mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-26 16:02:54 -05:00
1033 lines
39 KiB
JavaScript
1033 lines
39 KiB
JavaScript
/**
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* @fileoverview
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* An SB3 serializer and deserializer. Parses provided
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* JSON and then generates all needed scratch-vm runtime structures.
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*/
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const vmPackage = require('../../package.json');
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const Blocks = require('../engine/blocks');
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const Sprite = require('../sprites/sprite');
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const Variable = require('../engine/variable');
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const Comment = require('../engine/comment');
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const StageLayering = require('../engine/stage-layering');
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const log = require('../util/log');
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const uid = require('../util/uid');
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const MathUtil = require('../util/math-util');
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const {loadCostume} = require('../import/load-costume.js');
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const {loadSound} = require('../import/load-sound.js');
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const {deserializeCostume, deserializeSound} = require('./deserialize-assets.js');
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const hasOwnProperty = Object.prototype.hasOwnProperty;
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/**
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* @typedef {object} ImportedProject
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* @property {Array.<Target>} targets - the imported Scratch 3.0 target objects.
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* @property {ImportedExtensionsInfo} extensionsInfo - the ID of each extension actually used by this project.
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*/
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/**
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* @typedef {object} ImportedExtensionsInfo
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* @property {Set.<string>} extensionIDs - the ID of each extension actually in use by blocks in this project.
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* @property {Map.<string, string>} extensionURLs - map of ID => URL from project metadata. May not match extensionIDs.
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*/
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// Constants used during serialization and deserialization
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const INPUT_SAME_BLOCK_SHADOW = 1; // unobscured shadow
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const INPUT_BLOCK_NO_SHADOW = 2; // no shadow
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const INPUT_DIFF_BLOCK_SHADOW = 3; // obscured shadow
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// There shouldn't be a case where block is null, but shadow is present...
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// Constants used during deserialization of an SB3 file
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const CORE_EXTENSIONS = [
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'argument',
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'colour',
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'control',
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'data',
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'event',
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'looks',
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'math',
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'motion',
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'operator',
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'procedures',
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'sensing',
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'sound'
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];
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// Constants referring to 'primitive' blocks that are usually shadows,
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// or in the case of variables and lists, appear quite often in projects
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// math_number
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const MATH_NUM_PRIMITIVE = 4; // there's no reason these constants can't collide
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// math_positive_number
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const POSITIVE_NUM_PRIMITIVE = 5; // with the above, but removing duplication for clarity
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// math_whole_number
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const WHOLE_NUM_PRIMITIVE = 6;
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// math_integer
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const INTEGER_NUM_PRIMITIVE = 7;
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// math_angle
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const ANGLE_NUM_PRIMITIVE = 8;
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// colour_picker
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const COLOR_PICKER_PRIMITIVE = 9;
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// text
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const TEXT_PRIMITIVE = 10;
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// event_broadcast_menu
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const BROADCAST_PRIMITIVE = 11;
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// data_variable
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const VAR_PRIMITIVE = 12;
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// data_listcontents
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const LIST_PRIMITIVE = 13;
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// Map block opcodes to the above primitives and the name of the field we can use
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// to find the value of the field
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const primitiveOpcodeInfoMap = {
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math_number: [MATH_NUM_PRIMITIVE, 'NUM'],
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math_positive_number: [POSITIVE_NUM_PRIMITIVE, 'NUM'],
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math_whole_number: [WHOLE_NUM_PRIMITIVE, 'NUM'],
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math_integer: [INTEGER_NUM_PRIMITIVE, 'NUM'],
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math_angle: [ANGLE_NUM_PRIMITIVE, 'NUM'],
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colour_picker: [COLOR_PICKER_PRIMITIVE, 'COLOUR'],
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text: [TEXT_PRIMITIVE, 'TEXT'],
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event_broadcast_menu: [BROADCAST_PRIMITIVE, 'BROADCAST_OPTION'],
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data_variable: [VAR_PRIMITIVE, 'VARIABLE'],
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data_listcontents: [LIST_PRIMITIVE, 'LIST']
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};
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/**
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* Serializes primitives described above into a more compact format
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* @param {object} block the block to serialize
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* @return {array} An array representing the information in the block,
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* or null if the given block is not one of the primitives described above.
