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const EventEmitter = require('events');
const Blocks = require('./blocks');
const Variable = require('../engine/variable');
const Comment = require('../engine/comment');
const uid = require('../util/uid');
const {Map} = require('immutable');
const log = require('../util/log');
const StringUtil = require('../util/string-util');
const VariableUtil = require('../util/variable-util');
/**
* @fileoverview
* A Target is an abstract "code-running" object for the Scratch VM.
* Examples include sprites/clones or potentially physical-world devices.
*/
class Target extends EventEmitter {
/**
* @param {Runtime} runtime Reference to the runtime.
* @param {?Blocks} blocks Blocks instance for the blocks owned by this target.
* @constructor
*/
constructor (runtime, blocks) {
super();
if (!blocks) {
blocks = new Blocks(runtime);
}
/**
* Reference to the runtime.
* @type {Runtime}
*/
this.runtime = runtime;
/**
* A unique ID for this target.
* @type {string}
*/
this.id = uid();
/**
* Blocks run as code for this target.
* @type {!Blocks}
*/
this.blocks = blocks;
/**
* Dictionary of variables and their values for this target.
* Key is the variable id.
* @type {Object.<string,*>}
*/
this.variables = {};
/**
* Dictionary of comments for this target.
* Key is the comment id.
* @type {Object.<string,*>}
*/
this.comments = {};
/**
* Dictionary of custom state for this target.
* This can be used to store target-specific custom state for blocks which need it.
* TODO: do we want to persist this in SB3 files?
* @type {Object.<string,*>}
*/
this._customState = {};
/**
* 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 = {};
}
/**
* Called when the project receives a "green flag."
* @abstract
*/
onGreenFlag () {}
/**
* Return a human-readable name for this target.
* Target implementations should override this.
* @abstract
* @returns {string} Human-readable name for the target.
*/
getName () {
return this.id;
}
/**
* 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;
}
hasEdgeActivatedValue (blockId) {
return this._edgeActivatedHatValues.hasOwnProperty(blockId);
}
/**
* Clear all edge-activaed hat values.
*/
clearEdgeActivatedValues () {
this._edgeActivatedHatValues = {};
}
/**
* Look up a variable object, first by id, and then by name if the id is not found.
* Create a new variable if both lookups fail.
* @param {string} id Id of the variable.
* @param {string} name Name of the variable.
* @return {!Variable} Variable object.
*/
lookupOrCreateVariable (id, name) {
let variable = this.lookupVariableById(id);
if (variable) return variable;
variable = this.lookupVariableByNameAndType(name, Variable.SCALAR_TYPE);
if (variable) return variable;
// No variable with this name exists - create it locally.
const newVariable = new Variable(id, name, Variable.SCALAR_TYPE, false);
this.variables[id] = newVariable;
return newVariable;
}
/**
* Look up a broadcast message object with the given id and return it
* if it exists.
* @param {string} id Id of the variable.
* @param {string} name Name of the variable.
* @return {?Variable} Variable object.
*/
lookupBroadcastMsg (id, name) {
let broadcastMsg;
if (id) {
broadcastMsg = this.lookupVariableById(id);
} else if (name) {
broadcastMsg = this.lookupBroadcastByInputValue(name);
} else {
log.error('Cannot find broadcast message if neither id nor name are provided.');
}
if (broadcastMsg) {
if (name && (broadcastMsg.name.toLowerCase() !== name.toLowerCase())) {
log.error(`Found broadcast message with id: ${id}, but` +
`its name, ${broadcastMsg.name} did not match expected name ${name}.`);
}
if (broadcastMsg.type !== Variable.BROADCAST_MESSAGE_TYPE) {
log.error(`Found variable with id: ${id}, but its type ${broadcastMsg.type}` +
`did not match expected type ${Variable.BROADCAST_MESSAGE_TYPE}`);
}
return broadcastMsg;
}
}
/**
* Look up a broadcast message with the given name and return the variable
* if it exists. Does not create a new broadcast message variable if
* it doesn't exist.
* @param {string} name Name of the variable.
* @return {?Variable} Variable object.
*/
lookupBroadcastByInputValue(name) {
const variables = Object.values(this.variables);
return variables.find(varData => {
return (
varData.type === Variable.BROADCAST_MESSAGE_TYPE &&
varData.name.toLowerCase() === name.toLowerCase()
);
});
}
/**
* Look up a variable object.
