scratch-vm/src/engine/runtime.js
Christopher Willis-Ford 96fa7315d5 Don't overwrite hat block's fields
Due to a typo (I believe) we were overwriting a horizontal hat block's
fields list when collecting hat block inputs. Now we collect inputs into
a temporary object in this case.
2017-10-13 01:46:35 -07:00

1303 lines
44 KiB
JavaScript

const EventEmitter = require('events');
const {OrderedMap} = require('immutable');
const escapeHtml = require('escape-html');
const ArgumentType = require('../extension-support/argument-type');
const Blocks = require('./blocks');
const BlockType = require('../extension-support/block-type');
const Sequencer = require('./sequencer');
const Thread = require('./thread');
// Virtual I/O devices.
const Clock = require('../io/clock');
const DeviceManager = require('../io/deviceManager');
const Keyboard = require('../io/keyboard');
const Mouse = require('../io/mouse');
const defaultBlockPackages = {
scratch3_control: require('../blocks/scratch3_control'),
scratch3_event: require('../blocks/scratch3_event'),
scratch3_looks: require('../blocks/scratch3_looks'),
scratch3_motion: require('../blocks/scratch3_motion'),
scratch3_operators: require('../blocks/scratch3_operators'),
scratch3_sound: require('../blocks/scratch3_sound'),
scratch3_sensing: require('../blocks/scratch3_sensing'),
scratch3_data: require('../blocks/scratch3_data'),
scratch3_procedures: require('../blocks/scratch3_procedures')
};
/**
* Information used for converting Scratch argument types into scratch-blocks data.
* @type {object.<ArgumentType, {shadowType: string, fieldType: string}>}}
*/
const ArgumentTypeMap = (() => {
const map = {};
map[ArgumentType.COLOR] = {
shadowType: 'colour_picker'
};
map[ArgumentType.NUMBER] = {
shadowType: 'math_number',
fieldType: 'NUM'
};
map[ArgumentType.STRING] = {
shadowType: 'text',
fieldType: 'TEXT'
};
// @TODO: talk to Rachel & co. to figure out what goes here. Make it OK to not have a field. Add `check` support.
map[ArgumentType.BOOLEAN] = {
shadowType: ''
};
return map;
})();
/**
* These constants are copied from scratch-blocks/core/constants.js
* @TODO find a way to require() these... maybe make a scratch-blocks/dist/constants.js or something like that?
* @readonly
* @enum {int}
*/
const ScratchBlocksConstants = {
/**
* ENUM for output shape: hexagonal (booleans/predicates).
* @const
*/
OUTPUT_SHAPE_HEXAGONAL: 1,
/**
* ENUM for output shape: rounded (numbers).
* @const
*/
OUTPUT_SHAPE_ROUND: 2,
/**
* ENUM for output shape: squared (any/all values; strings).
* @const
*/
OUTPUT_SHAPE_SQUARE: 3
};
/**
* Manages targets, scripts, and the sequencer.
* @constructor
*/
class Runtime extends EventEmitter {
constructor () {
super();
/**
* Target management and storage.
* @type {Array.<!Target>}
*/
this.targets = [];
/**
* A list of threads that are currently running in the VM.
* Threads are added when execution starts and pruned when execution ends.
* @type {Array.<Thread>}
*/
this.threads = [];
/** @type {!Sequencer} */
this.sequencer = new Sequencer(this);
/**
* Storage container for flyout blocks.
* These will execute on `_editingTarget.`
* @type {!Blocks}
*/
this.flyoutBlocks = new Blocks();
/**
* Storage container for monitor blocks.
* These will execute on a target maybe
* @type {!Blocks}
*/
this.monitorBlocks = new Blocks();
/**
* Currently known editing target for the VM.
* @type {?Target}
*/
this._editingTarget = null;
/**
* Map to look up a block primitive's implementation function by its opcode.
* This is a two-step lookup: package name first, then primitive name.
* @type {Object.<string, Function>}
*/
this._primitives = {};
/**
* Map to look up all block information by extended opcode.
* @type {Array.<CategoryInfo>}
* @private
*/
this._blockInfo = [];
/**
* Map to look up hat blocks' metadata.
* Keys are opcode for hat, values are metadata objects.
* @type {Object.<string, Object>}
*/
this._hats = {};
/**
* Currently known values for edge-activated hats.
* Keys are block ID for the hat; values are the currently known values.
* @type {Object.<string, *>}
*/
this._edgeActivatedHatValues = {};
/**
* A list of script block IDs that were glowing during the previous frame.
