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Block versioning #4

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Resolves

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var isSingleSprite = false;
if (isSingleSpriteOrExtensionManager && isSingleSpriteOrExtensionManager.runtime == runtime) {
extensionManager = isSingleSpriteOrExtensionManager;
} else if (isSingleSpriteOrExtensionManager == true && isSingleSpriteOrExtensionManager == false) {
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This else if seems contradictory

@@ -974,18 +1248,183 @@ const parseScratchObject = function (object, runtime, extensions, zip, assets) {
sprite.name = object.name;
}
if (Object.prototype.hasOwnProperty.call(object, 'blocks')) {
deserializeBlocks(object.blocks);
deserializeBlocks(object.blocks, extensionManager);
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Can remove extensionManager argument

var { inputs, variables } = gatherInputs(object.blocks, blockJSON);
var fields = gatherFields(blockJSON, blockArgs);
var totalList = addInputsAndFields(inputs, fields, blockArgs);
const newInputs = {};
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@pmalacho-mit pmalacho-mit Jun 25, 2024

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FYI Not sure about this variable specifically, but for a lot of this storage objects, it'd lead to easier to read code to use a Map instead.

And if you later need an object, you can always go: const obj = Object.fromEntries(map);

const regex = /_v\d+/g; // Matches _v followed by one or more digits
blockInfoIndex = blockInfoIndex.replace(regex, ""); // Replaces all matches with an empty string
const menuRegex = /menu_\d+/;
if (!menuRegex.test(blockInfoIndex)) {
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Interesting! so we don't apply version to menus, makes sense -- I do wonder what happens when a project is saved with a menu value that disappears in later versions. Is that something that's handled?

}
obj[blockID] = serializeBlock(blocks[blockID], blocks);
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So we store the version in the opcode but the ID is kept the same?

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2 participants