* Search begins for local variables; then look for globals.
* @param {string} id Id of the variable.
* @param {string} name Name of the variable.
* @return {!Variable} Variable object.
*/
lookupVariableById (id) {
// If we have a local copy, return it.
if (this.variables.hasOwnProperty(id)) {
return this.variables[id];
}
// If the stage has a global copy, return it.
if (this.runtime && !this.isStage) {
const stage = this.runtime.getTargetForStage();
if (stage && stage.variables.hasOwnProperty(id)) {
return stage.variables[id];
}
}
}
/**
* Look up a variable object by its name and variable type.
* Search begins with local variables; then global variables if a local one
* was not found.
* @param {string} name Name of the variable.
* @param {string} type Type of the variable. Defaults to Variable.SCALAR_TYPE.
* @param {?bool} skipStage Optional flag to skip checking the stage
* @return {?Variable} Variable object if found, or null if not.
*/
lookupVariableByNameAndType(name, type, skipStage) {
if (typeof name !== 'string') return;
if (typeof type !== 'string') type = Variable.SCALAR_TYPE;
skipStage = skipStage || false;
// Search variables in the current target
const variables = Object.values(this.variables);
const foundInCurrent = variables.find(varData => varData.name === name && varData.type === type);
if (foundInCurrent) return foundInCurrent;
// Search variables in the stage if applicable
if (!skipStage && this.runtime && !this.isStage) {
const stage = this.runtime.getTargetForStage();
if (stage) {
const stageVariables = Object.values(stage.variables);
const foundInStage = stageVariables.find(varData => varData.name === name && varData.type === type);
if (foundInStage) return foundInStage;
}
}
return null;
}
/**
* Look up a list object for this target, and create it if one doesn't exist.
* Search begins for local lists; then look for globals.
* @param {!string} id Id of the list.
* @param {!string} name Name of the list.
* @return {!Varible} Variable object representing the found/created list.
*/
lookupOrCreateList (id, name) {
let list = this.lookupVariableById(id);
if (list) return list;
list = this.lookupVariableByNameAndType(name, Variable.LIST_TYPE);
if (list) return list;
// No variable with this name exists - create it locally.
const newList = new Variable(id, name, Variable.LIST_TYPE, false);
this.variables[id] = newList;
return newList;
}
/**
* Creates a variable with the given id and name and adds it to the
* dictionary of variables.
* @param {string} id Id of variable
* @param {string} name Name of variable.
* @param {string} type Type of variable, '', 'broadcast_msg', or 'list'
* @param {boolean} isCloud Whether the variable to create has the isCloud flag set.
* Additional checks are made that the variable can be created as a cloud variable.
*/
createVariable (id, name, type, isCloud) {
if (!this.variables.hasOwnProperty(id)) {
const newVariable = this.runtime.newVariableInstance(type, id, name, false);
if (isCloud && this.isStage && this.runtime.canAddCloudVariable()) {
newVariable.isCloud = true;
this.runtime.addCloudVariable();
this.runtime.ioDevices.cloud.requestCreateVariable(newVariable);
}
this.variables[id] = newVariable;
}
}
/**
* Creates a comment with the given properties.
* @param {string} id Id of the comment.
* @param {string} blockId Optional id of the block the comment is attached
* to if it is a block comment.
* @param {string} text The text the comment contains.
* @param {number} x The x coordinate of the comment on the workspace.
* @param {number} y The y coordinate of the comment on the workspace.
* @param {number} width The width of the comment when it is full size
* @param {number} height The height of the comment when it is full size
* @param {boolean} minimized Whether the comment is minimized.
*/
createComment (id, blockId, text, x, y, width, height, minimized) {
if (!this.comments.hasOwnProperty(id)) {
const newComment = new Comment(id, text, x, y,
width, height, minimized);
if (blockId) {
newComment.blockId = blockId;
const blockWithComment = this.blocks.getBlock(blockId);
if (blockWithComment) {
blockWithComment.comment = id;
} else {
log.warn(`Could not find block with id ${blockId
} associated with commentId: ${id}`);
}
}
this.comments[id] = newComment;
}
}
/**
* Renames the variable with the given id to newName.
* @param {string} id Id of variable to rename.
* @param {string} newName New name for the variable.
