If you goto past the final loaded frame of a timeline, for example,
with gotoAndStop(9999), this seeks to the final frame on the
timeline, but it doesn't run the actions on this frame.
MovieClip::goto_frame now will not run the final frame actions if
the target frame was not reached.
Use the same code path for the global GotoFrame2 action and
MovieClip.gotoAndX, which properly handles out-of-range and invalid
values like NaN.
Fixes Disorderly hanging on game start
(https://www.newgrounds.com/portal/view/121896)
Add these methods that will explicilty coerce a value to an int,
following the wrapping behavior in the ECMAScript specs (ToInt32,
ToUInt32, ToUInt16).
This also fixed an off-by-one error for negative numbers in the
previous implementation.
These will call `valueOf` if necessary. AVM code that requires an
integer will probably use one of these (`coerce_to_i32` usually).
When setting a variable in a function-local scope, if that variable
has not been defined in the function scope, it should be defined in
the executing movieclip's scope. Previously it would get defined
in the function's scope. Changed Scope::overwrite to Scope::set,
and modified the behavior to stop traversing and define the value
when it hits a movie clip Target scope.
Also, modified With scopes to properly add onto the end of the scope
chain.
I'm not entirely sure how to test this one - the list of errors that Flash kicks out for XML and the list of errors that `quick_xml` kicks out don't line up at all; so I just ensured that any error is a negative number (currently the one for OOM errors) and stuck whatever errors *did* match up together.
Consequently I don't know entirely *how* to write tests for this.
`idMap` is a strange property; it's only populated with nodes which had a given `id` *at the time of parsing*, and said nodes continue to be referenced even if the node is removed from the document. I have yet to find a way by which nodes can be deleted from `idMap`.
It also takes expandos, so this has to be a new retained object on the XML document. I originally considered not creating *another* `Object` impl and populating a regular `ScriptObject` with nodes, but that meant we couldn't lazy-instantiate their AVM1 side counterparts. Boo. :/
There is a bug in `quick_xml` - or at least, I *think* it's a bug - where the `unescaped` method of `BytesStart` yields a bunch of attributes if you have slightly invalid crap in your tag like `xmlns:`. To work around it, I turned off unescaping; we're instead using `name` and ignoring unescaping. This will probably fail somewhere.
I can't write proper tests for this because our underlying XML parsing technology doesn't let us do what AS2 XML does: just copy the first xml tag out of the document and into a string. No, seriously, anything at the start of the parsed XML that starts with `<?xml` and ends with `?>` gets copied into Flash's moral equivalent of `xml::Document` as a string. We parse the whole thing, which is wrong, so we'll need to additionally retain the original xmldecl string in order to pass the test I wrote for this.
Fixes a bug where new XML("<node />").childNode[0].parentNode did NOT refer to the overall document object, but to a phantom text node.
This is because the swap operation used to construct an XMLObject's node in-place was happening AFTER parsing, which means that referents already existed to the temporary XMLNode created by XMLObject::new. swap is not to be called after tree structure has been created; it does not update referents to the swapped nodes.
In the future I should examine the implications of explicitly reconstructing already existing nodes, e.g. through XML.apply(some_xml). Right now, the existing node will be swapped with a new one, and two nodes will exist pointing to the same script object, which is a huge problem with our overall design. We should, at the very least, disassociate swapped nodes from their script object, just in case they still have referents.
Ideally, we wouldn't have to swap nodes, but to avoid a swap, I'd have to instead have a second layer of indirection just to hold a rewritable pointer that every XMLObject points to. This isn't really worth it unless I HAVE to do it, so I'm not going to do it.
ActionAnd, ActionOr, and ActionNot were incorrectly comparing
to 0. This only works for SWF<4. Now they all go through the
Value::as_bool method to handle version specific behavior.
Value::from_bool_v1 was also renamed to Value::from_bool.
Functions now store their base clip (the code that contains the
executing bytecode). This is because `GotoFrame` and other actions
will execute on the clip the bytecode exists on, not on `this`.
(Note that `this.gotoAndStop` uses `GetMember` actions, which
worked correctly).
`Activation` now stores `target_clip`, and `Avm1::target_clip` and
`target_clip_or_root` grab this from the current stack frame.
Renamed `start_clip` to `base_clip` to match Flash conventions.
Removed `active_clip` as this was superfluous. Now you can use
`Avm1::target_clip_or_root`.
`UpdateContext` no longer contains `target_clip` etc.
This is a very rough stub out of Stage.width and height to get
basic V-cams to start functioning.
TODO: Implement the different stage scaling modes. We will probably
want to add a "Stage" display object to handle this.
This requires some subclassing nonsense to be able to smuggle a self-reference into `SuperObject`s. When successfully smuggled, all calls to `call` will be invoked with the `super` object as `this`. This allows constructor chaining to work.
Note that not all `Object` trait methods are implemented on `SuperObject`, so things like `delete this.x` in super constructors will randomly fail. This should be fixed.
We implement `super` by way of a new `Object` impl which wraps arbitrary objects with a modified prototype chain. Specifically, the lowest layer of the prototype chain is omitted. This new `SuperObject` script is composable: a chain of two `SuperObject`s will go two levels of inheritance upwards while still maintaining non-prototype property access.
Add DisplayObject::slash_path to get the Flash 4-style slash path
to the clip. This fixes the tellTarget regression test and removes
the superfluous `target_path` from `UpdateContext`.