- add data_itemnumoflist - fix compatibility layer operator precedence issues - don't cache procedures until compilation completed
439 lines
12 KiB
JavaScript
439 lines
12 KiB
JavaScript
const Thread = require('../engine/thread');
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const Timer = require('../util/timer');
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const log = require('../util/log');
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const CompatibilityLayerBlockUtility = require('./compat-block-utility');
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// single instance used for compatibility layer execution
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const compatibilityLayerBlockUtility = new CompatibilityLayerBlockUtility();
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// All the functions defined here will be available to compiled scripts.
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// The JSDoc annotations define the function's contract.
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// Most of these functions are only used at runtime by generated scripts. Despite what your editor may say, they are not unused.
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/**
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* End a procedure call.
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*/
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const endCall = () => {
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if (thread.warp) {
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thread.warp--;
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}
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};
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/**
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* Start hats by opcode.
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* @param {string} requestedHat The opcode of the hat to start.
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* @param {*} optMatchFields Fields to match.
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* @returns {Array} A list of threads that were started.
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*/
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const startHats = (requestedHat, optMatchFields) => {
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const threads = thread.target.runtime.startHats(requestedHat, optMatchFields, undefined);
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return threads;
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};
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/**
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* Implements "thread waiting", where scripts are halted until all the scripts have finished executing.
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* @param {Array} threads The list of threads.
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*/
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const waitThreads = function*(threads) {
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const runtime = thread.target.runtime;
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while (true) {
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// determine whether any threads are running
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var anyRunning = false;
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for (var i = 0; i < threads.length; i++) {
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if (runtime.threads.indexOf(threads[i]) !== -1) {
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anyRunning = true;
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break;
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}
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}
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if (!anyRunning) {
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// all threads are finished, can resume
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return;
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}
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var allWaiting = true;
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for (var i = 0; i < threads.length; i++) {
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if (!runtime.isWaitingThread(threads[i])) {
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allWaiting = false;
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break;
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}
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}
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if (allWaiting) {
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thread.status = 3; // STATUS_YIELD_TICK
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}
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yield;
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}
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};
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/**
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* Wait until a Promise resolves or rejects before continuing.
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* @param {Promise} promise The promise to wait for.
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* @returns {*} the value that the promise resolves to, otherwise undefined if the promise rejects
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*/
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const waitPromise = function*(promise) {
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// TODO: there's quite a lot going on in engine/execute.js, we should see how much of that matters to us
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const _thread = thread; // need to store reference to current thread, as promise handlers won't be called from the tick loop
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let returnValue = undefined;
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promise
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.then((value) => {
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returnValue = value;
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_thread.status = Thread.STATUS_RUNNING;
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})
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.catch((error) => {
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_thread.status = Thread.STATUS_RUNNING;
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log.warn('Promise rejected in compiled script:', error);
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});
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// enter STATUS_PROMISE_WAIT and yield, this will stop script execution until the promise handlers reset the thread status
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thread.status = Thread.STATUS_PROMISE_WAIT;
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yield;
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return returnValue;
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};
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/**
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* Execute a scratch-vm primitive.
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* @param {*} inputs The inputs to pass to the block.
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* @param {function} blockFunction The primitive's function.
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* @returns {*} the value returned by the block, if any.
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*/
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const executeInCompatibilityLayer = function*(inputs, blockFunction) {
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// reset the stackframe
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// we only ever use one stackframe at a time, so this shouldn't cause issues
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thread.stackFrames[thread.stackFrames.length - 1].reuse();
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const executeBlock = () => {
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compatibilityLayerBlockUtility.thread = thread;
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compatibilityLayerBlockUtility.sequencer = thread.target.runtime.sequencer;
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return blockFunction(inputs, compatibilityLayerBlockUtility);
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};
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const isPromise = (value) => {
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// see engine/execute.js
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return (
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value !== null &&
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typeof value === 'object' &&
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typeof value.then === 'function'
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);
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};
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let returnValue = executeBlock();
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if (isPromise(returnValue)) {
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return yield* waitPromise(returnValue);
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}
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while (thread.status === Thread.STATUS_YIELD || thread.status === Thread.STATUS_YIELD_TICK) {
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// TODO: warp mode
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yield;
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thread.status = Thread.STATUS_RUNNING;
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returnValue = executeBlock();
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}
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return returnValue;
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};
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/**
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* End the current script.
