//! An internal Ruffle utility to build our playerglobal //! `library.swf` use convert_case::{Case, Casing}; use proc_macro2::TokenStream; use quote::quote; use std::fs::File; use std::io::Write; use std::path::{Path, PathBuf}; use std::process::Command; use std::str::FromStr; use swf::avm2::types::*; use swf::avm2::write::Writer; use swf::DoAbc; use swf::Header; use swf::SwfStr; use swf::Tag; // The metadata name - all metadata in our .as files // should be of the form `[Ruffle(key1 = value1, key2 = value2)]` const RUFFLE_METADATA_NAME: &str = "Ruffle"; // Indicates that we should generate a reference to an instance allocator // method (used as a metadata key with `Ruffle` metadata) const METADATA_INSTANCE_ALLOCATOR: &str = "InstanceAllocator"; /// If successful, returns a list of paths that were used. If this is run /// from a build script, these paths should be printed with /// cargo:rerun-if-changed pub fn build_playerglobal( repo_root: PathBuf, out_dir: PathBuf, ) -> Result<(), Box> { let classes_dir = repo_root.join("core/src/avm2/globals/"); let asc_path = repo_root.join("core/build_playerglobal/asc.jar"); let out_path = out_dir.join("playerglobal.swf"); // This will create 'playerglobal.abc', 'playerglobal.cpp', and 'playerglobal.h' // in `out_dir` let code = Command::new("java") .args(&[ "-classpath", &asc_path.to_string_lossy(), "macromedia.asc.embedding.ScriptCompiler", "-optimize", "-outdir", &out_dir.to_string_lossy(), "-out", "playerglobal", "-import", &classes_dir.join("stubs.as").to_string_lossy(), &classes_dir.join("globals.as").to_string_lossy(), ]) .status()?; if !code.success() { return Err(format!("Compiling failed with code {:?}", code).into()); } let playerglobal = out_dir.join("playerglobal"); let mut bytes = std::fs::read(playerglobal.with_extension("abc"))?; // Cleanup the temporary files written out by 'asc.jar' std::fs::remove_file(playerglobal.with_extension("abc"))?; std::fs::remove_file(playerglobal.with_extension("cpp"))?; std::fs::remove_file(playerglobal.with_extension("h"))?; bytes = write_native_table(&bytes, &out_dir)?; let tags = vec![Tag::DoAbc(DoAbc { name: SwfStr::from_utf8_str(""), is_lazy_initialize: true, data: &bytes, })]; let header = Header::default_with_swf_version(19); let out_file = File::create(out_path).unwrap(); swf::write_swf(&header, &tags, out_file)?; Ok(()) } // Resolve the 'name' field of a `Multiname`. This only handles the cases // that we need for our custom `playerglobal.swf` ( fn resolve_multiname_name<'a>(abc: &'a AbcFile, multiname: &Multiname) -> &'a str { if let Multiname::QName { name, .. } | Multiname::Multiname { name, .. } = multiname { &abc.constant_pool.strings[name.0 as usize - 1] } else { panic!("Unexpected Multiname {:?}", multiname); } } // Like `resolve_multiname_name`, but for namespaces instead. fn resolve_multiname_ns<'a>(abc: &'a AbcFile, multiname: &Multiname) -> &'a str { if let Multiname::QName { namespace, .. } = multiname { let ns = &abc.constant_pool.namespaces[namespace.0 as usize - 1]; if let Namespace::Package(p) = ns { &abc.constant_pool.strings[p.0 as usize - 1] } else { panic!("Unexpected Namespace {:?}", ns); } } else { panic!("Unexpected Multiname {:?}", multiname); } } fn flash_to_rust_path(path: &str) -> String { // Convert each component of the path to snake-case. // This correctly handles sequences of upper-case letters, // so 'URLLoader' becomes 'url_loader' let components = path .split('.') .map(|component| component.to_case(Case::Snake)) .collect::>(); // Form a Rust path from the snake-case components components.join("::") } fn rust_method_path( abc: &AbcFile, trait_: &Trait, parent: Option>, prefix: &str, suffix: &str, ) -> TokenStream { let mut path = "crate::avm2::globals::".to_string(); let trait_name = &abc.constant_pool.multinames[trait_.name.0 as usize - 1]; if let Some(parent) = parent { // This is a method defined inside the class. Append the class namespace // (the