*/
renameVariable (id, newName) {
if (this.variables.hasOwnProperty(id)) {
const variable = this.variables[id];
if (variable.id === id) {
const oldName = variable.name;
variable.name = newName;
if (this.runtime) {
if (variable.isCloud && this.isStage) {
this.runtime.ioDevices.cloud.requestRenameVariable(oldName, newName);
}
if (variable.type === Variable.SCALAR_TYPE) {
// sensing__of may be referencing to this variable.
// Change the reference.
let blockUpdated = false;
this.runtime.targets.forEach(t => {
blockUpdated = t.blocks.updateSensingOfReference(
oldName,
newName,
this.isStage ? '_stage_' : this.getName()
) || blockUpdated;
});
// Request workspace change only if sensing_of blocks were actually updated.
if (blockUpdated) this.runtime.requestBlocksUpdate();
}
const blocks = this.runtime.monitorBlocks;
blocks.changeBlock({
id: id,
element: 'field',
name: variable.type === Variable.LIST_TYPE ? 'LIST' : 'VARIABLE',
value: id
}, this.runtime);
const monitorBlock = blocks.getBlock(variable.id);
if (monitorBlock) {
this.runtime.requestUpdateMonitor(Map({
id: id,
params: blocks._getBlockParams(monitorBlock)
}));
}
}
}
}
}
/**
* Removes the variable with the given id from the dictionary of variables.
* @param {string} id Id of variable to delete.
*/
deleteVariable (id) {
if (this.variables.hasOwnProperty(id)) {
// Get info about the variable before deleting it
const deletedVariableName = this.variables[id].name;
const deletedVariableWasCloud = this.variables[id].isCloud;
delete this.variables[id];
if (this.runtime) {
if (deletedVariableWasCloud && this.isStage) {
this.runtime.ioDevices.cloud.requestDeleteVariable(deletedVariableName);
this.runtime.removeCloudVariable();
}
this.runtime.monitorBlocks.deleteBlock(id);
this.runtime.requestRemoveMonitor(id);
}
}
}
/**
* Remove this target's monitors from the runtime state and remove the
* target-specific monitored blocks (e.g. local variables, global variables for the stage, x-position).
* NOTE: This does not delete any of the stage monitors like backdrop name.
*/
deleteMonitors () {
this.runtime.requestRemoveMonitorByTargetId(this.id);
let targetSpecificMonitorBlockIds;
if (this.isStage) {
// This only deletes global variables and not other stage monitors like backdrop number.
targetSpecificMonitorBlockIds = Object.keys(this.variables);
} else {
targetSpecificMonitorBlockIds = Object.keys(this.runtime.monitorBlocks._blocks)
.filter(key => this.runtime.monitorBlocks._blocks[key].targetId === this.id);
}
for (const blockId of targetSpecificMonitorBlockIds) {
this.runtime.monitorBlocks.deleteBlock(blockId);
}
}
/**
* Create a clone of the variable with the given id from the dictionary of
* this target's variables.
* @param {string} id Id of variable to duplicate.
* @param {boolean=} optKeepOriginalId Optional flag to keep the original variable ID
* for the duplicate variable. This is necessary when cloning a sprite, for example.
* @return {?Variable} The duplicated variable, or null if
* the original variable was not found.
*/
duplicateVariable (id, optKeepOriginalId) {
if (this.variables.hasOwnProperty(id)) {
const originalVariable = this.variables[id];
const newVariable = this.runtime.newVariableInstance(
originalVariable.type,
optKeepOriginalId ? id : null, // conditionally keep original id or generate a new one
originalVariable.name,
originalVariable.isCloud
);
if (newVariable.type === Variable.LIST_TYPE) {
newVariable.value = originalVariable.value.slice(0);
} else {
newVariable.value = originalVariable.value;
}
return newVariable;
}
return null;
}
/**
* Duplicate the dictionary of this target's variables as part of duplicating.
* this target or making a clone.
* @param {object=} optBlocks Optional block container for the target being duplicated.
* If provided, new variables will be generated with new UIDs and any variable references
* in this blocks container will be updated to refer to the corresponding new IDs.
