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/**
* @fileoverview Runtime for scripts generated by jsgen
*/
/* eslint-disable no-unused-vars */
/* eslint-disable prefer-template */
/* eslint-disable valid-jsdoc */
/* eslint-disable max-len */
const globalState = {
Timer: require('../util/timer'),
Cast: require('../util/cast'),
log: require('../util/log'),
blockUtility: require('./compat-block-utility'),
thread: null
};
let baseRuntime = '';
const runtimeFunctions = {};
/**
* Determine whether the current tick is likely stuck.
* This implements similar functionality to the warp timer found in Scratch.
* @returns {boolean} true if the current tick is likely stuck.
*/
baseRuntime += `let stuckCounter = 0;
const isStuck = () => {
// The real time is not checked on every call for performance.
stuckCounter++;
if (stuckCounter === 100) {
stuckCounter = 0;
return globalState.thread.target.runtime.sequencer.timer.timeElapsed() > 500;
}
return false;
};`;
/**
* Alternative for nullish Coalescing
* @param {string} name The variable to get
* @returns {any} The value of the temp var or an empty string if its nullish
*/
runtimeFunctions.nullish = `const nullish = (check, alt) => {
if (!check) {
if (val === undefined) return alt
if (val === null) return alt
return check
} else {
return check
}
}`;
/**
* Start hats by opcode.
* @param {string} requestedHat The opcode of the hat to start.
* @param {*} optMatchFields Fields to match.
* @returns {Array} A list of threads that were started.
*/
runtimeFunctions.startHats = `const startHats = (requestedHat, optMatchFields) => {
const thread = globalState.thread;
const threads = thread.target.runtime.startHats(requestedHat, optMatchFields);
return threads;
}`;
/**
* Implements "thread waiting", where scripts are halted until all the scripts have finished executing.
* @param {Array} threads The list of threads.
*/
runtimeFunctions.waitThreads = `const waitThreads = function*(threads) {
const thread = globalState.thread;
const runtime = thread.target.runtime;
while (true) {
// determine whether any threads are running
let anyRunning = false;
for (let i = 0; i < threads.length; i++) {
if (runtime.threads.indexOf(threads[i]) !== -1) {
anyRunning = true;
break;
}
}
if (!anyRunning) {
// all threads are finished, can resume
return;
}
let allWaiting = true;
for (let i = 0; i < threads.length; i++) {
if (!runtime.isWaitingThread(threads[i])) {
allWaiting = false;
break;
}
}
if (allWaiting) {
thread.status = 3; // STATUS_YIELD_TICK
}
yield;
}
}`;
/**
* waitPromise: Wait until a Promise resolves or rejects before continuing.
* @param {Promise} promise The promise to wait for.
* @returns {*} the value that the promise resolves to, otherwise undefined if the promise rejects
*/
runtimeFunctions.waitPromise = `
const waitPromise = function*(promise) {
const thread = globalState.thread;
let returnValue;
let errorReturn;
promise
.then(value => {
returnValue = value;
thread.status = 0; // STATUS_RUNNING
})
.catch(error => {
errorReturn = error;
// i realized, i dont actually know what would happen if we never do this but throw and exit anyways
thread.status = 0; // STATUS_RUNNING
});
// enter STATUS_PROMISE_WAIT and yield
// this will stop script execution until the promise handlers reset the thread status
thread.status = 1; // STATUS_PROMISE_WAIT
yield;
// throw the promise error if ee got one
if (errorReturn) throw errorReturn
return returnValue;
}`;
/**
* isPromise: Determine if a value is Promise-like
* @param {unknown} promise The value to check
* @returns {promise is PromiseLike} True if the value is Promise-like (has a .then())
*/
/**
* executeInCompatibilityLayer: Execute a scratch-vm primitive.
* @param {*} inputs The inputs to pass to the block.
* @param {function} blockFunction The primitive's function.
* @param {boolean} useFlags Whether to set flags (hasResumedFromPromise)
* @param {string} blockId Block ID to set on the emulated block utility.
* @param {*|null} branchInfo Extra information object for CONDITIONAL and LOOP blocks. See createBranchInfo().
* @returns {*} the value returned by the block, if any.
