A shared value belongs to no behavior, so it becomes an asset of its own (#91)
game-maker / suite (push) Failing after 8m59s

This reverses the design of the previous commit. `PropertyDef.scope` is gone
without replacement: a behavior variable is an object property again, without
exception, and sharing is something you point at rather than something you
declare twice.

A **Variables asset** is declarations and nothing else -- no graph, no position,
never placed, no tab of its own (`TAB_OF_ASSET` is already `Partial<>`, so that
costs no line). A `Variables` node names one through its new `variablesAsset`
setting, empty meaning the behavior's own variables as before, and then reads
and writes one value per key for the whole run. Its property list follows the
chosen source, which was the actual request: a value another graph declared is
now offerable, where before every participant had to declare the name itself.

That deletes more than it adds (-72 lines net): `globalConflicts` and its
run-stopping kind clash, `SetVariableScopeCommand`, the scope picker, both
object-inspector filters and the "shared by the whole run" note on the placed
object. A typo is no longer a silent second variable -- naming an asset is
picking from a list. And two Variables assets may carry the same key without
meeting, because the asset is the key, not the name. The one shape it copies is
the one that already existed: `Set state` picks its machine the same way.

Lifetime is unchanged. The bag is built at `BehaviorSystem.start()` from the
declarations and never written back, so playing in the editor cannot change the
project -- which is the whole reason a counter must not be an object property
(`World.syncToModel` would `commit()` it, and the coin counter would stand at 7
for good).

Full symmetry across that gap, without mirroring anything. Two named wires:
`Inspector.liveVariables` shows the values as they stand while a run is on and
falls back to the declarations when it ends, and `adoptDeclarations()` takes a
key into the run *only where the document changed it since the last sync*.
Without that condition any unrelated project edit would snap a running counter
back to its starting value; a counter-test bends exactly that and falls over.
Nothing was ever cached, incidentally: `GraphInterpreter` only pulse-caches
nodes without a `read`, and the variable node has one. The wire was missing.

The state machine `Scope` row is now an ordinary `enum` row through
`createFieldRow`. It was hand-built from an `HStack` with a ghost dropdown and
began ~34px left of every value above it; the explanations beside `Local` and
`Global` are gone from the menu, the sentence below the row keeps saying it.
Machine scope is otherwise untouched -- `StateMachineAsset.scope`,
`SetMachineScopeCommand`, `stateBag()` and its persistence all stand, so #59
stays closed as built and `Scope` as a type now carries machines alone.

Six counter-proofs, each biting at its own guard. One of them did not bite at
first: the suggestion list was computed twice, in `nodeSection` and
`portSection`, so only the browser test covered the request itself. It is one
named function now, `variableChoices`, with a unit test of its own.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-14 18:05:36 +02:00
1 parent d1fcfe8b81
commit 8143130ed2
37 files changed
+679 -419

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+2
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@@ -30,6 +30,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
return { ...base, type: 'text' };
case 'behavior':
return { ...base, type: 'behavior', variables: [], graph: createEmptyGraph() };
case 'variables':
return { ...base, type: 'variables', variables: [] };
case 'collider':
return { ...base, type: 'collider' };
case 'container':
+2 -2
View File
@@ -1,4 +1,4 @@
import type { BehaviorAsset } from '../model/Asset';
import type { BehaviorAsset, VariablesAsset } from '../model/Asset';
import type { Project } from '../model/Project';
function firstFree(taken: ReadonlySet<string>, candidate: (i: number) => string, from: number): string {
@@ -15,7 +15,7 @@ export function nextAssetName(project: Project, base: string): string {
}
/** "var1", "var2", … – the first variable name not yet used by the behavior. */
export function nextVariableName(asset: BehaviorAsset, base = 'var'): string {
export function nextVariableName(asset: BehaviorAsset | VariablesAsset, base = 'var'): string {
return firstFree(new Set(asset.variables.map((v) => v.key)), (i) => `${base}${i}`, 1);
}
+6 -1
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@@ -14,6 +14,7 @@ import {
OBJECT_BEHAVIOR_PARAM,
propertyTargetOf,
RUN_BEHAVIOR,
variablesSourceOf,
} from '../graph';
import type { PropertyValue } from '../model/Properties';
import type { Project } from '../model/Project';
@@ -355,7 +356,11 @@ export function renameVariablePorts(project: Project, behaviorId: string, from:
}
function namesVariablesOf(node: GraphNode, graphOwner: string, behaviorId: string): boolean {
if (declaresVariablePorts(node.type)) return graphOwner === behaviorId;
if (declaresVariablePorts(node.type)) {
// A node naming a Variables asset follows that asset wherever it sits, not the graph around it.
