/** * @fileoverview * An SB3 serializer and deserializer. Parses provided * JSON and then generates all needed scratch-vm runtime structures. */ const vmPackage = require('../../package.json'); const Blocks = require('../engine/blocks'); const Sprite = require('../sprites/sprite'); const Variable = require('../engine/variable'); const Comment = require('../engine/comment'); const StageLayering = require('../engine/stage-layering'); const log = require('../util/log'); const uid = require('../util/uid'); const MathUtil = require('../util/math-util'); const {loadCostume} = require('../import/load-costume.js'); const {loadSound} = require('../import/load-sound.js'); const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js'); const hasOwnProperty = Object.prototype.hasOwnProperty; /** * @typedef {object} ImportedProject * @property {Array.} targets - the imported Scratch 3.0 target objects. * @property {ImportedExtensionsInfo} extensionsInfo - the ID of each extension actually used by this project. */ /** * @typedef {object} ImportedExtensionsInfo * @property {Set.} extensionIDs - the ID of each extension actually in use by blocks in this project. * @property {Map.} extensionURLs - map of ID => URL from project metadata. May not match extensionIDs. */ // Constants used during serialization and deserialization const INPUT_SAME_BLOCK_SHADOW = 1; // unobscured shadow const INPUT_BLOCK_NO_SHADOW = 2; // no shadow const INPUT_DIFF_BLOCK_SHADOW = 3; // obscured shadow // There shouldn't be a case where block is null, but shadow is present... // Constants used during deserialization of an SB3 file const CORE_EXTENSIONS = [ 'argument', 'colour', 'control', 'data', 'event', 'looks', 'math', 'motion', 'operator', 'procedures', 'sensing', 'sound' ]; // Constants referring to 'primitive' blocks that are usually shadows, // or in the case of variables and lists, appear quite often in projects // math_number const MATH_NUM_PRIMITIVE = 4; // there's no reason these constants can't collide // math_positive_number const POSITIVE_NUM_PRIMITIVE = 5; // with the above, but removing duplication for clarity // math_whole_number const WHOLE_NUM_PRIMITIVE = 6; // math_integer const INTEGER_NUM_PRIMITIVE = 7; // math_angle const ANGLE_NUM_PRIMITIVE = 8; // colour_picker const COLOR_PICKER_PRIMITIVE = 9; // text const TEXT_PRIMITIVE = 10; // event_broadcast_menu const BROADCAST_PRIMITIVE = 11; // data_variable const VAR_PRIMITIVE = 12; // data_listcontents const LIST_PRIMITIVE = 13; // Map block opcodes to the above primitives and the name of the field we can use // to find the value of the field const primitiveOpcodeInfoMap = { math_number: [MATH_NUM_PRIMITIVE, 'NUM'], math_positive_number: [POSITIVE_NUM_PRIMITIVE, 'NUM'], math_whole_number: [WHOLE_NUM_PRIMITIVE, 'NUM'], math_integer: [INTEGER_NUM_PRIMITIVE, 'NUM'], math_angle: [ANGLE_NUM_PRIMITIVE, 'NUM'], colour_picker: [COLOR_PICKER_PRIMITIVE, 'COLOUR'], text: [TEXT_PRIMITIVE, 'TEXT'], event_broadcast_menu: [BROADCAST_PRIMITIVE, 'BROADCAST_OPTION'], data_variable: [VAR_PRIMITIVE, 'VARIABLE'], data_listcontents: [LIST_PRIMITIVE, 'LIST'] }; /** * Serializes primitives described above into a more compact format * @param {object} block the block to serialize * @return {array} An array representing the information in the block, * or null if the given block is not one of the primitives described above. */ const serializePrimitiveBlock = function (block) { // Returns an array represeting a primitive block or null if not one of // the primitive types above if (hasOwnProperty.call(primitiveOpcodeInfoMap, block.opcode)) { const primitiveInfo = primitiveOpcodeInfoMap[block.opcode]; const primitiveConstant = primitiveInfo[0]; const fieldName = primitiveInfo[1]; const field = block.fields[fieldName]; const primitiveDesc = [primitiveConstant, field.value]; if (block.opcode === 'event_broadcast_menu') { primitiveDesc.push(field.id); } else if (block.opcode === 'data_variable' || block.opcode === 'data_listcontents') { primitiveDesc.push(field.id); if (block.topLevel) { primitiveDesc.push(block.x ? Math.round(block.x) : 0); primitiveDesc.push(block.y ? Math.round(block.y) : 0); } } return primitiveDesc; } return null; }; /** * Serializes the inputs field of a block in a compact form using * constants described above to represent the relationship between the * inputs of this block (e.g. if there is an unobscured shadow, an obscured shadow * -- a block plugged into a droppable input -- or, if there is just a block). * Based on this relationship, serializes the ids of the block and shadow (if present) * * @param {object} inputs The inputs to serialize * @return {object} An object representing the serialized inputs */ const serializeInputs = function (inputs) { const obj = Object.create(null); for (const inputName in inputs) { if (!hasOwnProperty.call(inputs, inputName)) continue; // if block and shadow refer to the same block, only serialize one if (inputs[inputName].block === inputs[inputName].shadow) { // has block and shadow, and they are the same obj[inputName] = [ INPUT_SAME_BLOCK_SHADOW, inputs[inputName].block ]; } else if (inputs[inputName].shadow === null) { // does not have shadow obj[inputName] = [ INPUT_BLOCK_NO_SHADOW, inputs[inputName].block ]; } else { // block and shadow are both present and are different obj[inputName] = [ INPUT_DIFF_BLOCK_SHADOW, inputs[inputName].block, inputs[inputName].shadow ]; } } return obj; }; /** * Serialize the fields of a block in a more compact form. * @param {object} fields The fields object to serialize * @return {object} An object representing the serialized fields */ const serializeFields = function (fields) { const obj = Object.create(null); for (const fieldName in fields) { if (!hasOwnProperty.call(fields, fieldName)) continue; obj[fieldName] = [fields[fieldName].value]; if (fields[fieldName].hasOwnProperty('id')) { obj[fieldName].push(fields[fieldName].id); } } return obj; }; /** * Serialize the given block in the SB3 format with some compression of inputs, * fields, and primitives. * @param {object} block The block to serialize * @return {object | array} A serialized representation of the block. This is an * array if the block is one of the primitive types described above or an object, * if not. */ const serializeBlock = function (block) { const serializedPrimitive = serializePrimitiveBlock(block); if (serializedPrimitive) return serializedPrimitive; // If serializedPrimitive is null, proceed with serializing a non-primitive block const obj = Object.create(null); obj.opcode = block.opcode; // NOTE: this is extremely important to serialize even if null; // not serializing `next: null` results in strange behavior with block // execution obj.next = block.next; obj.parent = block.parent; obj.inputs = serializeInputs(block.inputs); obj.fields = serializeFields(block.fields); obj.topLevel = block.topLevel ? block.topLevel : false; obj.shadow = block.shadow; if (block.topLevel) { if (block.x) { obj.x = Math.round(block.x); } if (block.y) { obj.y = Math.round(block.y); } } if (block.mutation) { obj.mutation = block.mutation; } if (block.comment) { obj.comment = block.comment; } return obj; }; /** * Compresses the serialized inputs replacing block/shadow ids that refer to * one of the primitives with the primitive itself. E.g. * * blocks: { * aUidForMyBlock: { * inputs: { * MYINPUT: [1, 'aUidForAnUnobscuredShadowPrimitive'] * } * }, * aUidForAnUnobscuredShadowPrimitive: [4, 10] * // the above is a primitive representing a 'math_number' with value 10 * } * * becomes: * * blocks: { * aUidForMyBlock: { * inputs: { * MYINPUT: [1, [4, 10]] * } * } * } * Note: this function modifies the given blocks object in place * @param {object} block The block with inputs to compress * @param {objec} blocks The object containing all the blocks currently getting serialized * @return {object} The serialized block with compressed inputs */ const compressInputTree = function (block, blocks) { // This is the second pass on the block // so the inputs field should be an object of key - array pairs const serializedInputs = block.inputs; for (const inputName in serializedInputs) { // don't need to check for