* @type {!Array.<!string>}
*/
this._scriptGlowsPreviousFrame = [];
/**
* Number of non-monitor threads running during the previous frame.
* @type {number}
*/
this._nonMonitorThreadCount = 0;
/**
* Currently known number of clones, used to enforce clone limit.
* @type {number}
*/
this._cloneCounter = 0;
/**
* Flag to emit a targets update at the end of a step. When target data
* changes, this flag is set to true.
* @type {boolean}
*/
this._refreshTargets = false;
/**
* Ordered map of all monitors, which are MonitorReporter objects.
*/
this._monitorState = OrderedMap({});
/**
* Monitor state from last tick
*/
this._prevMonitorState = OrderedMap({});
/**
* Whether the project is in "turbo mode."
* @type {Boolean}
*/
this.turboMode = false;
/**
* Whether the project is in "compatibility mode" (30 TPS).
* @type {Boolean}
*/
this.compatibilityMode = false;
/**
* A reference to the current runtime stepping interval, set
* by a `setInterval`.
* @type {!number}
*/
this._steppingInterval = null;
/**
* Current length of a step.
* Changes as mode switches, and used by the sequencer to calculate
* WORK_TIME.
* @type {!number}
*/
this.currentStepTime = null;
/**
* Whether any primitive has requested a redraw.
* Affects whether `Sequencer.stepThreads` will yield
* after stepping each thread.
* Reset on every frame.
* @type {boolean}
*/
this.redrawRequested = false;
// Register all given block packages.
this._registerBlockPackages();
// Register and initialize "IO devices", containers for processing
// I/O related data.
/** @type {Object.<string, Object>} */
this.ioDevices = {
clock: new Clock(),
deviceManager: new DeviceManager(),
keyboard: new Keyboard(this),
mouse: new Mouse(this)
};
}
/**
* Width of the stage, in pixels.
* @const {number}
*/
static get STAGE_WIDTH () {
return 480;
}
/**
* Height of the stage, in pixels.
* @const {number}
*/
static get STAGE_HEIGHT () {
return 360;
}
/**
* Event name for glowing a script.
* @const {string}
*/
static get SCRIPT_GLOW_ON () {
return 'SCRIPT_GLOW_ON';
}
/**
* Event name for unglowing a script.
* @const {string}
*/
static get SCRIPT_GLOW_OFF () {
return 'SCRIPT_GLOW_OFF';
}
/**
* Event name for glowing a block.
* @const {string}
*/
static get BLOCK_GLOW_ON () {
return 'BLOCK_GLOW_ON';
}
/**
* Event name for unglowing a block.
* @const {string}
*/
static get BLOCK_GLOW_OFF () {
return 'BLOCK_GLOW_OFF';
}
/**
* Event name for glowing the green flag
* @const {string}
*/
static get PROJECT_RUN_START () {
return 'PROJECT_RUN_START';
}
/**
* Event name for unglowing the green flag
* @const {string}
*/
static get PROJECT_RUN_STOP () {
return 'PROJECT_RUN_STOP';
}
/**
* Event name for visual value report.
* @const {string}
*/
static get VISUAL_REPORT () {
return 'VISUAL_REPORT';
}
/**
* Event name for targets update report.
* @const {string}
*/
static get TARGETS_UPDATE () {
return 'TARGETS_UPDATE';
}
/**
* Event name for monitors update.
* @const {string}
*/
static get MONITORS_UPDATE () {
return 'MONITORS_UPDATE';
}
/**
* Event name for reporting that an extension was added.
* @const {string}
*/
static get EXTENSION_ADDED () {
return 'EXTENSION_ADDED';
}
/**
* How rapidly we try to step threads by default, in ms.
*/
static get THREAD_STEP_INTERVAL () {
return 1000 / 60;
}
/**
* In compatibility mode, how rapidly we try to step threads, in ms.
*/
static get THREAD_STEP_INTERVAL_COMPATIBILITY () {
return 1000 / 30;
}
/**
* How many clones can be created at a time.
* @const {number}
*/
static get MAX_CLONES () {
return 300;
}
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
/**
* Register default block packages with this runtime.
* @todo Prefix opcodes with package name.
