mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-25 23:42:23 -05:00
758 lines
23 KiB
JavaScript
758 lines
23 KiB
JavaScript
var EventEmitter = require('events');
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var Sequencer = require('./sequencer');
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var Blocks = require('./blocks');
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var Thread = require('./thread');
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var util = require('util');
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// Virtual I/O devices.
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var Clock = require('../io/clock');
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var Keyboard = require('../io/keyboard');
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var Mouse = require('../io/mouse');
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var defaultBlockPackages = {
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scratch3_control: require('../blocks/scratch3_control'),
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scratch3_event: require('../blocks/scratch3_event'),
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scratch3_looks: require('../blocks/scratch3_looks'),
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scratch3_motion: require('../blocks/scratch3_motion'),
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scratch3_operators: require('../blocks/scratch3_operators'),
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scratch3_sensing: require('../blocks/scratch3_sensing'),
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scratch3_data: require('../blocks/scratch3_data'),
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scratch3_procedures: require('../blocks/scratch3_procedures')
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};
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/**
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* Manages targets, scripts, and the sequencer.
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*/
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var Runtime = function () {
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// Bind event emitter
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EventEmitter.call(this);
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/**
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* Target management and storage.
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* @type {Array.<!Target>}
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*/
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this.targets = [];
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/**
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* A list of threads that are currently running in the VM.
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* Threads are added when execution starts and pruned when execution ends.
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* @type {Array.<Thread>}
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*/
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this.threads = [];
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/** @type {!Sequencer} */
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this.sequencer = new Sequencer(this);
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/**
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* Storage container for flyout blocks.
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* These will execute on `_editingTarget.`
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* @type {!Blocks}
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*/
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this.flyoutBlocks = new Blocks();
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/**
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* Currently known editing target for the VM.
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* @type {?Target}
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*/
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this._editingTarget = null;
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/**
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* Map to look up a block primitive's implementation function by its opcode.
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* This is a two-step lookup: package name first, then primitive name.
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* @type {Object.<string, Function>}
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*/
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this._primitives = {};
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/**
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* Map to look up hat blocks' metadata.
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* Keys are opcode for hat, values are metadata objects.
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* @type {Object.<string, Object>}
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*/
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this._hats = {};
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/**
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* Currently known values for edge-activated hats.
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* Keys are block ID for the hat; values are the currently known values.
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* @type {Object.<string, *>}
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*/
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this._edgeActivatedHatValues = {};
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/**
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* A list of script block IDs that were glowing during the previous frame.
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* @type {!Array.<!string>}
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*/
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this._scriptGlowsPreviousFrame = [];
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/**
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* Currently known number of clones, used to enforce clone limit.
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* @type {number}
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*/
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this._cloneCounter = 0;
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/**
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* Whether the project is in "turbo mode."
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* @type {Boolean}
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*/
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this.turboMode = false;
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/**
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* Whether the project is in "compatibility mode" (30 TPS).
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* @type {Boolean}
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*/
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this.compatibilityMode = false;
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/**
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* How fast in ms "single stepping mode" should run, in ms.
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* Can be updated dynamically.
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* @type {!number}
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*/
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this.singleStepInterval = 1000 / 10;
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/**
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* A reference to the current runtime stepping interval, set
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* by a `setInterval`.
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* @type {!number}
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*/
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this._steppingInterval = null;
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/**
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* Current length of a step.
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* Changes as mode switches, and used by the sequencer to calculate
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* WORK_TIME.
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* @type {!number}
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*/
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this.currentStepTime = null;
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/**
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* Whether any primitive has requested a redraw.
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* Affects whether `Sequencer.stepThreads` will yield
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* after stepping each thread.
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* Reset on every frame.
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* @type {boolean}
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*/
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this.redrawRequested = false;
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// Register all given block packages.
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this._registerBlockPackages();
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// Register and initialize "IO devices", containers for processing
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// I/O related data.