*/
runtimeFunctions.executeInCompatibilityLayer = `let hasResumedFromPromise = false;
const isPromise = value => (
// see engine/execute.js
value !== null &&
typeof value === 'object' &&
typeof value.then === 'function'
);
const executeInCompatibilityLayer = function*(inputs, blockFunction, isWarp, useFlags, blockId, branchInfo, visualReport) {
const thread = globalState.thread;
const blockUtility = globalState.blockUtility;
const stackFrame = branchInfo ? branchInfo.stackFrame : {};
const finish = (returnValue) => {
if (branchInfo) {
if (typeof returnValue === 'undefined' && blockUtility._startedBranch) {
branchInfo.isLoop = blockUtility._startedBranch[1];
return blockUtility._startedBranch[0];
}
branchInfo.isLoop = branchInfo.defaultIsLoop;
return returnValue;
}
return returnValue;
};
// reset the stackframe
// we only ever use one stackframe at a time, so this shouldn't cause issues
thread.stackFrames[thread.stackFrames.length - 1].reuse(isWarp);
const executeBlock = () => {
blockUtility.init(thread, blockId, stackFrame, branchInfo);
return blockFunction(inputs, blockUtility, visualReport);
};
let returnValue = executeBlock();
if (isPromise(returnValue)) {
returnValue = finish(yield* waitPromise(returnValue));
if (useFlags) hasResumedFromPromise = true;
return returnValue;
}
if (thread.status === 1 /* STATUS_PROMISE_WAIT */ || thread.status === 4 /* STATUS_DONE */) {
// Something external is forcing us to stop
yield;
// Make up a return value because whatever is forcing us to stop can't specify one
return '';
}
while (thread.status === 2 /* STATUS_YIELD */ || thread.status === 3 /* STATUS_YIELD_TICK */) {
// Yielded threads will run next iteration.
if (thread.status === 2 /* STATUS_YIELD */) {
thread.status = 0; // STATUS_RUNNING
// Yield back to the event loop when stuck or not in warp mode.
if (!isWarp || isStuck()) {
yield;
}
} else {
// status is STATUS_YIELD_TICK, always yield to the event loop
yield;
}
returnValue = executeBlock();
if (isPromise(returnValue)) {
returnValue = finish(yield* waitPromise(returnValue));
if (useFlags) hasResumedFromPromise = true;
return returnValue;
}
if (thread.status === 1 /* STATUS_PROMISE_WAIT */ || thread.status === 4 /* STATUS_DONE */) {
yield;
return finish('');
}
}
return finish(returnValue);
}`;
/**
* @param {boolean} isLoop True if the block is a LOOP by default (can be overridden by startBranch() call)
* @returns {unknown} Branch info object for compatibility layer.
*/
runtimeFunctions.createBranchInfo = `const createBranchInfo = (isLoop) => ({
defaultIsLoop: isLoop,
isLoop: false,
branch: 0,
stackFrame: {},
onEnd: [],
});`;
/**
* End the current script.
*/
runtimeFunctions.retire = `const retire = () => {
const thread = globalState.thread;
thread.target.runtime.sequencer.retireThread(thread);
}`;
/**
* Scratch cast to boolean.
* Similar to Cast.toBoolean()
* @param {*} value The value to cast
* @returns {boolean} The value cast to a boolean
*/
runtimeFunctions.toBoolean = `const toBoolean = value => {
if (typeof value === 'boolean') {
return value;
}
if (typeof value === 'string') {
if (value === '' || value === '0' || value.toLowerCase() === 'false') {
return false;
}
return true;
}
return !!value;
}`;
/**
* If a number is very close to a whole number, round to that whole number.
* @param {number} value Value to round
* @returns {number} Rounded number or original number
*/
runtimeFunctions.limitPrecision = `const limitPrecision = value => {
const rounded = Math.round(value);
const delta = value - rounded;
return (Math.abs(delta) < 1e-9) ? rounded : value;
}`;
/**
* Used internally by the compare family of function.
* See similar method in cast.js.
* @param {*} val A value that evaluates to 0 in JS string-to-number conversation such as empty string, 0, or tab.
* @returns {boolean} True if the value should not be treated as the number zero.
*/
baseRuntime += `const isNotActuallyZero = val => {
if (typeof val !== 'string') return false;
for (let i = 0; i < val.length; i++) {
const code = val.charCodeAt(i);
if (code === 48 || code === 9) {
return false;
}
}
return true;
};`;
/**
* Determine if two values are equal.