* @private
*/
_registerBlockPackages () {
for (const packageName in defaultBlockPackages) {
if (defaultBlockPackages.hasOwnProperty(packageName)) {
// @todo pass a different runtime depending on package privilege?
const packageObject = new (defaultBlockPackages[packageName])(this);
// Collect primitives from package.
if (packageObject.getPrimitives) {
const packagePrimitives = packageObject.getPrimitives();
for (const op in packagePrimitives) {
if (packagePrimitives.hasOwnProperty(op)) {
this._primitives[op] =
packagePrimitives[op].bind(packageObject);
}
}
}
// Collect hat metadata from package.
if (packageObject.getHats) {
const packageHats = packageObject.getHats();
for (const hatName in packageHats) {
if (packageHats.hasOwnProperty(hatName)) {
this._hats[hatName] = packageHats[hatName];
}
}
}
}
}
}
/**
* Register the primitives provided by an extension.
* @param {ExtensionInfo} extensionInfo - information about the extension (id, blocks, etc.)
* @private
*/
_registerExtensionPrimitives (extensionInfo) {
const categoryInfo = {
id: extensionInfo.id,
name: extensionInfo.name,
color1: '#FF6680',
color2: '#FF4D6A',
color3: '#FF3355',
blocks: []
};
this._blockInfo.push(categoryInfo);
for (const blockInfo of extensionInfo.blocks) {
const convertedBlock = this._convertForScratchBlocks(blockInfo, categoryInfo);
const opcode = convertedBlock.json.type;
categoryInfo.blocks.push(convertedBlock);
this._primitives[opcode] = convertedBlock.info.func;
if (blockInfo.blockType === BlockType.HAT) {
this._hats[opcode] = {edgeActivated: true}; /** @TODO let extension specify this */
}
}
this.emit(Runtime.EXTENSION_ADDED, categoryInfo.blocks);
}
/**
* Convert BlockInfo into scratch-blocks JSON & XML, and generate a proxy function.
* @param {BlockInfo} blockInfo - the block to convert
* @param {CategoryInfo} categoryInfo - the category for this block
* @returns {{info: BlockInfo, json: object, xml: string}} - the converted & original block information
* @private
*/
_convertForScratchBlocks (blockInfo, categoryInfo) {
const extendedOpcode = `${categoryInfo.id}.${blockInfo.opcode}`;
const blockJSON = {
type: extendedOpcode,
inputsInline: true,
category: categoryInfo.name,
colour: categoryInfo.color1,
colourSecondary: categoryInfo.color2,
colorTertiary: categoryInfo.color3,
args0: []
};
const inputList = [];
// TODO: store this somewhere so that we can map args appropriately after translation.
// This maps an arg name to its relative position in the original (usually English) block text.
// When displaying a block in another language we'll need to run a `replace` action similar to the one below,
// but each `[ARG]` will need to be replaced with the number in this map instead of `args0.length`.
const argsMap = {};
blockJSON.message0 = blockInfo.text.replace(/\[(.+?)]/g, (match, placeholder) => {
// Sanitize the placeholder to ensure valid XML
placeholder = placeholder.replace(/[<"&]/, '_');
blockJSON.args0.push({
type: 'input_value',
name: placeholder
});
// scratch-blocks uses 1-based argument indexing
const argNum = blockJSON.args0.length;
argsMap[placeholder] = argNum;
const argInfo = blockInfo.arguments[placeholder] || {};
const argTypeInfo = ArgumentTypeMap[argInfo.type] || {};
const defaultValue = (typeof argInfo.defaultValue === 'undefined' ?
'' :
escapeHtml(argInfo.defaultValue.toString()));
// <value> is the ScratchBlocks name for a block input.
// The <shadow> is a placeholder for a reporter and is visible when there's no reporter in this input.
inputList.push(`<value name="${placeholder}"><shadow type="${argTypeInfo.shadowType}">`);
// <field> is a text field that the user can type into. Some shadows, like the color picker, don't allow
// text input and therefore don't need a field element.
if (argTypeInfo.fieldType) {
inputList.push(`<field name="${argTypeInfo.fieldType}">${defaultValue}</field>`);
}
inputList.push('</shadow></value>');
return `%${argNum}`;
});
switch (blockInfo.blockType) {
case BlockType.COMMAND:
blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE;
blockJSON.previousStatement = null; // null = available connection; undefined = hat
if (!blockInfo.isTerminal) {
blockJSON.nextStatement = null; // null = available connection; undefined = terminal
}
break;
case BlockType.REPORTER:
blockJSON.output = 'String'; // TODO: distinguish number & string here?
blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_ROUND;
break;
case BlockType.BOOLEAN:
blockJSON.output = 'Boolean';
blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_HEXAGONAL;
break;
case BlockType.HAT:
blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE;
blockJSON.nextStatement = null; // null = available connection; undefined = terminal
break;
case BlockType.CONDITIONAL:
// Statement inputs get names like 'SUBSTACK', 'SUBSTACK2', 'SUBSTACK3', ...
