const EventEmitter = require('events'); const Sequencer = require('./sequencer'); const Blocks = require('./blocks'); const Thread = require('./thread'); const {OrderedMap} = require('immutable'); // Virtual I/O devices. const Clock = require('../io/clock'); const DeviceManager = require('../io/deviceManager'); const Keyboard = require('../io/keyboard'); const Mouse = require('../io/mouse'); const defaultBlockPackages = { scratch3_control: require('../blocks/scratch3_control'), scratch3_event: require('../blocks/scratch3_event'), scratch3_looks: require('../blocks/scratch3_looks'), scratch3_motion: require('../blocks/scratch3_motion'), scratch3_operators: require('../blocks/scratch3_operators'), scratch3_pen: require('../blocks/scratch3_pen'), scratch3_sound: require('../blocks/scratch3_sound'), scratch3_sensing: require('../blocks/scratch3_sensing'), scratch3_data: require('../blocks/scratch3_data'), scratch3_procedures: require('../blocks/scratch3_procedures'), scratch3_wedo2: require('../blocks/scratch3_wedo2') }; /** * Manages targets, scripts, and the sequencer. * @constructor */ class Runtime extends EventEmitter { constructor () { super(); /** * Target management and storage. * @type {Array.} */ this.targets = []; /** * A list of threads that are currently running in the VM. * Threads are added when execution starts and pruned when execution ends. * @type {Array.} */ this.threads = []; /** @type {!Sequencer} */ this.sequencer = new Sequencer(this); /** * Storage container for flyout blocks. * These will execute on `_editingTarget.` * @type {!Blocks} */ this.flyoutBlocks = new Blocks(); /** * Storage container for monitor blocks. * These will execute on a target maybe * @type {!Blocks} */ this.monitorBlocks = new Blocks(); /** * Currently known editing target for the VM. * @type {?Target} */ this._editingTarget = null; /** * Map to look up a block primitive's implementation function by its opcode. * This is a two-step lookup: package name first, then primitive name. * @type {Object.} */ this._primitives = {}; /** * Map to look up hat blocks' metadata. * Keys are opcode for hat, values are metadata objects. * @type {Object.} */ this._hats = {}; /** * Currently known values for edge-activated hats. * Keys are block ID for the hat; values are the currently known values. * @type {Object.} */ this._edgeActivatedHatValues = {}; /** * A list of script block IDs that were glowing during the previous frame. * @type {!Array.} */ this._scriptGlowsPreviousFrame = []; /** * Number of non-monitor threads running during the previous frame. * @type {number} */ this._nonMonitorThreadCount = 0; /** * Currently known number of clones, used to enforce clone limit. * @type {number} */ this._cloneCounter = 0; /** * Flag to emit a targets update at the end of a step. When target data * changes, this flag is set to true. * @type {boolean} */ this._refreshTargets = false; /** * Ordered map of all monitors, which are MonitorReporter objects. */ this._monitorState = OrderedMap({}); /** * Monitor state from last tick */ this._prevMonitorState = OrderedMap({}); /** * Whether the project is in "turbo mode." * @type {Boolean} */ this.turboMode = false; /** * Whether the project is in "compatibility mode" (30 TPS). * @type {Boolean} */ this.compatibilityMode = false; /** * A reference to the current runtime stepping interval, set * by a `setInterval`. * @type {!number} */ this._steppingInterval = null; /** * Current length of a step. * Changes as mode switches, and used by the sequencer to calculate * WORK_TIME. * @type {!number} */ this.currentStepTime = null; /** * Whether any primitive has requested a redraw. * Affects whether `Sequencer.stepThreads` will yield * after stepping each thread. * Reset on every frame. * @type {boolean} */ this.redrawRequested = false; // Register all given block packages. this._registerBlockPackages(); // Register and initialize "IO devices", containers for processing // I/O related data. /** @type {Object.