Let each variable of a behavior choose whether calls keep it (#229)
The first version of #229 put a Keep state switch on the Run behavior node. The user wanted it where the variable is declared instead. Whether a value lives on belongs to the variable, not to every call site. - The node switch keepState is gone again. RunBehavior, CallResult and nested.ts are back to what they were before #229. - BehaviorAsset.keptVariables lists the kept names. It lives on the asset and not in PropertyDef, because that is the schema of every inspector row. - A variable added from now on starts with Keep on. Variables in existing projects start with Keep off, so old projects run unchanged. - SetVariableKeptCommand flips the switch as one undo step. Add, remove and rename carry the list along. Loading drops names that are not declared. - The interpreter keeps only the listed variables, per Run behavior node and per object as before. The others start at their defaults. - Local state machines in a called behavior start empty on every call again, as before #229. Global and scene machines are unchanged. - The inspector shows a Keep button in each variable row of a behavior. Its state is part of the asset signature, so a click redraws the row. Without that the button kept its old look until the inspector was reopened. Found: the project Garden of Sacrifices still has keepState = true on the call Player -> Character Movement. It is ignored now. Direction there predates the switch, so Keep is off until set by hand. Tests: - ./check.sh: 163 files, 2392 tests, CHECK EXIT 0 (before 2388) - tests/core/keep-state.test.ts rewritten, 15 tests - e2e 19: ALL PASSED, 35 checks. 19c-ii now clicks the Keep button of a new variable: on when added, off by a click, on again, off after undo. - Counter-checks, each fails its own test: keep list ignored (2), states kept (1), new variable not kept (8), rename drops the list (1), no Keep button (e2e 19c-ii). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -5,6 +5,7 @@ import {
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type PropertyValue,
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type StructValue,
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} from '../model/Properties';
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import { isKeptVariable, setKeptVariable } from '../model/Asset';
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import { overrideSites } from '../model/instance';
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import type { Project } from '../model/Project';
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import type { VariableKind } from '../properties/kinds';
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@@ -19,9 +20,12 @@ import {
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import { type Removed, removeFirst, restoreAt } from '../util/list';
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import { type Command, CommandError, RenameCommand } from './Command';
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import { renameVariablePorts } from './portCommands';
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import { requireVariableOwner } from './require';
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import { requireBehavior, requireVariableOwner } from './require';
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/** The variable's default value is written to `props` as well. */
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/**
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* The variable's default value is written to `props` as well. On a behavior a new variable starts
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* out kept between calls (#229).
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*/
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export class AddVariableCommand implements Command {
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readonly label: string;
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readonly def: PropertyDef;
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@@ -42,12 +46,14 @@ export class AddVariableCommand implements Command {
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throw new CommandError(`Variable "${this.def.key}" already exists`);
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asset.variables.push(this.def);
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asset.props[this.def.key] = this.def.default;
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if (asset.type === 'behavior') setKeptVariable(asset, this.def.key, true);
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}
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undo(project: Project): void {
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const asset = requireVariableOwner(project, this.assetId);
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asset.variables = asset.variables.filter((v) => v.key !== this.def.key);
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delete asset.props[this.def.key];
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if (asset.type === 'behavior') setKeptVariable(asset, this.def.key, false);
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}
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}
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@@ -88,7 +94,7 @@ function restoreOverrides(
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/** Removes a variable together with its default and every instance override. */
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export class RemoveVariableCommand implements Command {
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readonly label: string;
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private removed?: { def: Removed<PropertyDef>; value: PropertyValue | undefined };
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private removed?: { def: Removed<PropertyDef>; value: PropertyValue | undefined; kept: boolean };
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private overrides: TakenOverride[] = [];
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constructor(
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@@ -102,8 +108,10 @@ export class RemoveVariableCommand implements Command {
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const asset = requireVariableOwner(project, this.assetId);
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const def = removeFirst(asset.variables, (v) => v.key === this.key);
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if (!def) throw new CommandError(`Variable "${this.key}" not found`);
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this.removed = { def, value: asset.props[this.key] };
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const kept = asset.type === 'behavior' && isKeptVariable(asset, this.key);
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this.removed = { def, value: asset.props[this.key], kept };
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delete asset.props[this.key];
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if (asset.type === 'behavior') setKeptVariable(asset, this.key, false);
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this.overrides = takeOverrides(project, this.assetId, this.key);
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}
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@@ -112,6 +120,7 @@ export class RemoveVariableCommand implements Command {
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const asset = requireVariableOwner(project, this.assetId);
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restoreAt(asset.variables, [this.removed.def]);
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if (this.removed.value !== undefined) asset.props[this.key] = this.removed.value;
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if (this.removed.kept && asset.type === 'behavior') setKeptVariable(asset, this.key, true);
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restoreOverrides(project, this.assetId, this.key, this.overrides);
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}
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}
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@@ -135,6 +144,9 @@ export class RenameVariableCommand extends RenameCommand {
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if (asset.variables.some((v) => v.key === to)) throw new CommandError(`Variable "${to}" already exists`);
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def.key = to;
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def.label = to;
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// Renamed in place, so the switch keeps its spot in the list.
