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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@@ -27,23 +27,18 @@ const counterGraph = {
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};
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export async function scope(t) {
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const { check, sleep, evaluate, json, shot, click, locate, asset, mutate, stop, has } = t;
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const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
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const selectAsset = async (id) => {
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await evaluate(`__gm.state.select({ kind: 'asset', assetId: ${JSON.stringify(id)} })`);
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await sleep(300);
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await t.select({ kind: 'asset', assetId: id });
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};
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const selectNode = async (nodeId) => {
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await evaluate(
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`__gm.state.select({ kind: 'node', assetId: 'sc-logic', nodeId: ${JSON.stringify(nodeId)} })`,
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);
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await sleep(300);
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await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
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};
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/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
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const clickLast = async (text) => {
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const p = await locate(text, true);
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await click(p.x, p.y);
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await sleep(250);
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};
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// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
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@@ -74,7 +69,6 @@ export async function scope(t) {
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make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
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);
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`);
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await sleep(400);
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// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
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await t.play();
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@@ -93,7 +87,6 @@ export async function scope(t) {
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`objects carrying "score": ${JSON.stringify(carriers)}`,
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);
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await stop();
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await sleep(400);
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// 32c. The asset is where the declaration lives, and it says what it is for.
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await selectAsset('sc-vars');
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@@ -123,7 +116,6 @@ export async function scope(t) {
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const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
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g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
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`);
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await sleep(400);
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const complainsNow = await has('"score" is not a variable of this behavior.');
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check(
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'and clearing it points the node back at the behavior, which has no such variable',
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@@ -146,9 +138,7 @@ export async function scope(t) {
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const machineScope = await has('Local');
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const pick = await locate('Local', true);
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await click(pick.x, pick.y);
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await sleep(250);
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await clickLast('Global');
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await sleep(350);
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const machine = await asset('sc-machine');
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check(
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'a state machine is switched between one current state per object and one for the run',
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@@ -165,5 +155,4 @@ export async function scope(t) {
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p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
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__gm.state.select(null);
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`);
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await sleep(300);
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}
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