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/** @type {Object.<string, Object>} */
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this.ioDevices = {
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clock: new Clock(),
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keyboard: new Keyboard(this),
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mouse: new Mouse(this)
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};
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};
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/**
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* Inherit from EventEmitter
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*/
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util.inherits(Runtime, EventEmitter);
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/**
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* Width of the stage, in pixels.
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* @const {number}
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*/
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Runtime.STAGE_WIDTH = 480;
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/**
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* Height of the stage, in pixels.
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* @const {number}
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*/
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Runtime.STAGE_HEIGHT = 360;
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/**
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* Event name for glowing a script.
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* @const {string}
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*/
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Runtime.SCRIPT_GLOW_ON = 'STACK_GLOW_ON';
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/**
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* Event name for unglowing a script.
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* @const {string}
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*/
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Runtime.SCRIPT_GLOW_OFF = 'STACK_GLOW_OFF';
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/**
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* Event name for glowing a block.
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* @const {string}
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*/
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Runtime.BLOCK_GLOW_ON = 'BLOCK_GLOW_ON';
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/**
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* Event name for unglowing a block.
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* @const {string}
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*/
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Runtime.BLOCK_GLOW_OFF = 'BLOCK_GLOW_OFF';
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/**
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* Event name for visual value report.
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* @const {string}
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*/
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Runtime.VISUAL_REPORT = 'VISUAL_REPORT';
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/**
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* How rapidly we try to step threads by default, in ms.
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*/
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Runtime.THREAD_STEP_INTERVAL = 1000 / 60;
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/**
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* In compatibility mode, how rapidly we try to step threads, in ms.
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*/
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Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY = 1000 / 30;
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/**
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* How many clones can be created at a time.
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* @const {number}
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*/
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Runtime.MAX_CLONES = 300;
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/**
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* Register default block packages with this runtime.
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* @todo Prefix opcodes with package name.
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* @private
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*/
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Runtime.prototype._registerBlockPackages = function () {
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for (var packageName in defaultBlockPackages) {
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if (defaultBlockPackages.hasOwnProperty(packageName)) {
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// @todo pass a different runtime depending on package privilege?
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var packageObject = new (defaultBlockPackages[packageName])(this);
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// Collect primitives from package.
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if (packageObject.getPrimitives) {
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var packagePrimitives = packageObject.getPrimitives();
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for (var op in packagePrimitives) {
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if (packagePrimitives.hasOwnProperty(op)) {
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this._primitives[op] =
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packagePrimitives[op].bind(packageObject);
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}
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}
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}
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// Collect hat metadata from package.
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if (packageObject.getHats) {
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var packageHats = packageObject.getHats();
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for (var hatName in packageHats) {
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if (packageHats.hasOwnProperty(hatName)) {
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this._hats[hatName] = packageHats[hatName];
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}
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}
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}
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}
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}
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};
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/**
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* Retrieve the function associated with the given opcode.
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* @param {!string} opcode The opcode to look up.
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* @return {Function} The function which implements the opcode.
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*/
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Runtime.prototype.getOpcodeFunction = function (opcode) {
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return this._primitives[opcode];
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};
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/**
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* Return whether an opcode represents a hat block.
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* @param {!string} opcode The opcode to look up.
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* @return {Boolean} True if the op is known to be a hat.
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*/
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Runtime.prototype.getIsHat = function (opcode) {
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return this._hats.hasOwnProperty(opcode);
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};
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/**
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* Return whether an opcode represents an edge-activated hat block.
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* @param {!string} opcode The opcode to look up.
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* @return {Boolean} True if the op is known to be a edge-activated hat.
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*/
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Runtime.prototype.getIsEdgeActivatedHat = function (opcode) {
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return this._hats.hasOwnProperty(opcode) &&
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this._hats[opcode].edgeActivated;
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};
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/**
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* Update an edge-activated hat block value.
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* @param {!string} blockId ID of hat to store value for.
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* @param {*} newValue Value to store for edge-activated hat.
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* @return {*} The old value for the edge-activated hat.
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*/
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Runtime.prototype.updateEdgeActivatedValue = function (blockId, newValue) {
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var oldValue = this._edgeActivatedHatValues[blockId];
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this._edgeActivatedHatValues[blockId] = newValue;
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return oldValue;
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};
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/**
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* Clear all edge-activaed hat values.
