/** * This test mocks render breaking on loading a corrupted vector 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 md5 = require('js-md5'); const makeTestStorage = require('../fixtures/make-test-storage'); const FakeRenderer = require('../fixtures/fake-renderer'); const FakeBitmapAdapter = require('../fixtures/fake-bitmap-adapter'); const {extractAsset, readFileToBuffer} = require('../fixtures/readProjectFile'); const VirtualMachine = require('../../src/index'); const {serializeCostumes} = require('../../src/serialization/serialize-assets'); const projectUri = path.resolve(__dirname, '../fixtures/corrupt_svg.sb2'); const project = readFileToBuffer(projectUri); const costumeFileName = '1.svg'; const originalCostume = extractAsset(projectUri, costumeFileName); // We need to get the actual md5 because we hand modified the svg to corrupt it // after we downloaded the project from Scratch // Loading the project back into the VM will correct the assetId and md5 const brokenCostumeMd5 = md5(originalCostume); 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; let defaultVectorAssetId; tap.beforeEach(() => { const storage = makeTestStorage(); vm = new VirtualMachine(); vm.attachStorage(storage); defaultVectorAssetId = vm.runtime.storage.defaultAssetId.ImageVector; // Mock renderer breaking on loading a corrupt costume FakeRenderer.prototype.createSVGSkin = function (svgString) { // Look for text added to costume to make it a corrupt svg if (svgString.includes(' { t.equal(vm.runtime.targets.length, 2); const stage = vm.runtime.targets[0]; t.ok(stage.isStage); const blueGuySprite = vm.runtime.targets[1]; t.equal(blueGuySprite.getName(), 'Blue Guy'); t.equal(blueGuySprite.getCostumes().length, 1); const corruptedCostume = blueGuySprite.getCostumes()[0]; t.equal(corruptedCostume.name, 'Blue Guy 2'); t.equal(corruptedCostume.assetId, defaultVectorAssetId); t.equal(corruptedCostume.dataFormat, 'svg'); // Runtime should have info about broken asset t.ok(corruptedCostume.broken); t.equal(corruptedCostume.broken.assetId, brokenCostumeMd5); // Verify that we saved the original asset data t.equal(md5(corruptedCostume.broken.asset.data), brokenCostumeMd5); t.end(); }); test('load and then save project with corrupted vector costume file', t => { const resavedProject = JSON.parse(vm.toJSON()); t.equal(resavedProject.targets.length, 2); const stage = resavedProject.targets[0]; t.ok(stage.isStage); const blueGuySprite = resavedProject.targets[1]; t.equal(blueGuySprite.name, 'Blue Guy'); t.equal(blueGuySprite.costumes.length, 1); const corruptedCostume = blueGuySprite.costumes[0]; t.equal(corruptedCostume.name, 'Blue Guy 2'); // Resaved project costume should have the metadata that corresponds to the original broken costume t.equal(corruptedCostume.assetId, brokenCostumeMd5); t.equal(corruptedCostume.dataFormat, 'svg'); // Test that we didn't save any data about the costume being broken t.notOk(corruptedCostume.broken); t.end(); }); test('serializeCostume saves orignal broken costume', t => { const costumeDescs = serializeCostumes(vm.runtime, vm.runtime.targets[1].id); t.equal(costumeDescs.length, 1); const costume = costumeDescs[0]; t.equal(costume.fileName, `${brokenCostumeMd5}.svg`); t.equal(md5(costume.fileContent), brokenCostumeMd5); t.end(); });