Variables assets can keep their values from one run to the next (#166)
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.
- A "Persistent" checkbox in the Variables inspector. Toggling it is
one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
variable drops out, a new one starts from its default, and a changed
kind is converted.
- "Clear saved values" in the inspector clears this asset in both
areas. The main menu gets "Clear saved data" for the whole project.
Clearing takes effect from the next run on.
Decisions:
- The switch covers the whole asset, not single variables. Mixing
both means two assets.
- A changed default in the inspector shows only after the save is
cleared. That is what persistent means.
Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
error from Chrome. The second run passed, so it was a GPU flake at
start-up.
Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
tests and 2 e2e checks fail. Editor run writing into the Play area:
1 e2e check fails.
- Check total 1278 (1272 measured by CI at bbbf341, plus 6).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
1 parent
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@@ -43,7 +43,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
|
The browser suite and the three example games need a machine with a GPU:
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|
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```bash
|
```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1272 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1278 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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@@ -1,13 +1,20 @@
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import { createEmptyGraph } from '../graph/Graph';
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import { createEmptyGraph } from '../graph/Graph';
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import { newId } from '../ids';
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import { newId } from '../ids';
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import type { Asset, FontAsset, SoundAsset, StateMachineAsset, TextureAsset } from '../model/Asset';
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import type {
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Asset,
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FontAsset,
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SoundAsset,
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StateMachineAsset,
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TextureAsset,
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VariablesAsset,
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} from '../model/Asset';
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import type { AssetType } from '../model/AssetTypes';
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import type { AssetType } from '../model/AssetTypes';
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import { isFontFile } from '../model/font';
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import { isFontFile } from '../model/font';
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import { DEFAULT_PALETTE, PIXEL_CANVAS_DEFAULT } from '../model/pixelart';
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import { DEFAULT_PALETTE, PIXEL_CANVAS_DEFAULT } from '../model/pixelart';
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import { isSoundFile } from '../model/sound';
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import { isSoundFile } from '../model/sound';
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import { removeSubtrees } from '../model/hierarchy';
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import { removeSubtrees } from '../model/hierarchy';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import { objectHolders, type Project } from '../model/Project';
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import { findAssetOf, objectHolders, type Project } from '../model/Project';
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import { type Scope, scopeOf, setScope } from '../model/Scope';
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import { type Scope, scopeOf, setScope } from '../model/Scope';
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import type { SceneObject } from '../model/SceneObject';
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import type { SceneObject } from '../model/SceneObject';
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import { isTextureFile } from '../model/texture';
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import { isTextureFile } from '../model/texture';
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@@ -270,6 +277,40 @@ export class SetMachineScopeCommand implements Command {
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}
|
}
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}
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}
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/** Whether a Variables asset keeps its values past the end of the run (#166). */
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export class SetVariablesPersistentCommand implements Command {
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|
readonly label: string;
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|
private previous = false;
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constructor(
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private readonly assetId: string,
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private readonly persistent: boolean,
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|
) {
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this.label = persistent ? 'Make variables persistent' : 'Make variables per run';
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}
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|
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execute(project: Project): void {
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const asset = this.target(project);
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|
this.previous = asset.persistent === true;
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setPersistent(asset, this.persistent);
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}
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|
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undo(project: Project): void {
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setPersistent(this.target(project), this.previous);
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}
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|
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private target(project: Project): VariablesAsset {
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const asset = findAssetOf(project, this.assetId, 'variables');
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if (!asset) throw new CommandError(`Variables ${this.assetId} not found`);
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return asset;
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}
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}
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function setPersistent(asset: VariablesAsset, on: boolean): void {
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|
if (on) asset.persistent = true;
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else delete asset.persistent;
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}
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|
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/**
|
/**
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* Which state a machine starts in, as a state node's id – `''` takes the mark off again, and the
|
* Which state a machine starts in, as a state node's id – `''` takes the mark off again, and the
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* machine is back to starting in no state. Only one state can be the start because there is only
|
* machine is back to starting in no state. Only one state can be the start because there is only
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@@ -8,6 +8,7 @@ export * from './nested';
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export * from './NodeContext';
|
export * from './NodeContext';
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export * from './NodeRegistry';
|
export * from './NodeRegistry';
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export * from './propertyPorts';
|
export * from './propertyPorts';
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|
export * from './savedValues';
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export * from './sharedState';
|
export * from './sharedState';
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export * from './stateMachine';
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export * from './stateMachine';
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export * from './values';
|
export * from './values';
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@@ -0,0 +1,55 @@
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|
import type { VariablesAsset } from '../model/Asset';
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|
import type { PropertyBag, PropertyValue } from '../model/Properties';
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|
import type { Project } from '../model/Project';
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|
import { coerceValue } from '../properties/PropertySchema';
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/** What a save area holds: the values of each persistent Variables asset, keyed by asset id. */
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export type SavedValues = Record<string, PropertyBag>;
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|
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|
/**
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|
* Where the values of persistent Variables assets outlive the run (#166). Played and editor runs
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|
* are handed different areas, so trying a behavior in the editor leaves the player's save alone.
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|
*/
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|
export interface SaveArea {
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|
read(): SavedValues;
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write(saved: SavedValues): void;
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|
}
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|
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export function isPersistent(asset: VariablesAsset): boolean {
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|
return asset.persistent === true;
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|
}
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|
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function persistentAssets(project: Project): VariablesAsset[] {
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return project.assets.filter((a): a is VariablesAsset => a.type === 'variables' && isPersistent(a));
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}
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|
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/**
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|
* Puts what was saved over the declared start values. The declaration is the truth: a key it no
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|
* longer has is ignored, and a value is coerced to the kind it declares now.
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|
*/
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|
export function restoreSaved(
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|
project: Project,
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|
variables: Record<string, PropertyBag>,
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|
saved: SavedValues,
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|
): void {
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|
for (const asset of persistentAssets(project)) {
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|
const stored = saved[asset.id];
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|
const bag = variables[asset.id];
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|
if (!stored || !bag) continue;
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|
for (const def of asset.variables)
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|
if (def.key in stored) bag[def.key] = coerceValue(def, stored[def.key] as PropertyValue);
|
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|
}
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|
}
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|
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|
/** The declared values of every persistent asset as they stand in the run – what a save writes. */
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|
export function savedSnapshot(project: Project, variables: Record<string, PropertyBag>): SavedValues {
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|
const saved: SavedValues = {};
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|
for (const asset of persistentAssets(project)) {
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|
const bag = variables[asset.id];
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|
if (!bag) continue;
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|
const values: PropertyBag = {};
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|
for (const def of asset.variables) if (def.key in bag) values[def.key] = bag[def.key]!;
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|
saved[asset.id] = values;
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|
}
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|
return saved;
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|
}
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@@ -40,10 +40,14 @@ export interface BehaviorAsset extends AssetBase {
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* Declarations shared by the whole run: a `Variables` node naming this asset reads and writes one
|
* Declarations shared by the whole run: a `Variables` node naming this asset reads and writes one
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* value per key, however many graphs point at it. Nothing is placed, so nothing overrides it –
|
* value per key, however many graphs point at it. Nothing is placed, so nothing overrides it –
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* `props` holds the starting values, as a behavior's does for its own variables.
|
* `props` holds the starting values, as a behavior's does for its own variables.