const source = variablesSourceOf(node.params);
return source ? source === behaviorId : graphOwner === behaviorId;
}
return (
declaresPropertyPorts(node.type) &&
propertyTargetOf(node.params) === 'behavior' &&
+9 -1
View File
@@ -1,7 +1,7 @@
/** Lookups that throw a `CommandError` when the target does not exist. */
import { findNode, type Graph, type GraphNode } from '../graph/Graph';
import { type NodeDef, nodeDef } from '../graph/NodeRegistry';
import type { Asset, BehaviorAsset, StateMachineAsset } from '../model/Asset';
import type { Asset, BehaviorAsset, StateMachineAsset, VariablesAsset } from '../model/Asset';
import { findObject, type ObjectTree } from '../model/hierarchy';
import { isTemplateContent, objectRef, type ObjectRef } from '../model/instance';
import {
@@ -71,6 +71,14 @@ export function requireBehavior(project: Project, assetId: string): BehaviorAsse
return asset;
}
/** An asset that declares variables: a behavior, or a Variables asset shared by the whole run. */
export function requireVariableOwner(project: Project, assetId: string): BehaviorAsset | VariablesAsset {
const asset = findAsset(project, assetId);
if (asset?.type !== 'behavior' && asset?.type !== 'variables')
throw new CommandError(`Variable owner ${assetId} not found`);
return asset;
}
export function requireStateMachine(project: Project, assetId: string): StateMachineAsset {
const asset = findAssetOf(project, assetId, 'statemachine');
if (!asset) throw new CommandError(`State machine ${assetId} not found`);
+8 -42
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@@ -7,7 +7,6 @@ import {
} from '../model/Properties';
import { overrideSites } from '../model/instance';
import type { Project } from '../model/Project';
import { type Scope, scopeOf, setScope } from '../model/Scope';
import type { VariableKind } from '../properties/kinds';
import {
emptyFieldValue,
@@ -20,7 +19,7 @@ import {
import { type Removed, removeFirst, restoreAt } from '../util/list';
import { type Command, CommandError } from './Command';
import { renameVariablePorts } from './portCommands';
import { requireBehavior } from './require';
import { requireVariableOwner } from './require';
/** The variable's default value is written to `props` as well. */
export class AddVariableCommand implements Command {
@@ -37,7 +36,7 @@ export class AddVariableCommand implements Command {
}
execute(project: Project): void {
const asset = requireBehavior(project, this.assetId);
const asset = requireVariableOwner(project, this.assetId);
if (!isValidVariableName(this.def.key)) throw new CommandError(INVALID_NAME);
if (asset.variables.some((v) => v.key === this.def.key))
throw new CommandError(`Variable "${this.def.key}" already exists`);
@@ -46,7 +45,7 @@ export class AddVariableCommand implements Command {
}
undo(project: Project): void {
const asset = requireBehavior(project, this.assetId);
const asset = requireVariableOwner(project, this.assetId);
asset.variables = asset.variables.filter((v) => v.key !== this.def.key);
delete asset.props[this.def.key];
}
@@ -100,7 +99,7 @@ export class RemoveVariableCommand implements Command {
}
execute(project: Project): void {
const asset = requireBehavior(project, this.assetId);
const asset = requireVariableOwner(project, this.assetId);
const def = removeFirst(asset.variables, (v) => v.key === this.key);
if (!def) throw new CommandError(`Variable "${this.key}" not found`);
this.removed = { def, value: asset.props[this.key] };
@@ -110,46 +109,13 @@ export class RemoveVariableCommand implements Command {
undo(project: Project): void {
if (!this.removed) return;
const asset = requireBehavior(project, this.assetId);
const asset = requireVariableOwner(project, this.assetId);
restoreAt(asset.variables, [this.removed.def]);
if (this.removed.value !== undefined) asset.props[this.key] = this.removed.value;
restoreOverrides(project, this.assetId, this.key, this.overrides);
}
}
/**
* A shared variable has no per-instance value, so going `global` takes the deviations placed objects
* kept for it. Undo gives them back.