* @return {object} The duplicated dictionary of variables
*/
duplicateVariables (optBlocks) {
let allVarRefs;
if (optBlocks) {
allVarRefs = optBlocks.getAllVariableAndListReferences();
}
return Object.keys(this.variables).reduce((accum, varId) => {
const newVariable = this.duplicateVariable(varId, !optBlocks);
accum[newVariable.id] = newVariable;
if (optBlocks && allVarRefs) {
const currVarRefs = allVarRefs[varId];
if (currVarRefs) {
this.mergeVariables(varId, newVariable.id, currVarRefs);
}
}
return accum;
}, {});
}
/**
* Post/edit sprite info.
* @param {object} data An object with sprite info data to set.
* @abstract
*/
postSpriteInfo () {}
/**
* Retrieve custom state associated with this target and the provided state ID.
* @param {string} stateId - specify which piece of state to retrieve.
* @returns {*} the associated state, if any was found.
*/
getCustomState (stateId) {
return this._customState[stateId];
}
/**
* Store custom state associated with this target and the provided state ID.
* @param {string} stateId - specify which piece of state to store on this target.
* @param {*} newValue - the state value to store.
*/
setCustomState (stateId, newValue) {
this._customState[stateId] = newValue;
}
/**
* Call to destroy a target.
* @abstract
*/
dispose () {
this._customState = {};
if (this.runtime) {
this.runtime.removeExecutable(this);
}
}
// Variable Conflict Resolution Helpers
/**
* Get the names of all the variables of the given type that are in scope for this target.
* For targets that are not the stage, this includes any target-specific
* variables as well as any stage variables unless the skipStage flag is true.
* For the stage, this is all stage variables.
* @param {string} type The variable type to search for; defaults to Variable.SCALAR_TYPE
* @param {?bool} skipStage Optional flag to skip the stage.
* @return {Array<string>} A list of variable names
*/
getAllVariableNamesInScopeByType (type, skipStage) {
if (typeof type !== 'string') type = Variable.SCALAR_TYPE;
skipStage = skipStage || false;
const targetVariables = Object.values(this.variables)
.filter(v => v.type === type)
.map(variable => variable.name);
if (skipStage || this.isStage || !this.runtime) {
return targetVariables;
}
const stage = this.runtime.getTargetForStage();
const stageVariables = stage.getAllVariableNamesInScopeByType(type);
return targetVariables.concat(stageVariables);
}
/**
* Merge variable references with another variable.
* @param {string} idToBeMerged ID of the variable whose references need to be updated
* @param {string} idToMergeWith ID of the variable that the old references should be replaced with
* @param {?Array<Object>} optReferencesToUpdate Optional context of the change.
* Defaults to all the blocks in this target.
* @param {?string} optNewName New variable name to merge with. The old
* variable name in the references being updated should be replaced with this new name.
* If this parameter is not provided or is '', no name change occurs.
*/
mergeVariables (idToBeMerged, idToMergeWith, optReferencesToUpdate, optNewName) {
const referencesToChange = optReferencesToUpdate ||
// TODO should there be a separate helper function that traverses the blocks
// for all references for a given ID instead of doing the below..?
this.blocks.getAllVariableAndListReferences()[idToBeMerged];
VariableUtil.updateVariableIdentifiers(referencesToChange, idToMergeWith, optNewName);
}
/**
* Share a local variable (and given references for that variable) to the stage.
* @param {string} varId The ID of the variable to share.
* @param {Array<object>} varRefs The list of variable references being shared,
* that reference the given variable ID. The names and IDs of these variable
* references will be updated to refer to the new (or pre-existing) global variable.
*/
shareLocalVariableToStage (varId, varRefs) {
if (!this.runtime) return;
const variable = this.variables[varId];
if (!variable) {
log.warn(`Cannot share a local variable to the stage if it's not local.`);
return;
}
const stage = this.runtime.getTargetForStage();
// If a local var is being shared with the stage,
// sharing will make the variable global, resulting in a conflict
// with the existing local variable. Preemptively Resolve this conflict
// by renaming the new global variable.
// First check if we've already done the local to global transition for this
// variable. If we have, merge it with the global variable we've already created.
const varIdForStage = `StageVarFromLocal_${varId}`;
let stageVar = stage.lookupVariableById(varIdForStage);
// If a global var doesn't already exist, create a new one with a fresh name.
