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80ff7e6756
Without this, we were erroneously setting uploaded assets as clean, so they wouldn't be saved when uploaded from an .sb2/3 file.
166 lines
6.2 KiB
JavaScript
166 lines
6.2 KiB
JavaScript
const JSZip = require('jszip');
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const log = require('../util/log');
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/**
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* Deserializes sound from file into storage cache so that it can
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* be loaded into the runtime.
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* @param {object} sound Descriptor for sound from sb3 file
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* @param {Runtime} runtime The runtime containing the storage to cache the sounds in
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* @param {JSZip} zip The zip containing the sound file being described by `sound`
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* @param {string} assetFileName Optional file name for the given asset
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* (sb2 files have filenames of the form [int].[ext],
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* sb3 files have filenames of the form [md5].[ext])
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* @return {Promise} Promise that resolves after the described sound has been stored
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* into the runtime storage cache, the sound was already stored, or an error has
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* occurred.
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*/
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const deserializeSound = function (sound, runtime, zip, assetFileName) {
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const fileName = assetFileName ? assetFileName : sound.md5;
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const storage = runtime.storage;
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if (!storage) {
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log.error('No storage module present; cannot load sound asset: ', fileName);
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return Promise.resolve(null);
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}
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if (!zip) { // Zip will not be provided if loading project json from server
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return Promise.resolve(null);
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}
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const soundFile = zip.file(fileName);
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if (!soundFile) {
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log.error(`Could not find sound file associated with the ${sound.name} sound.`);
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return Promise.resolve(null);
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}
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if (!JSZip.support.uint8array) {
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log.error('JSZip uint8array is not supported in this browser.');
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return Promise.resolve(null);
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}
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const dataFormat = sound.dataFormat.toLowerCase() === 'mp3' ?
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storage.DataFormat.MP3 : storage.DataFormat.WAV;
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return soundFile.async('uint8array').then(data => storage.createAsset(
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storage.AssetType.Sound,
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dataFormat,
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data,
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null,
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true
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))
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.then(asset => {
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sound.asset = asset;
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sound.assetId = asset.assetId;
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sound.md5 = `${asset.assetId}.${asset.dataFormat}`;
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});
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};
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/**
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* Deserializes costume from file into storage cache so that it can
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* be loaded into the runtime.
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* @param {object} costume Descriptor for costume from sb3 file
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* @param {Runtime} runtime The runtime containing the storage to cache the costumes in
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* @param {JSZip} zip The zip containing the costume file being described by `costume`
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* @param {string} assetFileName Optional file name for the given asset
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* (sb2 files have filenames of the form [int].[ext],
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* sb3 files have filenames of the form [md5].[ext])
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* @param {string} textLayerFileName Optional file name for the given asset's text layer
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* (sb2 only; files have filenames of the form [int].png)
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* @return {Promise} Promise that resolves after the described costume has been stored
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* into the runtime storage cache, the costume was already stored, or an error has
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* occurred.
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*/
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const deserializeCostume = function (costume, runtime, zip, assetFileName, textLayerFileName) {
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const storage = runtime.storage;
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const assetId = costume.assetId;
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const fileName = assetFileName ? assetFileName :
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`${assetId}.${costume.dataFormat}`;
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if (!storage) {
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log.error('No storage module present; cannot load costume asset: ', fileName);
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return Promise.resolve(null);
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}
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if (costume.asset) {
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// When uploading a sprite from an image file, the asset data will be provided
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// @todo Cache the asset data somewhere and pull it out here
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return Promise.resolve(storage.createAsset(
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costume.asset.assetType,
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costume.asset.dataFormat,
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new Uint8Array(Object.keys(costume.asset.data).map(key => costume.asset.data[key])),
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null,
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true
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)).then(asset => {
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costume.asset = asset;
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costume.assetId = asset.assetId;
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costume.md5 = `${asset.assetId}.${asset.dataFormat}`;
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});
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}
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if (!zip) {
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// Zip will not be provided if loading project json from server
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return Promise.resolve(null);
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}
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const costumeFile = zip.file(fileName);
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if (!costumeFile) {
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log.error(`Could not find costume file associated with the ${costume.name} costume.`);
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return Promise.resolve(null);
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}
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let assetType = null;
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const costumeFormat = costume.dataFormat.toLowerCase();
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if (costumeFormat === 'svg') {
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assetType = storage.AssetType.ImageVector;
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} else if (['png', 'bmp', 'jpeg', 'jpg', 'gif'].indexOf(costumeFormat) >= 0) {
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assetType = storage.AssetType.ImageBitmap;
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} else {
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log.error(`Unexpected file format for costume: ${costumeFormat}`);
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}
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if (!JSZip.support.uint8array) {
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log.error('JSZip uint8array is not supported in this browser.');
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return Promise.resolve(null);
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}
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// textLayerMD5 exists if there is a text layer, which is a png of text from Scratch 1.4
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// that was opened in Scratch 2.0. In this case, set costume.textLayerAsset.
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let textLayerFilePromise;
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if (costume.textLayerMD5) {
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const textLayerFile = zip.file(textLayerFileName);
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if (!textLayerFile) {
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log.error(`Could not find text layer file associated with the ${costume.name} costume.`);
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return Promise.resolve(null);
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}
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textLayerFilePromise = textLayerFile.async('uint8array')
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.then(data => storage.createAsset(
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storage.AssetType.ImageBitmap,
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'png',
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data,
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costume.textLayerMD5
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))
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.then(asset => {
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costume.textLayerAsset = asset;
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});
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} else {
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textLayerFilePromise = Promise.resolve(null);
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}
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return Promise.all([textLayerFilePromise,
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costumeFile.async('uint8array')
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.then(data => storage.createAsset(
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assetType,
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// TODO eventually we want to map non-png's to their actual file types?
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costumeFormat,
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data,
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null,
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true
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))
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.then(asset => {
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costume.asset = asset;
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costume.assetId = asset.assetId;
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costume.md5 = `${asset.assetId}.${asset.dataFormat}`;
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})
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]);
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};
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module.exports = {
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deserializeSound,
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deserializeCostume
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};
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