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|
*
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|
* A `persistent` asset keeps its values past the end of the run (#166): the next run starts from
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|
* what the last one left, not from `props`. Absent is not persistent.
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*/
|
*/
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export interface VariablesAsset extends AssetBase {
|
export interface VariablesAsset extends AssetBase {
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type: 'variables';
|
type: 'variables';
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variables: PropertyDef[];
|
variables: PropertyDef[];
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|
persistent?: boolean;
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}
|
}
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|
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/** Placed as a child of the object it belongs to; its position is the offset from that body. */
|
/** Placed as a child of the object it belongs to; its position is the offset from that body. */
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@@ -29,6 +29,7 @@ import type {
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TextureFrame,
|
TextureFrame,
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GradientStop,
|
GradientStop,
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TilemapLayer,
|
TilemapLayer,
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|
VariablesAsset,
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VectorGradient,
|
VectorGradient,
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VectorPaint,
|
VectorPaint,
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VectorPoint,
|
VectorPoint,
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@@ -169,7 +170,9 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
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graph: normalizeGraph(a.graph),
|
graph: normalizeGraph(a.graph),
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});
|
});
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} else if (type === 'variables') {
|
} else if (type === 'variables') {
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assets.push({ id, type, name, props, variables: variables.get(id) ?? [] });
|
const shared: VariablesAsset = { id, type, name, props, variables: variables.get(id) ?? [] };
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|
if (a.persistent === true) shared.persistent = true;
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|
assets.push(shared);
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} else if (type === 'statemachine') {
|
} else if (type === 'statemachine') {
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const machine: StateMachineAsset = {
|
const machine: StateMachineAsset = {
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id,
|
id,
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@@ -7,6 +7,7 @@ import { Input } from '../runtime/systems/Input';
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import { type ModelWrite, World } from '../runtime/World';
|
import { type ModelWrite, World } from '../runtime/World';
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import { soundLibrary } from '../viewport/SoundLibrary';
|
import { soundLibrary } from '../viewport/SoundLibrary';
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import type { LiveMachineState } from './graph/GraphCanvas';
|
import type { LiveMachineState } from './graph/GraphCanvas';
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|
import { saveArea } from './saves';
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import type { EditorState } from './state';
|
import type { EditorState } from './state';
|
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|
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export interface EditorRunHooks {
|
export interface EditorRunHooks {
|
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@@ -123,6 +124,7 @@ export class EditorRun {
|
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this.behaviors = addGameSystems(fresh, project, this.input, {
|
this.behaviors = addGameSystems(fresh, project, this.input, {
|
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shouldRun: (e) => runsInEditor(e.props),
|
shouldRun: (e) => runsInEditor(e.props),
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audio: soundLibrary,
|
audio: soundLibrary,
|
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|
saves: saveArea(project.id, 'editor'),
|
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});
|
});
|
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this.world = fresh;
|
this.world = fresh;
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this.hadFocus = this.hooks.focused();
|
this.hadFocus = this.hooks.focused();
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|
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@@ -18,6 +18,7 @@ import { Input } from '../runtime/systems/Input';
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import { World } from '../runtime/World';
|
import { World } from '../runtime/World';
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import { ui } from '../ui';
|
import { ui } from '../ui';
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import { soundLibrary } from '../viewport/SoundLibrary';
|
import { soundLibrary } from '../viewport/SoundLibrary';
|
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|
import { saveArea } from './saves';
|
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import type { GameViewport } from './viewport/GameViewport';
|
import type { GameViewport } from './viewport/GameViewport';
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import type { GraphEditor } from './graph/GraphEditor';
|
import type { GraphEditor } from './graph/GraphEditor';
|
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import type { LiveMachineState } from './graph/GraphCanvas';
|
import type { LiveMachineState } from './graph/GraphCanvas';
|
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@@ -137,6 +138,7 @@ export class PlaySession {
|
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audio: soundLibrary,
|
audio: soundLibrary,
|
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physics,
|
physics,
|
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clock: gameClock,
|
clock: gameClock,
|
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|
saves: saveArea(runtime.id, 'play'),
|
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});
|
});
|
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this.host.gameView.setWorld(world);
|
this.host.gameView.setWorld(world);
|
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this.host.showGame();
|
this.host.showGame();
|
||||||
@@ -164,6 +166,7 @@ export class PlaySession {
|
|||||||
carried,
|
carried,
|
||||||
physics,
|
physics,
|
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clock: gameClock,
|
clock: gameClock,
|
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|
saves: saveArea(runtime.id, 'play'),
|
||||||
});
|
});
|
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this.host.gameView.setWorld(world);
|
this.host.gameView.setWorld(world);
|
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this.state.setNotice(this.playNotice(), 'quiet');
|
this.state.setNotice(this.playNotice(), 'quiet');
|
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|
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@@ -7,6 +7,7 @@ import { Dialog, Menu, type MenuEntry, type Widget } from '../ui';
|
|||||||
import { dialogSlot } from './FormDialog';
|
import { dialogSlot } from './FormDialog';
