A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
game-maker / suite (push) Successful in 6m48s
game-maker / suite (push) Successful in 6m48s
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.
The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.
Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.
564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.
Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
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@@ -35,7 +35,7 @@ function nearestColour(sample) {
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}
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export async function frames(t) {
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const { check, sleep, json, evaluate, shot, clickText, drag, press, undo, wheel } = t;
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const { check, sleep, json, evaluate, shot, clickText, drag, press, undo, wheel, showTab } = t;
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// 13a. The tab exists and shows the texture the selection points at.
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await press('Escape');
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@@ -43,7 +43,6 @@ export async function frames(t) {
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const texture = await json("(__gm.state.project.assets.find((a) => a.type === 'texture') ?? {}).id ?? ''");
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await evaluate(`__gm.state.select({ kind: 'asset', assetId: ${JSON.stringify(texture)} })`);
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await openTab(t, 'texture');
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await sleep(400);
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check('the Texture tab opens', (await json('__gm.tab()')) === 'texture');
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check(
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'and shows the selected sheet',
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@@ -84,7 +83,6 @@ export async function frames(t) {
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// 13c. It is one undo step, not one per pointer move.
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await undo();
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await sleep(400);
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check(
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'undo removes the frame in one step',
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(await json(
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@@ -92,7 +90,6 @@ export async function frames(t) {
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)) === 0,
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);
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await t.redo();
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await sleep(400);
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// 13d. A sprite wearing the frame shows that part of the sheet and nothing else.
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await evaluate(`(() => {
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@@ -101,7 +98,7 @@ export async function frames(t) {
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sprite.props.texture = ${JSON.stringify(frame.id)};
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__gm.state.preview();
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})()`);
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await evaluate("__gm.showTab('scene')");
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await showTab('scene');
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await sleep(900);
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const box = await json("__gm.objectRect('otex')");
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@@ -128,8 +125,7 @@ export async function frames(t) {
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__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0xff00ff;
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__gm.state.preview();
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})()`);
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await evaluate("__gm.showTab('texture')");
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await sleep(400);
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await showTab('texture');
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await clickText('Slice…');
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await sleep(500);
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const dialog = await json('__gm.overlayTexts()');
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@@ -160,8 +156,7 @@ export async function frames(t) {
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// 13f. Zoomed in, the sheet is larger than the tab: nothing of it may be drawn next to the tab.
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// The bug this guards against drew the checkerboard's base rectangle, the frame outlines
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// and the name plates over the Assets panel, because only the picture itself was masked.
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await evaluate("__gm.showTab('texture')");
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await sleep(400);
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await showTab('texture');
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const area = await json('__gm.texture.rect()');
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// Points on the panel left of the tab and on the tab row above it – both were painted over.
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const probes = [
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@@ -198,10 +193,9 @@ export async function frames(t) {
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JSON.stringify(await json('__gm.textOverflows()')),
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);
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await clickText('Fit');
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await sleep(400);
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// 13g. A sprite pointed at a frame slicing removed falls back to its colour.
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await evaluate("__gm.showTab('scene')");
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await showTab('scene');
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await sleep(700);
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if (box) {
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const fallback = await json(
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