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pjs-code-injector.js
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pjs-code-injector.js
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/**
* The CodeInjector object is responsible for running code, determining what
* code to inject when the user code has been updated, and maintaining the
* appropriate state in the processing object in order to make live editing
* of processing-js programs work correctly.
*/
class PJSCodeInjector {
/**
* Create a new processing-js code injector.
*
* @param {Object} options
* - processing: A Processing instance.
* - resourceCache: A ResourceCache instance.
* - infiniteLoopCallback: A function that's when the loop protector is
* triggered.
* - enabledLoopProtect: When true, loop protection code is injected.
* - loopProtectTimeouts: An object defining initialTimeout and
* frameTimeout, see loop-protect.js for details.
* - JSHint: An object containing the JSHint configuration.
* - additionalMethods: An object containing methods that will be added
* to the Processing instance.
* - [sandboxed] A boolean specifying whether we're in the PJS sandbox or
* this is an official CS program we're compiling for a read-only
* environment. Default is true.
* - [envName] All references to global symbols, e.g. fill(...), draw, etc.
* are prefixed with this string which defaults to "__env__".
*/
constructor(options) {
const defaultOptions = {
sandboxed: true,
envName: '__env__'
};
Object.assign(this, defaultOptions, options);
this.DUMMY = this.processing.draw; // initially draw is a DUMMY method
this.seed = null;
this.addMethods(this.additionalMethods);
this.reseedRandom();
// Methods that trigger the draw loop
this.drawLoopMethods = [
"draw", "mouseClicked", "mouseDragged", "mouseMoved",
"mousePressed", "mouseReleased", "mouseScrolled", "mouseOver",
"mouseOut", "touchStart", "touchEnd", "touchMove", "touchCancel",
"keyPressed", "keyReleased", "keyTyped"
];
// During live coding all of the following state must be reset
// when it's no longer used.
this.liveReset = {
background: [255, 255, 255],
colorMode: [1],
ellipseMode: [3],
fill: [255, 255, 255],
frameRate: [60],
imageMode: [0],
rectMode: [0],
stroke: [0, 0, 0],
strokeCap: ["round"],
strokeWeight: [1],
textAlign: [37, 0],
textAscent: [9],
textDescent: [12],
textFont: ["Arial", 12],
textLeading: [14],
textSize: [12]
};
/**
* PJS calls which are known to produce no side effects when
* called multiple times.
* It's a good idea to add things here for functions that have
* return values, but still call other PJS functions. In that
* exact case, we detect that the function is not safe, but it
* should indeed be safe. So add it here! :)
*/
this.idempotentCalls = [ "createFont" ];
// If a list of exposed properties hasn't been generated before
if (!this.props) {
this.initializeProps();
}
this.loopProtector = new LoopProtector(
this.infiniteLoopCallback, this.loopProtectTimeouts, true);
/*
* The worker that analyzes the user's code.
*/
this.hintWorker = new PooledWorker(
"pjs/jshint-worker.js",
function(hintCode, callback) {
// Fallback in case of no worker support
if (!window.Worker) {
JSHINT(hintCode);
callback(JSHINT.data(), JSHINT.errors);
return;
}
var worker = this.getWorkerFromPool();
worker.onmessage = function(event) {
if (event.data.type === "jshint") {
// If a new request has come in since the worker started
// then we just ignore the results and don't fire the callback
if (this.isCurrentWorker(worker)) {
var data = event.data.message;
callback(data.hintData, data.hintErrors);
}
this.addWorkerToPool(worker);
}
}.bind(this);
worker.postMessage({
code: hintCode,
externalsDir: this.externalsDir,
jshintFile: this.jshintFile
});
}
);
}
addMethods(additionalMethods) {
if (this.sandboxed) {
this.processing.Object = window.Object;
this.processing.RegExp = window.RegExp;
this.processing.Math = window.Math;
this.processing.Array = window.Array;
this.processing.String = window.String;
this.processing.isNaN = window.isNaN;
this.processing.Number = window.Number;
this.processing.Date = window.Date;
}
Object.assign(this.processing, {
getImage: (filename) => {
return this.resourceCache.getImage(filename);
},
loadImage: (file) => {
throw {message: "Use getImage instead of loadImage."};
},
requestImage: (file) => {
throw {message: "Use getImage instead of requestImage."};
},
// Disable link method
link: () => {
throw {message: i18n._("link() method is disabled.")};
},
getSound: (filename) => {
return this.resourceCache.getSound(filename);
},
playSound: (sound) => {
if (sound && sound.audio && sound.audio.play) {
sound.audio.currentTime = 0;
sound.audio.play();
} else {
throw {message: i18n._("No sound file provided.")};
}
},
// Basic console logging
debug: (...args) => {
console.log(...args);
}
});
Object.assign(this.processing, additionalMethods);
}
/**
* Collects a list of props and safeCalls from this.processing.