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*/
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const serializePrimitiveBlock = function (block) {
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// Returns an array represeting a primitive block or null if not one of
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// the primitive types above
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if (hasOwnProperty.call(primitiveOpcodeInfoMap, block.opcode)) {
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const primitiveInfo = primitiveOpcodeInfoMap[block.opcode];
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const primitiveConstant = primitiveInfo[0];
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const fieldName = primitiveInfo[1];
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const field = block.fields[fieldName];
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const primitiveDesc = [primitiveConstant, field.value];
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if (block.opcode === 'event_broadcast_menu') {
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primitiveDesc.push(field.id);
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} else if (block.opcode === 'data_variable' || block.opcode === 'data_listcontents') {
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primitiveDesc.push(field.id);
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if (block.topLevel) {
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primitiveDesc.push(block.x ? Math.round(block.x) : 0);
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primitiveDesc.push(block.y ? Math.round(block.y) : 0);
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}
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}
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return primitiveDesc;
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}
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return null;
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};
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/**
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* Serializes the inputs field of a block in a compact form using
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* constants described above to represent the relationship between the
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* inputs of this block (e.g. if there is an unobscured shadow, an obscured shadow
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* -- a block plugged into a droppable input -- or, if there is just a block).
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* Based on this relationship, serializes the ids of the block and shadow (if present)
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*
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* @param {object} inputs The inputs to serialize
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* @return {object} An object representing the serialized inputs
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*/
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const serializeInputs = function (inputs) {
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const obj = Object.create(null);
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for (const inputName in inputs) {
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if (!hasOwnProperty.call(inputs, inputName)) continue;
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// if block and shadow refer to the same block, only serialize one
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if (inputs[inputName].block === inputs[inputName].shadow) {
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// has block and shadow, and they are the same
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obj[inputName] = [
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INPUT_SAME_BLOCK_SHADOW,
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inputs[inputName].block
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];
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} else if (inputs[inputName].shadow === null) {
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// does not have shadow
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obj[inputName] = [
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INPUT_BLOCK_NO_SHADOW,
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inputs[inputName].block
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];
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} else {
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// block and shadow are both present and are different
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obj[inputName] = [
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INPUT_DIFF_BLOCK_SHADOW,
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inputs[inputName].block,
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inputs[inputName].shadow
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];
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}
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}
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return obj;
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};
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/**
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* Serialize the fields of a block in a more compact form.
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* @param {object} fields The fields object to serialize
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* @return {object} An object representing the serialized fields
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*/
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const serializeFields = function (fields) {
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const obj = Object.create(null);
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for (const fieldName in fields) {
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if (!hasOwnProperty.call(fields, fieldName)) continue;
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obj[fieldName] = [fields[fieldName].value];
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if (fields[fieldName].hasOwnProperty('id')) {
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obj[fieldName].push(fields[fieldName].id);
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}
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}
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return obj;
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};
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/**
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* Serialize the given block in the SB3 format with some compression of inputs,
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* fields, and primitives.
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* @param {object} block The block to serialize
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* @return {object | array} A serialized representation of the block. This is an
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* array if the block is one of the primitive types described above or an object,
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* if not.
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*/
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const serializeBlock = function (block) {
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const serializedPrimitive = serializePrimitiveBlock(block);
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if (serializedPrimitive) return serializedPrimitive;
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// If serializedPrimitive is null, proceed with serializing a non-primitive block
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const obj = Object.create(null);
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obj.opcode = block.opcode;
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// NOTE: this is extremely important to serialize even if null;
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// not serializing `next: null` results in strange behavior with block
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// execution
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obj.next = block.next;
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obj.parent = block.parent;
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obj.inputs = serializeInputs(block.inputs);
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obj.fields = serializeFields(block.fields);
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obj.topLevel = block.topLevel ? block.topLevel : false;
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obj.shadow = block.shadow;
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if (block.topLevel) {
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if (block.x) {
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obj.x = Math.round(block.x);
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}
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if (block.y) {
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obj.y = Math.round(block.y);
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}
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}
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if (block.mutation) {
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obj.mutation = block.mutation;
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}
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if (block.comment) {
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obj.comment = block.comment;
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}
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return obj;
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};
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/**
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* Compresses the serialized inputs replacing block/shadow ids that refer to
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* one of the primitives with the primitive itself. E.g.