} */ this.ioDevices = { clock: new Clock(), deviceManager: new DeviceManager(), keyboard: new Keyboard(this), mouse: new Mouse(this) }; } /** * Width of the stage, in pixels. * @const {number} */ static get STAGE_WIDTH () { return 480; } /** * Height of the stage, in pixels. * @const {number} */ static get STAGE_HEIGHT () { return 360; } /** * Event name for glowing a script. * @const {string} */ static get SCRIPT_GLOW_ON () { return 'SCRIPT_GLOW_ON'; } /** * Event name for unglowing a script. * @const {string} */ static get SCRIPT_GLOW_OFF () { return 'SCRIPT_GLOW_OFF'; } /** * Event name for glowing a block. * @const {string} */ static get BLOCK_GLOW_ON () { return 'BLOCK_GLOW_ON'; } /** * Event name for unglowing a block. * @const {string} */ static get BLOCK_GLOW_OFF () { return 'BLOCK_GLOW_OFF'; } /** * Event name for glowing the green flag * @const {string} */ static get PROJECT_RUN_START () { return 'PROJECT_RUN_START'; } /** * Event name for unglowing the green flag * @const {string} */ static get PROJECT_RUN_STOP () { return 'PROJECT_RUN_STOP'; } /** * Event name for visual value report. * @const {string} */ static get VISUAL_REPORT () { return 'VISUAL_REPORT'; } /** * Event name for targets update report. * @const {string} */ static get TARGETS_UPDATE () { return 'TARGETS_UPDATE'; } /** * Event name for monitors update. * @const {string} */ static get MONITORS_UPDATE () { return 'MONITORS_UPDATE'; } /** * How rapidly we try to step threads by default, in ms. */ static get THREAD_STEP_INTERVAL () { return 1000 / 60; } /** * In compatibility mode, how rapidly we try to step threads, in ms. */ static get THREAD_STEP_INTERVAL_COMPATIBILITY () { return 1000 / 30; } /** * How many clones can be created at a time. * @const {number} */ static get MAX_CLONES () { return 300; } // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Register default block packages with this runtime. * @todo Prefix opcodes with package name. * @private */ _registerBlockPackages () { for (const packageName in defaultBlockPackages) { if (defaultBlockPackages.hasOwnProperty(packageName)) { // @todo pass a different runtime depending on package privilege? const packageObject = new (defaultBlockPackages[packageName])(this); // Collect primitives from package. if (packageObject.getPrimitives) { const packagePrimitives = packageObject.getPrimitives(); for (const op in packagePrimitives) { if (packagePrimitives.hasOwnProperty(op)) { this._primitives[op] = packagePrimitives[op].bind(packageObject); } } } // Collect hat metadata from package. if (packageObject.getHats) { const packageHats = packageObject.getHats(); for (const hatName in packageHats) { if (packageHats.hasOwnProperty(hatName)) { this._hats[hatName] = packageHats[hatName]; } } } } } } /** * Retrieve the function associated with the given opcode. * @param {!string} opcode The opcode to look up. * @return {Function} The function which implements the opcode. */ getOpcodeFunction (opcode) { return this._primitives[opcode]; } /** * Return whether an opcode represents a hat block. * @param {!string} opcode The opcode to look up. * @return {boolean} True if the op is known to be a hat. */ getIsHat (opcode) { return this._hats.hasOwnProperty(opcode); } /** * Return whether an opcode represents an edge-activated hat block. * @param {!string} opcode The opcode to look up. * @return {boolean} True if the op is known to be a edge-activated hat. */ getIsEdgeActivatedHat (opcode) { return this._hats.hasOwnProperty(opcode) && this._hats[opcode].edgeActivated; } /** * Update an edge-activated hat block value. * @param {!string} blockId ID of hat to store value for. * @param {*} newValue Value to store for edge-activated hat. * @return {*} The old value for the edge-activated hat. */ updateEdgeActivatedValue (blockId, newValue) { const oldValue = this._edgeActivatedHatValues[blockId]; this._edgeActivatedHatValues[blockId] = newValue; return oldValue; } /** * Clear all edge-activaed hat values. */ clearEdgeActivatedValues () { this._edgeActivatedHatValues = {}; } /** * Attach the audio engine * @param {!AudioEngine} audioEngine The audio engine to attach */ attachAudioEngine (audioEngine) { this.audioEngine = audioEngine; } /** * Attach the renderer * @param {!RenderWebGL} renderer The renderer to attach */ attachRenderer (renderer) { this.renderer = renderer; } /** * Attach the storage module * @param {!ScratchStorage} storage The storage module to attach */ attachStorage (storage) { this.storage = storage; } // ----------------------------------------------------------------------------- // ----------------------------------------------------------------------------- /** * Create a thread and push it to the list of threads. * @param {!string} id ID of block that starts the stack. * @param {!Target} target Target to run thread on. * @param {?object} opts optional arguments * @param {?boolean} opts.stackClick true if the script was activated by clicking on the stack * @param {?boolean} opts.updateMonitor true if the script should update a monitor value * @return {!Thread} The newly created thread. */ _pushThread (id, target, opts) { opts = Object.assign({ stackClick: false, updateMonitor: false }, opts); const thread = new Thread(id); thread.target = target; thread.stackClick = opts.stackClick; thread.updateMonitor = opts.updateMonitor; thread.pushStack(id); this.threads.push(thread); return thread; } /** * Remove a thread from the list of threads. * @param {?Thread} thread Thread object to remove from actives */ _removeThread (thread) { // Inform sequencer to stop executing that thread. this.sequencer.retireThread(thread); // Remove from the list. const i = this.threads.indexOf(thread); if (i > -1) { this.threads.splice(i, 1); } } /** * Restart a thread in place, maintaining its position in the list of threads. * This is used by `startHats` to and is necessary to ensure 2.0-like execution order. * Test project: https://scratch.mit.edu/projects/130183108/ * @param {!Thread} thread Thread object to restart. */ _restartThread (thread) { const newThread = new Thread(thread.topBlock); newThread.target = thread.target; newThread.stackClick = thread.stackClick; newThread.updateMonitor = thread.updateMonitor; newThread.pushStack(thread.topBlock); const i = this.threads.indexOf(thread); if (i > -1) { this.threads[i] = newThread; } else { this.threads.push(thread); } } /** * Return whether a thread is currently active/running. * @param {?Thread} thread Thread object to check. * @return {boolean} True if the thread is active/running. */ isActiveThread (thread) { return this.threads.indexOf(thread) > -1; } /** * Toggle a script. * @param {!string} topBlockId ID of block that starts the script. * @param {?object} opts optional arguments to toggle script * @param {?string} opts.target target ID for target to run script on. If not supplied, uses editing target. * @param {?boolean} opts.stackClick true if the user activated the stack by clicking, false if not. This * determines whether we show a visual report when turning on the script. */ toggleScript (topBlockId, opts) { opts = Object.assign({ target: this._editingTarget, stackClick: false }, opts); // Remove any existing thread. for (let i = 0; i < this.threads.length; i++) { // Toggling a script that's already running turns it off if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE) { const blockContainer = opts.target.blocks; const opcode = blockContainer.getOpcode(blockContainer.getBlock(topBlockId)); if (this.getIsEdgeActivatedHat(opcode) && this.threads[i].stackClick !