*/
initializeProps() {
// this.props holds the names of the properties which
// are to be exposed by Processing.js to the user.
var externalProps = this.props = {},
// this.safeCalls holds the names of the properties
// which are functions which appear to not have any
// side effects when called.
safeCalls = this.safeCalls = {};
// Make sure that only certain properties can be manipulated
for (var processingProp in this.processing) {
// Processing.js has some "private" methods (beginning with __)
// these shouldn't be exposed to the user.
if (processingProp.indexOf("__") < 0) {
var value = this.processing[processingProp],
isFunction = (typeof value === "function");
// If the property is a function or begins with an uppercase
// character (as is the case for constants in Processing.js)
// or is height/width (overriding them breaks stuff)
// or is a key-related function (as in keyPressed)
// then the user should not be allowed to override the
// property (restricted by JSHINT).
externalProps[processingProp] =
!(/^[A-Z]/.test(processingProp) ||
processingProp === "height" ||
processingProp === "width" ||
processingProp === "key" ||
isFunction && processingProp.indexOf("key") < 0);
// Find the functions which could be safe to call
// (in that they have no side effects when called)
if (isFunction) {
try {
// Serialize the function into a string
var strValue = String(value);
// Determine if a function has any side effects
// (a "side effect" being something that changes
// state in the Processing.js environment)
// - If it's a native method then it doesn't have
// any Processing side effects.
// - Otherwise it's a Processing method so we need
// to make sure it:
// (1) returns a value,
// (2) that it doesn't call any other
// Processing functions, and
// (3) doesn't instantiate any Processing
// objects.
// If all three of these are the case assume then
// assume that there are no side effects.
if (this.idempotentCalls
.indexOf(processingProp) !== -1 ||
/native code/.test(strValue) ||
/return /.test(strValue) &&
!/p\./.test(strValue) &&
!/new P/.test(strValue)) {
safeCalls[processingProp] = true;
}
} catch (e) {}
}
}
}
// PVector is actually safe, there are no obvious side effects
safeCalls.PVector = true;
// The same is true for the color function. The reason why color
// fails the test above is because processing-js defines a toString
// method on it which returns "rgba(0,0,0,0)" which doesn't doesn't
// contain the string "return" so it fails.
safeCalls.color = true;
// arc fails the test because it calls convertToRadians,
// but that doesn't produce a side effect
safeCalls.arc = true;
// It doesn't affect the main Processing instance. It fails the
// above test because it calls "new Processing();".
safeCalls.createGraphics = true;
// The one exexternalPropsception to the rule above is the draw function
// (which is defined on init but CAN be overridden).
externalProps.draw = true;
}
/**
* Restores the random seed to that saved seed value.
*/
restoreRandomSeed() {
this.processing.randomSeed(this.seed);
}
/**
* Generate a new random seed value and save it.
*/
reseedRandom() {
this.seed = Math.floor(Math.random() * 4294967296);
}
/**
* Resets the canvas.
*
* See liveReset for a list methods it calls and the values that resets.
*/
clear() {
Object.keys(this.liveReset).forEach((prop) => {
this.processing[prop].apply(this.processing, this.liveReset[prop]);
});
}
/**
* Restarts the user's program.
*/
restart() {
this.lastGrab = null;
this.lastGrabObj = null;
// Grab a new random seed
this.reseedRandom();
// Reset frameCount variable on restart
this.processing.frameCount = 0;
// Clear Processing logs
this.processing._clearLogs();
}
/**
* Generate a string list of properties.
