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https://github.com/scratchfoundation/scratch-vm.git
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840ffb5df0
Newer versions of `tap` run more asynchronously, so sometimes using `process.nextTick(process.exit)` to end a test would prevent the test from completing correctly. Removing all instances of `process.nextTick(process.exit)` put tests into three categories: * the test still worked correctly -- no fixup needed. * the test would hang because the VM's `_steppingInterval` was keeping Node alive. These tests call a new `quit()` method which ends the stepping interval. * the `load-extensions` test needed special attention because the "Video Sensing" extension starts its own loop using `setTimeout`. I added a `_stopLoop()` method on the extension and directly call that from the test. I'm not completely happy with this solution but anything more general would likely require a change to the extension spec, so I'm leaving that as a followup task.
124 lines
4.3 KiB
JavaScript
124 lines
4.3 KiB
JavaScript
/**
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* This test mocks render breaking on loading a sprite2 with a
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* corrupted bitmap costume.
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* The VM should handle this safely by displaying a Gray Question Mark,
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* but keeping track of the original costume data and serializing the
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* original costume data back out. The saved project.json should not
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* reflect that the costume is broken and should therefore re-attempt
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* to load the costume if the saved project is re-loaded.
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*/
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const path = require('path');
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const tap = require('tap');
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const md5 = require('js-md5');
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const makeTestStorage = require('../fixtures/make-test-storage');
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const FakeRenderer = require('../fixtures/fake-renderer');
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const FakeBitmapAdapter = require('../fixtures/fake-bitmap-adapter');
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const {extractAsset, readFileToBuffer} = require('../fixtures/readProjectFile');
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const VirtualMachine = require('../../src/index');
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const {serializeCostumes} = require('../../src/serialization/serialize-assets');
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const projectUri = path.resolve(__dirname, '../fixtures/default.sb3');
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const project = readFileToBuffer(projectUri);
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const spriteUri = path.resolve(__dirname, '../fixtures/corrupt_png.sprite2');
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const sprite = readFileToBuffer(spriteUri);
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const costumeFileName = '0.png';
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const originalCostume = extractAsset(spriteUri, costumeFileName);
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// We need to get the actual md5 because we hand modified the png to corrupt it
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// after we downloaded the project from Scratch
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// Loading the project back into the VM will correct the assetId and md5
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const brokenCostumeMd5 = md5(originalCostume);
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global.Image = function () {
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const image = {
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width: 1,
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height: 1
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};
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setTimeout(() => {
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const base64Image = image.src.split(',')[1];
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const decodedText = Buffer.from(base64Image, 'base64').toString();
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if (decodedText.includes('Here is some')) {
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image.onerror();
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} else {
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image.onload();
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}
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}, 1000);
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return image;
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};
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global.document = {
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createElement: () => ({
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// Create mock canvas
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getContext: () => ({
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drawImage: () => ({})
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})
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})
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};
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let vm;
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let defaultBitmapAssetId;
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tap.beforeEach(() => {
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const storage = makeTestStorage();
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vm = new VirtualMachine();
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vm.attachStorage(storage);
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defaultBitmapAssetId = vm.runtime.storage.defaultAssetId.ImageBitmap;
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vm.attachRenderer(new FakeRenderer());
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vm.attachV2BitmapAdapter(new FakeBitmapAdapter());
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return vm.loadProject(project).then(() => vm.addSprite(sprite));
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});
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const test = tap.test;
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test('load sprite2 with corrupted bitmap costume file', t => {
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t.equal(vm.runtime.targets.length, 3);
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const stage = vm.runtime.targets[0];
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t.ok(stage.isStage);
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const greenGuySprite = vm.runtime.targets[2];
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t.equal(greenGuySprite.getName(), 'GreenGuy');
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t.equal(greenGuySprite.getCostumes().length, 1);
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const corruptedCostume = greenGuySprite.getCostumes()[0];
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t.equal(corruptedCostume.name, 'GreenGuy');
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t.equal(corruptedCostume.assetId, defaultBitmapAssetId);
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t.equal(corruptedCostume.dataFormat, 'png');
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// Runtime should have info about broken asset
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t.ok(corruptedCostume.broken);
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t.equal(corruptedCostume.broken.assetId, brokenCostumeMd5);
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// Verify that we saved the original asset data
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t.equal(md5(corruptedCostume.broken.asset.data), brokenCostumeMd5);
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t.end();
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});
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test('load and then save sprite with corrupted costume file', t => {
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const resavedSprite = JSON.parse(vm.toJSON(vm.runtime.targets[2].id));
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t.equal(resavedSprite.name, 'GreenGuy');
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t.equal(resavedSprite.costumes.length, 1);
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const corruptedCostume = resavedSprite.costumes[0];
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t.equal(corruptedCostume.name, 'GreenGuy');
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// Resaved project costume should have the metadata that corresponds to the original broken costume
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t.equal(corruptedCostume.assetId, brokenCostumeMd5);
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t.equal(corruptedCostume.dataFormat, 'png');
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// Test that we didn't save any data about the costume being broken
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t.notOk(corruptedCostume.broken);
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t.end();
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});
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test('serializeCostume saves orignal broken costume', t => {
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const costumeDescs = serializeCostumes(vm.runtime, vm.runtime.targets[2].id);
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t.equal(costumeDescs.length, 1);
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const costume = costumeDescs[0];
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t.equal(costume.fileName, `${brokenCostumeMd5}.png`);
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t.equal(md5(costume.fileContent), brokenCostumeMd5);
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t.end();
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});
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