hasOwnProperty because of how we constructed // inputs const currInput = serializedInputs[inputName]; // traverse currInput skipping the first element, which describes whether the block // and shadow are the same for (let i = 1; i < currInput.length; i++) { if (!currInput[i]) continue; // need this check b/c block/shadow can be null const blockOrShadowID = currInput[i]; // replace element of currInput directly // (modifying input block directly) const blockOrShadow = blocks[blockOrShadowID]; if (Array.isArray(blockOrShadow)) { currInput[i] = blockOrShadow; // Modifying blocks in place! delete blocks[blockOrShadowID]; } } } return block; }; /** * Serialize the given blocks object (representing all the blocks for the target * currently being serialized.) * @param {object} blocks The blocks to be serialized * @return {Array} An array of the serialized blocks with compressed inputs and * compressed primitives and the list of all extension IDs present * in the serialized blocks. */ const serializeBlocks = function (blocks) { const obj = Object.create(null); const extensionIDs = new Set(); for (const blockID in blocks) { if (!blocks.hasOwnProperty(blockID)) continue; obj[blockID] = serializeBlock(blocks[blockID], blocks); const index = blocks[blockID].opcode.indexOf('_'); const prefix = blocks[blockID].opcode.substring(0, index); if (CORE_EXTENSIONS.indexOf(prefix) === -1) { if (prefix !== '') extensionIDs.add(prefix); } } // once we have completed a first pass, do a second pass on block inputs for (const blockID in obj) { // don't need to do the hasOwnProperty check here since we // created an object that doesn't get extra properties/functions const serializedBlock = obj[blockID]; // caution, this function deletes parts of this object in place as // it's traversing it obj[blockID] = compressInputTree(serializedBlock, obj); // second pass on connecting primitives to serialized inputs directly } // Do one last pass and remove any top level shadows (these are caused by // a bug: LLK/scratch-vm#1011, and this pass should be removed once that is // completely fixed) for (const blockID in obj) { const serializedBlock = obj[blockID]; // If the current block is serialized as a primitive (e.g. it's an array // instead of an object), AND it is not one of the top level primitives // e.g. variable getter or list getter, then it should be deleted as it's // a shadow block, and there are no blocks that reference it, otherwise // they would have been compressed in the last pass) if (Array.isArray(serializedBlock) && [VAR_PRIMITIVE, LIST_PRIMITIVE].indexOf(serializedBlock) < 0) { log.warn(`Found an unexpected top level primitive with block ID: ${ blockID}; deleting it from serialized blocks.`); delete obj[blockID]; } } return [obj, Array.from(extensionIDs)]; }; /** * Serialize the given costume. * @param {object} costume The costume to be serialized. * @return {object} A serialized representation of the costume. */ const serializeCostume = function (costume) { const obj = Object.create(null); obj.assetId = costume.assetId; obj.name = costume.name; obj.bitmapResolution = costume.bitmapResolution; // serialize this property with the name 'md5ext' because that's // what it's actually referring to. TODO runtime objects need to be // updated to actually refer to this as 'md5ext' instead of 'md5' // but that change should be made carefully since it is very // pervasive obj.md5ext = costume.md5; obj.dataFormat = costume.dataFormat.toLowerCase(); obj.rotationCenterX = costume.rotationCenterX; obj.rotationCenterY = costume.rotationCenterY; return obj; }; /** * Serialize the given sound. * @param {object} sound The sound to be serialized. * @return {object} A serialized representation of the sound. */ const serializeSound = function (sound) { const obj = Object.create(null); obj.assetId = sound.assetId; obj.name = sound.name; obj.dataFormat = sound.dataFormat.toLowerCase(); obj.format = sound.format; obj.rate = sound.rate; obj.sampleCount = sound.sampleCount; // serialize this property with the name 'md5ext' because that's // what it's actually referring