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*/
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const retire = () => {
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thread.target.runtime.sequencer.retireThread(thread);
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};
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/**
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* Scratch cast to number.
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* Similar to Cast.toNumber()
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* @param {*} value The value to cast
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* @returns {number}
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*/
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const toNumber = (value) => {
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return +value || 0;
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};
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/**
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* Scratch cast to boolean.
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* Similar to Cast.toBoolean()
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* @param {*} value The value to cast
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* @returns {boolean}
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*/
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const toBoolean = (value) => {
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if (typeof value === 'boolean') {
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return value;
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}
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if (typeof value === 'string') {
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if (value === '' || value === '0' || value.toLowerCase() === 'false') {
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return false;
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}
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return true;
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}
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return !!value;
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};
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/**
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* Scratch cast to string.
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* Similar to Cast.toString()
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* @param {*} value The value to cast
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* @returns {string}
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*/
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const toString = (value) => {
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return '' + value;
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};
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/**
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* Check if a value is considered whitespace.
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* Similar to Cast.isWhiteSpace()
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* @param {*} val Value to check
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* @returns {boolean}
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*/
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const isWhiteSpace = (val) => {
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return val === null || (typeof val === 'string' && val.trim().length === 0);
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}
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/**
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* Compare two values using Scratch casting.
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* Similar to Cast.compare()
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* @param {*} v1 First value to compare.
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* @param {*} v2 Second value to compare.
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* @returns {number} Negative if v1 < v2, 0 if equal, positive if v1 > v2
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*/
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const compare = (v1, v2) => {
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let n1 = +v1;
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let n2 = +v2;
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if (n1 === 0 && isWhiteSpace(v1)) {
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n1 = NaN;
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} else if (n2 === 0 && isWhiteSpace(v2)) {
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n2 = NaN;
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}
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if (isNaN(n1) || isNaN(n2)) {
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const s1 = ('' + v1).toLowerCase();
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const s2 = ('' + v2).toLowerCase();
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if (s1 < s2) {
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return -1;
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} else if (s1 > s2) {
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return 1;
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}
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return 0;
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}
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if (
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(n1 === Infinity && n2 === Infinity) ||
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(n1 === -Infinity && n2 === -Infinity)
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) {
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return 0;
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}
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return n1 - n2;
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};
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/**
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* Perform an IO query
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* @param {string} device
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* @param {string} func
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* @param {*} args
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* @returns {*}
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*/
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const ioQuery = (device, func, args) => {
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// We will assume that the device always exists.
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const devObject = thread.target.runtime.ioDevices[device];
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return devObject[func].apply(devObject, args);
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};
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/**
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* Create and start a timer.
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* @returns {Timer} A started timer
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*/
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const timer = () => {
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const timer = new Timer();
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timer.start();
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return timer;
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};
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/**
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* Convert a Scratch list index to a JavaScript list index.
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* "all" is not considered as a list index.
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* Similar to Cast.toListIndex()
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* @param {number} index Scratch list index.
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* @param {number} length Length of the list.
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* @returns {number} 0 based list index, or -1 if invalid.
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*/
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var listIndex = (index, length) => {
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if (typeof index !== 'number') {
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if (index === 'last') {
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if (length > 0) {
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return length - 1;
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}
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return -1;
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} else if (index === 'random' || index === '*') {
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if (length > 0) {
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return Math.floor(Math.random() * length);
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}
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return -1;
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}
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index = toNumber(index);
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}
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index = Math.floor(index);
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if (index < 1 || index > length) {
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return -1;
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}
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return index - 1;
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};
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/**
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* Get a value from a list.
