A state change is something the graph can react to, so the machine announces it (#53, #54, #55, #57)
game-maker / suite (push) Successful in 10m58s

Four issues that all reach for the same line: how the current state is
read and written. Splitting them into four commits would mean four
states of the tree that do not compile, so they arrive together.

#55 start state — the machine asset carries an optional `start` holding
a State node's id. Right-click a state to set or remove it, a ring in
the node's title says which one it is. A dead id (the state was deleted)
reads as "no start", so nothing has to clean up after a deletion.

#53 entered/exited — `On state entered` and `On state exited`, one exec
output per state. Every change now goes through a single `setState`
that reports it; BehaviorSystem delivers it after the exec flow that
caused it, `exited` of the old before `entered` of the new, round after
round until the queue is empty, with a cap that stops a ping-pong graph
with an endless-loop error. A local machine tells the instance that
switched, a global one tells every instance holding a matching event
node. The start state fires `entered` too: per instance for a local
machine, once per run for a global one.

#57 reading — `Current state` with `name` for showing and `id` for
comparing, `Is in state` with one boolean per state. Neither has a
`run`, so `read` learned `def` and `lookup`, and the catalog test knows
this third kind of node.

#54 seeing it — during a run the state machine tab marks every state
some instance is holding faintly, and the one held by the selected
scene object's instance strongly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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adminandClaude Opus 5 committed 2026-09-15 06:18:20 +02:00
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@@ -72,13 +72,15 @@ describe('node registry', () => {
const keys = [...def.inputs, ...def.outputs].map((p) => p.key);
expect(new Set(def.inputs.map((p) => p.key)).size).toBe(def.inputs.length);
expect(new Set(def.outputs.map((p) => p.key)).size).toBe(def.outputs.length);
// An event is seeded by the runtime, so nothing flows into it.
if (def.category === 'event') expect(def.inputs).toHaveLength(0);
// An event is seeded by the runtime, so no flow arrives at one. What it may take is a data
// input that says which event it means – the machine `On state entered` watches.
if (def.category === 'event') expect(def.inputs.filter((p) => p.type === 'exec')).toHaveLength(0);
// A state is a name in a machine; its ports only anchor transitions, so it never runs.
else if (def.category === 'state') expect(def.run).toBeUndefined();
// A shader node is compiled to GLSL and a particle node to a function: neither is ever run.
else if (def.category === 'shader' || def.category === 'particles') expect('emit' in def).toBe(true);
else expect(def.run).toBeTypeOf('function');
// Everything else does one of the two: a step (`run`), or an answer whenever asked (`read`).
else expect(typeof (def.run ?? def.read)).toBe('function');
expect(keys.every((k) => k.length > 0)).toBe(true);
}
});