to. TODO runtime objects need to be // updated to actually refer to this as 'md5ext' instead of 'md5' // but that change should be made carefully since it is very // pervasive obj.md5ext = sound.md5; return obj; }; /** * Serialize the given variables object. * @param {object} variables The variables to be serialized. * @return {object} A serialized representation of the variables. They get * separated by type to compress the representation of each given variable and * reduce duplicate information. */ const serializeVariables = function (variables) { const obj = Object.create(null); // separate out variables into types at the top level so we don't have // keep track of a type for each obj.variables = Object.create(null); obj.lists = Object.create(null); obj.broadcasts = Object.create(null); for (const varId in variables) { const v = variables[varId]; if (v.type === Variable.BROADCAST_MESSAGE_TYPE) { obj.broadcasts[varId] = v.value; // name and value is the same for broadcast msgs continue; } if (v.type === Variable.LIST_TYPE) { obj.lists[varId] = [v.name, v.value]; continue; } // otherwise should be a scalar type obj.variables[varId] = [v.name, v.value]; // only scalar vars have the potential to be cloud vars if (v.isCloud) obj.variables[varId].push(true); } return obj; }; const serializeComments = function (comments) { const obj = Object.create(null); for (const commentId in comments) { if (!comments.hasOwnProperty(commentId)) continue; const comment = comments[commentId]; const serializedComment = Object.create(null); serializedComment.blockId = comment.blockId; serializedComment.x = comment.x; serializedComment.y = comment.y; serializedComment.width = comment.width; serializedComment.height = comment.height; serializedComment.minimized = comment.minimized; serializedComment.text = comment.text; obj[commentId] = serializedComment; } return obj; }; /** * Serialize the given target. Only serialize properties that are necessary * for saving and loading this target. * @param {object} target The target to be serialized. * @param {Set} extensions A set of extensions to add extension IDs to * @return {object} A serialized representation of the given target. */ const serializeTarget = function (target, extensions) { const obj = Object.create(null); let targetExtensions = []; obj.isStage = target.isStage; obj.name = obj.isStage ? 'Stage' : target.name; const vars = serializeVariables(target.variables); obj.variables = vars.variables; obj.lists = vars.lists; obj.broadcasts = vars.broadcasts; [obj.blocks, targetExtensions] = serializeBlocks(target.blocks); obj.comments = serializeComments(target.comments); obj.currentCostume = target.currentCostume; obj.costumes = target.costumes.map(serializeCostume); obj.sounds = target.sounds.map(serializeSound); if (target.hasOwnProperty('volume')) obj.volume = target.volume; if (target.hasOwnProperty('layerOrder')) obj.layerOrder = target.layerOrder; if (obj.isStage) { // Only the stage should have these properties if (target.hasOwnProperty('tempo')) obj.tempo = target.tempo; if (target.hasOwnProperty('videoTransparency')) obj.videoTransparency = target.videoTransparency; if (target.hasOwnProperty('videoState')) obj.videoState = target.videoState; if (target.hasOwnProperty('textToSpeechLanguage')) obj.textToSpeechLanguage = target.textToSpeechLanguage; } else { // The stage does not need the following properties, but sprites should obj.visible = target.visible; obj.x = target.x; obj.y = target.y; obj.size = target.size; obj.direction = target.direction; obj.draggable = target.draggable; obj.rotationStyle = target.rotationStyle; } // Add found extensions to the extensions object targetExtensions.forEach(extensionId => { extensions.add(extensionId); }); return obj; }; const getSimplifiedLayerOrdering = function (targets) { const layerOrders = targets.map(t => t.getLayerOrder()); return MathUtil.reducedSortOrdering(layerOrders); }; /** * Serializes the specified VM runtime. * @param {!Runtime} runtime VM runtime instance to be serialized. * @param {string=} targetId Optional target id if