*/
export class SetVariableScopeCommand implements Command {
readonly label: string;
private previous: Scope = 'local';
private overrides: TakenOverride[] = [];
constructor(
private readonly assetId: string,
private readonly key: string,
private readonly scope: Scope,
) {
this.label = `Make variable ${key} ${scope}`;
}
execute(project: Project): void {
const def = variableOf(project, this.assetId, this.key);
if (!def) throw new CommandError(`Variable "${this.key}" not found`);
this.previous = scopeOf(def);
setScope(def, this.scope);
this.overrides = this.scope === 'global' ? takeOverrides(project, this.assetId, this.key) : [];
}
undo(project: Project): void {
const def = variableOf(project, this.assetId, this.key);
if (!def) return;
setScope(def, this.previous);
restoreOverrides(project, this.assetId, this.key, this.overrides);
}
}
/** Renames everywhere: definition, default, instance overrides and the graph nodes referring to it. */
export class RenameVariableCommand implements Command {
readonly label: string;
@@ -171,7 +137,7 @@ export class RenameVariableCommand implements Command {
}
private rename(project: Project, from: string, to: string): void {
const asset = requireBehavior(project, this.assetId);
const asset = requireVariableOwner(project, this.assetId);
if (from === to) return;
if (!isValidVariableName(to)) throw new CommandError(INVALID_NAME);
const def = asset.variables.find((v) => v.key === from);
@@ -202,7 +168,7 @@ interface FieldOwner {
}
function variableOf(project: Project, assetId: string, key: string): PropertyDef | undefined {
return requireBehavior(project, assetId).variables.find((v) => v.key === key);
return requireVariableOwner(project, assetId).variables.find((v) => v.key === key);
}
function requireFieldOwner(project: Project, assetId: string, key: string): FieldOwner {
@@ -244,7 +210,7 @@ interface ValueHolder {
}
function valueHolders(project: Project, assetId: string, key: string): ValueHolder[] {
const asset = requireBehavior(project, assetId);
const asset = requireVariableOwner(project, assetId);
const def = asset.variables.find((v) => v.key === key);
const holders: ValueHolder[] = [];
if (def)
+4 -4
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@@ -70,12 +70,12 @@ export interface PointerState {
}
/**
* What `global` declarations share for the length of one run: one value per variable name, one
* current state per machine. A key that is not in here is not shared – which is what lets a behavior
* declaring the same name for itself keep its own value (see `graph/sharedState.ts`).
* What is shared for the length of one run: the values of each Variables asset, keyed by its id,
* and the current state of each `global` machine. Two Variables assets may declare the same name
* without meeting, since a node names the asset it reads (see `graph/sharedState.ts`).