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*
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* blocks: {
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* aUidForMyBlock: {
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* inputs: {
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* MYINPUT: [1, 'aUidForAnUnobscuredShadowPrimitive']
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* }
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* },
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* aUidForAnUnobscuredShadowPrimitive: [4, 10]
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* // the above is a primitive representing a 'math_number' with value 10
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* }
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*
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* becomes:
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*
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* blocks: {
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* aUidForMyBlock: {
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* inputs: {
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* MYINPUT: [1, [4, 10]]
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* }
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* }
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* }
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* Note: this function modifies the given blocks object in place
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* @param {object} block The block with inputs to compress
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* @param {objec} blocks The object containing all the blocks currently getting serialized
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* @return {object} The serialized block with compressed inputs
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*/
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const compressInputTree = function (block, blocks) {
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// This is the second pass on the block
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// so the inputs field should be an object of key - array pairs
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const serializedInputs = block.inputs;
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for (const inputName in serializedInputs) {
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// don't need to check for hasOwnProperty because of how we constructed
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// inputs
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const currInput = serializedInputs[inputName];
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// traverse currInput skipping the first element, which describes whether the block
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// and shadow are the same
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for (let i = 1; i < currInput.length; i++) {
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if (!currInput[i]) continue; // need this check b/c block/shadow can be null
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const blockOrShadowID = currInput[i];
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// replace element of currInput directly
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// (modifying input block directly)
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const blockOrShadow = blocks[blockOrShadowID];
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if (Array.isArray(blockOrShadow)) {
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currInput[i] = blockOrShadow;
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// Modifying blocks in place!
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delete blocks[blockOrShadowID];
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}
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}
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}
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return block;
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};
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/**
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* Serialize the given blocks object (representing all the blocks for the target
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* currently being serialized.)
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* @param {object} blocks The blocks to be serialized
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* @return {Array} An array of the serialized blocks with compressed inputs and
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* compressed primitives and the list of all extension IDs present
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* in the serialized blocks.
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*/
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const serializeBlocks = function (blocks) {
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const obj = Object.create(null);
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const extensionIDs = new Set();
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for (const blockID in blocks) {
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if (!blocks.hasOwnProperty(blockID)) continue;
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obj[blockID] = serializeBlock(blocks[blockID], blocks);
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const index = blocks[blockID].opcode.indexOf('_');
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const prefix = blocks[blockID].opcode.substring(0, index);
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if (CORE_EXTENSIONS.indexOf(prefix) === -1) {
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if (prefix !== '') extensionIDs.add(prefix);
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}
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}
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// once we have completed a first pass, do a second pass on block inputs
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for (const blockID in obj) {
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// don't need to do the hasOwnProperty check here since we
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// created an object that doesn't get extra properties/functions
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const serializedBlock = obj[blockID];
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// caution, this function deletes parts of this object in place as
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// it's traversing it
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obj[blockID] = compressInputTree(serializedBlock, obj);
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// second pass on connecting primitives to serialized inputs directly
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}
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// Do one last pass and remove any top level shadows (these are caused by
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// a bug: LLK/scratch-vm#1011, and this pass should be removed once that is
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// completely fixed)
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for (const blockID in obj) {
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const serializedBlock = obj[blockID];
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// If the current block is serialized as a primitive (e.g. it's an array
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// instead of an object), AND it is not one of the top level primitives
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// e.g. variable getter or list getter, then it should be deleted as it's
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// a shadow block, and there are no blocks that reference it, otherwise
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// they would have been compressed in the last pass)
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if (Array.isArray(serializedBlock) &&
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[VAR_PRIMITIVE, LIST_PRIMITIVE].indexOf(serializedBlock) < 0) {
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log.warn(`Found an unexpected top level primitive with block ID: ${
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blockID}; deleting it from serialized blocks.`);
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delete obj[blockID];
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}
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}
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return [obj, Array.from(extensionIDs)];
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};
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/**
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* Serialize the given costume.
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* @param {object} costume The costume to be serialized.
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* @return {object} A serialized representation of the costume.
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*/
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const serializeCostume = function (costume) {
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const obj = Object.create(null);
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obj.assetId = costume.assetId;
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obj.name = costume.name;
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obj.bitmapResolution = costume.bitmapResolution;
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// serialize this property with the name 'md5ext' because that's
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// what it's actually referring to. TODO runtime objects need to be
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// updated to actually refer to this as 'md5ext' instead of 'md5'
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// but that change should be made carefully since it is very
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// pervasive
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obj.md5ext = costume.md5;
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obj.dataFormat = costume.dataFormat.toLowerCase();
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obj.rotationCenterX = costume.rotationCenterX;
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obj.rotationCenterY = costume.rotationCenterY;
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return obj;
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};
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/**
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* Serialize the given sound.
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* @param {object} sound The sound to be serialized.
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* @return {object} A serialized representation of the sound.
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*/
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const serializeSound = function (sound) {
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const obj = Object.create(null);
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obj.assetId = sound.assetId;
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obj.name = sound.name;
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obj.dataFormat = sound.dataFormat.toLowerCase();
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obj.format = sound.format;
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obj.rate = sound.rate;
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obj.sampleCount = sound.sampleCount;
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// serialize this property with the name 'md5ext' because that's
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// what it's actually referring to. TODO runtime objects need to be
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// updated to actually refer to this as 'md5ext' instead of 'md5'
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// but that change should be made carefully since it is very
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// pervasive
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obj.md5ext = sound.md5;
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return obj;
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};
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/**
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* Serialize the given variables object.
