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Update load costume fixes to handle storage resolving null and put all error handling in one place. Could be used in the future to handle bitmap loading issues as well
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deadce3bc6
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1 changed files with 39 additions and 23 deletions
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@ -247,6 +247,37 @@ const loadBitmap_ = function (costume, runtime, _rotationCenter) {
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});
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};
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// Handle all manner of costume errors with a Gray Question Mark (default costume)
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// and preserve as much of the original costume data as possible
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// Returns a promise of a costume
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const handleCostumeLoadError = function (costume, runtime) {
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// Keep track of the old assetId until we're done loading the default costume
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// const oldAsset = costume.asset; // could be null
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const oldAssetId = costume.assetId;
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const oldRotationX = costume.rotationCenterX;
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const oldRotationY = costume.rotationCenterY;
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// Use default asset if original fails to load
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costume.assetId = runtime.storage.defaultAssetId.ImageVector;
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costume.asset = runtime.storage.get(costume.assetId);
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costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
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const AssetType = runtime.storage.AssetType;
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const defaultCostumePromise = (costume.dataFormat === AssetType.ImageVector.runtimeFormat) ?
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loadVector_(costume, runtime) : loadBitmap_(costume, runtime);
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return defaultCostumePromise.then(loadedCostume => {
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loadedCostume.broken = {};
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loadedCostume.broken.assetId = oldAssetId;
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loadedCostume.broken.md5 = `${oldAssetId}.${costume.dataFormat}`;
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// Should be null if we got here because the costume was missing
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loadedCostume.broken.asset = runtime.storage.get(oldAssetId);
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loadedCostume.broken.rotationCenterX = oldRotationX;
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loadedCostume.broken.rotationCenterY = oldRotationY;
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return loadedCostume;
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});
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};
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/**
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* Initialize a costume from an asset asynchronously.
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* Do not call this unless there is a renderer attached.
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@ -280,30 +311,14 @@ const loadCostumeFromAsset = function (costume, runtime, optVersion) {
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return loadVector_(costume, runtime, rotationCenter, optVersion)
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.catch(error => {
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log.warn(`Error loading vector image: ${error.name}: ${error.message}`);
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return handleCostumeLoadError(costume, runtime);
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// Keep track of the old assetId until we're done loading the default costume
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const oldAssetId = costume.assetId;
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const oldRotationX = costume.rotationCenterX;
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const oldRotationY = costume.rotationCenterY;
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// Use default asset if original fails to load
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costume.assetId = runtime.storage.defaultAssetId.ImageVector;
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costume.asset = runtime.storage.get(costume.assetId);
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costume.md5 = `${costume.assetId}.${AssetType.ImageVector.runtimeFormat}`;
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return loadVector_(costume, runtime).then(loadedCostume => {
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loadedCostume.broken = {};
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loadedCostume.broken.assetId = oldAssetId;
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loadedCostume.broken.md5 = `${oldAssetId}.${AssetType.ImageVector.runtimeFormat}`;
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loadedCostume.broken.asset = runtime.storage.get(oldAssetId);
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loadedCostume.broken.rotationCenterX = oldRotationX;
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loadedCostume.broken.rotationCenterY = oldRotationY;
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return loadedCostume;
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});
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});
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}
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return loadBitmap_(costume, runtime, rotationCenter, optVersion);
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};
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/**
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* Load a costume's asset into memory asynchronously.
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* Do not call this unless there is a renderer attached.
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@ -344,10 +359,6 @@ const loadCostume = function (md5ext, costume, runtime, optVersion) {
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const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
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const costumePromise = runtime.storage.load(assetType, md5, ext);
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if (!costumePromise) {
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log.error(`Couldn't fetch costume asset: ${md5ext}`);
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return;
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}
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let textLayerPromise;
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if (costume.textLayerMD5) {
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@ -357,7 +368,12 @@ const loadCostume = function (md5ext, costume, runtime, optVersion) {
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}
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return Promise.all([costumePromise, textLayerPromise]).then(assetArray => {
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costume.asset = assetArray[0];
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if (assetArray[0]) {
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costume.asset = assetArray[0];
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} else {
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return handleCostumeLoadError(costume, runtime);
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}
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if (assetArray[1]) {
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costume.textLayerAsset = assetArray[1];
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}
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