*
* @param {Object} props
* @returns {string}
*/
propListString(props) {
// Prevent certain properties from being exposed
var bannedProps = {
externals: true
};
var propList = [];
Object.keys(props).forEach((prop) => {
if (!bannedProps[prop]) {
propList.push(`${prop}:${props[prop]}`);
}
});
return propList.join(",");
}
/**
* Lints user code.
*
* @param {string} userCode: code to lint
* @param {boolean} skip: skips linting if true and resolves Deferred immediately
* @returns {Promise} resolves an array of lint errors
*/
lint(userCode, skip) {
return new Promise((resolve) => {
if (skip || !userCode) {
resolve([]);
return;
}
// Build a string of options to feed into JSHint
// All properties are defined in the config
var hintCode = `/*jshint ${this.propListString(this.JSHint)} */` +
// Build a string of variables names to feed into JSHint
// This lets JSHint know which variables are globally exposed
// and which can be overridden, more details:
// http://www.jshint.com/about/
// propName: true (is a global property, but can be overridden)
// propName: false (is a global property, cannot be overridden)
`/*global ${this.propListString(this.props)} */\n` +
// The user's code to execute
userCode;
this.hintWorker.exec(hintCode, (hintData, hintErrors) => {
this.globals = this.extractGlobals(hintData);
resolve(hintErrors);
});
});
}
/**
* Extracts globals from the data return from the jshint and stores them
* in this.globals. Used in runCode, hasOrHadDrawLoop, and injectCode.
*
* @param {Object} hintData: an object containing JSHINT.data after
* jshint-worker.js runs JSHINT(userCode).
* @returns {Object} An object containing all of the globals as keys.
*/
extractGlobals(hintData) {
var globals = {};
// We only need to extract globals when the code has passed
// the JSHint check
var externalProps = this.props;
if (hintData && hintData.globals) {
for (var i = 0, l = hintData.globals.length; i < l; i++) {
var global = hintData.globals[i];
// Do this so that declared variables are gobbled up
// into the global context object
if (!externalProps[global] && !(global in this.processing)) {
this.processing[global] = undefined;
}
globals[global] = true;
}
}
return globals;
}
/**
* Extract an object's properties for dynamic insertion.
*
* @param {string} name The name of the property to extract.
* @param {Object} obj Object to extract properties from.
* @param {string} [proto] Name of a property on the object to use instead of
* of the object itself.
*/
objectExtract(name, obj, proto) {
// Make sure the object actually exists before we try
// to inject stuff into it
if (!this.processing[name]) {
if (Array.isArray(obj)) {
this.processing[name] = [];
} else if (typeof obj === "function") {
this.processing[name] = function() {};
} else {
this.processing[name] = {};
}
}
// A specific property to inspect of the object
// (which will probably be the .prototype)
if (proto) {
obj = obj[proto];
}
// Go through each property of the object
for (var objProp in obj) {
// Make sure the property is actually on the object and that
// it isn't a "private" property (e.g. __name or __id)
if (obj.hasOwnProperty(objProp) && objProp.indexOf("__") < 0) {
// Turn the result of the extracted function into
// a nicely-formatted string (maintains the closure)
if (typeof obj[objProp] === "function") {
this.grabObj[name + (proto ? "." + proto : "") +
"['" + objProp + "']"] =
PJSCodeInjector.stringify(obj[objProp]);
// Otherwise we should probably just inject the value directly
} else {
// Get the object that we'll be injecting into
var outputObj = this.processing[name];
if (proto) {
outputObj = outputObj[proto];
}
// Inject the object
outputObj[objProp] = obj[objProp];
}
}
}
}
/**
* Checks to see if a draw loop-introducing method currently
* exists, or did exist, in the user's program.
*/
hasOrHadDrawLoop() {
for (var i = 0, l = this.drawLoopMethods.length; i < l; i++) {
var name = this.drawLoopMethods[i];
if (this.globals[name] ||
this.lastGrab && this.lastGrab[name]) {
return true;
}
}
return false;
}
/**
* Checks to see if a draw loop method is currently defined in the
* user's program (defined is equivalent to !undefined or if it's
* just a stub program.)
