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const StringUtil = require('../util/string-util');
const log = require('../util/log');
const AsyncLimiter = require('../util/async-limiter');
const {loadSvgString, serializeSvgToString} = require('scratch-svg-renderer');
const {parseVectorMetadata} = require('../serialization/tw-costume-import-export');
const loadVector_ = function (costume, runtime, rotationCenter, optVersion) {
return new Promise(resolve => {
let svgString = costume.asset.decodeText();
// TW: We allow SVGs to specify their rotation center using a special comment.
if (typeof rotationCenter === 'undefined') {
const parsedRotationCenter = parseVectorMetadata(svgString);
if (parsedRotationCenter) {
rotationCenter = parsedRotationCenter;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
}
// SVG Renderer load fixes "quirks" associated with Scratch 2 projects
if (optVersion && optVersion === 2) {
// scratch-svg-renderer fixes syntax that causes loading issues,
// and if optVersion is 2, fixes "quirks" associated with Scratch 2 SVGs,
const fixedSvgString = serializeSvgToString(loadSvgString(svgString, true /* fromVersion2 */));
// If the string changed, put back into storage
if (svgString !== fixedSvgString) {
svgString = fixedSvgString;
const storage = runtime.storage;
costume.asset.encodeTextData(fixedSvgString, storage.DataFormat.SVG, true);
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
}
}
// createSVGSkin does the right thing if rotationCenter isn't provided, so it's okay if it's
// undefined here
costume.skinId = runtime.renderer.createSVGSkin(svgString, rotationCenter);
costume.size = runtime.renderer.getSkinSize(costume.skinId);
// Now we should have a rotationCenter even if we didn't before
if (!rotationCenter) {
rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
costume.bitmapResolution = 1;
}
if (runtime.isPackaged) {
costume.asset = null;
}
resolve(costume);
});
};
const canvasPool = (function () {
/**
* A pool of canvas objects that can be reused to reduce memory
* allocations. And time spent in those allocations and the later garbage
* collection.
*/
class CanvasPool {
constructor () {
this.pool = [];
this.clearSoon = null;
}
/**
* After a short wait period clear the pool to let the VM collect
* garbage.
*/
clear () {
if (!this.clearSoon) {
this.clearSoon = new Promise(resolve => setTimeout(resolve, 1000))
.then(() => {
this.pool.length = 0;
this.clearSoon = null;
});
}
}
/**
* Return a canvas. Create the canvas if the pool is empty.
* @returns {HTMLCanvasElement} A canvas element.
*/
create () {
return this.pool.pop() || document.createElement('canvas');
}
/**
* Release the canvas to be reused.
* @param {HTMLCanvasElement} canvas A canvas element.
*/
release (canvas) {
this.clear();
this.pool.push(canvas);
}
}
return new CanvasPool();
}());
/**
* @param {string} src URL of image
* @returns {Promise<HTMLImageElement>}
*/
const readAsImageElement = src => new Promise((resolve, reject) => {
const image = new Image();
image.onload = function () {
resolve(image);
image.onload = null;
image.onerror = null;
};
image.onerror = function () {
reject(new Error('Costume load failed. Asset could not be read.'));
image.onload = null;
image.onerror = null;
};
image.src = src;
});
/**
* @param {Asset} asset scratch-storage asset
* @returns {Promise<HTMLImageElement|ImageBitmap>}
*/
const _persistentReadImage = async asset => {
// Sometimes, when a lot of images are loaded at once, especially in Chrome, reading an image
// can throw an error even on valid images. To mitigate this, we'll retry image reading a few
// time with delays.
let firstError;
for (let i = 0; i < 3; i++) {
try {
if (typeof createImageBitmap === 'function') {
const imageBitmap = await createImageBitmap(
new Blob([asset.data.buffer], {type: asset.assetType.contentType})
);
// If we do too many createImageBitmap at the same time, some browsers (Chrome) will
// sometimes resolve with undefined. We limit concurrency so this shouldn't ever
// happen, but if it somehow does, throw an error so it can be retried or so that it
// falls back to scratch's broken costume handling.