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*/
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Runtime.prototype.clearEdgeActivatedValues = function () {
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this._edgeActivatedHatValues = {};
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};
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/**
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* Attach the renderer
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* @param {!RenderWebGL} renderer The renderer to attach
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*/
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Runtime.prototype.attachRenderer = function (renderer) {
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this.renderer = renderer;
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};
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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/**
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* Create a thread and push it to the list of threads.
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* @param {!string} id ID of block that starts the stack.
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* @param {!Target} target Target to run thread on.
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* @return {!Thread} The newly created thread.
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*/
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Runtime.prototype._pushThread = function (id, target) {
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var thread = new Thread(id);
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thread.target = target;
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thread.pushStack(id);
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this.threads.push(thread);
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return thread;
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};
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/**
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* Remove a thread from the list of threads.
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* @param {?Thread} thread Thread object to remove from actives
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*/
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Runtime.prototype._removeThread = function (thread) {
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// Inform sequencer to stop executing that thread.
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this.sequencer.retireThread(thread);
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// Remove from the list.
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var i = this.threads.indexOf(thread);
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if (i > -1) {
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this.threads.splice(i, 1);
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}
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};
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/**
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* Return whether a thread is currently active/running.
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* @param {?Thread} thread Thread object to check.
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* @return {Boolean} True if the thread is active/running.
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*/
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Runtime.prototype.isActiveThread = function (thread) {
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return this.threads.indexOf(thread) > -1;
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};
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/**
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* Toggle a script.
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* @param {!string} topBlockId ID of block that starts the script.
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*/
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Runtime.prototype.toggleScript = function (topBlockId) {
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// Remove any existing thread.
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for (var i = 0; i < this.threads.length; i++) {
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if (this.threads[i].topBlock === topBlockId) {
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this._removeThread(this.threads[i]);
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return;
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}
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}
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// Otherwise add it.
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this._pushThread(topBlockId, this._editingTarget);
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};
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/**
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* Run a function `f` for all scripts in a workspace.
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* `f` will be called with two parameters:
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* - the top block ID of the script.
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* - the target that owns the script.
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* @param {!Function} f Function to call for each script.
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* @param {Target=} optTarget Optionally, a target to restrict to.
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*/
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Runtime.prototype.allScriptsDo = function (f, optTarget) {
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var targets = this.targets;
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if (optTarget) {
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targets = [optTarget];
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}
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for (var t = 0; t < targets.length; t++) {
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var target = targets[t];
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var scripts = target.blocks.getScripts();
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for (var j = 0; j < scripts.length; j++) {
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var topBlockId = scripts[j];
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f(topBlockId, target);
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}
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}
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};
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/**
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* Start all relevant hats.
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* @param {!string} requestedHatOpcode Opcode of hats to start.
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* @param {Object=} optMatchFields Optionally, fields to match on the hat.
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* @param {Target=} optTarget Optionally, a target to restrict to.
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* @return {Array.<Thread>} List of threads started by this function.
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*/
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Runtime.prototype.startHats = function (requestedHatOpcode,
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optMatchFields, optTarget) {
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if (!this._hats.hasOwnProperty(requestedHatOpcode)) {
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// No known hat with this opcode.
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return;
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}
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var instance = this;
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var newThreads = [];
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// Consider all scripts, looking for hats with opcode `requestedHatOpcode`.
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this.allScriptsDo(function (topBlockId, target) {
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var potentialHatOpcode = target.blocks.getBlock(topBlockId).opcode;
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if (potentialHatOpcode !== requestedHatOpcode) {
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// Not the right hat.
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return;
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}
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// Match any requested fields.
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// For example: ensures that broadcasts match.
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// This needs to happen before the block is evaluated
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// (i.e., before the predicate can be run) because "broadcast and wait"
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// needs to have a precise collection of started threads.
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var hatFields = target.blocks.getFields(topBlockId);
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if (optMatchFields) {
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for (var matchField in optMatchFields) {
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if (hatFields[matchField].value !==
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optMatchFields[matchField]) {
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// Field mismatch.
