This has several advantages:
1. it allows using async variants of send and recv,
2. it adds consistency as until now Receiver was async,
and Sender was not.
Platform Racing 3 relies on 'Socket.connected' reporting 'false'
immediately after calling 'Socket.connect' - it internally buffers
data made when 'Socket.connected' is false
For some reason, FP8 doesn't show the events anymore on its test output, even though the test it has clearly outputs both the connection status and events.
Also, the AVM2 test needs a trailing newline like all the others.
See the comments for details. Our previous implementation
was 'too good', and broke Bloons Tower Defense 5 by
generating `Number`s that Flash Player would never generate.
Among other things:
- resizing `colors` should also resize `alphas` and `ratios`
- shrinking `ratios` should also shrink `colors` and `alphas`, but
growing it doesn't change the size
It seems that font styles in the default text format
are ignored when dealing with an HTML field.
This patch revisits the fix from feacbdc1 (#13615),
which assumed that `<font>` resets font style.
That does not seem to be the case, but rather the bug
was caused by the invalid default text format,
which forced the text to be bold, due to the bold
variant of the font being linked to the text field.
This patch reverts 2f84d468 (#1201), which assumed that
the default color for a text span has 100% alpha.
The test added here contradicts it and it seems that
the default color is in fact rgba(0,0,0,0).
Testing the original SWF suggests that the underlying problem
has been fixed since that time.
I've switched back to the original code for creating
the bitmap/bitmapdata, rather than relying on custom
initialization logic that we only used in loader.
To make sure that the Bitmap/BitmapData are only exposed
to ActionScript at the correct time, I've added a new flag
to control when 'LoaderInfo.content' becomes non-null
When ActionScript uses a ByteArray/Vector.<Number> as a shader input
or target, we create a temporary Rgba32Float texture, and copy the
input float32 bytes to/from the texture.
Unfortunately, wgpu doesn't seem to support an Rgb32Float (3-channel)
texture. When the shader uses 3 channels, we use a Rgba32Float
(4-channel) texture, and manually insert/remove padding for the
alpha channels. This isn't very efficient, but it's the simplest
solution.
The temporary textures themselves aren't cached anywhere - if this
becomes a performance issue, we could look into using some of our
existing wgpu texture/buffer pooling code.