|
||||||
import { OpenProjectDialog } from './OpenProjectDialog';
|
import { OpenProjectDialog } from './OpenProjectDialog';
|
||||||
import { ProjectSettingsDialog, settingsChanges } from './ProjectSettingsDialog';
|
import { ProjectSettingsDialog, settingsChanges } from './ProjectSettingsDialog';
|
||||||
|
import { clearSaved, hasSaved } from './saves';
|
||||||
import type { EditorState } from './state';
|
import type { EditorState } from './state';
|
||||||
|
|
||||||
export class ProjectSession {
|
export class ProjectSession {
|
||||||
@@ -81,10 +82,19 @@ export class ProjectSession {
|
|||||||
{ label: 'Open project…', onSelect: () => this.openProjectPicker() },
|
{ label: 'Open project…', onSelect: () => this.openProjectPicker() },
|
||||||
{ separator: true },
|
{ separator: true },
|
||||||
{ label: 'Project settings…', onSelect: () => this.openProjectSettings() },
|
{ label: 'Project settings…', onSelect: () => this.openProjectSettings() },
|
||||||
|
{ label: 'Clear saved data', onSelect: () => this.clearSavedData() },
|
||||||
];
|
];
|
||||||
new Menu(items).openBelow(anchor);
|
new Menu(items).openBelow(anchor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Forgets what persistent variables saved in this browser (#166), so the next run is a first start. */
|
||||||
|
private clearSavedData(): void {
|
||||||
|
const id = this.state.project.id;
|
||||||
|
const had = hasSaved(id);
|
||||||
|
clearSaved(id);
|
||||||
|
this.state.setNotice(had ? 'Saved data cleared' : 'Nothing saved yet');
|
||||||
|
}
|
||||||
|
|
||||||
private async createNext(): Promise<void> {
|
private async createNext(): Promise<void> {
|
||||||
const list = await this.store.list();
|
const list = await this.store.list();
|
||||||
await this.create(`Project ${list.length + 1}`);
|
await this.create(`Project ${list.length + 1}`);
|
||||||
|
|||||||
@@ -3,7 +3,9 @@ import {
|
|||||||
ResetAssetPropertyCommand,
|
ResetAssetPropertyCommand,
|
||||||
SetAssetPropertyCommand,
|
SetAssetPropertyCommand,
|
||||||
SetMachineScopeCommand,
|
SetMachineScopeCommand,
|
||||||
|
SetVariablesPersistentCommand,
|
||||||
} from '../../core/commands/assetCommands';
|
} from '../../core/commands/assetCommands';
|
||||||
|
import { isPersistent } from '../../core/graph/savedValues';
|
||||||
import { nextFieldName, nextVariableName } from '../../core/commands/naming';
|
import { nextFieldName, nextVariableName } from '../../core/commands/naming';
|
||||||
import {
|
import {
|
||||||
AddStructFieldCommand,
|
AddStructFieldCommand,
|
||||||
@@ -27,8 +29,9 @@ import {
|
|||||||
} from '../../core/properties/PropertySchema';
|
} from '../../core/properties/PropertySchema';
|
||||||
import { markedAssetSchema } from '../../core/properties/deviation';
|
import { markedAssetSchema } from '../../core/properties/deviation';
|
||||||
import { isModified, resolveAssetProps } from '../../core/properties/resolve';
|
import { isModified, resolveAssetProps } from '../../core/properties/resolve';
|
||||||
import { Dropdown, HStack, Label, Menu, Theme } from '../../ui';
|
import { Button, Dropdown, HStack, Label, Menu, Theme } from '../../ui';
|
||||||
import { FontPreview } from '../font/FontPreview';
|
import { FontPreview } from '../font/FontPreview';
|
||||||
|
import { clearSaved, hasSaved } from '../saves';
|
||||||
import { SoundPreview } from '../sound/SoundPreview';
|
import { SoundPreview } from '../sound/SoundPreview';
|
||||||
import { aspectActions, sizeCommand } from './aspectAction';
|
import { aspectActions, sizeCommand } from './aspectAction';
|
||||||
import { actionIf, createFieldRow, type FieldHandlers } from './fieldFactory';
|
import { actionIf, createFieldRow, type FieldHandlers } from './fieldFactory';
|
||||||
@@ -49,11 +52,13 @@ export function assetSignature(project: Project, assetId: string): string {
|
|||||||
if (!asset) return 'missing';
|
if (!asset) return 'missing';
|
||||||
// A machine's own rows are none, so its scope has to be named here or switching it rebuilds nothing.
|
// A machine's own rows are none, so its scope has to be named here or switching it rebuilds nothing.
|
||||||
const machine = asset.type === 'statemachine' ? `|${scopeOf(asset)}` : '';
|
const machine = asset.type === 'statemachine' ? `|${scopeOf(asset)}` : '';
|
||||||
|
// The same for the switch that keeps shared values between runs: its notes and button depend on it.
|
||||||
|
const kept = asset.type === 'variables' ? `|${isPersistent(asset)}` : '';
|
||||||
// Vector art shows its shapes under its rows (#129), so a shape added or renamed is a new structure.
|
// Vector art shows its shapes under its rows (#129), so a shape added or renamed is a new structure.
|
||||||
const shapes = asset.type === 'vectorart' ? `|${shapeListSignature(asset)}` : '';
|
const shapes = asset.type === 'vectorart' ? `|${shapeListSignature(asset)}` : '';
|
||||||
const values = resolveAssetProps(project, asset);
|
const values = resolveAssetProps(project, asset);
|
||||||
const rows = schemaForAsset(project, asset).filter((def) => isRowShown(def, values));
|
const rows = schemaForAsset(project, asset).filter((def) => isRowShown(def, values));
|
||||||
return rows.map(defSignature).join(',') + machine + shapes;
|
return rows.map(defSignature).join(',') + machine + kept + shapes;
|
||||||
}
|
}
|
||||||
|
|
||||||
export function defSignature(def: PropertyDef): string {
|
export function defSignature(def: PropertyDef): string {
|
||||||
@@ -76,11 +81,7 @@ export function buildAssetSection(host: InspectorHost, assetId: string): void {
|
|||||||
|
|
||||||
buildProps(host, asset, markedAssetSchema(host.state.project, asset));
|
buildProps(host, asset, markedAssetSchema(host.state.project, asset));
|
||||||
if (asset.type === 'behavior' || asset.type === 'variables') buildVariables(host, asset);
|
if (asset.type === 'behavior' || asset.type === 'variables') buildVariables(host, asset);
|
||||||
// Two lines rather than one: the panel is narrow enough to cut a longer note off mid-sentence.
|
if (asset.type === 'variables') buildPersistence(host, asset);
|
||||||
if (asset.type === 'variables') {
|
|
||||||
addNote(host, 'One value each for the whole run.', 'small');
|
|
||||||
addNote(host, 'Every graph pointing here shares them.', 'small');
|
|
||||||
}
|
|
||||||
if (asset.type === 'statemachine') buildMachineScope(host, asset);
|
if (asset.type === 'statemachine') buildMachineScope(host, asset);
|
||||||
// The drawing itself: its shapes are picked here as a texture's frames are picked in its tab (#129).
|
// The drawing itself: its shapes are picked here as a texture's frames are picked in its tab (#129).
|
||||||
if (asset.type === 'vectorart') buildShapeListSection(host, asset);
|
if (asset.type === 'vectorart') buildShapeListSection(host, asset);
|
||||||
@@ -206,6 +207,37 @@ function buildVariables(host: InspectorHost, asset: BehaviorAsset | VariablesAss
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Not in the schema table either: a row there would share the bag with the declared values. */
|
||||||
|
const PERSISTENT: PropertyDef = { key: 'persistent', label: 'Persistent', kind: 'boolean', default: false };
|
||||||
|
|
||||||
|
/** Whether the values outlive the run (#166), what that means, and the way back to a first start. */
|
||||||
|
function buildPersistence(host: InspectorHost, asset: VariablesAsset): void {
|
||||||
|
const set = (value: PropertyValue): void =>
|
||||||
|
void host.state.execute(new SetVariablesPersistentCommand(asset.id, value === true));
|
||||||
|
const row = createFieldRow(host, PERSISTENT, isPersistent(asset), { onInput: set, onChange: set });
|
||||||
|
host.body.add(row.row);
|
||||||
|
// Two lines rather than one: the panel is narrow enough to cut a longer note off mid-sentence.