for (let branchNum = 1; branchNum <= blockInfo.branchCount; ++branchNum) {
blockJSON[`message${branchNum}`] = '%1';
blockJSON[`args${branchNum}`] = [{
type: 'input_statement',
name: `SUBSTACK${branchNum > 1 ? branchNum : ''}`
}];
}
blockJSON.outputShape = ScratchBlocksConstants.OUTPUT_SHAPE_SQUARE;
blockJSON.previousStatement = null; // null = available connection; undefined = hat
blockJSON.nextStatement = null; // null = available connection; undefined = terminal
break;
}
if (blockInfo.isTerminal) {
delete blockJSON.nextStatement;
}
const blockXML = `<block type="${extendedOpcode}">${inputList.join('')}</block>`;
return {
info: blockInfo,
json: blockJSON,
xml: blockXML
};
}
/**
* @returns {string} scratch-blocks XML description for all dynamic blocks, wrapped in <category> elements.
*/
getBlocksXML () {
const xmlParts = [];
for (const categoryInfo of this._blockInfo) {
const {name, color1, color2} = categoryInfo;
xmlParts.push(`<category name="${name}" colour="${color1}" secondaryColour="${color2}">`);
xmlParts.push.apply(xmlParts, categoryInfo.blocks.map(blockInfo => blockInfo.xml));
xmlParts.push('</category>');
}
return xmlParts.join('\n');
}
/**
* @returns {Array.<string>} - an array containing the scratch-blocks JSON information for each dynamic block.
*/
getBlocksJSON () {
return this._blockInfo.reduce(
(result, categoryInfo) => result.concat(categoryInfo.blocks.map(blockInfo => blockInfo.json)), []);
}
/**
* Retrieve the function associated with the given opcode.
* @param {!string} opcode The opcode to look up.
* @return {Function} The function which implements the opcode.
*/
getOpcodeFunction (opcode) {
return this._primitives[opcode];
}
/**
* Return whether an opcode represents a hat block.
* @param {!string} opcode The opcode to look up.
* @return {boolean} True if the op is known to be a hat.
*/
getIsHat (opcode) {
return this._hats.hasOwnProperty(opcode);
}
/**
* Return whether an opcode represents an edge-activated hat block.
* @param {!string} opcode The opcode to look up.
* @return {boolean} True if the op is known to be a edge-activated hat.
*/
getIsEdgeActivatedHat (opcode) {
return this._hats.hasOwnProperty(opcode) &&
this._hats[opcode].edgeActivated;
}
/**
* Update an edge-activated hat block value.
* @param {!string} blockId ID of hat to store value for.
* @param {*} newValue Value to store for edge-activated hat.
* @return {*} The old value for the edge-activated hat.
*/
updateEdgeActivatedValue (blockId, newValue) {
const oldValue = this._edgeActivatedHatValues[blockId];
this._edgeActivatedHatValues[blockId] = newValue;
return oldValue;
}
/**
* Clear all edge-activaed hat values.
*/
clearEdgeActivatedValues () {
this._edgeActivatedHatValues = {};
}
/**
* Attach the audio engine
* @param {!AudioEngine} audioEngine The audio engine to attach
*/
attachAudioEngine (audioEngine) {
this.audioEngine = audioEngine;
}
/**
* Attach the renderer
* @param {!RenderWebGL} renderer The renderer to attach
*/
attachRenderer (renderer) {
this.renderer = renderer;
}
/**
* Attach the storage module
* @param {!ScratchStorage} storage The storage module to attach
*/
attachStorage (storage) {
this.storage = storage;
}
// -----------------------------------------------------------------------------
// -----------------------------------------------------------------------------
/**
* Create a thread and push it to the list of threads.
* @param {!string} id ID of block that starts the stack.
* @param {!Target} target Target to run thread on.
* @param {?object} opts optional arguments
* @param {?boolean} opts.stackClick true if the script was activated by clicking on the stack
* @param {?boolean} opts.updateMonitor true if the script should update a monitor value
* @return {!Thread} The newly created thread.
*/
_pushThread (id, target, opts) {
opts = Object.assign({
stackClick: false,
updateMonitor: false
}, opts);
const thread = new Thread(id);
thread.target = target;
thread.stackClick = opts.stackClick;
thread.updateMonitor = opts.updateMonitor;
thread.pushStack(id);
this.threads.push(thread);
return thread;
}
/**
* Remove a thread from the list of threads.