if (!imageBitmap) {
throw new Error(`createImageBitmap resolved with ${imageBitmap}`);
}
return imageBitmap;
}
return await readAsImageElement(asset.encodeDataURI());
} catch (e) {
if (!firstError) {
firstError = e;
}
log.warn(e);
await new Promise(resolve => setTimeout(resolve, Math.random() * 2000));
}
}
throw firstError;
};
// Browsers break when we do too many createImageBitmap at the same time.
const readImage = new AsyncLimiter(_persistentReadImage, 25);
/**
* Return a promise to fetch a bitmap from storage and return it as a canvas
* If the costume has bitmapResolution 1, it will be converted to bitmapResolution 2 here (the standard for Scratch 3)
* If the costume has a text layer asset, which is a text part from Scratch 1.4, then this function
* will merge the two image assets. See the issue LLK/scratch-vm#672 for more information.
* @param {!object} costume - the Scratch costume object.
* @param {!Runtime} runtime - Scratch runtime, used to access the v2BitmapAdapter
* @param {?object} rotationCenter - optionally passed in coordinates for the center of rotation for the image. If
* none is given, the rotation center of the costume will be set to the middle of the costume later on.
* @property {number} costume.bitmapResolution - the resolution scale for a bitmap costume.
* @returns {?Promise} - a promise which will resolve to an object {canvas, rotationCenter, assetMatchesBase},
* or reject on error.
* assetMatchesBase is true if the asset matches the base layer; false if it required adjustment
*/
const fetchBitmapCanvas_ = function (costume, runtime, rotationCenter) {
if (!costume || !costume.asset) { // TODO: We can probably remove this check...
return Promise.reject('Costume load failed. Assets were missing.');
}
if (!runtime.v2BitmapAdapter) {
return Promise.reject('No V2 Bitmap adapter present.');
}
return Promise.all([costume.asset, costume.textLayerAsset].map(asset => {
if (!asset) {
return null;
}
return readImage.do(asset);
}))
.then(([baseImageElement, textImageElement]) => {
if (!baseImageElement) {
throw new Error('Loading bitmap costume base failed.');
}
const scale = costume.bitmapResolution === 1 ? 2 : 1;
let imageOrCanvas;
let canvas;
if (textImageElement) {
canvas = canvasPool.create();
canvas.width = baseImageElement.width;
canvas.height = baseImageElement.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(baseImageElement, 0, 0);
ctx.drawImage(textImageElement, 0, 0);
imageOrCanvas = canvas;
} else {
imageOrCanvas = baseImageElement;
}
if (scale !== 1) {
// resize() returns a new canvas.
imageOrCanvas = runtime.v2BitmapAdapter.resize(
imageOrCanvas,
imageOrCanvas.width * scale,
imageOrCanvas.height * scale
);
// Old canvas is no longer used.
if (canvas) {
canvasPool.release(canvas);
}
}
// This informs TurboWarp/scratch-render that this canvas won't be reused by the canvas pool,
// which helps it optimize memory use.
imageOrCanvas.reusable = false;
// By scaling, we've converted it to bitmap resolution 2
if (rotationCenter) {
rotationCenter[0] = rotationCenter[0] * scale;
rotationCenter[1] = rotationCenter[1] * scale;
costume.rotationCenterX = rotationCenter[0];
costume.rotationCenterY = rotationCenter[1];
}
costume.bitmapResolution = 2;
// Clean up the costume object
delete costume.textLayerMD5;
delete costume.textLayerAsset;
return {
image: imageOrCanvas,
rotationCenter,
// True if the asset matches the base layer; false if it required adjustment
assetMatchesBase: scale === 1 && !textImageElement
};
})
.finally(() => {
// Clean up the text layer properties if it fails to load
delete costume.textLayerMD5;
delete costume.textLayerAsset;
});
};
const toDataURL = imageOrCanvas => {
if (imageOrCanvas instanceof HTMLCanvasElement) {
return imageOrCanvas.toDataURL();
}
const canvas = canvasPool.create();
canvas.width = imageOrCanvas.width;
canvas.height = imageOrCanvas.height;
const ctx = canvas.getContext('2d');
ctx.drawImage(imageOrCanvas, 0, 0);
const url = canvas.toDataURL();
canvasPool.release(canvas);
return url;
};
const loadBitmap_ = function (costume, runtime, _rotationCenter) {
return fetchBitmapCanvas_(costume, runtime, _rotationCenter)
.then(fetched => {
const updateCostumeAsset = function (dataURI) {
if (!runtime.v2BitmapAdapter) {
// TODO: This might be a bad practice since the returned
// promise isn't acted on. If this is something we should be
// creating a rejected promise for we should also catch it
// somewhere and act on that error (like logging).