|
||||||
|
if (!isPersistent(asset)) {
|
||||||
|
addNote(host, 'One value each for the whole run.', 'small');
|
||||||
|
addNote(host, 'Every graph pointing here shares them.', 'small');
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
addNote(host, 'Kept between runs, in this browser.', 'small');
|
||||||
|
addNote(host, 'The next run starts where one ended.', 'small');
|
||||||
|
host.body.add(
|
||||||
|
new Button('Clear saved values', {
|
||||||
|
variant: 'ghost',
|
||||||
|
onClick: () => {
|
||||||
|
const projectId = host.state.project.id;
|
||||||
|
const had = hasSaved(projectId, asset.id);
|
||||||
|
clearSaved(projectId, asset.id);
|
||||||
|
const name = findAsset(host.state.project, asset.id)?.name ?? asset.name;
|
||||||
|
host.state.setNotice(had ? `Saved values of ${name} cleared` : 'Nothing saved yet');
|
||||||
|
},
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
/** Not in the schema table: the scope lives on the asset itself, not in its property bag. */
|
/** Not in the schema table: the scope lives on the asset itself, not in its property bag. */
|
||||||
const MACHINE_SCOPE: PropertyDef = {
|
const MACHINE_SCOPE: PropertyDef = {
|
||||||
key: 'scope',
|
key: 'scope',
|
||||||
|
|||||||
@@ -0,0 +1,80 @@
|
|||||||
|
/**
|
||||||
|
* The saves of persistent Variables assets (#166), kept in this browser per project. Played and
|
||||||
|
* editor runs write to separate areas, so trying a behavior in the editor leaves the player's save
|
||||||
|
* alone. Like the editor settings, storage is best effort: a browser that refuses `localStorage`
|
||||||
|
* plays every run from the declared values.
|
||||||
|
*/
|
||||||
|
import type { SaveArea, SavedValues } from '../core/graph';
|
||||||
|
import type { PropertyBag } from '../core/model/Properties';
|
||||||
|
|
||||||
|
export type SaveAreaName = 'play' | 'editor';
|
||||||
|
|
||||||
|
const AREAS: readonly SaveAreaName[] = ['play', 'editor'];
|
||||||
|
|
||||||
|
type Store = Pick<Storage, 'getItem' | 'setItem' | 'removeItem'>;
|
||||||
|
|
||||||
|
function browserStore(): Store | null {
|
||||||
|
try {
|
||||||
|
return window.localStorage;
|
||||||
|
} catch {
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function saveKey(projectId: string, area: SaveAreaName): string {
|
||||||
|
return `game-maker.saves.${projectId}.${area}`;
|
||||||
|
}
|
||||||
|
|
||||||
|
function readArea(store: Store | null, key: string): SavedValues {
|
||||||
|
try {
|
||||||
|
const read: unknown = JSON.parse(store?.getItem(key) ?? 'null');
|
||||||
|
if (!read || typeof read !== 'object' || Array.isArray(read)) return {};
|
||||||
|
const saved: SavedValues = {};
|
||||||
|
for (const [assetId, bag] of Object.entries(read))
|
||||||
|
if (bag && typeof bag === 'object' && !Array.isArray(bag)) saved[assetId] = bag as PropertyBag;
|
||||||
|
return saved;
|
||||||
|
} catch {
|
||||||
|
return {};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
function writeArea(store: Store | null, key: string, saved: SavedValues): void {
|
||||||
|
try {
|
||||||
|
if (Object.keys(saved).length === 0) store?.removeItem(key);
|
||||||
|
else store?.setItem(key, JSON.stringify(saved));
|
||||||
|
} catch {
|
||||||
|
// Full or refused: the run goes on with its values, it just will not find them next time.
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
export function saveArea(projectId: string, area: SaveAreaName, store = browserStore()): SaveArea {
|
||||||
|
const key = saveKey(projectId, area);
|
||||||
|
return {
|
||||||
|
read: () => readArea(store, key),
|
||||||
|
// Only the assets the run knows are written; one saved by another area or since switched off
|
||||||
|
// stays as it was until it is cleared.
|
||||||
|
write: (saved) => writeArea(store, key, { ...readArea(store, key), ...saved }),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Whether either area holds anything for the asset – or, without one, for the project. */
|
||||||
|
export function hasSaved(projectId: string, assetId?: string, store = browserStore()): boolean {
|
||||||
|
return AREAS.some((area) => {
|
||||||
|
const saved = readArea(store, saveKey(projectId, area));
|
||||||
|
return assetId === undefined ? Object.keys(saved).length > 0 : assetId in saved;
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Forgets what both areas saved for one asset, or for the whole project without one. */
|
||||||
|
export function clearSaved(projectId: string, assetId?: string, store = browserStore()): void {
|
||||||
|
for (const area of AREAS) {
|
||||||
|
const key = saveKey(projectId, area);
|
||||||
|
if (assetId === undefined) {
|
||||||
|
writeArea(store, key, {});
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
const saved = readArea(store, key);
|
||||||
|
delete saved[assetId];
|
||||||
|
writeArea(store, key, saved);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -11,6 +11,9 @@ import {
|
|||||||
isHandleEnabled,
|
isHandleEnabled,
|
||||||
type NodeContext,
|
type NodeContext,
|
||||||
type PhysicsControl,
|
type PhysicsControl,
|
||||||
|
restoreSaved,
|
||||||
|
type SaveArea,
|
||||||
|
savedSnapshot,
|
||||||
type SharedState,
|
type SharedState,
|
||||||
startStates,
|
startStates,
|
||||||
type TraceListener,
|
type TraceListener,
|
||||||
@@ -107,6 +110,8 @@ export interface GameSystemOptions {
|
|||||||
* run shares the clock with the previews, and a behavior there must not slow the editor down.
|
* run shares the clock with the previews, and a behavior there must not slow the editor down.