== opts.stackClick) { // Allow edge activated hat thread stack click to coexist with // edge activated hat thread that runs every frame continue; } this._removeThread(this.threads[i]); return; } } // Otherwise add it. this._pushThread(topBlockId, opts.target, opts); } /** * Enqueue a script that when finished will update the monitor for the block. * @param {!string} topBlockId ID of block that starts the script. * @param {?string} optTarget target ID for target to run script on. If not supplied, uses editing target. */ addMonitorScript (topBlockId, optTarget) { if (!optTarget) optTarget = this._editingTarget; for (let i = 0; i < this.threads.length; i++) { // Don't re-add the script if it's already running if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE && this.threads[i].updateMonitor) { return; } } // Otherwise add it. this._pushThread(topBlockId, optTarget, {updateMonitor: true}); } /** * Run a function `f` for all scripts in a workspace. * `f` will be called with two parameters: * - the top block ID of the script. * - the target that owns the script. * @param {!Function} f Function to call for each script. * @param {Target=} optTarget Optionally, a target to restrict to. */ allScriptsDo (f, optTarget) { let targets = this.targets; if (optTarget) { targets = [optTarget]; } for (let t = targets.length - 1; t >= 0; t--) { const target = targets[t]; const scripts = target.blocks.getScripts(); for (let j = 0; j < scripts.length; j++) { const topBlockId = scripts[j]; f(topBlockId, target); } } } /** * Start all relevant hats. * @param {!string} requestedHatOpcode Opcode of hats to start. * @param {object=} optMatchFields Optionally, fields to match on the hat. * @param {Target=} optTarget Optionally, a target to restrict to. * @return {Array.} List of threads started by this function. */ startHats (requestedHatOpcode, optMatchFields, optTarget) { if (!this._hats.hasOwnProperty(requestedHatOpcode)) { // No known hat with this opcode. return; } const instance = this; const newThreads = []; for (const opts in optMatchFields) { if (!optMatchFields.hasOwnProperty(opts)) continue; optMatchFields[opts] = optMatchFields[opts].toUpperCase(); } // Consider all scripts, looking for hats with opcode `requestedHatOpcode`. this.allScriptsDo((topBlockId, target) => { const blocks = target.blocks; const block = blocks.getBlock(topBlockId); const potentialHatOpcode = block.opcode; if (potentialHatOpcode !== requestedHatOpcode) { // Not the right hat. return; } // Match any requested fields. // For example: ensures that broadcasts match. // This needs to happen before the block is evaluated // (i.e., before the predicate can be run) because "broadcast and wait" // needs to have a precise collection of started threads. let hatFields = blocks.getFields(block); // If no fields are present, check inputs (horizontal blocks) if (Object.keys(hatFields).length === 0) { const hatInputs = blocks.getInputs(block); for (const input in hatInputs) { if (!hatInputs.hasOwnProperty(input)) continue; const id = hatInputs[input].block; const inpBlock = blocks.getBlock(id); const fields = blocks.getFields(inpBlock); hatFields = Object.assign(fields, hatFields); } } if (optMatchFields) { for (const matchField in optMatchFields) { if (hatFields[matchField].value.toUpperCase() !== optMatchFields[matchField]) { // Field mismatch. return; } } } // Look up metadata for the relevant hat. const hatMeta = instance._hats[requestedHatOpcode]; if (hatMeta.restartExistingThreads) { // If `restartExistingThreads` is true, we should stop // any existing threads starting with the top block. for (let i = 0; i < instance.threads.length; i++) { if (instance.threads[i].topBlock === topBlockId && !instance.threads[i].stackClick && // stack click threads and hat threads can coexist instance.threads[i].target === target) { instance._restartThread(instance.threads[i]); return; } } } else { // If `restartExistingThreads` is false, we should // give up if any threads with the top block are running. for (let j = 0; j < instance.threads.length; j++) { if (instance.threads[j].topBlock === topBlockId && instance.threads[j].target === target && !instance.threads[j].stackClick && // stack click threads and hat threads can coexist instance.threads[j].status !