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return;
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}
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}
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}
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// Look up metadata for the relevant hat.
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var hatMeta = instance._hats[requestedHatOpcode];
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if (hatMeta.restartExistingThreads) {
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// If `restartExistingThreads` is true, we should stop
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// any existing threads starting with the top block.
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for (var i = 0; i < instance.threads.length; i++) {
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if (instance.threads[i].topBlock === topBlockId &&
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instance.threads[i].target === target) {
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instance._removeThread(instance.threads[i]);
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}
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}
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} else {
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// If `restartExistingThreads` is false, we should
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// give up if any threads with the top block are running.
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for (var j = 0; j < instance.threads.length; j++) {
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if (instance.threads[j].topBlock === topBlockId &&
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instance.threads[j].target === target) {
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// Some thread is already running.
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return;
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}
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}
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}
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// Start the thread with this top block.
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newThreads.push(instance._pushThread(topBlockId, target));
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}, optTarget);
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return newThreads;
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};
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/**
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* Dispose all targets. Return to clean state.
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*/
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Runtime.prototype.dispose = function () {
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this.stopAll();
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this.targets.map(this.disposeTarget, this);
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};
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/**
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* Dispose of a target.
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* @param {!Target} disposingTarget Target to dispose of.
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*/
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Runtime.prototype.disposeTarget = function (disposingTarget) {
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this.targets = this.targets.filter(function (target) {
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if (disposingTarget !== target) return true;
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// Allow target to do dispose actions.
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target.dispose();
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// Remove from list of targets.
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return false;
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});
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};
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/**
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* Stop any threads acting on the target.
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* @param {!Target} target Target to stop threads for.
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* @param {Thread=} optThreadException Optional thread to skip.
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*/
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Runtime.prototype.stopForTarget = function (target, optThreadException) {
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// Stop any threads on the target.
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for (var i = 0; i < this.threads.length; i++) {
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if (this.threads[i] === optThreadException) {
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continue;
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}
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if (this.threads[i].target === target) {
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this._removeThread(this.threads[i]);
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}
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}
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};
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/**
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* Start all threads that start with the green flag.
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*/
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Runtime.prototype.greenFlag = function () {
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this.stopAll();
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this.ioDevices.clock.resetProjectTimer();
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this.clearEdgeActivatedValues();
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// Inform all targets of the green flag.
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for (var i = 0; i < this.targets.length; i++) {
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this.targets[i].onGreenFlag();
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}
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this.startHats('event_whenflagclicked');
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};
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/**
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* Stop "everything."
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*/
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Runtime.prototype.stopAll = function () {
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// Dispose all clones.
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var newTargets = [];
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for (var i = 0; i < this.targets.length; i++) {
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if (this.targets[i].hasOwnProperty('isOriginal') &&
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!this.targets[i].isOriginal) {
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this.targets[i].dispose();
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} else {
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newTargets.push(this.targets[i]);
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}
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}
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this.targets = newTargets;
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// Dispose all threads.
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var threadsCopy = this.threads.slice();
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while (threadsCopy.length > 0) {
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var poppedThread = threadsCopy.pop();
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this._removeThread(poppedThread);
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}
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};
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/**
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* Repeatedly run `sequencer.stepThreads` and filter out
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* inactive threads after each iteration.
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*/
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Runtime.prototype._step = function () {
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// Find all edge-activated hats, and add them to threads to be evaluated.
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for (var hatType in this._hats) {
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var hat = this._hats[hatType];
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if (hat.edgeActivated) {
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this.startHats(hatType);
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}
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}
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this.redrawRequested = false;
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var inactiveThreads = this.sequencer.stepThreads();
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this._updateGlows(inactiveThreads);
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};
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/**
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* Set the current editing target known by the runtime.
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* @param {!Target} editingTarget New editing target.
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*/
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Runtime.prototype.setEditingTarget = function (editingTarget) {
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this._editingTarget = editingTarget;
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// Script glows must be cleared.