serializing only a single target * @return {object} Serialized runtime instance. */ const serialize = function (runtime, targetId) { // Fetch targets const obj = Object.create(null); // Create extension set to hold extension ids found while serializing targets const extensions = new Set(); const originalTargetsToSerialize = targetId ? [runtime.getTargetById(targetId)] : runtime.targets.filter(target => target.isOriginal); const layerOrdering = getSimplifiedLayerOrdering(originalTargetsToSerialize); const flattenedOriginalTargets = JSON.parse(JSON.stringify(originalTargetsToSerialize)); // If the renderer is attached, and we're serializing a whole project (not a sprite) // add a temporary layerOrder property to each target. if (runtime.renderer && !targetId) { flattenedOriginalTargets.forEach((t, index) => { t.layerOrder = layerOrdering[index]; }); } const serializedTargets = flattenedOriginalTargets.map(t => serializeTarget(t, extensions)); if (targetId) { return serializedTargets[0]; } obj.targets = serializedTargets; // TODO Serialize monitors // Assemble extension list obj.extensions = Array.from(extensions); // Assemble metadata const meta = Object.create(null); meta.semver = '3.0.0'; meta.vm = vmPackage.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; }; /** * Deserialize a block input descriptors. This is either a * block id or a serialized primitive, e.g. an array * (see serializePrimitiveBlock function). * @param {string | array} inputDescOrId The block input descriptor to be serialized. * @param {string} parentId The id of the parent block for this input block. * @param {boolean} isShadow Whether or not this input block is a shadow. * @param {object} blocks The entire blocks object currently in the process of getting serialized. * @return {object} The deserialized input descriptor. */ const deserializeInputDesc = function (inputDescOrId, parentId, isShadow, blocks) { if (!Array.isArray(inputDescOrId)) return inputDescOrId; const primitiveObj = Object.create(null); const newId = uid(); primitiveObj.id = newId; primitiveObj.next = null; primitiveObj.parent = parentId; primitiveObj.shadow = isShadow; primitiveObj.inputs = Object.create(null); // need a reference to parent id switch (inputDescOrId[0]) { case MATH_NUM_PRIMITIVE: { primitiveObj.opcode = 'math_number'; primitiveObj.fields = { NUM: { name: 'NUM', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case POSITIVE_NUM_PRIMITIVE: { primitiveObj.opcode = 'math_positive_number'; primitiveObj.fields = { NUM: { name: 'NUM', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case WHOLE_NUM_PRIMITIVE: { primitiveObj.opcode = 'math_whole_number'; primitiveObj.fields = { NUM: { name: 'NUM', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case INTEGER_NUM_PRIMITIVE: { primitiveObj.opcode = 'math_integer'; primitiveObj.fields = { NUM: { name: 'NUM', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case ANGLE_NUM_PRIMITIVE: { primitiveObj.opcode = 'math_angle'; primitiveObj.fields = { NUM: { name: 'NUM', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case COLOR_PICKER_PRIMITIVE: { primitiveObj.opcode = 'colour_picker'; primitiveObj.fields = { COLOUR: { name: 'COLOUR', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case TEXT_PRIMITIVE: { primitiveObj.opcode = 'text'; primitiveObj.fields = { TEXT: { name: 'TEXT', value: inputDescOrId[1] } }; primitiveObj.topLevel = false; break; } case BROADCAST_PRIMITIVE: { primitiveObj.opcode = 'event_broadcast_menu'; primitiveObj.fields = { BROADCAST_OPTION: { name: 'BROADCAST_OPTION', value: inputDescOrId[1], id: inputDescOrId[2], variableType: Variable.BROADCAST_MESSAGE_TYPE } }; primitiveObj.topLevel = false; break; } case VAR_PRIMITIVE: { primitiveObj.opcode = 'data_variable'; primitiveObj.fields = { VARIABLE: { name: 'VARIABLE', value: inputDescOrId[1], id: inputDescOrId[2], variableType: Variable.SCALAR_TYPE } }; if (inputDescOrId.length > 3) { primitiveObj.topLevel = true; primitiveObj.x = inputDescOrId[3]; primitiveObj.y = inputDescOrId[4]; } break; } case LIST_PRIMITIVE: { primitiveObj.opcode = 