*/
export interface SharedState {
variables: PropertyBag;
variables: Record<string, PropertyBag>;
states: Record<string, string>;
}
+16 -2
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@@ -1,6 +1,6 @@
import { textOf } from '../model/Properties';
import { type PropertyBag, textOf } from '../model/Properties';
import { isTaggedKind } from '../properties/kinds';
import { flatDef, isValidFieldName } from '../properties/PropertySchema';
import { flatDef, isValidFieldName, type PropertyDef } from '../properties/PropertySchema';
import { type DeclaredPort, declaredPortType, type Graph, type GraphEdge, type GraphNode } from './Graph';
import type { GraphLookup } from './lookup';
import { nodeDef, type NodeDef, type PortDef } from './NodeRegistry';
@@ -12,6 +12,20 @@ export const VARIABLES = 'Variables';
export const PROPERTIES = 'Properties';
export const BEHAVIOR_PARAM = 'behavior';
export const VARIABLES_PARAM = 'variablesAsset';
/** Whose declarations a `Variables` node reads; empty is the behavior the node sits in. */
export const VARIABLES_SETTING: PropertyDef = {
key: VARIABLES_PARAM,
label: 'Variables',
kind: 'asset',
default: '',
assetTypes: ['variables'],
};
export function variablesSourceOf(params: PropertyBag): string {
return textOf(params[VARIABLES_PARAM] ?? '');
}
/**
* Nodes whose declared ports are not names of their own but variables of the behavior around them.
+9 -9
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@@ -1,6 +1,6 @@
import { collapsedTitle, portDefOf, VARIABLES } from '../../nested';
import { collapsedTitle, portDefOf, VARIABLES, VARIABLES_SETTING, variablesSourceOf } from '../../nested';
import { type NodeDef, withInlineDefault } from '../../NodeRegistry';
import { readableVariables, variableBag } from '../../sharedState';
import { variableBag } from '../../sharedState';
import { writeTyped } from '../../values';
import { exec } from '../shared';
@@ -13,11 +13,11 @@ export const Variables: NodeDef = {
label: 'Variables',
category: 'variable',
description:
"Reads this behavior's variables at any time. Those switched to Set are written together when " +
'the flow arrives, and a read after that sees the new value.',
"Reads variables at any time: this behavior's own, or those of a Variables asset, which every " +
'graph pointing at it shares. Those switched to Set are written when the flow arrives.',
inputs: [],
outputs: [],
params: [],
params: [VARIABLES_SETTING],
declaresPorts: 'both',
declaredPort: (port) => withInlineDefault(portDefOf(port)),
derivePorts: ({ node }) => {
@@ -25,10 +25,10 @@ export const Variables: NodeDef = {
const shape = ports.some((p) => p.write) ? { inputs: [exec()], outputs: [exec()] } : {};
return node.collapsed ? { ...shape, label: collapsedTitle(ports, 'variables') } : shape;
},
read: (ctx) => readableVariables(ctx),
run: (ctx, inputs, _params, def) => {
for (const port of def.inputs)
if (port.type !== 'exec') writeTyped(variableBag(ctx, port.key), port.key, inputs[port.key]);
read: (ctx, params) => variableBag(ctx, variablesSourceOf(params)),
run: (ctx, inputs, params, def) => {
const bag = variableBag(ctx, variablesSourceOf(params));
for (const port of def.inputs) if (port.type !== 'exec') writeTyped(bag, port.key, inputs[port.key]);
return { next: 'exec' };
},
};
+44 -89
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@@ -1,115 +1,70 @@
import type { Asset } from '../model/Asset';
import type { PropertyBag, PropertyValue } from '../model/Properties';
import type { PropertyBag } from '../model/Properties';
import type { Project } from '../model/Project';
import { isGlobal } from '../model/Scope';
import type { PropertyDef } from '../properties/PropertySchema';
import type { NodeContext, SharedState } from './NodeContext';
export function emptySharedState(): SharedState {
return { variables: {}, states: {} };
}
/** What every Variables asset declares right now: the value set on the asset, else the default. */
export function declaredVariables(project: Project): Record<string, PropertyBag> {
const declared: Record<string, PropertyBag> = {};
for (const asset of project.assets) {
if (asset.type !== 'variables') continue;
const bag: PropertyBag = {};
for (const def of asset.variables) bag[def.key] = asset.props[def.key] ?? def.default;
declared[asset.id] = bag;
}
return declared;
}
/**
* Built once per run, from the declarations rather than from any instance: a global variable exists
* even before the behavior declaring it is placed. Two behaviors declaring the same name mean the
* same variable – the first declaration sets the starting value (see `globalConflicts`).