|
||||||
*/
|
*/
|
||||||
clock?: TimeScaled | null;
|
clock?: TimeScaled | null;
|
||||||
|
/** Where persistent Variables assets are read from at the start and written to as they change (#166). */
|
||||||
|
saves?: SaveArea | null;
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface TimeScaled {
|
export interface TimeScaled {
|
||||||
@@ -118,11 +123,19 @@ export function addGameSystems(
|
|||||||
world: World,
|
world: World,
|
||||||
project: Project,
|
project: Project,
|
||||||
input: Input,
|
input: Input,
|
||||||
{ shouldRun, audio = SILENT_AUDIO, carried = null, physics = null, clock = null }: GameSystemOptions = {},
|
{
|
||||||
|
shouldRun,
|
||||||
|
audio = SILENT_AUDIO,
|
||||||
|
carried = null,
|
||||||
|
physics = null,
|
||||||
|
clock = null,
|
||||||
|
saves = null,
|
||||||
|
}: GameSystemOptions = {},
|
||||||
): BehaviorSystem {
|
): BehaviorSystem {
|
||||||
const collisions = physics ? new PhysicsSystem(physics) : new CollisionSystem();
|
const collisions = physics ? new PhysicsSystem(physics) : new CollisionSystem();
|
||||||
const animations = new AnimationSystem();
|
const animations = new AnimationSystem();
|
||||||
const behaviors = new BehaviorSystem(project, input, { collisions, animations, audio, clock }, shouldRun);
|
const sources = { collisions, animations, audio, clock, saves };
|
||||||
|
const behaviors = new BehaviorSystem(project, input, sources, shouldRun);
|
||||||
if (carried) behaviors.carryOver(carried);
|
if (carried) behaviors.carryOver(carried);
|
||||||
world.addSystem(collisions);
|
world.addSystem(collisions);
|
||||||
world.addSystem(animations);
|
world.addSystem(animations);
|
||||||
@@ -137,6 +150,7 @@ export interface EventSources {
|
|||||||
/** Where `Play sound` ends up. Absent is a run that plays silently, which is what a test wants. */
|
/** Where `Play sound` ends up. Absent is a run that plays silently, which is what a test wants. */
|
||||||
audio?: AudioSink | null;
|
audio?: AudioSink | null;
|
||||||
clock?: TimeScaled | null;
|
clock?: TimeScaled | null;
|
||||||
|
saves?: SaveArea | null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** A behavior's `runWhilePaused` switch: whether it is ticked while Pause game holds the world. */
|
/** A behavior's `runWhilePaused` switch: whether it is ticked while Pause game holds the world. */
|
||||||
@@ -165,6 +179,9 @@ export class BehaviorSystem implements System {
|
|||||||
private readonly animations: AnimationSystem | null;
|
private readonly animations: AnimationSystem | null;
|
||||||
private readonly audio: AudioSink;
|
private readonly audio: AudioSink;
|
||||||
private readonly clock: TimeScaled | null;
|
private readonly clock: TimeScaled | null;
|
||||||
|
private readonly saves: SaveArea | null;
|
||||||
|
/** What was last written to `saves`, so a frame that changed nothing writes nothing. */
|
||||||
|
private lastSaved = '';
|
||||||
|
|
||||||
constructor(
|
constructor(
|
||||||
private readonly project: Project,
|
private readonly project: Project,
|
||||||
@@ -180,6 +197,7 @@ export class BehaviorSystem implements System {
|
|||||||
this.animations = sources.animations ?? null;
|
this.animations = sources.animations ?? null;
|
||||||
this.audio = sources.audio ?? SILENT_AUDIO;
|
this.audio = sources.audio ?? SILENT_AUDIO;
|
||||||
this.clock = sources.clock ?? null;
|
this.clock = sources.clock ?? null;
|
||||||
|
this.saves = sources.saves ?? null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/** The values `global` declarations share this run – read-only to callers, rebuilt by `start`. */
|
/** The values `global` declarations share this run – read-only to callers, rebuilt by `start`. */
|
||||||
@@ -219,6 +237,9 @@ export class BehaviorSystem implements System {
|
|||||||
this.carried = null;
|
this.carried = null;
|
||||||
// Built fresh for every run: a shared variable starts at its declared value each time Play does.
|
// Built fresh for every run: a shared variable starts at its declared value each time Play does.
|
||||||
this.sharedState = carried ?? buildSharedState(this.project);
|
this.sharedState = carried ?? buildSharedState(this.project);
|
||||||
|
// A persistent asset picks up where the last run left it; after a scene swap it already has.
|
||||||
|
if (!carried && this.saves) restoreSaved(this.project, this.sharedState.variables, this.saves.read());
|
||||||
|
this.lastSaved = JSON.stringify(savedSnapshot(this.project, this.sharedState.variables));
|
||||||
this.declared = declaredVariables(this.project);
|
this.declared = declaredVariables(this.project);
|
||||||
// A `global` machine is entered once for the whole run, before the first instance exists – so
|
// A `global` machine is entered once for the whole run, before the first instance exists – so
|
||||||
// the move is queued here and every instance the first sync creates hears that one entry.
|
// the move is queued here and every instance the first sync creates hears that one entry.
|
||||||
@@ -236,11 +257,26 @@ export class BehaviorSystem implements System {
|
|||||||
this.finish(instance);
|
this.finish(instance);
|
||||||
this.audio.stopOwner(instance.entity.id);
|
this.audio.stopOwner(instance.entity.id);
|
||||||
}
|
}
|
||||||
|
// After the goodbyes: what `On destroy` writes is the last thing the run did.
|
||||||
|
this.persist();
|
||||||
this.instances = [];
|
this.instances = [];
|
||||||
this.pending = [];
|
this.pending = [];
|
||||||
this.world = null;
|
this.world = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Writes the persistent values when they differ from the last write. Every frame rather than at
|
||||||
|
* the end, because a tab closed mid-game has no end to wait for.
|
||||||
|
*/
|
||||||
|
private persist(): void {
|
||||||
|
if (!this.saves) return;
|
||||||
|
const snapshot = savedSnapshot(this.project, this.sharedState.variables);
|
||||||
|
const text = JSON.stringify(snapshot);
|
||||||
|
if (text === this.lastSaved) return;
|
||||||
|
this.lastSaved = text;
|
||||||
|
this.saves.write(snapshot);
|
||||||
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* One instance per behavior entity. A switched-off behavior gets its instance and `On start` only when
|
* One instance per behavior entity. A switched-off behavior gets its instance and `On start` only when
|
||||||
* switched on, which is what lets a hidden screen wake up when shown.
|
* switched on, which is what lets a hidden screen wake up when shown.
|
||||||
@@ -437,6 +473,7 @@ export class BehaviorSystem implements System {
|
|||||||
}
|
}
|
||||||
this.reap(world);
|
this.reap(world);
|
||||||
this.flushStateChanges();
|
this.flushStateChanges();
|
||||||
|
this.persist();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -0,0 +1,160 @@
|
|||||||
|
/**
|
||||||
|
* A persistent Variables asset keeps its values past the end of the run (#166): the next run starts
|
||||||
|
* where the last one left off, from whatever area it is handed – played and editor runs get their own.