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* @param {import('../engine/variable')} list The list
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* @param {*} idx The 1-indexed index in the list.
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* @returns The list item, otherwise empty string if it does not exist.
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*/
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const listGet = (list, idx) => {
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const index = listIndex(idx, list.value.length);
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if (index === -1) {
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return '';
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}
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return list.value[index];
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};
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/**
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* Replace a value in a list.
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* @param {import('../engine/variable')} list The list
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* @param {*} idx List index, Scratch style.
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* @param {*} value The new value.
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*/
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const listReplace = (list, idx, value) => {
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const index = listIndex(idx, list.value.length);
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if (index === -1) {
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return;
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}
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list.value[index] = value;
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list._monitorUpToDate = false;
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};
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/**
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* Insert a value in a list.
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* @param {import('../engine/variable')} list The list.
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* @param {*} idx The Scratch index in the list.
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* @param {*} value The value to insert.
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*/
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const listInsert = (list, idx, value) => {
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const index = listIndex(idx, list.value.length + 1);
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if (index === -1) {
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return;
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}
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list.value.splice(index, 0, value);
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list._monitorUpToDate = false;
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};
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/**
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* Delete a value from a list.
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* @param {import('../engine/variable')} list The list.
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* @param {*} idx The Scratch index in the list.
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*/
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const listDelete = (list, idx) => {
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if (idx === 'all') {
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list.value = [];
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return;
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}
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const index = listIndex(idx, list.value.length);
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if (index === -1) {
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return;
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}
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list.value.splice(index, 1);
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list._monitorUpToDate = false;
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};
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/**
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* Return whether a list contains a value.
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* @param {import('../engine/variable')} list The list.
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* @param {*} item The value to search for.
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* @returns {boolean} True if the list contains the item
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*/
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const listContains = (list, item) => {
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// TODO: evaluate whether indexOf is worthwhile here
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if (list.value.indexOf(item) !== -1) {
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return true;
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}
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for (let i = 0; i < list.value.length; i++) {
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if (compare(list.value[i], item) === 0) {
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return true;
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}
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}
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return false;
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};
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/**
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* Find the 1-indexed index of an item in a list.
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* @param {import('../engine/variable')} list The list.
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* @param {*} item The item to search for
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* @returns {number} The 1-indexed index of the item in the list, otherwise 0
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*/
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const listIndexOf = (list, item) => {
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for (var i = 0; i < list.value.length; i++) {
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if (compare(list.value[i], item) === 0) {
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return i + 1;
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}
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}
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return 0;
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};
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/**
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* Implements Scratch modulo (floored division instead of truncated division)
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* @param {number} n
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* @param {number} modulus
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* @returns {number}
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*/
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const mod = (n, modulus) => {
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let result = n % modulus;
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if (result / modulus < 0) result += modulus;
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return result;
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};
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/**
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* The currently running thread.
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* @type {Thread}
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*/
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var thread;
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/**
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* Step a compiled thread.
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* @param {Thread} _thread
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*/
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const execute = (_thread) => {
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thread = _thread;
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_thread.generator.next();
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};
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/**
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* Evaluate a continuation from its source code.
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* Prepares the necessary environment.
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* @param {string} source
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* @param {Compiler} compiler
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*/
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const createScriptFactory = (_source, compiler) => {
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let source = `(function f(target) {
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var runtime = target.runtime;
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var stage = runtime.getTargetForStage();\n`;
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for (const data of Object.keys(compiler.factoryVariables)) {
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const varName = compiler.factoryVariables[data];
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source += `var ${varName} = ${data};\n`;
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}
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source += `return ${_source}; });`;
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// try to get the GC to drop references to these variables, they have no reason to stick around at runtime and can be rather large
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// TODO: see if this works or is necessary
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_source = null;
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compiler = null;
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try {
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return eval(source);
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} catch (e) {
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console.error('was unable to compile script', source);
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throw e;
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}
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};
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execute.createScriptFactory = createScriptFactory;
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module.exports = execute;
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