| 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'); | |
| const ExtensionStorage = require('../util/deprecated-extension-storage.js'); | |
| /** | |
| * @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 = {}; | |
| /** | |
| * Part of a recreation of the TurboWarp extensionStorage | |
| * API. The only real reason this is here is to make sure | |
| * that extensions that only implement TurboWarp's store | |
| * method don't break in PenguinMod. | |
| * @type {Object<string, Object>} | |
| */ | |
| this.extensionStorage = ExtensionStorage(); | |
| } | |
| /** | |
| * 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; | |