package) and the class name. // For example, a namespace of "flash.system" and a name of "Security" // turns into the path "flash::system::security" let multiname = &abc.constant_pool.multinames[parent.0 as usize - 1]; path += &flash_to_rust_path(resolve_multiname_ns(&abc, multiname)); path += "::"; path += &flash_to_rust_path(resolve_multiname_name(&abc, multiname)); path += "::"; } else { // This is a freestanding function. Append its namespace (the package). // For example, the freestanding function "flash.utils.getDefinitionByName" // has a namespace of "flash.utils", which turns into the path // "flash::utils" path += &flash_to_rust_path(resolve_multiname_ns(&abc, trait_name)); path += "::"; } // Append the trait name - this corresponds to the actual method // name (e.g. `getDefinitionByName`) path += prefix; path += &flash_to_rust_path(resolve_multiname_name(&abc, trait_name)); path += suffix; // Now that we've built up the path, convert it into a `TokenStream`. // This gives us something like // `crate::avm2::globals::flash::system::Security::allowDomain` // // The resulting `TokenStream` is suitable for usage with `quote!` to // generate a reference to the function pointer that should exist // at that path in Rust code. let path_tokens = TokenStream::from_str(&path).unwrap(); quote! { Some(#path_tokens) } } fn strip_metadata(abc: &mut AbcFile) { abc.metadata.clear(); for instance in &mut abc.instances { for trait_ in &mut instance.traits { trait_.metadata.clear(); } } for class in &mut abc.classes { for trait_ in &mut class.traits { trait_.metadata.clear(); } } for script in &mut abc.scripts { for trait_ in &mut script.traits { trait_.metadata.clear(); } } for body in &mut abc.method_bodies { for trait_ in &mut body.traits { trait_.metadata.clear(); } } } /// Handles native functons defined in our `playerglobal` /// /// The high-level idea is to generate code (specifically, a `TokenStream`) /// which builds a table - mapping from the method ids of native functions, /// to Rust function pointers which implement them. /// /// This table gets used when we first load a method from an ABC file. /// If it's a native method in our `playerglobal`, we swap it out /// with a `NativeMethod` retrieved from the table. To the rest of /// the Ruffle codebase, it appears as though the method was always defined /// as a native method, and never existed in the bytecode at all. /// /// See `flash.system.Security.allowDomain` for an example of defining /// and using a native method. /// /// Returns a modified version of 'data' that should be saved to disk /// in our generated SWF fn write_native_table(data: &[u8], out_dir: &Path) -> Result, Box> { let mut reader = swf::avm2::read::Reader::new(data); let mut abc = reader.read()?; let none_tokens = quote! { None }; let mut rust_paths = vec![none_tokens.clone(); abc.methods.len()]; let mut rust_instance_allocators = vec![none_tokens; abc.classes.len()]; let mut check_trait = |trait_: &Trait, parent: Option>| { let method_id = match trait_.kind { TraitKind::Method { method, .. } | TraitKind::Getter { method, .. } | TraitKind::Setter { method, .. } => { let abc_method = &abc.methods[method.0 as usize]; // We only want to process native methods if !abc_method.flags.contains(MethodFlags::NATIVE) { return; } method } TraitKind::Function { .. } => { panic!("TraitKind::Function is not supported: {:?