* @param {?Thread} thread Thread object to remove from actives
*/
_removeThread (thread) {
// Inform sequencer to stop executing that thread.
this.sequencer.retireThread(thread);
// Remove from the list.
const i = this.threads.indexOf(thread);
if (i > -1) {
this.threads.splice(i, 1);
}
}
/**
* Restart a thread in place, maintaining its position in the list of threads.
* This is used by `startHats` to and is necessary to ensure 2.0-like execution order.
* Test project: https://scratch.mit.edu/projects/130183108/
* @param {!Thread} thread Thread object to restart.
*/
_restartThread (thread) {
const newThread = new Thread(thread.topBlock);
newThread.target = thread.target;
newThread.stackClick = thread.stackClick;
newThread.updateMonitor = thread.updateMonitor;
newThread.pushStack(thread.topBlock);
const i = this.threads.indexOf(thread);
if (i > -1) {
this.threads[i] = newThread;
} else {
this.threads.push(thread);
}
}
/**
* Return whether a thread is currently active/running.
* @param {?Thread} thread Thread object to check.
* @return {boolean} True if the thread is active/running.
*/
isActiveThread (thread) {
return this.threads.indexOf(thread) > -1;
}
/**
* Toggle a script.
* @param {!string} topBlockId ID of block that starts the script.
* @param {?object} opts optional arguments to toggle script
* @param {?string} opts.target target ID for target to run script on. If not supplied, uses editing target.
* @param {?boolean} opts.stackClick true if the user activated the stack by clicking, false if not. This
* determines whether we show a visual report when turning on the script.
*/
toggleScript (topBlockId, opts) {
opts = Object.assign({
target: this._editingTarget,
stackClick: false
}, opts);
// Remove any existing thread.
for (let i = 0; i < this.threads.length; i++) {
// Toggling a script that's already running turns it off
if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE) {
const blockContainer = opts.target.blocks;
const opcode = blockContainer.getOpcode(blockContainer.getBlock(topBlockId));
if (this.getIsEdgeActivatedHat(opcode) && this.threads[i].stackClick !== opts.stackClick) {
// Allow edge activated hat thread stack click to coexist with
// edge activated hat thread that runs every frame
continue;
}
this._removeThread(this.threads[i]);
return;
}
}
// Otherwise add it.
this._pushThread(topBlockId, opts.target, opts);
}
/**
* Enqueue a script that when finished will update the monitor for the block.
* @param {!string} topBlockId ID of block that starts the script.
* @param {?string} optTarget target ID for target to run script on. If not supplied, uses editing target.
*/
addMonitorScript (topBlockId, optTarget) {
if (!optTarget) optTarget = this._editingTarget;
for (let i = 0; i < this.threads.length; i++) {
// Don't re-add the script if it's already running
if (this.threads[i].topBlock === topBlockId && this.threads[i].status !== Thread.STATUS_DONE &&
this.threads[i].updateMonitor) {
return;
}
}
// Otherwise add it.
this._pushThread(topBlockId, optTarget, {updateMonitor: true});
}
/**
* Run a function `f` for all scripts in a workspace.
* `f` will be called with two parameters:
* - the top block ID of the script.
* - the target that owns the script.
* @param {!Function} f Function to call for each script.
* @param {Target=} optTarget Optionally, a target to restrict to.
*/
allScriptsDo (f, optTarget) {
let targets = this.targets;
if (optTarget) {
targets = [optTarget];
}
for (let t = targets.length - 1; t >= 0; t--) {
const target = targets[t];
const scripts = target.blocks.getScripts();
for (let j = 0; j < scripts.length; j++) {
const topBlockId = scripts[j];
f(topBlockId, target);
}
}
}
/**
* Start all relevant hats.
* @param {!string} requestedHatOpcode Opcode of hats to start.
* @param {object=} optMatchFields Optionally, fields to match on the hat.
* @param {Target=} optTarget Optionally, a target to restrict to.
* @return {Array.<Thread>} List of threads started by this function.
*/
startHats (requestedHatOpcode,
optMatchFields, optTarget) {
if (!this._hats.hasOwnProperty(requestedHatOpcode)) {
// No known hat with this opcode.
return;
}
const instance = this;
const newThreads = [];
for (const opts in optMatchFields) {
if (!optMatchFields.hasOwnProperty(opts)) continue;
optMatchFields[opts] = optMatchFields[opts].toUpperCase();
}
// Consider all scripts, looking for hats with opcode `requestedHatOpcode`.
this.allScriptsDo((topBlockId, target) => {
const blocks = target.blocks;
const block = blocks.getBlock(topBlockId);
const potentialHatOpcode = block.opcode;
if (potentialHatOpcode !== requestedHatOpcode) {
// Not the right hat.
return;
}
// Match any requested fields.