== Thread.STATUS_DONE) { // Some thread is already running. return; } } } // Start the thread with this top block. newThreads.push(instance._pushThread(topBlockId, target)); }, optTarget); return newThreads; } /** * Dispose all targets. Return to clean state. */ dispose () { this.stopAll(); this.targets.map(this.disposeTarget, this); } /** * Dispose of a target. * @param {!Target} disposingTarget Target to dispose of. */ disposeTarget (disposingTarget) { this.targets = this.targets.filter(target => { if (disposingTarget !== target) return true; // Allow target to do dispose actions. target.dispose(); // Remove from list of targets. return false; }); } /** * Stop any threads acting on the target. * @param {!Target} target Target to stop threads for. * @param {Thread=} optThreadException Optional thread to skip. */ stopForTarget (target, optThreadException) { // Stop any threads on the target. for (let i = 0; i < this.threads.length; i++) { if (this.threads[i] === optThreadException) { continue; } if (this.threads[i].target === target) { this.threads[i].isKilled = true; this._removeThread(this.threads[i]); } } } /** * Start all threads that start with the green flag. */ greenFlag () { this.stopAll(); this.ioDevices.clock.resetProjectTimer(); this.clearEdgeActivatedValues(); // Inform all targets of the green flag. for (let i = 0; i < this.targets.length; i++) { this.targets[i].onGreenFlag(); } this.startHats('event_whenflagclicked'); } /** * Stop "everything." */ stopAll () { // Dispose all clones. const newTargets = []; for (let i = 0; i < this.targets.length; i++) { this.targets[i].onStopAll(); if (this.targets[i].hasOwnProperty('isOriginal') && !this.targets[i].isOriginal) { this.targets[i].dispose(); } else { newTargets.push(this.targets[i]); } } this.targets = newTargets; // Dispose all threads. const threadsCopy = this.threads.slice(); while (threadsCopy.length > 0) { const poppedThread = threadsCopy.pop(); this._removeThread(poppedThread); } } /** * Repeatedly run `sequencer.stepThreads` and filter out * inactive threads after each iteration. */ _step () { // Find all edge-activated hats, and add them to threads to be evaluated. for (const hatType in this._hats) { if (!this._hats.hasOwnProperty(hatType)) continue; const hat = this._hats[hatType]; if (hat.edgeActivated) { this.startHats(hatType); } } this.redrawRequested = false; this._pushMonitors(); const doneThreads = this.sequencer.stepThreads(); this._updateGlows(doneThreads); // Add done threads so that even if a thread finishes within 1 frame, the green // flag will still indicate that a script ran. this._emitProjectRunStatus( this.threads.length + doneThreads.length - this._getMonitorThreadCount([...this.threads, ...doneThreads])); if (this.renderer) { // @todo: Only render when this.redrawRequested or clones rendered. this.renderer.draw(); } if (this._refreshTargets) { this.emit(Runtime.TARGETS_UPDATE); this._refreshTargets = false; } if (!this._prevMonitorState.equals(this._monitorState)) { this.emit(Runtime.MONITORS_UPDATE, this._monitorState); this._prevMonitorState = this._monitorState; } } /** * Get the number of threads in the given array that are monitor threads (threads * that update monitor values, and don't count as running a script). * @param {!Array.} threads The set of threads to look through. * @return {number} The number of monitor threads in threads. */ _getMonitorThreadCount (threads) { let count = 0; threads.forEach(thread => { if (thread.updateMonitor) count++; }); return count; } /** * Queue monitor blocks to sequencer to be run. */ _pushMonitors () { this.monitorBlocks.runAllMonitored(this); } /** * Set the current editing target known by the runtime. * @param {!Target} editingTarget New editing target. */ setEditingTarget (editingTarget) { this._editingTarget = editingTarget; // Script glows must be cleared. this._scriptGlowsPreviousFrame = []; this._updateGlows(); this.requestTargetsUpdate(editingTarget); } /** * Set whether we are in 30 TPS compatibility mode. * @param {boolean} compatibilityModeOn True iff in compatibility mode. */ setCompatibilityMode (compatibilityModeOn) { this.compatibilityMode = compatibilityModeOn; if (this._steppingInterval) { clearInterval(this._steppingInterval); this.start(); } } /** * Emit glows/glow clears for scripts after a single tick. * Looks at `this.threads` and notices which have turned on/off new glows. * @param {Array.