'data_listcontents'; primitiveObj.fields = { LIST: { name: 'LIST', value: inputDescOrId[1], id: inputDescOrId[2], variableType: Variable.LIST_TYPE } }; if (inputDescOrId.length > 3) { primitiveObj.topLevel = true; primitiveObj.x = inputDescOrId[3]; primitiveObj.y = inputDescOrId[4]; } break; } default: { log.error(`Found unknown primitive type during deserialization: ${JSON.stringify(inputDescOrId)}`); return null; } } blocks[newId] = primitiveObj; return newId; }; /** * Deserialize the given block inputs. * @param {object} inputs The inputs to deserialize. * @param {string} parentId The block id of the parent block * @param {object} blocks The object representing the entire set of blocks currently * in the process of getting deserialized. * @return {object} The deserialized and uncompressed inputs. */ const deserializeInputs = function (inputs, parentId, blocks) { // Explicitly not using Object.create(null) here // because we call prototype functions later in the vm const obj = {}; for (const inputName in inputs) { if (!hasOwnProperty.call(inputs, inputName)) continue; const inputDescArr = inputs[inputName]; // If this block has already been deserialized (it's not an array) skip it if (!Array.isArray(inputDescArr)) continue; let block = null; let shadow = null; const blockShadowInfo = inputDescArr[0]; if (blockShadowInfo === INPUT_SAME_BLOCK_SHADOW) { // block and shadow are the same id, and only one is provided block = shadow = deserializeInputDesc(inputDescArr[1], parentId, true, blocks); } else if (blockShadowInfo === INPUT_BLOCK_NO_SHADOW) { block = deserializeInputDesc(inputDescArr[1], parentId, false, blocks); } else { // assume INPUT_DIFF_BLOCK_SHADOW block = deserializeInputDesc(inputDescArr[1], parentId, false, blocks); shadow = deserializeInputDesc(inputDescArr[2], parentId, true, blocks); } obj[inputName] = { name: inputName, block: block, shadow: shadow }; } return obj; }; /** * Deserialize the given block fields. * @param {object} fields The fields to be deserialized * @return {object} The deserialized and uncompressed block fields. */ const deserializeFields = function (fields) { // Explicitly not using Object.create(null) here // because we call prototype functions later in the vm const obj = {}; for (const fieldName in fields) { if (!hasOwnProperty.call(fields, fieldName)) continue; const fieldDescArr = fields[fieldName]; // If this block has already been deserialized (it's not an array) skip it if (!Array.isArray(fieldDescArr)) continue; obj[fieldName] = { name: fieldName, value: fieldDescArr[0] }; if (fieldDescArr.length > 1) { obj[fieldName].id = fieldDescArr[1]; } if (fieldName === 'BROADCAST_OPTION') { obj[fieldName].variableType = Variable.BROADCAST_MESSAGE_TYPE; } else if (fieldName === 'VARIABLE') { obj[fieldName].variableType = Variable.SCALAR_TYPE; } else if (fieldName === 'LIST') { obj[fieldName].variableType = Variable.LIST_TYPE; } } return obj; }; /** * Covnert serialized INPUT and FIELD primitives back to hydrated block templates. * Should be able to deserialize a format that has already been deserialized. The only * "east" path to adding new targets/code requires going through deserialize, so it should * work with pre-parsed deserialized blocks. * * @param {object} blocks Serialized SB3 "blocks" property of a target. Will be mutated. * @return {object} input is modified and returned */ const deserializeBlocks = function (blocks) { for (const blockId in blocks) { if (!Object.prototype.hasOwnProperty.call(blocks, blockId)) { continue; } const block = blocks[blockId]; if (Array.isArray(block)) { // this is one of the primitives // delete the old entry in object.blocks and replace it w/the // deserialized object delete block[blockId]; deserializeInputDesc(block, null, false, blocks); continue; } block.id = blockId; // add id back to block since it wasn't serialized block.inputs = deserializeInputs(block.inputs, blockId, blocks); block.fields = deserializeFields(block.fields); } return blocks; }; /** * 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 {ImportedExtensionsInfo} extensions - (in/out) parsed extension information will be stored here. * @param {JSZip} zip Sb3 file describing this project (to load assets from) * @return {!Promise.