// For example: ensures that broadcasts match.
// This needs to happen before the block is evaluated
// (i.e., before the predicate can be run) because "broadcast and wait"
// needs to have a precise collection of started threads.
let hatFields = blocks.getFields(block);
// If no fields are present, check inputs (horizontal blocks)
if (Object.keys(hatFields).length === 0) {
hatFields = {}; // don't overwrite the block's actual fields list
const hatInputs = blocks.getInputs(block);
for (const input in hatInputs) {
if (!hatInputs.hasOwnProperty(input)) continue;
const id = hatInputs[input].block;
const inpBlock = blocks.getBlock(id);
const fields = blocks.getFields(inpBlock);
Object.assign(hatFields, fields);
}
}
if (optMatchFields) {
for (const matchField in optMatchFields) {
if (hatFields[matchField].value.toUpperCase() !==
optMatchFields[matchField]) {
// Field mismatch.
return;
}
}
}
// Look up metadata for the relevant hat.
const hatMeta = instance._hats[requestedHatOpcode];
if (hatMeta.restartExistingThreads) {
// If `restartExistingThreads` is true, we should stop
// any existing threads starting with the top block.
for (let i = 0; i < instance.threads.length; i++) {
if (instance.threads[i].topBlock === topBlockId &&
!instance.threads[i].stackClick && // stack click threads and hat threads can coexist
instance.threads[i].target === target) {
instance._restartThread(instance.threads[i]);
return;
}
}
} else {
// If `restartExistingThreads` is false, we should
// give up if any threads with the top block are running.
for (let j = 0; j < instance.threads.length; j++) {
if (instance.threads[j].topBlock === topBlockId &&
instance.threads[j].target === target &&
!instance.threads[j].stackClick && // stack click threads and hat threads can coexist
instance.threads[j].status !== Thread.STATUS_DONE) {
// Some thread is already running.
return;
}
}
}
// Start the thread with this top block.
newThreads.push(instance._pushThread(topBlockId, target));
}, optTarget);
return newThreads;
}
/**
* Dispose all targets. Return to clean state.
*/
dispose () {
this.stopAll();
this.targets.map(this.disposeTarget, this);
}
/**
* Dispose of a target.
* @param {!Target} disposingTarget Target to dispose of.
*/
disposeTarget (disposingTarget) {
this.targets = this.targets.filter(target => {
if (disposingTarget !== target) return true;
// Allow target to do dispose actions.
target.dispose();
// Remove from list of targets.
return false;
});
}
/**
* Stop any threads acting on the target.
* @param {!Target} target Target to stop threads for.
* @param {Thread=} optThreadException Optional thread to skip.
*/
stopForTarget (target, optThreadException) {
// Stop any threads on the target.
for (let i = 0; i < this.threads.length; i++) {
if (this.threads[i] === optThreadException) {
continue;
}
if (this.threads[i].target === target) {
this.threads[i].isKilled = true;
this._removeThread(this.threads[i]);
}
}
}
/**
* Start all threads that start with the green flag.
*/
greenFlag () {
this.stopAll();
this.ioDevices.clock.resetProjectTimer();
this.clearEdgeActivatedValues();
// Inform all targets of the green flag.
for (let i = 0; i < this.targets.length; i++) {
this.targets[i].onGreenFlag();
}
this.startHats('event_whenflagclicked');
}
/**
* Stop "everything."
*/
stopAll () {
// Dispose all clones.
const newTargets = [];
for (let i = 0; i < this.targets.length; i++) {
this.targets[i].onStopAll();
if (this.targets[i].hasOwnProperty('isOriginal') &&
!this.targets[i].isOriginal) {
this.targets[i].dispose();
} else {
newTargets.push(this.targets[i]);
}
}
this.targets = newTargets;
// Dispose all threads.
const threadsCopy = this.threads.slice();
while (threadsCopy.length > 0) {
const poppedThread = threadsCopy.pop();
this._removeThread(poppedThread);
}
}
/**
* Repeatedly run `sequencer.stepThreads` and filter out
* inactive threads after each iteration.