|
||||||
|
*/
|
||||||
|
import { describe, expect, it } from 'vitest';
|
||||||
|
import { SetVariablesPersistentCommand } from '../../src/core/commands/assetCommands';
|
||||||
|
import { AddVariableCommand, RemoveVariableCommand } from '../../src/core/commands/variableCommands';
|
||||||
|
import { restoreSaved, type SaveArea, type SavedValues, VARIABLES_PARAM } from '../../src/core/graph';
|
||||||
|
import type { VariablesAsset } from '../../src/core/model/Asset';
|
||||||
|
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
|
||||||
|
import {
|
||||||
|
graphEditor,
|
||||||
|
makeBehavior,
|
||||||
|
makeSpriteScene,
|
||||||
|
makeVariables,
|
||||||
|
place,
|
||||||
|
type SceneFixture,
|
||||||
|
startWorld,
|
||||||
|
} from '../helpers';
|
||||||
|
|
||||||
|
/** An area in memory that counts its writes. */
|
||||||
|
function memoryArea(): SaveArea & { saved: SavedValues; writes: number } {
|
||||||
|
const area = {
|
||||||
|
saved: {} as SavedValues,
|
||||||
|
writes: 0,
|
||||||
|
read: () => structuredClone(area.saved),
|
||||||
|
write: (saved: SavedValues) => {
|
||||||
|
area.writes++;
|
||||||
|
area.saved = structuredClone(saved);
|
||||||
|
},
|
||||||
|
};
|
||||||
|
return area;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** One object whose behavior adds one to `score` of the asset on start. */
|
||||||
|
function counting(persistent = true) {
|
||||||
|
const f = makeSpriteScene();
|
||||||
|
const shared = makeVariables(f, 'Progress', ['score']);
|
||||||
|
if (persistent) f.stack.execute(new SetVariablesPersistentCommand(shared.id, true));
|
||||||
|
const behavior = makeBehavior(f, 'Counter');
|
||||||
|
const editor = graphEditor(f, behavior);
|
||||||
|
const params = { [VARIABLES_PARAM]: shared.id };
|
||||||
|
const start = editor.addNode('OnStart');
|
||||||
|
const read = editor.variables(['score'], { params });
|
||||||
|
const add = editor.addNode('Add', { b: 1 });
|
||||||
|
const write = editor.variables(['score'], { write: true, params });
|
||||||
|
editor.wire([
|
||||||
|
[start, 'exec', write, 'exec'],
|
||||||
|
[read, 'score', add, 'a'],
|
||||||
|
[add, 'result', write, 'score'],
|
||||||
|
]);
|
||||||
|
place(f, behavior.id, { x: 0, y: 0 });
|
||||||
|
return { f, shared };
|
||||||
|
}
|
||||||
|
|
||||||
|
function run(f: SceneFixture, saves: SaveArea) {
|
||||||
|
const started = startWorld(f, { behaviors: true, saves });
|
||||||
|
started.frame();
|
||||||
|
return started;
|
||||||
|
}
|
||||||
|
|
||||||
|
const scoreOf = (started: ReturnType<typeof run>, id: string) =>
|
||||||
|
started.behaviors!.shared.variables[id]!.score;
|
||||||
|
|
||||||
|
describe('a persistent Variables asset', () => {
|
||||||
|
it('starts the next run where the last one ended', () => {
|
||||||
|
const { f, shared } = counting();
|
||||||
|
const area = memoryArea();
|
||||||
|
expect(scoreOf(run(f, area), shared.id)).toBe(1);
|
||||||
|
expect(scoreOf(run(f, area), shared.id)).toBe(2);
|
||||||
|
expect(area.saved).toEqual({ [shared.id]: { score: 2 } });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('keeps played and editor runs apart', () => {
|
||||||
|
const { f, shared } = counting();
|
||||||
|
const played = memoryArea();
|
||||||
|
const editor = memoryArea();
|
||||||
|
run(f, played);
|
||||||
|
run(f, played);
|
||||||
|
expect(scoreOf(run(f, editor), shared.id)).toBe(1);
|
||||||
|
expect(played.saved[shared.id]!.score).toBe(2);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('writes only in a frame that changed something', () => {
|
||||||
|
const { f } = counting();
|
||||||
|
const area = memoryArea();
|
||||||
|
const started = run(f, area);
|
||||||
|
const after = area.writes;
|
||||||
|
started.frame();
|
||||||
|
started.frame();
|
||||||
|
expect(after).toBe(1);
|
||||||
|
expect(area.writes).toBe(1);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('starts from the declared value again once the save is gone', () => {
|
||||||
|
const { f, shared } = counting();
|
||||||
|
const area = memoryArea();
|
||||||
|
run(f, area);
|
||||||
|
area.saved = {};
|
||||||
|
expect(scoreOf(run(f, area), shared.id)).toBe(1);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('a Variables asset that is not persistent', () => {
|
||||||
|
it('neither reads nor writes a save', () => {
|
||||||
|
const { f, shared } = counting(false);
|
||||||
|
const area = memoryArea();
|
||||||
|
area.saved = { [shared.id]: { score: 40 } };
|
||||||
|
expect(scoreOf(run(f, area), shared.id)).toBe(1);
|
||||||
|
expect(area.writes).toBe(0);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('restoring a save', () => {
|
||||||
|
function project() {
|
||||||
|
const f = makeSpriteScene();
|
||||||
|
const shared = makeVariables(f, 'Progress', ['score', 'lives']);
|
||||||
|
f.stack.execute(new SetVariablesPersistentCommand(shared.id, true));
|
||||||
|
return { f, shared };
|
||||||
|
}
|
||||||
|
|
||||||
|
it('follows the declaration as it is now, not as it was saved', () => {
|
||||||
|
const { f, shared } = project();
|
||||||
|
f.stack.execute(new RemoveVariableCommand(shared.id, 'lives'));
|
||||||
|
f.stack.execute(new AddVariableCommand(shared.id, 'name', 'text'));
|
||||||
|
const variables = { [shared.id]: { score: 0, name: '' } };
|
||||||
|
restoreSaved(f.project, variables, { [shared.id]: { score: '12', lives: 3, name: 7 } });
|
||||||
|
// A key no longer declared stays out, and each value takes the kind declared today.
