Change `set_matrix` and `set_color_transform` to accept owned structs,
instead of references. This allows callers that already have an owned
struct to pass it directly, thus saving an unnecessary borrow + clone.
This also aligns with other methods, such as `set_sound_transform`,
which currently accepts an owned struct.
The existing `Object` enum representation is problematic for inherited
native objects, since "regular" `ScriptObject`s cannot be turned into
native objects, but rather a completely new native object needs to be
created. `TObject::create_bare_object` is an attempt to aid this
situation, but it works only for `ActionExtends` inheritance, and not
when the user manually wires up `prototype`/`__proto__` (#701).
In Flash, it seems like derived constructors initially have a "regular"
`this` object. But once the `super()` constructor is invoked, the same
`this` object becomes a native object.
To allow this in Ruffle, introduce a new `NativeObject` enum, and
store it as a member in `ScriptObject`. For a start, move `TextFormatObject`
from the `Object` enum to `NativeObject`. The plan is to gradually
move all `Object` enum variants to `NativeObject`, except for `ScriptObject`.
For now, I've left 'dropTarget' unimplemented - unlike in
AVM1, the drop target can be non-interactive objects like `Shape`,
so we'll need additional refactoring to implement it.
This allows 'This is the only level too' to be playable
It was only used to make structs `#[derive(gc_arena::Collect)]`, and
generally it doesn't make much sense that `render` needs to be GC-aware.
So instead annotate `render` fields in `core` with `#[collect(require_static)]`.
This brings us closer to matching the Flash Player
enumeration behavior. Unfortunately, the precise enumeration
order for ScriptObject properties depends on the precise
order in the internal avmplus hashmap. This order is deterministic,
but adding/removing a property effectively randomizes it. Hopefully
there aren't any SWFS that depend on the *exact* order.
Handle removed clips inline in `Avm1::run_frame`, such that
`DisplayObject::prev_avm1_clip` is no longer used. Thus it can be
removed in a follow-up commit.
When we run a 'goto' where the initial and target frame are the same,
we need to skip triggering any sounds in the target frame.
Some games like 'This is the only level too' rely on this behavior:
they repeatedly run 'movieClip.gotoAndStop(current_frame_id)',
where 'current_frame_id' is the id of a frame that starts playing
a sound. Without this change, the sound will restart every frame
intead of playing exactly once.
We previously used 'coerce_to_object', which produced
an error with `Value::Null`. Instead, we can just ues
`value.as_type_of`, which will correctly handle `null`
The 'charCode' and 'keyCode' properties are now implemented
on `KeyboardEvent`
The input injection code we use does not support keyboard events,
so we can't yet write a regression test for this. However,
both 'You need to burn the rope' and 'This is the Only Level TOO'
now properly handle keyboard events with this PR.
* avm2: Implement call stack
* avm2: Class traits should have a special prefix
* avm2: Stack tracebacks should also contain error message
* avm2: Move method naming to Executable
* avm2: Handle getter and setter methods in tracebacks
* chore: Formatting
* chore: Add comments
* avm2: Make full_name write to a string, instead of creating a new one
* core: Make GcArena publicly accessible
* core: Add Deref impl for Either type
* desktop: Add AVM2 call stack to panic message
* avm2: Prefix native methods with a `/`
* chore: Appease clippy
* avm2: Check if method actually contains bytecode instead of unwrapping
* web: Add AVM2 stack trace to panic message
* chore: Formatting
* chore: Clippy
* avm2: Fix stack traces for free standing functions
* core: Remove global data from context
* core: Rename GcGlobalData to GcCallstack
* core: Introduce StaticCallstack, make GcArena private again
Co-authored-by: Adrian Wielgosik <4729533+adrian17@users.noreply.github.com>
Declare `NaN`, `Infinity` and `undefined` in ActionScript, similarly
to how `avmplus` does in its `actionscript.lang.as`.
Note that `null` is only removed, without an ActionScript declaration,
as it seems like `avmplus` neither declares it. Probably `null` is
only usable as a compile-time constant.
Extract `swf::Reader::read_do_abc()` which, as the name suggests,
reads a `DoAbc` tag, and use it before calling to `Avm2::load_abc`.
Finally, introduce `DoAbcFlag` using `bitflags`.
This greatly simplifies the ABC loading code.
This is in keeping with the whole idea of a "recursive frame": gotos run the entire frame lifecycle on the target clip, including broadcasts for `frameConstructed` and `exitFrame`.
We still retain the queue system as events are fired at removal time, and those events can trigger more gotos. If such a goto happens, AS3 code will hit a clip still in the old state rather than an inconsistent one. I don't have test coverage for this exact scenario just yet.