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if (asset.type === 'behavior' && asset.keptVariables)
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asset.keptVariables = asset.keptVariables.map((k) => (k === from ? to : k));
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if (asset.props[from] !== undefined) {
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asset.props[to] = asset.props[from]!;
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delete asset.props[from];
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@@ -148,6 +160,32 @@ export class RenameVariableCommand extends RenameCommand {
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}
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}
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/** Whether a behavior's variable carries on from one `Run behavior` call to the next (#229). */
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export class SetVariableKeptCommand 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 key: string,
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private readonly kept: boolean,
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) {
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this.label = kept ? `Keep ${key} between calls` : `Reset ${key} every call`;
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}
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execute(project: Project): void {
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const asset = requireBehavior(project, this.assetId);
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if (!asset.variables.some((v) => v.key === this.key))
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throw new CommandError(`Variable "${this.key}" not found`);
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this.previous = isKeptVariable(asset, this.key);
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setKeptVariable(asset, this.key, this.kept);
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}
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undo(project: Project): void {
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setKeptVariable(requireBehavior(project, this.assetId), this.key, this.previous);
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}
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}
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const INVALID_NAME = 'Variable names must start with a letter and contain only letters, digits or _';
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const INVALID_FIELD = 'Field names must start with a letter and contain only letters, digits or _';
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@@ -43,21 +43,20 @@ function emptyFrame(graph: Graph): Frame {
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return { graph, outputCache: new Map(), dataCache: new Map() };
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}
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/** What a `Run behavior` with Keep state left behind in its callee (#229). */
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interface KeptState {
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variables: PropertyBag;
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states: Record<string, string>;
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}
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/**
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* The variables a kept call resumes with: today's declarations, each at the value it was left at
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* unless that value is gone or no longer of the declared sort – then at its default.
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* The variables a call starts with: today's declarations at their defaults, except that a kept one
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* resumes at the value the last call from the same site left – unless that value is gone or no
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* longer of the declared sort (#229).
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*/
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export function resumedVariables(defaults: PropertyBag, kept: PropertyBag | undefined): PropertyBag {
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export function resumedVariables(
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defaults: PropertyBag,
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left: PropertyBag | undefined,
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kept: readonly string[],
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): PropertyBag {
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const variables: PropertyBag = {};
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for (const [key, value] of Object.entries(defaults)) {
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const left = kept?.[key];
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variables[key] = left !== undefined && typeof left === typeof value ? left : value;
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const was = kept.includes(key) ? left?.[key] : undefined;
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variables[key] = was !== undefined && typeof was === typeof value ? was : value;
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}
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return variables;
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}
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@@ -72,8 +71,8 @@ export class GraphInterpreter {
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readonly nodeState = new Map<string, Record<string, number>>();
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/** Assets run as a node so far – the graph editor highlights them from this instance's trace. */
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readonly calledBehaviors = new Set<string>();
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/** Kept calls by call site: the chain of `Run behavior` node ids that led there. */
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readonly keptCalls = new Map<string, KeptState>();
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/** What calls left in their variables, by call site: the chain of `Run behavior` node ids that led there. */
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readonly keptCalls = new Map<string, PropertyBag>();
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private frame: Frame;
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private callStack: string[] = [];
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private callSites: string[] = [];
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@@ -163,7 +162,7 @@ export class GraphInterpreter {
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* Runs another behavior from its start node to its end node and returns what the end node was
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* handed. The nested graph gets its own frame and a fresh copy of its variable defaults, so it is
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* a call and not an inlining: nothing of it survives the return but the values it hands back –
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* unless the call keeps its state, which then waits for the next call from the same site.