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* @param {object} variables The variables to be serialized.
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* @return {object} A serialized representation of the variables. They get
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* separated by type to compress the representation of each given variable and
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* reduce duplicate information.
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*/
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const serializeVariables = function (variables) {
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const obj = Object.create(null);
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// separate out variables into types at the top level so we don't have
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// keep track of a type for each
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obj.variables = Object.create(null);
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obj.lists = Object.create(null);
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obj.broadcasts = Object.create(null);
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for (const varId in variables) {
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const v = variables[varId];
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if (v.type === Variable.BROADCAST_MESSAGE_TYPE) {
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obj.broadcasts[varId] = v.value; // name and value is the same for broadcast msgs
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continue;
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}
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if (v.type === Variable.LIST_TYPE) {
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obj.lists[varId] = [v.name, v.value];
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continue;
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}
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// otherwise should be a scalar type
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obj.variables[varId] = [v.name, v.value];
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// only scalar vars have the potential to be cloud vars
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if (v.isPersistent) obj.variables[varId].push(true);
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}
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return obj;
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};
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const serializeComments = function (comments) {
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const obj = Object.create(null);
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for (const commentId in comments) {
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if (!comments.hasOwnProperty(commentId)) continue;
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const comment = comments[commentId];
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const serializedComment = Object.create(null);
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serializedComment.blockId = comment.blockId;
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serializedComment.x = comment.x;
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serializedComment.y = comment.y;
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serializedComment.width = comment.width;
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serializedComment.height = comment.height;
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serializedComment.minimized = comment.minimized;
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serializedComment.text = comment.text;
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obj[commentId] = serializedComment;
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}
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return obj;
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};
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/**
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* Serialize the given target. Only serialize properties that are necessary
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* for saving and loading this target.
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* @param {object} target The target to be serialized.
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* @param {Set} extensions A set of extensions to add extension IDs to
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* @return {object} A serialized representation of the given target.
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*/
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const serializeTarget = function (target, extensions) {
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const obj = Object.create(null);
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let targetExtensions = [];
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obj.isStage = target.isStage;
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obj.name = obj.isStage ? 'Stage' : target.name;
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const vars = serializeVariables(target.variables);
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obj.variables = vars.variables;
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obj.lists = vars.lists;
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obj.broadcasts = vars.broadcasts;
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[obj.blocks, targetExtensions] = serializeBlocks(target.blocks);
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obj.comments = serializeComments(target.comments);
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obj.currentCostume = target.currentCostume;
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obj.costumes = target.costumes.map(serializeCostume);
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obj.sounds = target.sounds.map(serializeSound);
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if (target.hasOwnProperty('volume')) obj.volume = target.volume;
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if (target.hasOwnProperty('layerOrder')) obj.layerOrder = target.layerOrder;
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if (obj.isStage) { // Only the stage should have these properties
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if (target.hasOwnProperty('tempo')) obj.tempo = target.tempo;
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if (target.hasOwnProperty('videoTransparency')) obj.videoTransparency = target.videoTransparency;
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if (target.hasOwnProperty('videoState')) obj.videoState = target.videoState;
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} else { // The stage does not need the following properties, but sprites should
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obj.visible = target.visible;
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obj.x = target.x;
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obj.y = target.y;
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obj.size = target.size;
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obj.direction = target.direction;
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obj.draggable = target.draggable;
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obj.rotationStyle = target.rotationStyle;
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}
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// Add found extensions to the extensions object
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targetExtensions.forEach(extensionId => {
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extensions.add(extensionId);
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});
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return obj;
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};
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const getSimplifiedLayerOrdering = function (targets) {
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const layerOrders = targets.map(t => t.getLayerOrder());
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return MathUtil.reducedSortOrdering(layerOrders);
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};
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/**
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* Serializes the specified VM runtime.
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* @param {!Runtime} runtime VM runtime instance to be serialized.
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* @param {string=} targetId Optional target id if serializing only a single target
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* @return {object} Serialized runtime instance.
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*/
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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.<Target>} 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(() => 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(() => 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('variables')) {
|
|
for (const varId in object.variables) {
|
|
const variable = object.variables[varId];
|
|
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
|
|
(variable.length === 3) ? variable[2] : false // isPersistent/isCloud
|
|
);
|
|
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.<ImportedProject>} 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
|
|
};
|