* Built once per run, from the declarations rather than from any instance: a Variables asset holds
* its values whether or not a graph ever reads them, and nothing is written back when the run ends.
*/
export function buildSharedState(project: Project): SharedState {
const shared = emptySharedState();
for (const asset of project.assets) {
if (asset.type === 'behavior') {
for (const def of asset.variables)
if (isGlobal(def) && !(def.key in shared.variables))
shared.variables[def.key] = asset.props[def.key] ?? def.default;
} else if (asset.type === 'statemachine' && isGlobal(asset)) {
shared.states[asset.id] = '';
}
}
const shared: SharedState = { variables: declaredVariables(project), states: {} };
for (const asset of project.assets)
if (asset.type === 'statemachine' && isGlobal(asset)) shared.states[asset.id] = '';
return shared;
}
/**
* Where two behaviors disagree about the same global name. A different kind is an error – one of the
* two would silently read a value of a type it never declared – while a different starting value is
* only a warning, since the first declaration decides and the run is well defined either way.
* Moves edits made to the declarations during a run into the values it shares. A key is taken over
* only where the document changed it since `seen`, which is what leaves a value a graph has moved
* on alone – the panel can show the running value and set it without the two fighting.
*/
export interface GlobalConflict {
key: string;
severity: 'error' | 'warning';
message: string;
}
export function globalConflicts(project: Project): GlobalConflict[] {
const first = new Map<string, { def: PropertyDef; asset: string; value: PropertyValue }>();
const conflicts: GlobalConflict[] = [];
const seen = new Set<string>();
for (const asset of project.assets) {
if (asset.type !== 'behavior') continue;
for (const def of asset.variables) {
if (!isGlobal(def)) continue;
const value = asset.props[def.key] ?? def.default;
const held = first.get(def.key);
if (!held) {
first.set(def.key, { def, asset: asset.name, value });
continue;
}
// One report per name: a third behavior disagreeing adds nothing the first line does not say.
if (seen.has(def.key)) continue;
if (held.def.kind !== def.kind) {
seen.add(def.key);
conflicts.push({
key: def.key,
severity: 'error',
message: `Global variable "${def.key}" is a ${held.def.kind} in ${held.asset} and a ${def.kind} in ${asset.name}.`,
});
} else if (!sameValue(held.value, value)) {
seen.add(def.key);
conflicts.push({
key: def.key,
severity: 'warning',
message: `Global variable "${def.key}" starts at ${display(held.value)} in ${held.asset} and at ${display(value)} in ${asset.name}; the first is used.`,
});
}
export function adoptDeclarations(
live: Record<string, PropertyBag>,
seen: Record<string, PropertyBag>,
now: Record<string, PropertyBag>,
): void {
for (const [assetId, declared] of Object.entries(now)) {
const bag = live[assetId];
if (!bag) {
live[assetId] = { ...declared };
continue;
}
const before = seen[assetId] ?? {};
for (const [key, value] of Object.entries(declared))
if (!(key in bag) || before[key] !== value) bag[key] = value;
for (const key of Object.keys(bag)) if (!(key in declared)) delete bag[key];
}
return conflicts;
for (const assetId of Object.keys(live)) if (!(assetId in now)) delete live[assetId];
}
/** Structs and lists compare by their stored shape, which is what the project file holds anyway. */
function sameValue(a: PropertyValue | undefined, b: PropertyValue | undefined): boolean {
return a === b || JSON.stringify(a ?? null) === JSON.stringify(b ?? null);
}
function display(value: PropertyValue | undefined): string {
return typeof value === 'string' ? `"${value}"` : JSON.stringify(value ?? null);
}
/** The bag a variable is written to: its own when the behavior declares it, else the shared one. */
export function variableBag(ctx: NodeContext, key: string): PropertyBag {
if (key in ctx.variables) return ctx.variables;
return key in ctx.shared.variables ? ctx.shared.variables : ctx.variables;
}
/** Everything the behavior can read under one name, its own declaration winning over a shared one. */
export function readableVariables(ctx: NodeContext): PropertyBag {
const shared = ctx.shared.variables;
return isEmpty(shared) ? ctx.variables : { ...shared, ...ctx.variables };
/**
* The values a `Variables` node reads and writes: those of the asset it names, else the behavior's
* own. A name that no asset answers to is a fresh bag, so a node left pointing at a deleted asset
* writes nowhere instead of into the behavior it sits in.