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this._scriptGlowsPreviousFrame = [];
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this._updateGlows();
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};
|
|
|
|
/**
|
|
* Set whether we are in 30 TPS compatibility mode.
|
|
* @param {boolean} compatibilityModeOn True iff in compatibility mode.
|
|
*/
|
|
Runtime.prototype.setCompatibilityMode = function (compatibilityModeOn) {
|
|
this.compatibilityMode = compatibilityModeOn;
|
|
if (this._steppingInterval) {
|
|
self.clearInterval(this._steppingInterval);
|
|
this.start();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Emit glows/glow clears for scripts after a single tick.
|
|
* Looks at `this.threads` and notices which have turned on/off new glows.
|
|
* @param {Array.<Thread>=} optExtraThreads Optional list of inactive threads.
|
|
*/
|
|
Runtime.prototype._updateGlows = function (optExtraThreads) {
|
|
var searchThreads = [];
|
|
searchThreads.push.apply(searchThreads, this.threads);
|
|
if (optExtraThreads) {
|
|
searchThreads.push.apply(searchThreads, optExtraThreads);
|
|
}
|
|
// Set of scripts that request a glow this frame.
|
|
var requestedGlowsThisFrame = [];
|
|
// Final set of scripts glowing during this frame.
|
|
var finalScriptGlows = [];
|
|
// Find all scripts that should be glowing.
|
|
for (var i = 0; i < searchThreads.length; i++) {
|
|
var thread = searchThreads[i];
|
|
var target = thread.target;
|
|
if (target === this._editingTarget) {
|
|
var blockForThread = thread.blockGlowInFrame;
|
|
if (thread.requestScriptGlowInFrame) {
|
|
var script = target.blocks.getTopLevelScript(blockForThread);
|
|
if (!script) {
|
|
// Attempt to find in flyout blocks.
|
|
script = this.flyoutBlocks.getTopLevelScript(
|
|
blockForThread
|
|
);
|
|
}
|
|
if (script) {
|
|
requestedGlowsThisFrame.push(script);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Compare to previous frame.
|
|
for (var j = 0; j < this._scriptGlowsPreviousFrame.length; j++) {
|
|
var previousFrameGlow = this._scriptGlowsPreviousFrame[j];
|
|
if (requestedGlowsThisFrame.indexOf(previousFrameGlow) < 0) {
|
|
// Glow turned off.
|
|
this.glowScript(previousFrameGlow, false);
|
|
} else {
|
|
// Still glowing.
|
|
finalScriptGlows.push(previousFrameGlow);
|
|
}
|
|
}
|
|
for (var k = 0; k < requestedGlowsThisFrame.length; k++) {
|
|
var currentFrameGlow = requestedGlowsThisFrame[k];
|
|
if (this._scriptGlowsPreviousFrame.indexOf(currentFrameGlow) < 0) {
|
|
// Glow turned on.
|
|
this.glowScript(currentFrameGlow, true);
|
|
finalScriptGlows.push(currentFrameGlow);
|
|
}
|
|
}
|
|
this._scriptGlowsPreviousFrame = finalScriptGlows;
|
|
};
|
|
|
|
/**
|
|
* "Quiet" a script's glow: stop the VM from generating glow/unglow events
|
|
* about that script. Use when a script has just been deleted, but we may
|
|
* still be tracking glow data about it.
|
|
* @param {!string} scriptBlockId Id of top-level block in script to quiet.
|
|
*/
|
|
Runtime.prototype.quietGlow = function (scriptBlockId) {
|
|
var index = this._scriptGlowsPreviousFrame.indexOf(scriptBlockId);
|
|
if (index > -1) {
|
|
this._scriptGlowsPreviousFrame.splice(index, 1);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Emit feedback for block glowing (used in the sequencer).
|
|
* @param {?string} blockId ID for the block to update glow
|
|
* @param {boolean} isGlowing True to turn on glow; false to turn off.