//
// Return a rejection to stop executing updateCostumeAsset.
return Promise.reject('No V2 Bitmap adapter present.');
}
const storage = runtime.storage;
costume.asset = storage.createAsset(
storage.AssetType.ImageBitmap,
storage.DataFormat.PNG,
runtime.v2BitmapAdapter.convertDataURIToBinary(dataURI),
null,
true // generate md5
);
costume.dataFormat = storage.DataFormat.PNG;
costume.assetId = costume.asset.assetId;
costume.md5 = `${costume.assetId}.${costume.dataFormat}`;
};
if (!fetched.assetMatchesBase) {
updateCostumeAsset(toDataURL(fetched.image));
}
return fetched;
})
.then(({image, rotationCenter}) => {
// createBitmapSkin does the right thing if costume.rotationCenter is undefined.
// That will be the case if you upload a bitmap asset or create one by taking a photo.
let center;
if (rotationCenter) {
// fetchBitmapCanvas will ensure that the costume's bitmap resolution is 2 and its rotation center is
// scaled to match, so it's okay to always divide by 2.
center = [
rotationCenter[0] / 2,
rotationCenter[1] / 2
];
}
// TODO: costume.bitmapResolution will always be 2 at this point because of fetchBitmapCanvas_, so we don't
// need to pass it in here.
costume.skinId = runtime.renderer.createBitmapSkin(image, costume.bitmapResolution, center);
const renderSize = runtime.renderer.getSkinSize(costume.skinId);
costume.size = [renderSize[0] * 2, renderSize[1] * 2]; // Actual size, since all bitmaps are resolution 2
if (!rotationCenter) {
rotationCenter = runtime.renderer.getSkinRotationCenter(costume.skinId);
// Actual rotation center, since all bitmaps are resolution 2
costume.rotationCenterX = rotationCenter[0] * 2;
costume.rotationCenterY = rotationCenter[1] * 2;
costume.bitmapResolution = 2;
}
if (runtime.isPackaged) {
costume.asset = null;
}
return costume;
});
};
// Handle all manner of costume errors with a Gray Question Mark (default costume)
// and preserve as much of the original costume data as possible
// Returns a promise of a costume
const handleCostumeLoadError = function (costume, runtime) {
// Keep track of the old asset information until we're done loading the default costume
const oldAsset = costume.asset; // could be null
const oldAssetId = costume.assetId;
const oldRotationX = costume.rotationCenterX;
const oldRotationY = costume.rotationCenterY;
const oldBitmapResolution = costume.bitmapResolution;
const oldDataFormat = costume.dataFormat;
const AssetType = runtime.storage.AssetType;
const isVector = costume.dataFormat === AssetType.ImageVector.runtimeFormat;
// Use default asset if original fails to load
costume.assetId = isVector ?
runtime.storage.defaultAssetId.ImageVector :
runtime.storage.defaultAssetId.ImageBitmap;
costume.asset = runtime.storage.get(costume.assetId);
costume.md5 = `${costume.assetId}.${costume.asset.dataFormat}`;
const defaultCostumePromise = (isVector) ?
loadVector_(costume, runtime) : loadBitmap_(costume, runtime);
return defaultCostumePromise.then(loadedCostume => {
loadedCostume.broken = {};
loadedCostume.broken.assetId = oldAssetId;
loadedCostume.broken.md5 = `${oldAssetId}.${oldDataFormat}`;
// Should be null if we got here because the costume was missing
loadedCostume.broken.asset = oldAsset;
loadedCostume.broken.dataFormat = oldDataFormat;
loadedCostume.broken.rotationCenterX = oldRotationX;
loadedCostume.broken.rotationCenterY = oldRotationY;
loadedCostume.broken.bitmapResolution = oldBitmapResolution;
return loadedCostume;
});
};
/**
* Initialize a costume from an asset asynchronously.