* @param {*} v1 First value
* @param {*} v2 Second value
* @returns {boolean} true if v1 is equal to v2
*/
baseRuntime += `const compareEqualSlow = (v1, v2) => {
const n1 = +v1;
if (isNaN(n1) || (n1 === 0 && isNotActuallyZero(v1))) return ('' + v1).toLowerCase() === ('' + v2).toLowerCase();
const n2 = +v2;
if (isNaN(n2) || (n2 === 0 && isNotActuallyZero(v2))) return ('' + v1).toLowerCase() === ('' + v2).toLowerCase();
return n1 === n2;
};
const compareEqual = (v1, v2) => (typeof v1 === 'number' && typeof v2 === 'number' && !isNaN(v1) && !isNaN(v2) || v1 === v2) ? v1 === v2 : compareEqualSlow(v1, v2);`;
/**
* Determine if one value is greater than another.
* @param {*} v1 First value
* @param {*} v2 Second value
* @returns {boolean} true if v1 is greater than v2
*/
runtimeFunctions.compareGreaterThan = `const compareGreaterThanSlow = (v1, v2) => {
let n1 = +v1;
let n2 = +v2;
if (n1 === 0 && isNotActuallyZero(v1)) {
n1 = NaN;
} else if (n2 === 0 && isNotActuallyZero(v2)) {
n2 = NaN;
}
if (isNaN(n1) || isNaN(n2)) {
const s1 = ('' + v1).toLowerCase();
const s2 = ('' + v2).toLowerCase();
return s1 > s2;
}
return n1 > n2;
};
const compareGreaterThan = (v1, v2) => typeof v1 === 'number' && typeof v2 === 'number' && !isNaN(v1) ? v1 > v2 : compareGreaterThanSlow(v1, v2)`;
/**
* Determine if one value is less than another.
* @param {*} v1 First value
* @param {*} v2 Second value
* @returns {boolean} true if v1 is less than v2
*/
runtimeFunctions.compareLessThan = `const compareLessThanSlow = (v1, v2) => {
let n1 = +v1;
let n2 = +v2;
if (n1 === 0 && isNotActuallyZero(v1)) {
n1 = NaN;
} else if (n2 === 0 && isNotActuallyZero(v2)) {
n2 = NaN;
}
if (isNaN(n1) || isNaN(n2)) {
const s1 = ('' + v1).toLowerCase();
const s2 = ('' + v2).toLowerCase();
return s1 < s2;
}
return n1 < n2;
};
const compareLessThan = (v1, v2) => typeof v1 === 'number' && typeof v2 === 'number' && !isNaN(v2) ? v1 < v2 : compareLessThanSlow(v1, v2)`;
/**
* Generate a random integer.
* @param {number} low Lower bound
* @param {number} high Upper bound
* @returns {number} A random integer between low and high, inclusive.
*/
runtimeFunctions.randomInt = `const randomInt = (low, high) => low + Math.floor(Math.random() * ((high + 1) - low))`;
/**
* Generate a random float.
* @param {number} low Lower bound
* @param {number} high Upper bound
* @returns {number} A random floating point number between low and high.
*/
runtimeFunctions.randomFloat = `const randomFloat = (low, high) => (Math.random() * (high - low)) + low`;
/**
* Create and start a timer.
* @returns {Timer} A started timer
*/
runtimeFunctions.timer = `const timer = () => {
const t = new globalState.Timer({
now: () => globalState.thread.target.runtime.currentMSecs
});
t.start();
return t;
}`;
/**
* Returns the amount of days since January 1st, 2000.
* @returns {number} Days since 2000.
*/
// Date.UTC(2000, 0, 1) === 946684800000
// Hardcoding it is marginally faster
runtimeFunctions.daysSince2000 = `const daysSince2000 = () => (Date.now() - 946684800000) / (24 * 60 * 60 * 1000)`;
/**
* Determine distance to a sprite or point.
* @param {string} menu The name of the sprite or location to find.
* @returns {number} Distance to the point, or 10000 if it cannot be calculated.
*/
runtimeFunctions.distance = `const distance = menu => {
const thread = globalState.thread;
if (thread.target.isStage) return 10000;
let targetX = 0;
let targetY = 0;
if (menu === '_mouse_') {
targetX = thread.target.runtime.ioDevices.mouse.getScratchX();
targetY = thread.target.runtime.ioDevices.mouse.getScratchY();
} else {
const distTarget = thread.target.runtime.getSpriteTargetByName(menu);
if (!distTarget) return 10000;
targetX = distTarget.x;
targetY = distTarget.y;
}
const dx = thread.target.x - targetX;
const dy = thread.target.y - targetY;
return Math.sqrt((dx * dx) + (dy * dy));
}`;
/**
* Convert a Scratch list index to a JavaScript list index.
* "all" is not considered as a list index.
* Similar to Cast.toListIndex()
* @param {number} index Scratch list index.