*/
drawLoopMethodDefined() {
for (var i = 0, l = this.drawLoopMethods.length; i < l; i++) {
var name = this.drawLoopMethods[i];
if (this.processing[name] !== this.DUMMY &&
this.processing[name] !== undefined) {
return true;
}
}
return false;
}
runCode(userCode, callback) {
try {
let resources = PJSResourceCache.findResources(userCode);
this.resourceCache.cacheResources(resources).then(() => {
this.injectCode(userCode, callback);
});
} catch(e) {
let [line, text] = e.message.split(":");
if (text.trim() === "Unexpected token ILLEGAL") {
text = i18n._("Unexpected character.");
} else {
text = i18n._("Parser error.");
}
// JSHint isn't affected by numbers prefixed with 0s, but esprima
// is. We display exceptions thrown by esprima as errors to the
// user. Unfortunately, esprima doesn't provide that much
// information, but it's better than swallowing the error.
callback([{
type: "error",
source: "esprima",
column: 0,
row: parseInt(/[1-9][0-9]*/.exec(line), 10) - 1,
text: text
}]);
}
}
/**
* Injects code into the live Processing.js execution.
*
* The first time the code is injected, or if no draw loop exists, all of
* the code is just executed normally using .exec().
*
* For all subsequent injections the following workflow takes place:
* - The code is executed but with all functions that have side effects
* replaced with empty function placeholders.
* - During this execution a context is set (wrapping the code with a
* with(){...}) that intentionally gobbles up all globally-exposed
* variables that the user has defined. For example, this code:
* var x = 10, y = 20; will result in a grabAll object of:
* {"x":10,"y":20}. Only user defined variables are captured.
* - Additionally all calls to side effect-inducing functions are logged
* for later to the fnCalls array (this includes a log of the function
* name and its arguments).
* - When the injection occurs a number of pieces need to be inserted into
* the live code.
* - First, all side effect-inducing function calls are re-run. For
* example a call to background(0, 0, 0); will result in the code
* background(0, 0, 0); being run again.
* - Second any new, or changed, variables will be re-inserted. Given
* the x/y example from above, let's say the user changes y to 30,
* thus the following code will be executed: var y = 30;
* - Third, any variables that existed on the last run of the code but
* no longer exist will be deleted. For example, if the ", y = 20" was
* removed from the above example the following would be executed:
* "delete y;" If the draw function was deleted then the output will
* need to be cleared/reset as well.
* - Finally, if any draw state was reset to the default from the last
* inject to now (for example there use to be a 'background(0, 0, 0);'
* but now there is none) then we'll need to reset that draw state to
* the default.
* - All of these pieces of injected code are collected together and are
* executed in the context of the live Processing.js environment.
*
* @param {string} userCode
* @param {Function} callback
*/
injectCode(userCode, callback) {
// Holds all the global variables extracted from the user's code
var grabAll = {};
// Holds all the function calls that came from function calls that
// have side effects
var fnCalls = [];
// Holds rendered code for each of the calls in fnCalls
var mutatingCalls = [];
// Is true if the code needs to be completely re-run
// This is true when instantiated objects that need
// to be reinitialized.
var rerun = false;
// Keep track of which function properties need to be
// reinitialized after the constructor has been changed
var reinit = {};
// A map of all global constructors (used for later
// reinitialization of instances upon a constructor change)
var constructors = {};
// The properties exposed by the Processing.js object
var externalProps = this.props;
// The code string to inject into the live execution
var inject = "";
// Grab all object properties and prototype properties from
// all objects and function prototypes
this.grabObj = {};
// Extract a list of instances that were created using applyInstance
PJSCodeInjector.instances = [];
// If we have a draw function then we need to do injection
// If we had a draw function then we still need to do injection
// to clean up any live variables.
var hasOrHadDrawLoop = this.hasOrHadDrawLoop();
// Only do the injection if we have or had a draw loop
if (hasOrHadDrawLoop) {
// Go through all the globally-defined variables (this is
// determined by a prior run-through using JSHINT) and ensure that
// they're all defined on a single context. Also make sure that any
// function calls that have side effects are instead replaced with
// placeholders that collect a list of all functions called and
// their arguments.
// TODO(jeresig): See if we can move this off into the worker
// thread to save an execution.