=} optExtraThreads Optional list of inactive threads. */ _updateGlows (optExtraThreads) { const searchThreads = []; searchThreads.push.apply(searchThreads, this.threads); if (optExtraThreads) { searchThreads.push.apply(searchThreads, optExtraThreads); } // Set of scripts that request a glow this frame. const requestedGlowsThisFrame = []; // Final set of scripts glowing during this frame. const finalScriptGlows = []; // Find all scripts that should be glowing. for (let i = 0; i < searchThreads.length; i++) { const thread = searchThreads[i]; const target = thread.target; if (target === this._editingTarget) { const blockForThread = thread.blockGlowInFrame; if (thread.requestScriptGlowInFrame) { let script = target.blocks.getTopLevelScript(blockForThread); if (!script) { // Attempt to find in flyout blocks. script = this.flyoutBlocks.getTopLevelScript( blockForThread ); } if (script) { requestedGlowsThisFrame.push(script); } } } } // Compare to previous frame. for (let j = 0; j < this._scriptGlowsPreviousFrame.length; j++) { const previousFrameGlow = this._scriptGlowsPreviousFrame[j]; if (requestedGlowsThisFrame.indexOf(previousFrameGlow) < 0) { // Glow turned off. this.glowScript(previousFrameGlow, false); } else { // Still glowing. finalScriptGlows.push(previousFrameGlow); } } for (let k = 0; k < requestedGlowsThisFrame.length; k++) { const currentFrameGlow = requestedGlowsThisFrame[k]; if (this._scriptGlowsPreviousFrame.indexOf(currentFrameGlow) < 0) { // Glow turned on. this.glowScript(currentFrameGlow, true); finalScriptGlows.push(currentFrameGlow); } } this._scriptGlowsPreviousFrame = finalScriptGlows; } /** * Emit run start/stop after each tick. Emits when `this.threads.length` goes * between non-zero and zero * * @param {number} nonMonitorThreadCount The new nonMonitorThreadCount */ _emitProjectRunStatus (nonMonitorThreadCount) { if (this._nonMonitorThreadCount === 0 && nonMonitorThreadCount > 0) { this.emit(Runtime.PROJECT_RUN_START); } if (this._nonMonitorThreadCount > 0 && nonMonitorThreadCount === 0) { this.emit(Runtime.PROJECT_RUN_STOP); } this._nonMonitorThreadCount = nonMonitorThreadCount; } /** * "Quiet" a script's glow: stop the VM from generating glow/unglow events * about that script. Use when a script has just been deleted, but we may * still be tracking glow data about it. * @param {!string} scriptBlockId Id of top-level block in script to quiet. */ quietGlow (scriptBlockId) { const index = this._scriptGlowsPreviousFrame.indexOf(scriptBlockId); if (index > -1) { this._scriptGlowsPreviousFrame.splice(index, 1); } } /** * Emit feedback for block glowing (used in the sequencer). * @param {?string} blockId ID for the block to update glow * @param {boolean} isGlowing True to turn on glow; false to turn off. */ glowBlock (blockId, isGlowing) { if (isGlowing) { this.emit(Runtime.BLOCK_GLOW_ON, {id: blockId}); } else { this.emit(Runtime.BLOCK_GLOW_OFF, {id: blockId}); } } /** * Emit feedback for script glowing. * @param {?string} topBlockId ID for the top block to update glow * @param {boolean} isGlowing True to turn on glow; false to turn off. */ glowScript (topBlockId, isGlowing) { if (isGlowing) { this.emit(Runtime.SCRIPT_GLOW_ON, {id: topBlockId}); } else { this.emit(Runtime.SCRIPT_GLOW_OFF, {id: topBlockId}); } } /** * Emit value for reporter to show in the blocks. * @param {string} blockId ID for the block. * @param {string} value Value to show associated with the block. */ visualReport (blockId, value) { this.emit(Runtime.VISUAL_REPORT, {id: blockId, value: String(value)}); } /** * Add a monitor to the state. If the monitor already exists in the state, * overwrites it. * @param {!MonitorRecord} monitor Monitor to add. */ requestAddMonitor (monitor) { this._monitorState = this._monitorState.set(monitor.id, monitor); } /** * Update a monitor in the state. Does nothing if the monitor does not already * exist in the state. * @param {!Map} monitor Monitor values to update. Values on the monitor with overwrite * values on the old monitor with the same ID. If a value isn't defined on the new monitor, * the old monitor will keep its old value. */ requestUpdateMonitor (monitor) { if (this._monitorState.has(monitor.get('id'))) { this._monitorState = this._monitorState.set(monitor.get('id'), this._monitorState.get(monitor.get('id')).merge(monitor)); } } /** * Removes a monitor from the state. Does nothing if the monitor already does * not exist in the state. * @param {!string} monitorId ID of the monitor to remove. */ requestRemoveMonitor (monitorId) { this._monitorState = this._monitorState.delete(monitorId); } /** * Get a target by its id. * @param {string} targetId Id of target to find. * @return {?Target} The target, if found. */ getTargetById (targetId) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.id === targetId) { return target; } } } /** * Get the first original (non-clone-block-created) sprite given a name. * @param {string} spriteName Name of sprite to look for. * @return {?Target} Target representing a sprite of the given name. */ getSpriteTargetByName (spriteName) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.sprite && target.sprite.name === spriteName) { return target; } } } /** * Get a target by its drawable id. * @param {number} drawableID drawable id of target to find * @return {?Target} The target, if found */ getTargetByDrawableId (drawableID) { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.drawableID === drawableID) return target; } } /** * Update the clone counter to track how many clones are created. * @param {number} changeAmount How many clones have been created/destroyed. */ changeCloneCounter (changeAmount) { this._cloneCounter += changeAmount; } /** * Return whether there are clones available. * @return {boolean} True until the number of clones hits Runtime.MAX_CLONES. */ clonesAvailable () { return this._cloneCounter < Runtime.MAX_CLONES; } /** * Report that a new target has been created, possibly by cloning an existing target. * @param {Target} newTarget - the newly created target. * @param {Target} [sourceTarget] - the target used as a source for the new clone, if any. * @fires Runtime#targetWasCreated */ fireTargetWasCreated (newTarget, sourceTarget) { this.emit('targetWasCreated', newTarget, sourceTarget); } /** * Get a target representing the Scratch stage, if one exists. * @return {?Target} The target, if found. */ getTargetForStage () { for (let i = 0; i < this.targets.length; i++) { const target = this.targets[i]; if (target.isStage) { return target; } } } /** * Get the editing target. * @return {?Target} The editing target. */ getEditingTarget () { return this._editingTarget; } /** * Tell the runtime to request a redraw. * Use after a clone/sprite has completed some visible operation on the stage. */ requestRedraw () { this.redrawRequested = true; } /** * Emit a targets update at the end of the step if the provided target is * the original sprite * @param {!Target} target Target requesting the targets update */ requestTargetsUpdate (target) { if (!target.isOriginal) return; this._refreshTargets = true; } /** * Set up timers to repeatedly step in a browser. */ start () { let interval = Runtime.THREAD_STEP_INTERVAL; if (this.compatibilityMode) { interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY; } this.currentStepTime = interval; this._steppingInterval = setInterval(() => { this._step(); }, interval); } } /** * Event fired after a new target has been created, possibly by cloning an existing target. * * @event Runtime#targetWasCreated * @param {Target} newTarget - the newly created target. * @param {Target} [sourceTarget] - the target used as a source for the new clone, if any. */ module.exports = Runtime;