*/
_step () {
// Find all edge-activated hats, and add them to threads to be evaluated.
for (const hatType in this._hats) {
if (!this._hats.hasOwnProperty(hatType)) continue;
const hat = this._hats[hatType];
if (hat.edgeActivated) {
this.startHats(hatType);
}
}
this.redrawRequested = false;
this._pushMonitors();
const doneThreads = this.sequencer.stepThreads();
this._updateGlows(doneThreads);
// Add done threads so that even if a thread finishes within 1 frame, the green
// flag will still indicate that a script ran.
this._emitProjectRunStatus(
this.threads.length + doneThreads.length -
this._getMonitorThreadCount([...this.threads, ...doneThreads]));
if (this.renderer) {
// @todo: Only render when this.redrawRequested or clones rendered.
this.renderer.draw();
}
if (this._refreshTargets) {
this.emit(Runtime.TARGETS_UPDATE);
this._refreshTargets = false;
}
if (!this._prevMonitorState.equals(this._monitorState)) {
this.emit(Runtime.MONITORS_UPDATE, this._monitorState);
this._prevMonitorState = this._monitorState;
}
}
/**
* Get the number of threads in the given array that are monitor threads (threads
* that update monitor values, and don't count as running a script).
* @param {!Array.<Thread>} threads The set of threads to look through.
* @return {number} The number of monitor threads in threads.
*/
_getMonitorThreadCount (threads) {
let count = 0;
threads.forEach(thread => {
if (thread.updateMonitor) count++;
});
return count;
}
/**
* Queue monitor blocks to sequencer to be run.
*/
_pushMonitors () {
this.monitorBlocks.runAllMonitored(this);
}
/**
* Set the current editing target known by the runtime.
* @param {!Target} editingTarget New editing target.
*/
setEditingTarget (editingTarget) {
this._editingTarget = editingTarget;
// Script glows must be cleared.
this._scriptGlowsPreviousFrame = [];
this._updateGlows();
this.requestTargetsUpdate(editingTarget);
}
/**
* Set whether we are in 30 TPS compatibility mode.
* @param {boolean} compatibilityModeOn True iff in compatibility mode.
*/
setCompatibilityMode (compatibilityModeOn) {
this.compatibilityMode = compatibilityModeOn;
if (this._steppingInterval) {
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.
*/
_updateGlows (optExtraThreads) {
const searchThreads = [];
searchThreads.push.apply(searchThreads, this.threads);
if (optExtraThreads) {
searchThreads.push.apply(searchThreads, optExtraThreads);
}
// Set of scripts that request a glow this frame.
const requestedGlowsThisFrame = [];
// Final set of scripts glowing during this frame.
const finalScriptGlows = [];
// Find all scripts that should be glowing.
for (let i = 0; i < searchThreads.length; i++) {
const thread = searchThreads[i];
const target = thread.target;
if (target === this._editingTarget) {
const blockForThread = thread.blockGlowInFrame;
if (thread.requestScriptGlowInFrame) {
let 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 (let j = 0; j < this._scriptGlowsPreviousFrame.length; j++) {
const previousFrameGlow = this._scriptGlowsPreviousFrame[j];
if (requestedGlowsThisFrame.indexOf(previousFrameGlow) < 0) {
// Glow turned off.
this.glowScript(previousFrameGlow, false);
} else {
// Still glowing.
finalScriptGlows.push(previousFrameGlow);
}
}
for (let k = 0; k < requestedGlowsThisFrame.length; k++) {
const currentFrameGlow = requestedGlowsThisFrame[k];
if (this._scriptGlowsPreviousFrame.indexOf(currentFrameGlow) < 0) {
// Glow turned on.
this.glowScript(currentFrameGlow, true);
finalScriptGlows.push(currentFrameGlow);
}
}
this._scriptGlowsPreviousFrame = finalScriptGlows;
}
/**
* Emit run start/stop after each tick. Emits when `this.threads.length` goes
* between non-zero and zero
*
* @param {number} nonMonitorThreadCount The new nonMonitorThreadCount
*/
_emitProjectRunStatus (nonMonitorThreadCount) {
if (this._nonMonitorThreadCount === 0 && nonMonitorThreadCount > 0) {
this.emit(Runtime.PROJECT_RUN_START);
}
if (this._nonMonitorThreadCount > 0 && nonMonitorThreadCount === 0) {
this.emit(Runtime.PROJECT_RUN_STOP);
}
this._nonMonitorThreadCount = nonMonitorThreadCount;
}
/**
* "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.
*/
quietGlow (scriptBlockId) {
const 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.