} Promise for the target created (stage or sprite), or null for unsupported objects. */ const parseScratchObject = function (object, runtime, extensions, zip) { if (!object.hasOwnProperty('name')) { // 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('name')) { sprite.name = object.name; } if (object.hasOwnProperty('blocks')) { deserializeBlocks(object.blocks); // Take a second pass to create objects and add extensions for (const blockId in object.blocks) { if (!object.blocks.hasOwnProperty(blockId)) continue; const blockJSON = object.blocks[blockId]; blocks.createBlock(blockJSON); // If the block is from an extension, record it. const index = blockJSON.opcode.indexOf('_'); const prefix = blockJSON.opcode.substring(0, index); if (CORE_EXTENSIONS.indexOf(prefix) === -1) { if (prefix !== '') extensions.extensionIDs.add(prefix); } } } // Costumes from JSON. const costumePromises = (object.costumes || []).map(costumeSource => { // @todo: Make sure all the relevant metadata is being pulled out. const costume = { assetId: costumeSource.assetId, skinId: null, name: costumeSource.name, bitmapResolution: costumeSource.bitmapResolution, rotationCenterX: costumeSource.rotationCenterX, rotationCenterY: costumeSource.rotationCenterY }; const dataFormat = costumeSource.dataFormat || (costumeSource.assetType && costumeSource.assetType.runtimeFormat) || // older format 'png'; // if all else fails, guess that it might be a PNG const costumeMd5Ext = costumeSource.hasOwnProperty('md5ext') ? costumeSource.md5ext : `${costumeSource.assetId}.${dataFormat}`; costume.md5 = costumeMd5Ext; costume.dataFormat = dataFormat; // deserializeCostume should be called on the costume object we're // creating above instead of the source costume object, because this way // we're always loading the 'sb3' representation of the costume // any translation that needs to happen will happen in the process // of building up the costume object into an sb3 format return deserializeCostume(costume, runtime, zip) .then(asset => { costume.asset = asset; return loadCostume(costumeMd5Ext, costume, runtime); }); // Only attempt to load the costume after the deserialization // process has been completed }); // Sounds from JSON const soundPromises = (object.sounds || []).map(soundSource => { const sound = { assetId: soundSource.assetId, format: soundSource.format, rate: soundSource.rate, sampleCount: soundSource.sampleCount, name: soundSource.name, // TODO we eventually want this property to be called md5ext, // but there are many things relying on this particular name at the // moment, so this translation is very important md5: soundSource.md5ext, dataFormat: soundSource.dataFormat, data: null }; // deserializeSound should be called on the sound object we're // creating above instead of the source sound object, because this way // we're always loading the 'sb3' representation of the costume // any translation that needs to happen will happen in the process // of building up the costume object into an sb3 format return deserializeSound(sound, runtime, zip) .then(asset => { sound.asset = asset; return loadSound(sound, runtime, sprite); }); // Only attempt to load the sound after the deserialization // process has been completed. }); // Create the first clone, and load its run-state from JSON. const target = sprite.createClone(object.isStage ? StageLayering.BACKGROUND_LAYER : StageLayering.SPRITE_LAYER); // Load target properties from JSON. if (object.hasOwnProperty('tempo')) { target.tempo = object.tempo; } if (object.hasOwnProperty('volume')) { target.volume = object.volume; } if (object.hasOwnProperty('videoTransparency')) { target.videoTransparency = object.videoTransparency; } if (object.hasOwnProperty('videoState')) { target.videoState = object.videoState; } if (object.hasOwnProperty('textToSpeechLanguage')) { target.textToSpeechLanguage = object.textToSpeechLanguage; } if (object.hasOwnProperty('variables')) { for (const