Fix up variable references after deserializing a .sprite2 or .sprite3 to avoid conflicts with pre-existing variables.

This commit is contained in:
Karishma Chadha 2018-06-19 14:02:54 -04:00
parent 5cc48b6ef3
commit f2aacbc79c
4 changed files with 162 additions and 33 deletions
src/engine

View file

@ -6,6 +6,8 @@ const Clone = require('../util/clone');
const {Map} = require('immutable');
const BlocksExecuteCache = require('./blocks-execute-cache');
const log = require('../util/log');
const Variable = require('./variable');
const StringUtil = require('../util/string-util');
/**
* @fileoverview
@ -670,6 +672,68 @@ class Blocks {
this.resetCache();
}
/**
* Fixes up variable references in this blocks container avoiding conflicts with
* pre-existing variables in the same scope.
* This is used when uploading a new sprite (the given target)
* into an existing project, where the new sprite may contain references
* to variable names that already exist as global variables in the project
* (and thus are in scope for variable references in the given sprite).
*
* If the given target has a block that references an existing global variable and that
* variable *does not* exist in the target itself (e.g. it was a global variable in the
* project the sprite was originally exported from), fix the variable references in this sprite
* to reference the id of the pre-existing global variable.
* If the given target has a block that references an existing global variable and that
* variable does exist in the target itself (e.g. it's a local variable in the sprite being uploaded),
* then the variable is renamed to distinguish itself from the pre-existing variable.
* All blocks that reference the local variable will be updated to use the new name.
* @param {Target} target The new target being uploaded, with potential variable conflicts
* @param {Runtime} runtime The runtime context with any pre-existing variables
*/
fixUpVariableReferences (target, runtime) {
const blocks = this._blocks;
for (const blockId in blocks) {
let varOrListField = null;
let varType = null;
if (blocks[blockId].fields.VARIABLE) {
varOrListField = blocks[blockId].fields.VARIABLE;
varType = Variable.SCALAR_TYPE;
} else if (blocks[blockId].fields.LIST) {
varOrListField = blocks[blockId].fields.LIST;
varType = Variable.LIST_TYPE;
}
if (varOrListField) {
const currVarId = varOrListField.id;
const currVarName = varOrListField.value;
if (target.lookupVariableById(currVarId)) {
// Found a variable with the id in either the target or the stage,
// figure out which one.
if (target.variables.hasOwnProperty(currVarId)) {
// If the target has the variable, then check whether the stage
// has one with the same name and type. If it does, then rename
// this target specific variable so that there is a distinction.
const stage = runtime.getTargetForStage();
if (stage && stage.variables &&
stage.lookupVariableByNameAndType(currVarName, varType)) {
// TODO what should the new name be?
const newName = StringUtil.unusedName(
`${target.getName()}_${currVarName}`,
target.getAllVariableNamesInScopeByType(varType));
target.renameVariable(currVarId, newName);
this.updateBlocksAfterVarRename(currVarId, newName);
}
}
} else {
const existingVar = target.lookupVariableByNameAndType(currVarName, varType);
if (existingVar) {
varOrListField.id = existingVar.id;
}
}
}
}
}
/**
* Keep blocks up to date after a variable gets renamed.
* @param {string} varId The id of the variable that was renamed