This is done by:
- using the global constant pool instead of a fresh empty one:
- OK, as no call-site is directly executing arbitrary bytecode that
could care about the contents of the constant pool.
- pre-allocating the global scope object in the `Avm1` context
- using the global scope directly instead of allocating a local scope:
- OK, because no call-site is directly defining locals on the
returned Activation's scope.
The desktop player now takes a `--spoof-url` argument, which overrides
the movie URL provided to ActionScript. This does not affect non-root
movies loaded through `Loader`.
This is currently somewhat buggy, `homestuck_02791.swf` stops at 12% for some reason. I tried handing it both compressed and uncompressed lengths with no luck.
Backends that need synchronous preload behavior now explicitly ask for it as follows:
* `tests` - repeatedly call `preload` in a loop with an exhausted execution limit to stress-test the chunked preload
* `exporter`, `scanner` - synchronous/unlimited preload to match prior behavior
These may change in the future.
Actions are abstract; here we're using it to count bytes loaded (as a proxy for execution time). AVM code could potentially be adapted to count operations run instead.
Our AVM2 `SharedObject` support is now *almost* equivalent
to our avm1 `SharedObject` support. We implement serialization
and deserialization for primitives, arrays, and `Object` instances
with local properties. We also implement serialization for `Date`,
but not `Xml` (since our AVM2 `Xml` class is just a stub at the moment).
This is enough to make 'This is the only level too' save level
progress to disk.
Currently, we always serialize to AMF3. When we implement
the `defaultObjectEncoding` and `objectEncoding`, we'll need
to adjust this.
* avm2: Implement `BitmapData.draw` for `wgpu` backend
This method requires us to have the ability to render directly to a
texture. Fortunately, the `wgpu` backend already supports this in
the form of `TextureTarget`. However, the rendering code required
some refactoring in order to avoid creating duplicate `wgpu` resources.
The current implementation blocks on copying the pixels back
from the GPU to the CPU, so that we can immediately set them in
the Ruffle `BitmapData`. This is likely very inefficient, but will
work for a first implementation.
In the future, we could explore allowing the CPU image data and GPU
texture to be out of sync, and only synchronized when explicitly
necessary (e.g. on `getPixel` or `setPixel` calls).
* Rename `with_offscreen_backend` to `render_offscreen` and use Bitmap
* Don't panic when backend doesn't implement `render_offscreen`
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>
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.
Previously, we would create a fresh `LoaderInfo` object each
time the `loaderInfo` property was accessed. However, users can
add event handlers to a `LoaderInfo`, so we need to create and
store exactly one `LoaderInfo` object per movie (and stage).
To verify that we're correctly handling the storage of `LoaderInfo`,
I've implemented firing the "init" event. This required a new
`on_frame_exit` hook, so that we can properly fire the "init"
event after the "exitFrame" for the initial frame but before
the "enterFrame" of the next frame.
The current 'setInterval/setTimeout' implementation is
moved to 'core/src/timers.rs', and now works with both
AVM1 and AVM2 objects. The `flash.utils.Timer` class is implemented
mostly in ActionScript, with minimal modifications to the actual
Ruffle timer code.
The `render_list` for a container always contains all of the children
under both AVM1 and AVM2 - howver, the depth_list may not contain
some children under AVM2.
When we're not performing some AVM1-specific operation
(e.g. `getInstanceAtDepth`, or dumping out AVM1 variables),
we should be using the render list.
Remove the `swf_version` parameter from `Activation` constructors,
because this was incorrectly using the global or root SWF version
most times.
Instead, grab the SWF version for the activation directly from the
base clip.
Remove the preload step that would pre-create the shapes for each
morph shape ratio on SWF load. Instead, lazily crate the shapes
when they are needed.
`core` already depends on the `instant` crate which abstracts
`std::instant::Instant` and polyfills it on Web. Use it to replace
`NavigatorBackend::time_since_launch` in order to make `NavigatorBackend`
a little smaller and more simple.
Previously there were 3 implementations of `LocaleBackend`:
`DesktopLocaleBackend`, `WebLocaleBackend` and `NullLocaleBackend`.
While `DesktopLocaleBackend`, `WebLocaleBackend` were identical,
`NullLocaleBackend` always returned a fixed date/time for tests
determinism.
Unify them in a single file, and use `cfg!(test)` and a new dedicated
`deterministic` feature to decide whether to mock date/time or not.
This should not cause any behavioral changes.
Instead of storing shared pointers to `Avm1ConstructorRegistry` in
`MovieLibrary`, access the `PropertyMap` directly, without an extra
abstraction.
Also, move the constructor registries to `Avm1`, for better
encapsulation.
This requires adding another notion of mouse-release events to `ClipEvent`. We now have four:
* `MouseUp` - the mouse was released, any object on the render list can handle this event ("anycast" event)
* `MouseUpInside` - the mouse was released inside this display object, only the mouse-picked target of the event can handle it
* `Release` - the mouse was released inside the last clicked display object
* `ReleaseOutside` - the mouse was released outside the last clicked display object
For those keeping score at home, in AVM2, the valid progression of events is either...
* On the same object, `mouseDown`, `mouseUp`, and `click`
* On one object, `mouseDown`, then some mouse movement that takes the cursor out of the first object, then on another object `mouseUp`, and then finally the first object gets `releaseOutside`.
`onLoadInit` is queued after all `DoAction`s of the loaded clips.
That is, if clip1, clip2, clip3 are loaded in the same frame
(in this order), then actions will be executed as follows:
* `DoAction` of clip3
* `DoAction` of clip2
* `DoAction` of clip1
* `onLoadInit` of clip3
* `onLoadInit` of clip2
* `onLoadInit` of clip1
Previously, those were incorrectly executed as follows:
* `DoAction` of clip3
* `onLoadInit` of clip3
* `DoAction` of clip2
* `onLoadInit` of clip2
* `DoAction` of clip1
* `onLoadInit` of clip1