* @param {number} length Length of the list.
* @returns {number} 0 based list index, or -1 if invalid.
*/
baseRuntime += `const listIndexSlow = (index, length) => {
if (index === 'last') {
return length - 1;
} else if (index === 'random' || index === 'any') {
if (length > 0) {
return (Math.random() * length) | 0;
}
return -1;
}
index = (+index || 0) | 0;
if (index < 1 || index > length) {
return -1;
}
return index - 1;
};
const listIndex = (index, length) => {
if (typeof index !== 'number') {
return listIndexSlow(index, length);
}
index = index | 0;
return index < 1 || index > length ? -1 : index - 1;
};`;
/**
* Get a value from a list.
* @param {Array} list The list
* @param {*} idx The 1-indexed index in the list.
* @returns {*} The list item, otherwise empty string if it does not exist.
*/
runtimeFunctions.listGet = `const listGet = (list, idx) => {
const index = listIndex(idx, list.length);
if (index === -1) {
return '';
}
return list[index];
}`;
/**
* Replace a value in a list.
* @param {import('../engine/variable')} list The list
* @param {*} idx List index, Scratch style.
* @param {*} value The new value.
*/
runtimeFunctions.listReplace = `const listReplace = (list, idx, value) => {
const index = listIndex(idx, list.value.length);
if (index === -1) {
return;
}
list.value[index] = value;
list._monitorUpToDate = false;
}`;
/**
* Insert a value in a list.
* @param {import('../engine/variable')} list The list.
* @param {*} idx The Scratch index in the list.
* @param {*} value The value to insert.
*/
runtimeFunctions.listInsert = `const listInsert = (list, idx, value) => {
const index = listIndex(idx, list.value.length + 1);
if (index === -1) {
return;
}
list.value.splice(index, 0, value);
list._monitorUpToDate = false;
}`;
/**
* Delete a value from a list.
* @param {import('../engine/variable')} list The list.
* @param {*} idx The Scratch index in the list.
*/
runtimeFunctions.listDelete = `const listDelete = (list, idx) => {
if (idx === 'all') {
list.value = [];
return;
}
const index = listIndex(idx, list.value.length);
if (index === -1) {
return;
}
list.value.splice(index, 1);
list._monitorUpToDate = false;
}`;
/**
* Return whether a list contains a value.
* @param {import('../engine/variable')} list The list.
* @param {*} item The value to search for.
* @returns {boolean} True if the list contains the item
*/
runtimeFunctions.listContains = `const listContains = (list, item) => {
// TODO: evaluate whether indexOf is worthwhile here
if (list.value.indexOf(item) !== -1) {
return true;
}
for (let i = 0; i < list.value.length; i++) {
if (compareEqual(list.value[i], item)) {
return true;
}
}
return false;
}`;
/**
* pm: Returns whether a list contains a value, using Array.some
* @param {import('../engine/variable')} list The list.
* @param {*} item The value to search for.
* @returns {boolean} True if the list contains the item
*/
runtimeFunctions.listContainsFastest = `const listContainsFastest = (list, item) => {
return list.value.some(litem => compareEqual(litem, item));
}`;
/**
* Find the 1-indexed index of an item in a list.
* @param {import('../engine/variable')} list The list.
* @param {*} item The item to search for
* @returns {number} The 1-indexed index of the item in the list, otherwise 0
*/
runtimeFunctions.listIndexOf = `const listIndexOf = (list, item) => {
for (let i = 0; i < list.value.length; i++) {
if (compareEqual(list.value[i], item)) {
return i + 1;
}
}
return 0;
}`;
/**
* Get the stringified form of a list.
* @param {import('../engine/variable')} list The list.
* @returns {string} Stringified form of the list.
*/
runtimeFunctions.listContents = `const listContents = list => {
for (let i = 0; i < list.value.length; i++) {
const listItem = list.value[i];
// this is an intentional break from what scratch 3 does to address our automatic string -> number conversions
// it fixes more than it breaks
if ((listItem + '').length !== 1) {
return list.value.join(' ');
}
}
return list.value.join('');
}`;
/**
* Convert a color to an RGB list
* @param {*} color The color value to convert
* @return {Array.<number>} [r,g,b], values between 0-255.
*/
runtimeFunctions.colorToList = `const colorToList = color => globalState.Cast.toRgbColorList(color)`;
/**
* Implements Scratch modulo (floored division instead of truncated division)
* @param {number} n Number
* @param {number} modulus Base
* @returns {number} n % modulus (floored division)
*/
runtimeFunctions.mod = `const mod = (n, modulus) => {
let result = n % modulus;
if (result / modulus < 0) result += modulus;
return result;
}`;
/**
* Implements Scratch tangent.