// Use the ID we created above so that we can lookup this new variable in the
// future if we decide to share this same variable again.
if (!stageVar) {
const varName = variable.name;
const varType = variable.type;
const newStageName = `Stage: ${varName}`;
stageVar = this.runtime.createNewGlobalVariable(newStageName, varIdForStage, varType);
}
// Update all variable references to use the new name and ID
this.mergeVariables(varId, stageVar.id, varRefs, stageVar.name);
}
/**
* Share a local variable with a sprite, merging with one of the same name and
* type if it already exists on the sprite, or create a new one.
* @param {string} varId Id of the variable to share
* @param {Target} sprite The sprite to share the variable with
* @param {Array<object>} varRefs A list of all the variable references currently being shared.
*/
shareLocalVariableToSprite (varId, sprite, varRefs) {
if (!this.runtime) return;
if (this.isStage) return;
const variable = this.variables[varId];
if (!variable) {
log.warn(`Tried to call 'shareLocalVariableToSprite' with a non-local variable.`);
return;
}
const varName = variable.name;
const varType = variable.type;
// Check if the receiving sprite already has a variable of the same name and type
// and use the existing variable, otherwise create a new one.
const existingLocalVar = sprite.lookupVariableByNameAndType(varName, varType);
let newVarId;
if (existingLocalVar) {
newVarId = existingLocalVar.id;
} else {
const newVar = this.runtime.newVariableInstance(varType, null, varName);
newVarId = newVar.id;
sprite.variables[newVarId] = newVar;
}
// Merge with the local variable on the new sprite.
this.mergeVariables(varId, newVarId, varRefs);
}
/**
* Given a list of variable referencing fields, shares those variables with
* the target with the provided id, resolving any variable conflicts that arise
* using the following rules:
*
* If this target is the stage, exit. There are no conflicts that arise
* from sharing variables from the stage to another sprite. The variables
* already exist globally, so no further action is needed.
*
* If a variable being referenced is a global variable, do nothing. The
* global variable already exists so no further action is needed.
*
* If a variable being referenced is local, and
* 1) The receiving target is a sprite:
* create a new local variable or merge with an existing local variable
* of the same name and type. Update all the referencing fields
* for the original variable to reference the new variable.
* 2) The receiving target is the stage:
* Create a new global variable with a fresh name and update all the referencing
* fields to reference the new variable.
*
* @param {Array<object>} blocks The blocks containing
* potential conflicting references to variables.
* @param {Target} receivingTarget The target receiving the variables
*/
resolveVariableSharingConflictsWithTarget (blocks, receivingTarget) {
if (this.isStage) return;
// Get all the variable references in the given list of blocks
const allVarListRefs = this.blocks.getAllVariableAndListReferences(blocks);
// For all the variables being referenced, check for which ones are local
// to this target, and resolve conflicts based on whether the receiving target
// is a sprite (with a conflicting local variable) or whether it is
// the stage (which cannot have local variables)
for (const varId in allVarListRefs) {
const currVar = this.variables[varId];
if (!currVar) continue; // The current variable is global, there shouldn't be any conflicts here, skip it.
// Get the list of references for the current variable id
const currVarListRefs = allVarListRefs[varId];
if (receivingTarget.isStage) {
this.shareLocalVariableToStage(varId, currVarListRefs);
} else {
this.shareLocalVariableToSprite(varId, receivingTarget, currVarListRefs);
}
}
}
/**
* Fixes up variable references in this target avoiding conflicts with
* pre-existing variables in the same scope.
* This is used when uploading this target as a new sprite into an existing
* project, where the new sprite may contain references
* to variable names that already exist as global variables in the project
* (and thus are in scope for variable references in the given sprite).
*
* If this target has a block that references an existing global variable and that
* variable *does not* exist in this target (e.g. it was a global variable in the
* project the sprite was originally exported from), merge the variables. This entails
* fixing the variable references in this sprite to reference the id of the pre-existing global variable.
*
* If this target has a block that references an existing global variable and that
* variable does exist in the target itself (e.g. it's a local variable in the sprite being uploaded),
* then the local variable is renamed to distinguish itself from the pre-existing variable.
* All blocks that reference the local variable will be updated to use the new name.