|
||||||
|
expect(variables[shared.id]).toEqual({ score: 12, name: '7' });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('leaves a key the save does not name at its declared value', () => {
|
||||||
|
const { f, shared } = project();
|
||||||
|
const variables = { [shared.id]: { score: 0, lives: 3 } };
|
||||||
|
restoreSaved(f.project, variables, { [shared.id]: { score: 5 } });
|
||||||
|
expect(variables[shared.id]).toEqual({ score: 5, lives: 3 });
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('the persistent switch', () => {
|
||||||
|
it('is one undo step', () => {
|
||||||
|
const f = makeSpriteScene();
|
||||||
|
const shared = makeVariables(f, 'Progress', ['score']);
|
||||||
|
f.stack.execute(new SetVariablesPersistentCommand(shared.id, true));
|
||||||
|
expect(shared.persistent).toBe(true);
|
||||||
|
f.stack.undo();
|
||||||
|
expect(shared.persistent).toBeUndefined();
|
||||||
|
});
|
||||||
|
|
||||||
|
it('survives saving and loading', () => {
|
||||||
|
const f = makeSpriteScene();
|
||||||
|
const shared = makeVariables(f, 'Progress', ['score']);
|
||||||
|
f.stack.execute(new SetVariablesPersistentCommand(shared.id, true));
|
||||||
|
const loaded = deserializeProject(JSON.parse(JSON.stringify(serializeProject(f.project))));
|
||||||
|
const asset = loaded.assets.find(
|
||||||
|
(a): a is VariablesAsset => a.id === shared.id && a.type === 'variables',
|
||||||
|
);
|
||||||
|
expect(asset?.persistent).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -0,0 +1,70 @@
|
|||||||
|
/** The browser side of #166: one stored entry per project and area, cleared per asset or per project. */
|
||||||
|
import { describe, expect, it } from 'vitest';
|
||||||
|
import { clearSaved, hasSaved, saveArea, saveKey } from '../../src/editor/saves';
|
||||||
|
|
||||||
|
function memoryStore() {
|
||||||
|
const items = new Map<string, string>();
|
||||||
|
return {
|
||||||
|
items,
|
||||||
|
getItem: (key: string) => items.get(key) ?? null,
|
||||||
|
setItem: (key: string, value: string) => void items.set(key, value),
|
||||||
|
removeItem: (key: string) => void items.delete(key),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
describe('save areas', () => {
|
||||||
|
it('keep projects and areas apart', () => {
|
||||||
|
const store = memoryStore();
|
||||||
|
saveArea('p1', 'play', store).write({ a: { score: 1 } });
|
||||||
|
saveArea('p1', 'editor', store).write({ a: { score: 2 } });
|
||||||
|
saveArea('p2', 'play', store).write({ a: { score: 3 } });
|
||||||
|
expect(saveArea('p1', 'play', store).read()).toEqual({ a: { score: 1 } });
|
||||||
|
expect(saveArea('p1', 'editor', store).read()).toEqual({ a: { score: 2 } });
|
||||||
|
expect(saveArea('p2', 'play', store).read()).toEqual({ a: { score: 3 } });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('leave an asset the run does not write as it was', () => {
|
||||||
|
const store = memoryStore();
|
||||||
|
const area = saveArea('p1', 'play', store);
|
||||||
|
area.write({ a: { score: 1 }, b: { coins: 4 } });
|
||||||
|
area.write({ a: { score: 2 } });
|
||||||
|
expect(area.read()).toEqual({ a: { score: 2 }, b: { coins: 4 } });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('read an unreadable entry as nothing saved', () => {
|
||||||
|
const store = memoryStore();
|
||||||
|
store.setItem(saveKey('p1', 'play'), '{broken');
|
||||||
|
expect(saveArea('p1', 'play', store).read()).toEqual({});
|
||||||
|
store.setItem(saveKey('p1', 'play'), JSON.stringify({ a: 5, b: { score: 1 } }));
|
||||||
|
expect(saveArea('p1', 'play', store).read()).toEqual({ b: { score: 1 } });
|
||||||
|
});
|
||||||
|
|
||||||
|
it('keep working without storage', () => {
|
||||||
|
const area = saveArea('p1', 'play', null);
|
||||||
|
area.write({ a: { score: 1 } });
|
||||||
|
expect(area.read()).toEqual({});
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
||||||
|
describe('clearing saved data', () => {
|
||||||
|
it('forgets one asset in both areas and keeps the others', () => {
|
||||||
|
const store = memoryStore();
|
||||||
|
saveArea('p1', 'play', store).write({ a: { score: 1 }, b: { coins: 4 } });
|
||||||
|
saveArea('p1', 'editor', store).write({ a: { score: 2 } });
|
||||||
|
clearSaved('p1', 'a', store);
|
||||||
|
expect(saveArea('p1', 'play', store).read()).toEqual({ b: { coins: 4 } });
|
||||||
|
expect(hasSaved('p1', 'a', store)).toBe(false);
|
||||||
|
expect(store.items.has(saveKey('p1', 'editor'))).toBe(false);
|
||||||
|
});
|
||||||
|
|
||||||
|
it('forgets the whole project and leaves other projects alone', () => {
|
||||||
|
const store = memoryStore();
|
||||||
|
saveArea('p1', 'play', store).write({ a: { score: 1 } });
|
||||||
|
saveArea('p1', 'editor', store).write({ a: { score: 2 } });
|
||||||
|
saveArea('p2', 'play', store).write({ a: { score: 3 } });
|
||||||
|
expect(hasSaved('p1', undefined, store)).toBe(true);
|
||||||
|
clearSaved('p1', undefined, store);
|
||||||
|
expect(hasSaved('p1', undefined, store)).toBe(false);
|
||||||
|
expect(hasSaved('p2', undefined, store)).toBe(true);
|
||||||
|
});
|
||||||
|
});
|
||||||
@@ -31,6 +31,7 @@ import type { SceneObject } from '../src/core/model/SceneObject';
|
|||||||
import { deserializeProject, serializeProject } from '../src/core/store/serialize';
|
import { deserializeProject, serializeProject } from '../src/core/store/serialize';
|
||||||
import type { AudioSink } from '../src/runtime/systems/Audio';
|
import type { AudioSink } from '../src/runtime/systems/Audio';
|
||||||
import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
|
import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
|
||||||
|
import type { SaveArea } from '../src/core/graph/savedValues';
|
||||||
import { readyPhysics } from '../src/runtime/physics/engine';
|
import { readyPhysics } from '../src/runtime/physics/engine';
|
||||||
import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
|
import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
|
||||||
import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
|
import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
|
||||||
@@ -299,6 +300,8 @@ export interface WorldOptions {
|
|||||||
audio?: AudioSink;
|
audio?: AudioSink;
|
||||||
/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
|
/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
|
||||||
clock?: TimeScaled;
|
clock?: TimeScaled;
|
||||||
|
/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
|
||||||
|
saves?: SaveArea;
|
||||||
}
|
}
|
||||||
|
|
||||||
export interface StartedWorld {
|
export interface StartedWorld {
|
||||||
@@ -334,6 +337,7 @@ export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): S
|
|||||||
animations,
|
animations,
|
||||||
audio: options.audio,
|
audio: options.audio,
|
||||||
clock: options.clock,
|
clock: options.clock,
|
||||||
|
saves: options.saves,
|
||||||
})
|
})
|
||||||
: null;
|
: null;
|
||||||
if (behaviors) world.addSystem(behaviors);
|
if (behaviors) world.addSystem(behaviors);
|
||||||
|
|||||||
+99
-2
@@ -4,7 +4,8 @@ import { MAKE_OBJECT } from './lib/scaffold.mjs';
|
|||||||
/**
|
/**
|
||||||
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
|
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
|
||||||
* declared `global` one current state. The step checks the run (two objects counting into one
|
* declared `global` one current state. The step checks the run (two objects counting into one
|
||||||
* number), that the node offers the asset's declarations, and the switch on the machine.
|
* number), that the node offers the asset's declarations, the switch on the machine, and a
|
||||||
|
* persistent asset going on from the last run (#166).
|
||||||
*
|
*
|
||||||
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
|
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
|
||||||
*/
|
*/
|
||||||
@@ -147,7 +148,103 @@ export async function scope(t) {
|
|||||||
);
|
);
|
||||||
await shot('03-machine-scope');
|
await shot('03-machine-scope');
|
||||||
|
|
||||||
// 32f. Everything this step added goes again.
|
// 32f. Persistent (#166): the switch on the asset, a second run going on from the first, the
|
||||||
|
// editor run saving apart, and both ways of clearing. Saves live in this browser, so the
|
||||||
|
// step starts by forgetting whatever an earlier run of the suite left there.
|
||||||
|
// 32d pointed the reading node at the behavior; counting on from a save needs it back on the asset.