*/
export function variableBag(ctx: NodeContext, source: string): PropertyBag {
if (!source) return ctx.variables;
return ctx.shared.variables[source] ?? {};
}
/** Where a machine's current state is kept: shared when the machine is `global`, else per instance. */
export function stateBag(ctx: NodeContext, machineId: string): Record<string, string> {
return machineId in ctx.shared.states ? ctx.shared.states : ctx.states;
}
/** The defaults a behavior instance starts with: a shared variable is not one of them. */
export function withoutGlobals(defaults: PropertyBag, asset: Asset): PropertyBag {
if (asset.type !== 'behavior') return defaults;
const own = { ...defaults };
for (const def of asset.variables) if (isGlobal(def)) delete own[def.key];
return own;
}
function isEmpty(bag: PropertyBag): boolean {
for (const key in bag) if (Object.hasOwn(bag, key)) return false;
return true;
}
+11
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@@ -36,6 +36,16 @@ export interface BehaviorAsset extends AssetBase {
graph: Graph;
}
/**
* Declarations shared by the whole run: a `Variables` node naming this asset reads and writes one
* value per key, however many graphs point at it. Nothing is placed, so nothing overrides it –
* `props` holds the starting values, as a behavior's does for its own variables.
*/
export interface VariablesAsset extends AssetBase {
type: 'variables';
variables: PropertyDef[];
}
/** Placed as a child of the object it belongs to; its position is the offset from that body. */
export interface ColliderAsset extends AssetBase {
type: 'collider';
@@ -129,6 +139,7 @@ export type Asset =
| TextAsset
| SceneAsset
| BehaviorAsset
| VariablesAsset
| ColliderAsset
| ContainerAsset
| TextureAsset
+5 -2
View File
@@ -4,6 +4,7 @@ export const ASSET_TYPES = [
'sprite',
'text',
'behavior',
'variables',
'collider',
'container',
'texture',
@@ -22,6 +23,7 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
sprite: 'Sprite',
text: 'Text',
behavior: 'Behavior',
variables: 'Variables',
collider: 'Collider',
container: 'Container',
texture: 'Texture',
@@ -35,11 +37,11 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
/**
* Textures and animations are not placeable: they are pictures a sprite wears through `texture`,
* as a shader is worn through `shader` and a font through `font`. A state machine is not either:
* a behavior refers to it by id.
* a behavior refers to it by id, and a Variables asset is declarations a graph reads by id.