The rationale for the catch-up logic is as follows:
* We must always enter-frame and construct objects, even if those respective display events haven't happened yet.
* Display objects created in event handlers still need to run catchup phases, otherwise they will tag-stream desync
* Frame scripts are never triggered by catchup phases
* `exit_frame` is not a catchup phase as it is *only* an event broadcast currently
Normally a function closures also closes around its base clip.
If the base clip is removed, and then the function is executed, the
base clip then defaults to `this`.
However, Ruffle was incorrectly using the wrong base clip when
loading the `_root` and `_parent` registers in this case.
Fixes#5645.
This PR implements the `Loader.load` method, as well as
the associated `LoaderInfo` properties and events.
We can now load in an external AVM2 SWf: it will be added
as a child of `Loader` object, and will render properly
to the screen.
Limitations:
* The only supported `URLRequest` property is `url`
* `LoaderContext` is not supported at all - we always use the default
behavior
* Only `Loader.load` is implemented - we do not yet support unloading.
* We fire a plain 'Event' for the 'progress' event, instead of using
the (not yet implemented) 'ProgressEvent' class
The main changes in this PR are:
* The AVM2 `Loader` class now has an associated display object,
`LoaderDisplay`. This is basically a stub, and just renders
its single child (if it exists).
* `LoaderStream::Stage` is renamed to `LoaderStream::NotYetLoaded`.
This is used for both the `Stage` and an 'uninitialized'
`Loader.contentLoaderInfo`. In both cases, certain properties throw
errors, while others return actual values.
* The rust `Loader` manager now handles both AVM1 and AVM2 movie loads.
Previously, the viewport height and width were stored in
both `Stage` and the `RenderBackend`. Any changes to the viewport
dimensions (e.g. due to window resizing) needed to be updated in both
places to keep our handling of the viewport consistent.
This PR adds a new `ViewportDimensions` type, which holds the
width, height, and scale factor. It is stored inside the
`RenderBackend` impl, and is retrieved using the newly added
method `RenderBackend.get_viewport_dimensions`. After a `Player`
has been constructed, any code that needes access to the viewport
dimensions will ultimate go through this method.
Unfortunately, `Stage` needs to use the viewport dimensions
in `build_matrices`. Therefore, any code modifying the viewport
dimensions should go through `player.set_viewport_dimensions`,
which ensures that the stage matrices are rebuilt after the render
backend is updated.
When doing mouse picking, interactive children were considered
before all non-interactives, which could cause an `_droptarget` to
be set to an underlying movieclip even if a shape occluded it.
Now consider all children in render order so that the top-most
shape will capture the mouse input.
If we try to go to a frame that doesn't exist, or hasn't been loaded yet, we will stop on the last available frame, but skip any tags that would have run there. This is technically a desync, but it hasn't caused any problems so far as any further timeline interaction would trigger a rewind (which isn't affected by desyncs).
Of course, now that we're actually testing the tag stream position it *does* cause problems. We actually have to fix up the position to be correct even though it will never be used (hopefully). It may be prudent to do this outside of the `timeline_debug` feature as well in the future.
Each render backend keeps track of a stack of BlenModes,
which are pushed and popped by 'core' as we render objects
in the displaay tree. For now, I've just implemented BlendMode.ADD,
which maps directly onto blend mode supported by each backend.
All other blend modes (besides 'NORMAL') will produce a warning
when we try to render using them. This may produce a very large amount
of log output, but it's simpler than emitting each warning only once,
and will help to point developers in the right direction when they
get otherwise inexplicable rendering issues (due to a blend mode
not being implemented).
The wgpu implementation is by far the most complicated, as we need
to construct a `RenderPipeline` for each possible
`(BlendMode, MaskState)`. I haven't been able to find any documentation
about the maximum supported number of (simultaneous) WebGPU render
pipelines - if this becomes an issue, we may need to register them
on-demand when a particular blend mode is requested.
This PR implements the 'DisplayObject.transform' getters/setters,
and most of the getters/setters in the `Transform` class
From testing in FP, it appears that each call to the
'DisplayObject.transform' property produces a new
'Transform' instance, which is permanently tied to the
owner 'DisplayObject'. All of the getters/setters in
`Transform` operate directly on owner `DisplayObject`.
However, note that the `Matrix` and `ColorTransform`
valuse *produced* the getter are plain ActionScript objects,
and have no further tie to the `DisplayObject`.
Using the `DisplayObject.transform` setter results in
values being *copied* from the input `Transform` object.
The input object retains its original owner `DisplayObject`.
Not implemented:
* Transform.concatenatedColorTransform
* Transform.pixelBounds
When a DisplayObject is not a descendant of the stage,
the `concatenatedMatrix` property produces a bizarre matrix:
a scale matrix that the depends on the global state quality.