}", trait_) } _ => return, }; // Note - technically, this could conflict with // a method with a name starting with `get_` or `set_`. // However, all Flash methods are named with lowerCamelCase, // so we'll never actually need to implement a native method that // would cause such a conflict. let method_prefix = match trait_.kind { TraitKind::Getter { .. } => "get_", TraitKind::Setter { .. } => "set_", _ => "", }; rust_paths[method_id.0 as usize] = rust_method_path(&abc, trait_, parent, method_prefix, ""); }; // Look for `[Ruffle(InstanceAllocator)]` metadata - if present, // generate a reference to an allocator function in the native instance // allocators table. let mut check_instance_allocator = |trait_: &Trait| { let class_id = if let TraitKind::Class { slot_id, .. } = trait_.kind { slot_id } else { return; }; let class_name_idx = abc.instances[class_id as usize - 1].name.0; let class_name = resolve_multiname_name( &abc, &abc.constant_pool.multinames[class_name_idx as usize - 1], ); let method_name = "::".to_string() + &flash_to_rust_path(class_name) + "_allocator"; for metadata_idx in &trait_.metadata { let metadata = &abc.metadata[metadata_idx.0 as usize]; let name = &abc.constant_pool.strings[metadata.name.0 as usize - 1]; match name.as_str() { RUFFLE_METADATA_NAME => {} _ => panic!("Unexpected class metadata {:?}", name), } for item in &metadata.items { let key = if item.key.0 != 0 { Some(abc.constant_pool.strings[item.key.0 as usize - 1].as_str()) } else { None }; let value = &abc.constant_pool.strings[item.value.0 as usize - 1]; match (key, value.as_str()) { // Match `[Ruffle(InstanceAllocator)]` (None, METADATA_INSTANCE_ALLOCATOR) => { // This results in a path of the form // `crate::avm2::globals::::` rust_instance_allocators[class_id as usize - 1] = rust_method_path(&abc, trait_, None, "", &method_name); } _ => panic!("Unexpected metadata pair ({:?}, {})", key, value), } } } }; // We support three kinds of native methods: // instance methods, class methods, and freestanding functions. // We're going to insert them into an array indexed by `MethodId`, // so it doesn't matter what order we visit them in. for (i, instance) in abc.instances.iter().enumerate() { // Look for native instance methods for trait_ in &instance.traits { check_trait(trait_, Some(instance.name)); } // Look for native class methods (in the corresponding // `Class` definition) for trait_ in &abc.classes[i].traits { check_trait(trait_, Some(instance.name)); } } // Look for freestanding methods for script in &abc.scripts { for trait_ in &script.traits { check_trait(trait_, None); check_instance_allocator(trait_); } } // Finally, generate the actual code. let make_native_table = quote! { // This is a Rust array - // the entry at index `i` is a Rust function pointer for the native // method with id `i`. Not all methods in playerglobal will be native // methods, so we store `None` in the entries corresponding to non-native // functions. We expect the majority of the methods in playerglobal to be // native, so this should only waste a small amount of memory. // // If a function pointer doesn't exist at the expected path, // then Ruffle compilation will fail // with an error message that mentions the non-existent path. // // When we initially load a method from an ABC file, we check if it's from our playerglobal, // and if its ID exists in this table. // If so, we replace it with a `NativeMethod` constructed // from the function pointer we looked up in the table. pub const NATIVE_METHOD_TABLE: &[Option] = &[ #(#rust_paths,)* ]; // This is very similar to `NATIVE_METHOD_TABLE`, but we have one entry per // class, rather than per method. When an entry is `Some(fn_ptr)`, we use // `fn_ptr` as the instance allocator for the corresponding class when we // load it into Ruffle. pub const NATIVE_INSTANCE_ALLOCATOR_TABLE: &[Option] = &[ #(#rust_instance_allocators,)* ]; } .to_string(); // Each table entry ends with ') ,' - insert a newline so that // each entry is on its own line. This makes error messages more readable. let make_native_table = make_native_table.replace(") ,", ") ,\n"); let mut native_table_file = File::create(out_dir.join("native_table.rs"))?; native_table_file.write_all(make_native_table.as_bytes())?; // Ruffle doesn't need metadata items at runtime, so strip // them out to save space strip_metadata(&mut abc); let mut out_bytes = Vec::new(); let mut writer = Writer::new(&mut out_bytes); writer.write(abc).expect("Failed to write modified ABC"); Ok(out_bytes) }