|
|
*/
|
|
Runtime.prototype.glowBlock = function (blockId, isGlowing) {
|
|
if (isGlowing) {
|
|
this.emit(Runtime.BLOCK_GLOW_ON, blockId);
|
|
} else {
|
|
this.emit(Runtime.BLOCK_GLOW_OFF, blockId);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Emit feedback for script glowing.
|
|
* @param {?string} topBlockId ID for the top block to update glow
|
|
* @param {boolean} isGlowing True to turn on glow; false to turn off.
|
|
*/
|
|
Runtime.prototype.glowScript = function (topBlockId, isGlowing) {
|
|
if (isGlowing) {
|
|
this.emit(Runtime.SCRIPT_GLOW_ON, topBlockId);
|
|
} else {
|
|
this.emit(Runtime.SCRIPT_GLOW_OFF, topBlockId);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Emit value for reporter to show in the blocks.
|
|
* @param {string} blockId ID for the block.
|
|
* @param {string} value Value to show associated with the block.
|
|
*/
|
|
Runtime.prototype.visualReport = function (blockId, value) {
|
|
this.emit(Runtime.VISUAL_REPORT, blockId, String(value));
|
|
};
|
|
|
|
/**
|
|
* Get a target by its id.
|
|
* @param {string} targetId Id of target to find.
|
|
* @return {?Target} The target, if found.
|
|
*/
|
|
Runtime.prototype.getTargetById = function (targetId) {
|
|
for (var i = 0; i < this.targets.length; i++) {
|
|
var target = this.targets[i];
|
|
if (target.id === targetId) {
|
|
return target;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Get the first original (non-clone-block-created) sprite given a name.
|
|
* @param {string} spriteName Name of sprite to look for.
|
|
* @return {?Target} Target representing a sprite of the given name.
|
|
*/
|
|
Runtime.prototype.getSpriteTargetByName = function (spriteName) {
|
|
for (var i = 0; i < this.targets.length; i++) {
|
|
var target = this.targets[i];
|
|
if (target.sprite && target.sprite.name === spriteName) {
|
|
return target;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Update the clone counter to track how many clones are created.
|
|
* @param {number} changeAmount How many clones have been created/destroyed.
|
|
*/
|
|
Runtime.prototype.changeCloneCounter = function (changeAmount) {
|
|
this._cloneCounter += changeAmount;
|
|
};
|
|
|
|
/**
|
|
* Return whether there are clones available.
|
|
* @return {boolean} True until the number of clones hits Runtime.MAX_CLONES.
|
|
*/
|
|
Runtime.prototype.clonesAvailable = function () {
|
|
return this._cloneCounter < Runtime.MAX_CLONES;
|
|
};
|
|
|
|
/**
|
|
* Get a target representing the Scratch stage, if one exists.
|
|
* @return {?Target} The target, if found.
|
|
*/
|
|
Runtime.prototype.getTargetForStage = function () {
|
|
for (var i = 0; i < this.targets.length; i++) {
|
|
var target = this.targets[i];
|
|
if (target.isStage) {
|
|
return target;
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Tell the runtime to request a redraw.
|
|
* Use after a clone/sprite has completed some visible operation on the stage.
|
|
*/
|
|
Runtime.prototype.requestRedraw = function () {
|
|
this.redrawRequested = true;
|
|
};
|
|
|
|
/**
|
|
* Handle an animation frame from the main thread.
|
|
*/
|
|
Runtime.prototype.animationFrame = function () {
|
|
if (this.renderer) {
|
|
// @todo: Only render when this.redrawRequested or clones rendered.
|
|
this.renderer.draw();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Set up timers to repeatedly step in a browser.
|
|
*/
|
|
Runtime.prototype.start = function () {
|
|
var interval = Runtime.THREAD_STEP_INTERVAL;
|
|
if (this.singleStepping) {
|
|
interval = this.singleStepInterval;
|
|
} else if (this.compatibilityMode) {
|
|
interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY;
|
|
}
|
|
this.currentStepTime = interval;
|
|
this._steppingInterval = self.setInterval(function () {
|
|
this._step();
|
|
}.bind(this), interval);
|
|
};
|
|
|
|
module.exports = Runtime;
|