*/
// TODO (#1360) This function is too long, add some helpers for the different chunks and cases...
fixUpVariableReferences () {
if (!this.runtime) return; // There's no runtime context to conflict with
if (this.isStage) return; // Stage can't have variable conflicts with itself (and also can't be uploaded)
const stage = this.runtime.getTargetForStage();
if (!stage || !stage.variables) return;
const renameConflictingLocalVar = (id, name, type) => {
const conflict = stage.lookupVariableByNameAndType(name, type);
if (conflict) {
const newName = StringUtil.unusedName(
`${this.getName()}: ${name}`,
this.getAllVariableNamesInScopeByType(type));
this.renameVariable(id, newName);
return newName;
}
return null;
};
const allReferences = this.blocks.getAllVariableAndListReferences();
const unreferencedLocalVarIds = [];
if (Object.keys(this.variables).length > 0) {
for (const localVarId in this.variables) {
if (!this.variables.hasOwnProperty(localVarId)) continue;
if (!allReferences[localVarId]) unreferencedLocalVarIds.push(localVarId);
}
}
const conflictIdsToReplace = Object.create(null);
const conflictNamesToReplace = Object.create(null);
// Cache the list of all variable names by type so that we don't need to
// re-calculate this in every iteration of the following loop.
const varNamesByType = {};
const allVarNames = type => {
const namesOfType = varNamesByType[type];
if (namesOfType) return namesOfType;
varNamesByType[type] = this.runtime.getAllVarNamesOfType(type);
return varNamesByType[type];
};
for (const varId in allReferences) {
// We don't care about which var ref we get, they should all have the same var info
const varRef = allReferences[varId][0];
const varName = varRef.referencingField.value;
const varType = varRef.type;
if (this.lookupVariableById(varId)) {
// Found a variable with the id in either the target or the stage,
// figure out which one.
if (this.variables.hasOwnProperty(varId)) {
// If the target has the variable, then check whether the stage
// has one with the same name and type. If it does, then rename
// this target specific variable so that there is a distinction.
const newVarName = renameConflictingLocalVar(varId, varName, varType);
if (newVarName) {
// We are not calling this.blocks.updateBlocksAfterVarRename
// here because it will search through all the blocks. We already
// have access to all the references for this var id.
allReferences[varId].map(ref => {
ref.referencingField.value = newVarName;
return ref;
});
}
}
} else {
// We didn't find the referenced variable id anywhere,
// Treat it as a reference to a global variable (from the original
// project this sprite was exported from).
// Check for whether a global variable of the same name and type exists,
// and if so, track it to merge with the existing global in a second pass of the blocks.
const existingVar = stage.lookupVariableByNameAndType(varName, varType);
if (existingVar) {
if (!conflictIdsToReplace[varId]) {
conflictIdsToReplace[varId] = existingVar.id;
}
} else {
// A global variable with the same name did not already exist,
// create a new one such that it does not conflict with any
// names of local variables of the same type.
const allNames = allVarNames(varType);
const freshName = StringUtil.unusedName(varName, allNames);
stage.createVariable(varId, freshName, varType);
if (!conflictNamesToReplace[varId]) {
conflictNamesToReplace[varId] = freshName;
}
}
}
}
// Rename any local variables that were missed above because they aren't
// referenced by any blocks
for (const id in unreferencedLocalVarIds) {
const varId = unreferencedLocalVarIds[id];
const name = this.variables[varId].name;
const type = this.variables[varId].type;
renameConflictingLocalVar(varId, name, type);
}
// Handle global var conflicts with existing global vars (e.g. a sprite is uploaded, and has
// blocks referencing some variable that the sprite does not own, and this
// variable conflicts with a global var)
// In this case, we want to merge the new variable referenes with the
// existing global variable
for (const conflictId in conflictIdsToReplace) {
const existingId = conflictIdsToReplace[conflictId];
const referencesToUpdate = allReferences[conflictId];
this.mergeVariables(conflictId, existingId, referencesToUpdate);
}
// Handle global var conflicts existing local vars (e.g a sprite is uploaded,
// and has blocks referencing some variable that the sprite does not own, and this
// variable conflcits with another sprite's local var).
// In this case, we want to go through the variable references and update
// the name of the variable in that reference.
for (const conflictId in conflictNamesToReplace) {
const newName = conflictNamesToReplace[conflictId];
const referencesToUpdate = allReferences[conflictId];
referencesToUpdate.map(ref => {
ref.referencingField.value = newName;
return ref;
});
}
}
}
module.exports = Target;
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