|
||||||
|
await mutate(`
|
||||||
|
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
|
||||||
|
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = 'sc-vars';
|
||||||
|
`);
|
||||||
|
const pid = await json('__gm.state.project.id');
|
||||||
|
const saveKey = (area) => `game-maker.saves.${pid}.${area}`;
|
||||||
|
const saved = (area) =>
|
||||||
|
json(`JSON.parse(localStorage.getItem(${JSON.stringify(saveKey(area))}) ?? 'null')`);
|
||||||
|
await t.evaluate(
|
||||||
|
`localStorage.removeItem(${JSON.stringify(saveKey('play'))}); localStorage.removeItem(${JSON.stringify(saveKey('editor'))})`,
|
||||||
|
);
|
||||||
|
await selectAsset('sc-vars');
|
||||||
|
const persistentBox = await json(`__gm.inspectorField('Persistent')`);
|
||||||
|
if (persistentBox) await click(persistentBox.x, persistentBox.y);
|
||||||
|
await sleep(200);
|
||||||
|
const kept = await asset('sc-vars');
|
||||||
|
const keptNote = await has('Kept between runs, in this browser.');
|
||||||
|
check(
|
||||||
|
'the Persistent switch on a Variables asset marks it and says what it means',
|
||||||
|
Boolean(persistentBox) && kept.persistent === true && keptNote,
|
||||||
|
JSON.stringify({ box: persistentBox, persistent: kept.persistent, note: keptNote }),
|
||||||
|
);
|
||||||
|
await shot('04-persistent');
|
||||||
|
|
||||||
|
const scoreOfRun = async () => {
|
||||||
|
await t.play();
|
||||||
|
await sleep(600);
|
||||||
|
const score = (await json('__gm.world()')).shared.variables['sc-vars']?.score;
|
||||||
|
await stop();
|
||||||
|
return score;
|
||||||
|
};
|
||||||
|
const firstRun = await scoreOfRun();
|
||||||
|
const secondRun = await scoreOfRun();
|
||||||
|
const afterPlay = await saved('play');
|
||||||
|
check(
|
||||||
|
'the next run goes on where the last one ended, and the save says so',
|
||||||
|
firstRun === 2 && secondRun === 4 && afterPlay?.['sc-vars']?.score === 4,
|
||||||
|
JSON.stringify({ firstRun, secondRun, saved: afterPlay }),
|
||||||
|
);
|
||||||
|
const declaredScore = (await asset('sc-vars')).props.score;
|
||||||
|
check(
|
||||||
|
'the project itself keeps the declared start value',
|
||||||
|
declaredScore === 0,
|
||||||
|
`props.score = ${JSON.stringify(declaredScore)}`,
|
||||||
|
);
|
||||||
|
|
||||||
|
// One box runs in the editor: a run of its own, which must not touch what Play saved.
|
||||||
|
await t.select({
|
||||||
|
kind: 'object',
|
||||||
|
holderId: await json('__gm.state.project.activeSceneId'),
|
||||||
|
objectId: 'sc-brain-a',
|
||||||
|
});
|
||||||
|
await sleep(200);
|
||||||
|
const runBox = await json(`__gm.inspectorField('Run in editor')`);
|
||||||
|
if (runBox) await click(runBox.x, runBox.y);
|
||||||
|
await sleep(600);
|
||||||
|
const editorSave = await saved('editor');
|
||||||
|
const playSave = await saved('play');
|
||||||
|
if (runBox) await click(runBox.x, runBox.y);
|
||||||
|
await sleep(200);
|
||||||
|
check(
|
||||||
|
'an editor run saves into an area of its own and leaves the played save alone',
|
||||||
|
editorSave?.['sc-vars']?.score === 1 && playSave?.['sc-vars']?.score === 4,
|
||||||
|
JSON.stringify({ box: runBox, editor: editorSave, play: playSave }),
|
||||||
|
);
|
||||||
|
|
||||||
|
await selectAsset('sc-vars');
|
||||||
|
const clearButton = await t.find('Clear saved values');
|
||||||
|
if (clearButton) await click(clearButton.x, clearButton.y);
|
||||||
|
await sleep(200);
|
||||||
|
const clearedNotice = await json('__gm.state.notice');
|
||||||
|
const clearedBoth = (await saved('play')) === null && (await saved('editor')) === null;
|
||||||
|
const freshRun = await scoreOfRun();
|
||||||
|
check(
|
||||||
|
'"Clear saved values" forgets both saves, and the next run starts from the declared value',
|
||||||
|
Boolean(clearButton) &&
|
||||||
|
clearedBoth &&
|
||||||
|
freshRun === 2 &&
|
||||||
|
clearedNotice === 'Saved values of Score cleared',
|
||||||
|
JSON.stringify({ button: Boolean(clearButton), clearedBoth, freshRun, notice: clearedNotice }),
|
||||||
|
);
|
||||||
|
|
||||||
|
await t.clickToolbar('menu');
|
||||||
|
await t.clickText('Clear saved data');
|
||||||
|
await sleep(200);
|
||||||
|
const menuCleared = await saved('play');
|
||||||
|
check(
|
||||||
|
'"Clear saved data" in the menu forgets the saves of the whole project',
|
||||||
|
menuCleared === null && (await json('__gm.state.notice')) === 'Saved data cleared',
|
||||||
|
JSON.stringify({ play: menuCleared }),
|
||||||
|
);
|
||||||
|
|
||||||
|
// 32g. Everything this step added goes again.
|
||||||
await mutate(`
|
await mutate(`
|
||||||
const p = __gm.state.project;
|
const p = __gm.state.project;
|
||||||
const scene = __gm.state.activeScene;
|
const scene = __gm.state.activeScene;
|
||||||
|
|||||||
@@ -47,13 +47,14 @@ export async function topbar(t) {
|
|||||||
);
|
);
|
||||||
await shot('46-topbar');
|
await shot('46-topbar');
|
||||||
|
|
||||||
// 46b. The one menu. Four entries, and the separator between what opens a project and what
|
// 46b. The one menu, with the separator between what opens a project and what changes the one
|
||||||
// changes the one that is open.
|
// that is open. Clearing the saved data is checked in 32.
|
||||||
await clickToolbar('menu');
|
await clickToolbar('menu');
|
||||||
const rows = await json('__gm.menuRows()');
|
const rows = await json('__gm.menuRows()');
|
||||||
|
const expected = ['New project', 'Open project…', null, 'Project settings…', 'Clear saved data'];
|
||||||
check(
|
check(
|
||||||
'the menu button opens new project, the project picker and the project settings',
|
'the menu button opens new project, the project picker, the settings and clearing saves',
|
||||||
JSON.stringify(rows) === JSON.stringify(['New project', 'Open project…', null, 'Project settings…']),
|
JSON.stringify(rows) === JSON.stringify(expected),
|
||||||
JSON.stringify(rows),
|
JSON.stringify(rows),
|
||||||
);
|
);
|
||||||
|
|
||||||
|
|||||||
Reference in new issue
Block a user