Any DisplayObject that *is* a descendant of the stage has
a `concatenatedMatrix` that does not depend on the stage quality.
I'm not sure why the behavior occurs - for now, I just manually
mimic the values prdduced by FP. However, these values may indicate
that we need to do some internal scaling based on stage quality values,
and then 'undo' this in certain circumstances when constructing
an ActionScript matrix.
Unfortunately, some of the computed 'concatenatedMatrix' values
are off by f32::EPSILON. This is likely due to us storing some
internal values in pixels rather than twips (the rounding introduced
by round-trip twips conversions could cause this slight difference0.
For now, I've opted to mark these tests as 'approximate'.
To support this, I've extended our test framework to support providing
a regex that matches floating-point values in the output. This allows
us to print out 'Matrix.toString()' and still perform approximate
comparisons between strings of the format
'(a=0, b=0, c=0, d=0, tx=0, ty=0)'
This is the last stub needed for Wonderputt to reach the
main game screen.
As far as I know, ActionScript cannot observe a frame being rendered,
so implementing this method isn't actually necessary for correctness.
The benefit of implementing this would be to make certain animations
appear smoother, since we'll render changes to the scene without
needing to wait for the next frame. However, actually rendering
*immediately* after the event would require some refactoring -
we have a `&mut UpdateContext` while running timers, but we'd need
to bail out and obtain a `&mut Player`.
Many of the class property defintiions were wrong -
instance methods were defined as class properties,
and class properties were defined as instance properties.
This allows Wonderputt to get further (it deliberately assigns
'null' to 'URLRequest.data'). We throw an exception for any other
value, to prevent confusing errors caused by attempting an
unexpected request to a web server with a missig body.
We currently lack the ability to preserve the original
`Value<'gc>` in the error, so we're forced to stringify the error.
This means that only typeless 'catch' blocks will work properly -
however, they're the only kind of 'catch' block that we currently
implement. Implementing support for typed 'catch' blocks will naturally
allow us to preserve the original 'Value<'gc>' in the 'throw'
implementation, since we'll need to switch to a custom `Error<'gc>`
type.
* avm2: Include class name in ScriptObject debug
Currently, the `ScriptObject` debug impl is almost useless -
while you determine if two printed objects are the same
by comparing the pointer value, you'll have no idea what
kind of object it actually is.
This PR now formats the `ScriptObject` output as a struct,
printing a (fake) "class" field containing the class name.
Before/after:
```
[ERROR ruffle_core::avm2::activation] AVM2 error: Cannot coerce Object(ScriptObject(ScriptObject(GcCell(Gc { ptr: 0x55f863936db8 })))) to an QName { ns: Private("Test.as$38"), name: "Second" }
[ERROR ruffle_core::avm2::activation] AVM2 error: Cannot coerce Object(ScriptObject(ScriptObject { class: "Object", ptr: 0x55ee0ad161e0 })) to an QName { ns: Private("Test.as$38"), name: "Second" }
```
Getting access to the class name from a `Debug` impl is tricky:
Developers can (and should be able to) insert logging statements
whereever they want, so any `GcCell` may be mutably borrowed.
Panics in debug impls are extremely frustrating to deal with,
so I've ensured that we only use `try_borrow` at each step.
If any of the attempted borrows fail, we print out an error message
in the "class_name" field, but we're still able to print the
rest of the `ScriptObject`.
Additionally, we have no access to a `MutationContext`, so we
cannot allocate a new `AvmString`. To get around this,
I've created a new method `QName::to_qualified_name_no_mc`,
which uses an `Either` to return a `WString` instead of allocating
an `AvmString`. This is more cumbersome to work with than the
nrmal `QName::to_qualified_name`, so we'll only want to use
it when we have no other choice.
An exception thrown by one event handler shoud not prevent other event
handlers from running on this same event. Some SWFs like Wonderputt
depend on this behavior, as they have buggy event handlers that throw
errors.
Calling `get_trait` copies the returned `Property`, so the caching
we performed in `PropertyClass` was never actually getting used.
Instead, we now store our `PropertyClass` values in a `Vec`
indexed by slot id. `set_property` and `init_property` now perform
coercions by going through the `VTable,` which writes the updated
`PropertyClass` back into the array.
FP allows code like
`class Foo { static var INSTANCE: Foo = new Foo(); }`
However, this breaks our current property type coercion setup -
we cannot resolve the type `Foo` when setting the property `INSTANCE`,
since `Foo` is still being constructed.
Fortunately, we can perform this 'coercion' by just checking if
the object's class name and domain match the type name and domain
of the property.