varId in object.variables) { const variable = object.variables[varId]; // A variable is a cloud variable if: // - the project says it's a cloud variable, and // - it's a stage variable, and // - the runtime can support another cloud variable const isCloud = (variable.length === 3) && variable[2] && object.isStage && // It's important that this part of the check goes last // because it will update the cloud variable limit counter. runtime.canAddNewCloudVariable(); const newVariable = new Variable( varId, // var id is the index of the variable desc array in the variables obj variable[0], // name of the variable Variable.SCALAR_TYPE, // type of the variable isCloud ); if (isCloud && !runtime.hasCloudData) runtime.hasCloudData = true; newVariable.value = variable[1]; target.variables[newVariable.id] = newVariable; } } if (object.hasOwnProperty('lists')) { for (const listId in object.lists) { const list = object.lists[listId]; const newList = new Variable( listId, list[0], Variable.LIST_TYPE, false ); newList.value = list[1]; target.variables[newList.id] = newList; } } if (object.hasOwnProperty('broadcasts')) { for (const broadcastId in object.broadcasts) { const broadcast = object.broadcasts[broadcastId]; const newBroadcast = new Variable( broadcastId, broadcast, Variable.BROADCAST_MESSAGE_TYPE, false ); // no need to explicitly set the value, variable constructor // sets the value to the same as the name for broadcast msgs target.variables[newBroadcast.id] = newBroadcast; } } if (object.hasOwnProperty('comments')) { for (const commentId in object.comments) { const comment = object.comments[commentId]; const newComment = new Comment( commentId, comment.text, comment.x, comment.y, comment.width, comment.height, comment.minimized ); if (comment.blockId) { newComment.blockId = comment.blockId; } target.comments[newComment.id] = newComment; } } 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; } if (object.hasOwnProperty('targetPaneOrder')) { // Temporarily store the 'targetPaneOrder' property // so that we can correctly order sprites in the target pane. // This will be deleted after we are done parsing and ordering the targets list. target.targetPaneOrder = object.targetPaneOrder; } Promise.all(costumePromises).then(costumes => { sprite.costumes = costumes; }); Promise.all(soundPromises).then(sounds => { sprite.sounds = sounds; }); return Promise.all(costumePromises.concat(soundPromises)).then(() => target); }; /** * Deserialize the specified representation of a VM runtime and loads it into the provided runtime instance. * @param {object} json - JSON representation of a VM runtime. * @param {Runtime} runtime - Runtime instance * @param {JSZip} zip - Sb3 file describing this project (to load assets from) * @param {boolean} isSingleSprite - If true treat as single sprite, else treat as whole project * @returns {Promise.} Promise that resolves to the list of targets after the project is deserialized */ const deserialize = function (json, runtime, zip, isSingleSprite) { const extensions = { extensionIDs: new Set(), extensionURLs: new Map() }; // First keep track of the current target order in the json, // then sort by the layer order property before parsing the targets // so that their corresponding render drawables can be created in // their layer order (e.g. back to front) const targetObjects = ((isSingleSprite ? [json] : json.targets) || []) .map((t, i) => Object.assign(t, {targetPaneOrder: i})) .sort((a, b) => a.layerOrder - b.layerOrder); return Promise.all( targetObjects.map(target => parseScratchObject(target, runtime, extensions, zip)) ) .then(targets => targets // Re-sort targets back into original sprite-pane ordering .sort((a, b) => a.targetPaneOrder - b.targetPaneOrder) .map(t => { // Delete the temporary properties used for // sprite pane ordering and stage layer ordering delete t.targetPaneOrder; delete t.layerOrder; return t; })) .then(targets => ({ targets, extensions })); }; module.exports = { serialize: serialize, deserialize: deserialize, deserializeBlocks: deserializeBlocks, serializeBlocks: serializeBlocks };