/** * This test ensures that the VM gracefully handles a sprite3 file with * a missing bitmap costume. The VM should handle this safely by displaying * a Gray Question Mark, but keeping track of the original costume data * and serializing the original costume data back out. The saved project.json * should not reflect that the costume is broken and should therefore re-attempt * to load the costume if the saved project is re-loaded. */ const path = require('path'); const tap = require('tap'); const makeTestStorage = require('../fixtures/make-test-storage'); const FakeRenderer = require('../fixtures/fake-renderer'); const FakeBitmapAdapter = require('../fixtures/fake-bitmap-adapter'); const readFileToBuffer = require('../fixtures/readProjectFile').readFileToBuffer; const VirtualMachine = require('../../src/index'); const {serializeCostumes} = require('../../src/serialization/serialize-assets'); // The particular project that we're loading doesn't matter for this test const projectUri = path.resolve(__dirname, '../fixtures/default.sb3'); const project = readFileToBuffer(projectUri); const spriteUri = path.resolve(__dirname, '../fixtures/missing_png.sprite3'); const sprite = readFileToBuffer(spriteUri); const missingCostumeAssetId = 'e1320c21995dcf6de10119be7f08c26b'; global.Image = function () { const image = { width: 1, height: 1 }; setTimeout(() => image.onload(), 1000); return image; }; global.document = { createElement: () => ({ // Create mock canvas getContext: () => ({ drawImage: () => ({}) }) }) }; let vm; tap.beforeEach(() => { const storage = makeTestStorage(); vm = new VirtualMachine(); vm.attachStorage(storage); vm.attachRenderer(new FakeRenderer()); vm.attachV2BitmapAdapter(new FakeBitmapAdapter()); return vm.loadProject(project).then(() => vm.addSprite(sprite)); }); const test = tap.test; test('loading sprite3 with missing bitmap costume file', t => { t.equal(vm.runtime.targets.length, 3); const stage = vm.runtime.targets[0]; t.ok(stage.isStage); const greenGuySprite = vm.runtime.targets[2]; t.equal(greenGuySprite.getName(), 'Green Guy'); t.equal(greenGuySprite.getCostumes().length, 1); const missingCostume = greenGuySprite.getCostumes()[0]; t.equal(missingCostume.name, 'Green Guy'); // Costume should have both default cosutme (e.g. Gray Question Mark) data and original data const defaultBitmapAssetId = vm.runtime.storage.defaultAssetId.ImageBitmap; t.equal(missingCostume.assetId, defaultBitmapAssetId); t.equal(missingCostume.dataFormat, 'png'); // Runtime should have info about broken asset t.ok(missingCostume.broken); t.equal(missingCostume.broken.assetId, missingCostumeAssetId); t.end(); }); test('load and then save sprite3 with missing bitmap costume file', t => { const resavedSprite = JSON.parse(vm.toJSON(vm.runtime.targets[2].id)); t.equal(resavedSprite.name, 'Green Guy'); t.equal(resavedSprite.costumes.length, 1); const missingCostume = resavedSprite.costumes[0]; t.equal(missingCostume.name, 'Green Guy'); // Costume should have both default cosutme (e.g. Gray Question Mark) data and original data t.equal(missingCostume.assetId, missingCostumeAssetId); t.equal(missingCostume.dataFormat, 'png'); // Test that we didn't save any data about the costume being broken t.notOk(missingCostume.broken); t.end(); }); test('serializeCostume does not save data for missing costume', t => { const costumeDescs = serializeCostumes(vm.runtime, vm.runtime.targets[2].id); t.equal(costumeDescs.length, 0); t.end(); });