*/
glowBlock (blockId, isGlowing) {
if (isGlowing) {
this.emit(Runtime.BLOCK_GLOW_ON, {id: blockId});
} else {
this.emit(Runtime.BLOCK_GLOW_OFF, {id: 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.
*/
glowScript (topBlockId, isGlowing) {
if (isGlowing) {
this.emit(Runtime.SCRIPT_GLOW_ON, {id: topBlockId});
} else {
this.emit(Runtime.SCRIPT_GLOW_OFF, {id: 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.
*/
visualReport (blockId, value) {
this.emit(Runtime.VISUAL_REPORT, {id: blockId, value: String(value)});
}
/**
* Add a monitor to the state. If the monitor already exists in the state,
* overwrites it.
* @param {!MonitorRecord} monitor Monitor to add.
*/
requestAddMonitor (monitor) {
this._monitorState = this._monitorState.set(monitor.id, monitor);
}
/**
* Update a monitor in the state. Does nothing if the monitor does not already
* exist in the state.
* @param {!Map} monitor Monitor values to update. Values on the monitor with overwrite
* values on the old monitor with the same ID. If a value isn't defined on the new monitor,
* the old monitor will keep its old value.
*/
requestUpdateMonitor (monitor) {
if (this._monitorState.has(monitor.get('id'))) {
this._monitorState =
this._monitorState.set(monitor.get('id'), this._monitorState.get(monitor.get('id')).merge(monitor));
}
}
/**
* Removes a monitor from the state. Does nothing if the monitor already does
* not exist in the state.
* @param {!string} monitorId ID of the monitor to remove.
*/
requestRemoveMonitor (monitorId) {
this._monitorState = this._monitorState.delete(monitorId);
}
/**
* Get a target by its id.
* @param {string} targetId Id of target to find.
* @return {?Target} The target, if found.
*/
getTargetById (targetId) {
for (let i = 0; i < this.targets.length; i++) {
const 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.
*/
getSpriteTargetByName (spriteName) {
for (let i = 0; i < this.targets.length; i++) {
const target = this.targets[i];
if (target.sprite && target.sprite.name === spriteName) {
return target;
}
}
}
/**
* Get a target by its drawable id.
* @param {number} drawableID drawable id of target to find
* @return {?Target} The target, if found
*/
getTargetByDrawableId (drawableID) {
for (let i = 0; i < this.targets.length; i++) {
const target = this.targets[i];
if (target.drawableID === drawableID) return target;
}
}
/**
* Update the clone counter to track how many clones are created.
* @param {number} changeAmount How many clones have been created/destroyed.
*/
changeCloneCounter (changeAmount) {
this._cloneCounter += changeAmount;
}
/**
* Return whether there are clones available.
* @return {boolean} True until the number of clones hits Runtime.MAX_CLONES.
*/
clonesAvailable () {
return this._cloneCounter < Runtime.MAX_CLONES;
}
/**
* Report that a new target has been created, possibly by cloning an existing target.
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
* @fires Runtime#targetWasCreated
*/
fireTargetWasCreated (newTarget, sourceTarget) {
this.emit('targetWasCreated', newTarget, sourceTarget);
}
/**
* Get a target representing the Scratch stage, if one exists.
* @return {?Target} The target, if found.
*/
getTargetForStage () {
for (let i = 0; i < this.targets.length; i++) {
const target = this.targets[i];
if (target.isStage) {
return target;
}
}
}
/**
* Get the editing target.
* @return {?Target} The editing target.
*/
getEditingTarget () {
return this._editingTarget;
}
/**
* Tell the runtime to request a redraw.
* Use after a clone/sprite has completed some visible operation on the stage.
*/
requestRedraw () {
this.redrawRequested = true;
}
/**
* Emit a targets update at the end of the step if the provided target is
* the original sprite
* @param {!Target} target Target requesting the targets update
*/
requestTargetsUpdate (target) {
if (!target.isOriginal) return;
this._refreshTargets = true;
}
/**
* Set up timers to repeatedly step in a browser.
*/
start () {
let interval = Runtime.THREAD_STEP_INTERVAL;
if (this.compatibilityMode) {
interval = Runtime.THREAD_STEP_INTERVAL_COMPATIBILITY;
}
this.currentStepTime = interval;
this._steppingInterval = setInterval(() => {
this._step();
}, interval);
}
}
/**
* Event fired after a new target has been created, possibly by cloning an existing target.
*
* @event Runtime#targetWasCreated
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
*/
module.exports = Runtime;