_.each(this.globals, function(val, global) {
var value = this.processing[global];
// Expose all the global values, if they already exist although
// even if they are undefined, the result will still get sucked
// into grabAll) Replace functions that have side effects with
// placeholders (for later execution)
grabAll[global] = ((typeof value === "function" &&
!this.safeCalls[global]) ?
function() {
if (typeof fnCalls !== "undefined") {
fnCalls.push([global, arguments]);
}
return 0;
} :
value);
}.bind(this));
// Run the code with the grabAll context. The code is run with no
// side effects and instead all function calls and globally-defined
// variable values are extracted. Abort injection on a runtime
// error.
let error = this.exec(userCode, grabAll);
if (error) {
return callback([error]);
}
// Attach names to all functions
_.each(grabAll, function(val, prop) {
if (typeof val === "function") {
val.__name = prop;
}
});
// Keep track of all the constructor functions that may
// have to be reinitialized
for (let i = 0, l = PJSCodeInjector.instances.length; i < l; i++) {
constructors[PJSCodeInjector.instances[i].constructor.__name] = true;
}
// The instantiated instances have changed, which means that
// we need to re-run everything.
if (this.oldInstances &&
PJSCodeInjector.stringifyArray(this.oldInstances) !==
PJSCodeInjector.stringifyArray(PJSCodeInjector.instances)) {
rerun = true;
}
// TODO(kevinb) cache instances returned by createGraphics.
// Rerun if there are any uses of createGraphics. The problem is
// not actually createGraphics, but rather calls that render stuff
// to the Processing instances returned by createGraphics. In the
// future we might be able to reuse these instances, but we'd need
// to track which call to createGraphics returned which instance.
// Using the arguments as an id is insufficient. We'd have to use
// some combination of which line number createGraphics was called
// on whether it was the first call, second call, etc. that created
// it to deal with loops. We'd also need to take into account edit
// operations that add/remove lines so that we could update the
// line number in the id to avoid unnecessary reruns. After all of
// that we'll still have to fall back to rerun in all other cases.
if (/createGraphics[\s\n]*\(/.test(userCode)) {
rerun = true;
}
// Reset the instances list
this.oldInstances = PJSCodeInjector.instances;
PJSCodeInjector.instances = [];
// Look for new top-level function calls to inject
for (let i = 0; i < fnCalls.length; i++) {
// Reconstruction the function call
var args = Array.prototype.slice.call(fnCalls[i][1]);
var results = args.map((arg, argIndex) => {
// Parameters here can come in the form of objects.
// For any object parameter, we don't want to serialize it
// because we'd lose the whole prototype chain.
// Instead we create temporary variables for each.
if (!_.isArray(arg) && _.isObject(arg)) {
var varName = `__obj__${fnCalls[i][0]}__${argIndex}`;
this.processing[varName] = arg;
return varName;
} else {
return PJSCodeInjector.stringify(arg);
}
});
mutatingCalls.push(fnCalls[i][0] + "(" + results.join(", ") + ");");
}
// We also look for newly-changed global variables to inject
_.each(grabAll, function(val, prop) {
// Ignore KAInfiniteLoop functions.
if (/^KAInfiniteLoop/.test(prop)) {
return;
}
// Ignore PJSCodeInjector so that we can still access 'test', 'lint'
// and other methods in our tests.
if (/^PJSCodeInjector/.test(prop)) {
return;
}
// Turn the result of the extracted value into
// a nicely-formatted string
try {
grabAll[prop] = PJSCodeInjector.stringify(grabAll[prop]);
// Check to see that we've done an inject before and that
// the property wasn't one that shouldn't have been
// overridden, and that either the property wasn't in the
// last extraction or that the value of the property has
// changed.
if (this.lastGrab &&
externalProps[prop] !== false &&
(!(prop in this.lastGrab) ||
grabAll[prop] !== this.lastGrab[prop])) {
// If we hit a function we need to re-execute the code
// by injecting it. Preserves the closure.
if (typeof val === "function") {
// If the constructor function was changed and an
// instance of the function exists, then we need to
// re-run all the code from start
if (constructors[prop]) {
rerun = true;
}
// Remember that this function has been
// reinitialized for later (in case it has
// properties that need to be re-injected)
reinit[prop] = true;
inject += "var " + prop + " = " +
grabAll[prop] + ";\n";
// Give the function a name as well
inject += prop + ".__name = '" + prop + "';\n";
// Otherwise it's ok to inject it directly into the
// new environment
} else {
// If we have an object, then copy over all of the
// properties so we don't accidentally destroy
// function scope from `with()` and closures on the
// object prototypes.