*/
export type PlaceableAssetType = Exclude<
AssetType,
'scene' | 'texture' | 'animation' | 'statemachine' | 'shader' | 'font'
'scene' | 'texture' | 'animation' | 'statemachine' | 'shader' | 'font' | 'variables'
>;
const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
@@ -49,6 +51,7 @@ const NOT_PLACEABLE: ReadonlySet<AssetType> = new Set([
'statemachine',
'shader',
'font',
'variables',
]);
export function isPlaceableType(type: AssetType): type is PlaceableAssetType {
+3 -3
View File
@@ -1,7 +1,7 @@
/**
* Whether a declaration keeps a value per behavior instance or shares one for the whole run.
* Everything was `local` before scopes existed, so a missing field means `local` and old projects
* load unchanged.
* Whether a state machine keeps its current state per behavior instance or shares one for the whole
* run. Everything was `local` before scopes existed, so a missing field means `local` and old
* projects load unchanged. Variables are shared by living on a Variables asset instead (#91).
*/
export type Scope = 'local' | 'global';
+1 -3
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@@ -1,5 +1,4 @@
import type { GraphLookup } from '../graph/lookup';
import { withoutGlobals } from '../graph/sharedState';
import { statesOf, transitionsOf } from '../graph/stateMachine';
import { resolveAssetProps } from '../properties/resolve';
import { findAssetOf, type Project } from './Project';
@@ -13,8 +12,7 @@ export function graphLookup(project: Project): GraphLookup {
behavior: (assetId) => {
const asset = findAssetOf(project, assetId, 'behavior');
if (!asset) return null;
const defaults = withoutGlobals(resolveAssetProps(project, asset), asset);
return { name: asset.name, graph: asset.graph, defaults };
return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(project, asset) };
},
machine: (assetId) => {
const asset = findAssetOf(project, assetId, 'statemachine');
+9 -16
View File
@@ -20,7 +20,6 @@ import {
type VariableKind,
} from './kinds';
import { findAssetOf, type Project } from '../model/Project';
import { isGlobal, type Scope } from '../model/Scope';
import type { SceneObject } from '../model/SceneObject';
import { flatListOf, listItemOf } from './listItems';
import { FONT_KEY } from './fonts';
@@ -58,14 +57,10 @@ type Extras<K extends FlatKind> = K extends 'number'
/** The definition of a flat kind: its default is a value of that kind, as the table says. */
export type FlatDef<K extends FlatKind = FlatKind> = {
[P in K]: { key: string; label: string; kind: P; default: ValueOf<P>; scope?: Scope } & Extras<P>;
[P in K]: { key: string; label: string; kind: P; default: ValueOf<P> } & Extras<P>;
}[K];
/**
* The inspector is generated from these entries, so a new property is one line in a schema below.
* `scope` is only ever set on a behavior's own variables; the fixed schemas below leave it off, which
* reads as `local`.
*/
/** The inspector is generated from these entries, so a new property is one line in a schema below. */
export type PropertyDef =
| FlatDef
/**
@@ -74,7 +69,7 @@ export type PropertyDef =
* item kind: a list is stored in the project file, and an object is a live handle that no reload
* survives.
*/
| { key: string; label: string; kind: 'list'; default: ListValue; scope?: Scope }
| { key: string; label: string; kind: 'list'; default: ListValue }
/**
* `fields` is the declaration; the value carries exactly those keys, which is what lets a struct
* keep its shape while single fields are written (`mergeStruct`).
@@ -85,7 +80,6 @@ export type PropertyDef =
kind: 'struct';
default: StructValue;
fields: readonly StructFieldDef[];
scope?: Scope;
};
export interface PrimitiveFieldDef {
@@ -220,6 +214,8 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
],
// Behaviors declare their own properties (variables) per asset too – see `schemaForAsset`.
behavior: [{ key: 'runInEditor', label: 'Run in editor', kind: 'boolean', default: false }],
// Every row is declared on the asset itself – see `schemaForBag`.
variables: [],
// The states are the asset's graph (see StateMachineAsset), not a property.
statemachine: [],
// The nodes are the asset's graph (see ShaderAsset); its parameters are rows of the sprites wearing it.