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* and the variables it keeps, which wait for the next call from the same site.
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*/
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private call(call: CallResult, site: string, ctx: NodeContext, depth: number): Record<string, Value> {
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const program = this.lookup.behavior(call.behaviorId);
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@@ -172,10 +171,9 @@ export class GraphInterpreter {
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const start = terminalNode(program.graph, BEHAVIOR_START);
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if (!start) return {};
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const sites = [...this.callSites, site].join('/');
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const kept = call.keep ? this.keptCalls.get(sites) : undefined;
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const variables = resumedVariables(program.defaults, kept?.variables);
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const states = kept?.states ?? {};
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if (call.keep) this.keptCalls.set(sites, { variables, states });
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const kept = program.kept ?? [];
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const variables = resumedVariables(program.defaults, this.keptCalls.get(sites), kept);
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if (kept.length > 0) this.keptCalls.set(sites, variables);
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const outer = this.frame;
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this.frame = emptyFrame(program.graph);
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this.frame.outputCache.set(start.id, { ...call.inputs });
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@@ -185,16 +183,16 @@ export class GraphInterpreter {
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this.calledBehaviors.add(call.behaviorId);
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try {
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this.trace?.onNode(start.id);
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// A call sees nothing of the caller's variables or states. What it does to a local machine is
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// therefore not reported; a `global` machine is the run's, so moving that one is a move like
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// any other.
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// Fresh states every call, and nothing of the caller's variables or states. What it does to a
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// local machine therefore dies with the call and is not reported; a `global` machine is the
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// run's, so moving that one is a move like any other.
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this.follow(
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start,
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'exec',
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{
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...ctx,
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variables,
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states,
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states: {},
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stateChanged: (machineId, from, to) => {
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if (machineId in ctx.shared.states) ctx.stateChanged(machineId, from, to);
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},
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@@ -48,8 +48,6 @@ export interface RepeatResult {
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export interface CallResult {
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behaviorId: string;
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inputs: Record<string, Value>;
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/** The called behavior picks up the variables and states this call site left behind (#229). */
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keep?: boolean;
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}
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export interface RunResult {
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@@ -6,6 +6,8 @@ export interface BehaviorProgram {
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name: string;
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graph: Graph;
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defaults: PropertyBag;
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/** The variables a call hands on to the next call from the same site (#229); absent is none. */
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kept?: readonly string[];
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}
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/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
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@@ -22,7 +22,6 @@ export const VARIABLES = 'Variables';
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export const PROPERTIES = 'Properties';
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export const BEHAVIOR_PARAM = 'behavior';
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export const KEEP_STATE_PARAM = 'keepState';
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export const VARIABLES_PARAM = 'variablesAsset';
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/** Whose declarations a `Variables` node reads; empty is the behavior the node sits in. */
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@@ -1,13 +1,6 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { textOf } from '../../../model/Properties';
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import {
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BEHAVIOR_END,
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BEHAVIOR_PARAM,
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BEHAVIOR_START,
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declaredPorts,
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KEEP_STATE_PARAM,
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RUN_BEHAVIOR,
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} from '../../nested';
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import { BEHAVIOR_END, BEHAVIOR_PARAM, BEHAVIOR_START, declaredPorts, RUN_BEHAVIOR } from '../../nested';
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import { exec } from '../shared';
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/**
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@@ -20,15 +13,12 @@ export const RunBehavior: NodeDef = {
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label: 'Run behavior',
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category: 'flow',
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description:
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'Runs another behavior as a step of this one, passing values in and taking results out. Its ' +
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'variables start at their defaults every time, unless Keep state is on: then each object keeps ' +
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'them for this node from one call to the next.',
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'Runs another behavior as a step of this one, passing values in and taking results out. A ' +
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'variable marked Keep in that behavior carries on from the last call of this node on this ' +
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'object; the others start at their defaults every time.',
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inputs: [exec()],
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outputs: [exec()],
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params: [
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{ key: BEHAVIOR_PARAM, label: 'Behavior', kind: 'asset', default: '', assetTypes: ['behavior'] },
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{ key: KEEP_STATE_PARAM, label: 'Keep state', kind: 'boolean', default: false },
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],
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params: [{ key: BEHAVIOR_PARAM, label: 'Behavior', kind: 'asset', default: '', assetTypes: ['behavior'] }],
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derivePorts: ({ node, lookup }) => {
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const program = lookup.behavior(textOf(node.params[BEHAVIOR_PARAM] ?? ''));
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return {
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@@ -39,11 +29,7 @@ export const RunBehavior: NodeDef = {
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};
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},
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run: (_ctx, inputs, params) => ({
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call: {
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behaviorId: textOf(params[BEHAVIOR_PARAM] ?? ''),
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inputs,
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keep: params[KEEP_STATE_PARAM] === true,
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},
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call: { behaviorId: textOf(params[BEHAVIOR_PARAM] ?? ''), inputs },
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next: 'exec',
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}),
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};
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+21
-1
@@ -29,13 +29,33 @@ export interface SceneAsset extends AssetBase {
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objects: SceneObject[];
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}
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/** `variables` is this asset's own property schema; `props` holds their default values. */
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/**
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* `variables` is this asset's own property schema; `props` holds their default values.