// TODO(bbondy): This may copy over things that
// were deleted. If we ever run into a problematic
// program, we may want to add support here.
if (!_.isArray(val) && _.isObject(val) &&
!_.isArray(this.processing[prop]) &&
_.isObject(this.processing[prop])) {
// Copy over all of the properties
for (var p in val) {
if (val.hasOwnProperty(p)) {
this.processing[prop][p] = val[p];
}
}
} else {
this.processing[prop] = val;
}
}
}
// For each function we also need to make sure that we
// extract all of the object and prototype properties
// (Since they won't be detected normally)
if (typeof val === "function" &&
externalProps[prop] !== false) {
this.objectExtract(prop, val);
this.objectExtract(prop, val, "prototype");
}
// The variable contains something that can't be serialized
// (such as instantiated objects) and so we need to extract it
} catch (e) {
this.objectExtract(prop, val);
}
}.bind(this));
// Insertion of new object properties or methods on a prototype
_.each(this.grabObj, function(val, objProp) {
var baseName = /^[^.[]*/.exec(objProp)[0];
// If we haven't done an extraction before or if the value
// has changed, or if the function was reinitialized,
// insert the new value.
if (!this.lastGrabObj || this.lastGrabObj[objProp] !== val ||
reinit[baseName]) {
inject += objProp + " = " + val + ";\n";
}
}.bind(this));
// Deletion of old object properties
for (var objProp in this.lastGrabObj) {
if (!(objProp in this.grabObj)) {
inject += `delete ${objProp};\n`;
}
}
// Make sure that deleted variables are removed.
// Go through all the previously-defined properties and check to see
// if they've been removed.
/* jshint forin:false */
for (var oldProp in this.lastGrab) {
// ignore KAInfiniteLoop functions
if (/^KAInfiniteLoop/.test(oldProp)) {
continue;
}
// If the property doesn't exist in this grab extraction and
// the property isn't a Processing.js-defined property
// (e.g. don't delete 'background') but allow the 'draw'
// function to be deleted (as it's user-defined)
if (!(oldProp in grabAll) &&
(!(oldProp in this.props) ||
_.contains(this.drawLoopMethods, oldProp))) {
// Create the code to delete the variable
inject += `delete ${oldProp};\n`;
// If the draw function was deleted we also
// need to clear the display
if (oldProp === "draw") {
this.clear();
this.processing.draw = this.DUMMY;
}
}
}
}
// Make sure the matrix is always reset
this.processing.resetMatrix();
// Seed the random number generator with the same seed
this.restoreRandomSeed();
// Make sure the various draw styles are also reset
// if they were just removed
if (this.lastGrab) {
Object.keys(this.liveReset).forEach((prop) => {
if (!this.globals[prop] && this.lastGrab[prop]) {
this.processing[prop].apply(this.processing, this.liveReset[prop]);
}
});
}
// Re-run the entire program if we don't need to inject the changes
// (Injection only needs to occur if a draw loop exists and if a prior
// run took place)
if (!hasOrHadDrawLoop || !this.drawLoopMethodDefined() ||
!this.lastGrab || rerun) {
// Clear the output if no injection is occurring
this.clear();
// Clear Processing logs
this.processing._clearLogs();
// Force a call to the draw function to force checks for instances
// and to make sure that errors in the draw loop are caught.
if (this.globals.draw) {
userCode += "\ndraw();";
}
// Run the code as normal
let error = this.exec(userCode, this.processing);
if (error) {
return callback([error]);
}
// Attach names to all functions
_.each(this.globals, function(val, prop) {
if (typeof val === "function") {
val.__name = prop;
}
});
// Otherwise if there is code to inject
} else if (inject || mutatingCalls.length > 0) {
// Force a call to the draw function to force checks for instances
// and to make sure that errors in the draw loop are caught.