* @param {number} angle Angle in degrees.
* @returns {number} value of tangent or Infinity or -Infinity
*/
runtimeFunctions.tan = `const tan = (angle) => {
switch (angle % 360) {
case -270: case 90: return Infinity;
case -90: case 270: return -Infinity;
}
return Math.round(Math.tan((Math.PI * angle) / 180) * 1e10) / 1e10;
}`;
runtimeFunctions.resolveImageURL = `const resolveImageURL = imgURL =>
typeof imgURL === 'object' && imgURL.type === 'canvas'
? Promise.resolve(imgURL.canvas)
: new Promise(resolve => {
const image = new Image();
image.crossOrigin = "anonymous";
image.onload = resolve(image);
image.onerror = resolve; // ignore loading errors lol!
image.src = ''+imgURL;
})`;
runtimeFunctions.parseJSONSafe = `const parseJSONSafe = json => {
try return JSON.parse(json)
catch return {}
}`;
runtimeFunctions._resolveKeyPath = `const _resolveKeyPath = (obj, keyPath) => {
const path = keyPath.matchAll(/(\\.|^)(?<key>[^.[]+)|\\[(?<litkey>(\\\\\\]|\\\\|[^]])+)\\]/g);
let top = obj;
let pre;
let tok;
let key;
while (!(tok = path.next()).done) {
key = tok.value.groups.key ?? tok.value.groups.litKey.replaceAll('\\\\\\\\', '\\\\').replaceAll('\\\\]', ']');
pre = top;
top = top?.get?.(key) ?? top?.[key];
if (top === undefined) return [obj, keyPath];
}
return [pre, key];
}`;
runtimeFunctions.get = `const get = (obj, keyPath) => {
const [root, key] = _resolveKeyPath(obj, keyPath);
return typeof root === 'undefined'
? ''
: root.get?.(key) ?? root[key];
}`;
runtimeFunctions.set = `const set = (obj, keyPath, val) => {
const [root, key] = _resolveKeyPath(obj, keyPath);
return typeof root === 'undefined'
? ''
: root.set?.(key) ?? (root[key] = val);
}`;
runtimeFunctions.remove = `const remove = (obj, keyPath) => {
const [root, key] = _resolveKeyPath(obj, keyPath);
return typeof root === 'undefined'
? ''
: root.delete?.(key) ?? root.remove?.(key) ?? (delete root[key]);
}`;
runtimeFunctions.includes = `const includes = (obj, keyPath) => {
const [root, key] = _resolveKeyPath(obj, keyPath);
return typeof root === 'undefined'
? ''
: root.has?.(key) ?? (key in root);
}`;
/**
* Step a compiled thread.
* @param {Thread} thread The thread to step.
*/
const execute = thread => {
globalState.thread = thread;
thread.generator.next();
};
const threadStack = [];
const saveGlobalState = () => {
threadStack.push(globalState.thread);
};
const restoreGlobalState = () => {
globalState.thread = threadStack.pop();
};
const insertRuntime = source => {
let result = baseRuntime;
for (const functionName of Object.keys(runtimeFunctions)) {
if (source.includes(functionName)) {
result += `${runtimeFunctions[functionName]};`;
}
}
if (result.includes('executeInCompatibilityLayer') && !result.includes('const waitPromise')) {
result = result.replace('let hasResumedFromPromise = false;', `let hasResumedFromPromise = false;\n${runtimeFunctions.waitPromise}`);
}
if (result.includes('_resolveKeyPath') && !result.includes('const _resolveKeyPath')) {
result = runtimeFunctions._resolveKeyPath + ';' + result;
}
result += `return ${source}`;
return result;
};
/**
* Evaluate arbitrary JS in the context of the runtime.
* @param {string} source The string to evaluate.
* @returns {*} The result of evaluating the string.
*/
const scopedEval = source => {
const withRuntime = insertRuntime(source);
try {
return new Function('globalState', withRuntime)(globalState);
} catch (e) {
globalState.log.error('was unable to compile script', withRuntime);
console.log(e);
throw e;
}
};
execute.scopedEval = scopedEval;
execute.runtimeFunctions = runtimeFunctions;
execute.saveGlobalState = saveGlobalState;
execute.restoreGlobalState = restoreGlobalState;
// not actually used, this is an export for extensions
execute.globalState = globalState;
module.exports = execute;
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