* Do not call this unless there is a renderer attached.
* @param {!object} costume - the Scratch costume object.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
* @property {!Asset} costume.asset - the asset of the costume loaded from storage.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
const loadCostumeFromAsset = function (costume, runtime, optVersion) {
costume.assetId = costume.asset.assetId;
const renderer = runtime.renderer;
if (!renderer) {
log.warn('No rendering module present; cannot load costume: ', costume.name);
return Promise.resolve(costume);
}
const AssetType = runtime.storage.AssetType;
let rotationCenter;
// Use provided rotation center and resolution if they are defined. Bitmap resolution
// should only ever be 1 or 2.
if (typeof costume.rotationCenterX === 'number' && !isNaN(costume.rotationCenterX) &&
typeof costume.rotationCenterY === 'number' && !isNaN(costume.rotationCenterY)) {
rotationCenter = [costume.rotationCenterX, costume.rotationCenterY];
}
if (costume.asset.assetType.runtimeFormat === AssetType.ImageVector.runtimeFormat) {
return loadVector_(costume, runtime, rotationCenter, optVersion)
.catch(error => {
log.warn(`Error loading vector image: ${error}`);
return handleCostumeLoadError(costume, runtime);
});
}
return loadBitmap_(costume, runtime, rotationCenter, optVersion)
.catch(error => {
log.warn(`Error loading bitmap image: ${error}`);
return handleCostumeLoadError(costume, runtime);
});
};
/**
* Load a costume's asset into memory asynchronously.
* Do not call this unless there is a renderer attached.
* @param {!string} md5ext - the MD5 and extension of the costume to be loaded.
* @param {!object} costume - the Scratch costume object.
* @property {int} skinId - the ID of the costume's render skin, once installed.
* @property {number} rotationCenterX - the X component of the costume's origin.
* @property {number} rotationCenterY - the Y component of the costume's origin.
* @property {number} [bitmapResolution] - the resolution scale for a bitmap costume.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {?int} optVersion - Version of Scratch that the costume comes from. If this is set
* to 2, scratch 3 will perform an upgrade step to handle quirks in SVGs from Scratch 2.0.
* @returns {?Promise} - a promise which will resolve after skinId is set, or null on error.
*/
const loadCostume = function (md5ext, costume, runtime, optVersion) {
const idParts = StringUtil.splitFirst(md5ext, '.');
const md5 = idParts[0];
const ext = idParts[1].toLowerCase();
costume.dataFormat = ext;
if (costume.asset) {
// Costume comes with asset. It could be coming from image upload, drag and drop, or file
return loadCostumeFromAsset(costume, runtime, optVersion);
}
// Need to load the costume from storage. The server should have a reference to this md5.
if (!runtime.storage) {
log.warn('No storage module present; cannot load costume asset: ', md5ext);
return Promise.resolve(costume);
}
if (!runtime.storage.defaultAssetId) {
log.warn(`No default assets found`);
return Promise.resolve(costume);
}
const AssetType = runtime.storage.AssetType;
const assetType = (ext === 'svg') ? AssetType.ImageVector : AssetType.ImageBitmap;
const costumePromise = runtime.storage.load(assetType, md5, ext);
let textLayerPromise;
if (costume.textLayerMD5) {
textLayerPromise = runtime.storage.load(AssetType.ImageBitmap, costume.textLayerMD5, 'png');
} else {
textLayerPromise = Promise.resolve(null);
}
return Promise.all([costumePromise, textLayerPromise])
.then(assetArray => {
if (assetArray[0]) {
costume.asset = assetArray[0];
} else {
return handleCostumeLoadError(costume, runtime);
}
if (assetArray[1]) {
costume.textLayerAsset = assetArray[1];
}
return loadCostumeFromAsset(costume, runtime, optVersion);
})
.catch(error => {
// Handle case where storage.load rejects with errors
// instead of resolving null
log.warn('Error loading costume: ', error);
return handleCostumeLoadError(costume, runtime);
});
};
module.exports = {
loadCostume,
loadCostumeFromAsset
};
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