.rotationStyle;
}
if (object.hasOwnProperty('isStage')) {
target.isStage = object.isStage;
}
target.updateAllDrawableProperties();
console.log("returning target:");
console.log(target);
return target;
};
/**
* Deserializes the specified representation of a VM runtime and loads it into
* the provided runtime instance.
* @param {string} json Stringified JSON representation of a VM runtime.
* @param {Runtime} runtime Runtime instance
*/
var deserialize = function (json, runtime) {
for (var i = 0; i < json.targets.length; i++) {
parseScratchObject(json.targets[i], runtime);
}
};
module.exports = {
serialize: serialize,
deserialize: deserialize
};