if (this.globals.draw) {
inject += "\ndraw();";
}
// Execute the injected code
let error = this.exec(inject, this.processing, mutatingCalls);
if (error) {
return callback([error]);
}
}
// Need to make sure that the draw function is never deleted
// (Otherwise Processing.js starts to freak out)
if (!this.processing.draw) {
this.processing.draw = this.DUMMY;
}
// Save the extracted variables for later comparison
if (hasOrHadDrawLoop) {
this.lastGrab = grabAll;
this.lastGrabObj = this.grabObj;
}
if (callback) {
try {
callback([]);
} catch(e) {
// Ignore any errors that were generated in the callback
// NOTE(jeresig): This is needed because Mocha throws errors
// when it encounters an assertion error, which causes this
// to go haywire, generating an in-code error.
}
}
}
/**
* Transform processing-js code so that it can be run in a sandboxed
* environment or exported so that it can run without live-editor (requires
* processing.js)
*
* @param {String} code A string contain the code to transform.
* @param {Object} context An object which contains methods which should
* appear global to the code being run. The code should be run using the
* same context, see PJSCodeInjector::exec.
* @param {String[]} [mutatingCalls] An array of strings containing calls
* that change state and must be re-run in order to put a Processing
* context back into a particular state. This array is optional and is
* only used when injecting code into a running Processing instance.
* @param {Object} [options] Currently the only option supported is the
* `rewriteNewExpression` property which controls whether or not to rewrite
* `new` expressions as calls to PJSCodeInjector.applyInstance.
* @returns {String} The transformed code.
*/
transformCode(code, context, mutatingCalls, options = {}) {
let {envName, enableLoopProtect, loopProtector} = this;
let rewriteNewExpression = true;
if (options.hasOwnProperty("rewriteNewExpression")) {
rewriteNewExpression = options.rewriteNewExpression;
}
context.KAInfiniteLoopProtect = this.loopProtector.KAInfiniteLoopProtect;
context.KAInfiniteLoopSetTimeout = this.loopProtector.KAInfiniteLoopSetTimeout;
context.KAInfiniteLoopCount = 0;
// Adding this to the context is required for any calls to applyInstance.
// TODO(kevinb) We should change how we're rewriting constructor calls.
// Currently we're doing a global replace which causes things that look
// like 'new' calls in comments to be replaced as well.
context.PJSCodeInjector = PJSCodeInjector;
// This is necessary because sometimes 'code' is code that we want to
// inject. This injected code can contain code obtained from calling
// .toString() on functions that were grabbed. These may contain
// references to KAInfiniteLoopCount that have already been prefixed
// with a previous __env__ string.
// TODO(kevinb) figure out how to use the AST so we're not calling .toString() on functions
let envNameRegex = new RegExp(`${envName}\\.`, "g");
let ast = esprima.parse(code.replace(envNameRegex, ""), { loc: true });
let astTransformPasses = [];
// 'mutatingCalls' is undefined only when we are injecting code.
// This is not perfect protection from users typing one of these banned
// properties, but it does guard against some cases. The reason why
// we're allowing these props in this case is that code that injected
// is comes from calling .toString on functions which have already been
// transformed from a previous call to exec().
if (!mutatingCalls) {
astTransformPasses.push(ASTTransforms.checkForBannedProps([
"__env__",
"KAInfiniteLoopCount",
"KAInfiniteLoopProtect",
"KAInfiniteLoopSetTimeout"
]));
} else {
astTransformPasses.push(ASTTransforms.checkForBannedProps([
"__env__"
]));
}
// loopProtector adds LoopProtector code which checks how long it's
// taking to run event loop and will throw if it's taking too long.
if (enableLoopProtect && !mutatingCalls) {
astTransformPasses.push(loopProtector);
}
// rewriteAssertEquals adds line and column arguments to calls to
// Program.assertEquals.
astTransformPasses.push(ASTTransforms.rewriteAssertEquals);
// rewriteNewExpressions transforms NewExpressions into CallExpressions.
if (rewriteNewExpression) {
astTransformPasses.push(ASTTransforms.rewriteNewExpressions(envName, context));
}
try {