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*
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* `keptVariables` names the variables a `Run behavior` call hands on to the next call from the same
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* node on the same object (#229); the others start at their default every call. Absent keeps none,
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* so a project from before the switch runs as it did – a variable added since starts out kept.
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*/
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export interface BehaviorAsset extends AssetBase {
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type: 'behavior';
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variables: PropertyDef[];
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keptVariables?: string[];
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graph: Graph;
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}
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/** Whether a call of this behavior hands `key` on to the next call (#229). */
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export function isKeptVariable(asset: BehaviorAsset, key: string): boolean {
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return asset.keptVariables?.includes(key) === true;
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}
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/** Writes the switch for one variable; an empty list is dropped rather than stored. */
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export function setKeptVariable(asset: BehaviorAsset, key: string, on: boolean): void {
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const rest = (asset.keptVariables ?? []).filter((k) => k !== key);
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const next = on ? [...rest, key] : rest;
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if (next.length > 0) asset.keptVariables = next;
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else delete asset.keptVariables;
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}
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/**
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* 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 –
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@@ -5,14 +5,19 @@ import { findAssetOf, type Project } from './Project';
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/**
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* What a graph may see of the project around it. A behavior's `defaults` are its variable values;
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* every call copies them, so a nested behavior never carries state from one call to the next.
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* every call starts from a copy of them, except for the variables it keeps (#229).
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*/
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export function graphLookup(project: Project): GraphLookup {
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return {
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behavior: (assetId) => {
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const asset = findAssetOf(project, assetId, 'behavior');
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if (!asset) return null;
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return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(project, asset) };
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return {
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name: asset.name,
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graph: asset.graph,
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defaults: resolveAssetProps(project, asset),
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kept: asset.keptVariables ?? [],
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};
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},
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machine: (assetId) => {
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const asset = findAssetOf(project, assetId, 'statemachine');
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@@ -23,6 +23,7 @@ import type {
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AnimationKey,
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AnimationTrack,
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Asset,
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BehaviorAsset,
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PixelFrame,
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PixelLayer,
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StateMachineAsset,
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@@ -164,14 +165,20 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
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if (type === 'scene' || type === 'container') {
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assets.push({ id, type, name, props, objects: normalizeObjects(a.objects, schemaOf) });
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} else if (type === 'behavior') {
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assets.push({
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const declared = variables.get(id) ?? [];
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const behavior: BehaviorAsset = {
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id,
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type,
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name,
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props,
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variables: variables.get(id) ?? [],
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variables: declared,
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graph: normalizeGraph(a.graph),
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});
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};
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// Only names that are declared, each once, in declaration order.
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const kept = new Set(Array.isArray(a.keptVariables) ? a.keptVariables : []);
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const keptVariables = declared.map((v) => v.key).filter((key) => kept.has(key));
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if (keptVariables.length > 0) behavior.keptVariables = keptVariables;
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assets.push(behavior);
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} else if (type === 'variables') {
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const shared: VariablesAsset = { id, type, name, props, variables: variables.get(id) ?? [] };
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// Scope first: a `scene` asset is never persistent, so the switch that cannot apply is dropped.
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