@@ -311,19 +307,16 @@ export function schemaForAsset(project: Project, asset: Asset): PropertySchema {
return schemaForBag(project, asset, asset.props);
}
/**
* A placed object's rows: an object overriding its shader has that shader's parameters. A global
* variable is not among them – it belongs to the run, not to this object, so it shows no row here
* and never reaches `entity.props` (which is what lets the shared bag answer for it instead).
*/
/** A placed object's rows: an object overriding its shader has that shader's parameters. */
export function schemaForObject(project: Project, asset: Asset, object: SceneObject): PropertySchema {
const shader = object.overrides[SHADER_KEY];
const rows = schemaForBag(project, asset, shader === undefined ? asset.props : { [SHADER_KEY]: shader });
return rows.some(isGlobal) ? rows.filter((def) => !isGlobal(def)) : rows;
return schemaForBag(project, asset, shader === undefined ? asset.props : { [SHADER_KEY]: shader });
}
function schemaForBag(project: Project, asset: Asset, bag: PropertyBag): PropertySchema {
if (asset.type === 'behavior') return [...FULL_SCHEMAS.behavior, ...asset.variables];
// Nothing but declarations: the starting values live in `props` under the very same keys.
if (asset.type === 'variables') return asset.variables;
if (asset.type === 'sprite') return [...FULL_SCHEMAS.sprite, ...shaderParamRows(project, shaderOf(bag))];
// Unlike a sprite's shader, a source's graph is its own asset's, so no id has to be looked up.
if (asset.type === 'particles') {
+4 -1
View File
@@ -11,7 +11,10 @@ import { deviatesFromAsset, isModified } from './resolve';
* default is declared on the variable itself, so the asset value cannot differ from it.
*/
export function markedAssetSchema(project: Project, asset: Asset): PropertySchema {
return asset.type === 'behavior' ? schemaFor('behavior') : schemaForAsset(project, asset);
// Declared variables are drawn by the inspector's own section, not as asset rows.
return asset.type === 'behavior' || asset.type === 'variables'
? schemaFor(asset.type)
: schemaForAsset(project, asset);
}
/** Whether any asset property the inspector would mark gold differs from its default. */
+4 -4
View File
@@ -73,12 +73,12 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
if (typeof a.id !== 'string' || !a.id || !isAssetType(a.type)) continue;
rawProps.set(a.id, asRecord(a.props));
if (a.type === 'sprite' || a.type === 'particles') wearers.set(a.id, a.type);
if (a.type === 'behavior') {
if (a.type === 'behavior' || a.type === 'variables') {
const vars = normalizeVariables(a.variables);
variables.set(a.id, vars);
// The full schema, not just the common rows: this is what pass 2 coerces `props` against, and
// a behavior's own `runInEditor` would be dropped as undeclared.
schemas.set(a.id, [...schemaFor('behavior'), ...vars]);
schemas.set(a.id, [...schemaFor(a.type), ...vars]);
} else if (a.type === 'particles') {
// A source's rows end with its own graph's parameters, so the graph is needed before the
// overrides of the objects placed from it can be coerced.
@@ -130,6 +130,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
variables: variables.get(id) ?? [],
graph: normalizeGraph(a.graph),
});
} else if (type === 'variables') {
assets.push({ id, type, name, props, variables: variables.get(id) ?? [] });
} else if (type === 'statemachine') {
const machine: StateMachineAsset = {
id,
@@ -260,8 +262,6 @@ function normalizeVariables(raw: unknown): PropertyDef[] {
const fields = normalizeStructFields(v.fields);
const def = variableDef(key, kind, undefined, fields);
def.default = coerceValue(def, (v.default ?? def.default) as PropertyValue);
// Written only when shared, so every project made before scopes existed saves back unchanged.
if (readScope(v.scope) === 'global') def.scope = 'global';
defs.push(def);
}
return defs;
+3
View File
@@ -164,6 +164,9 @@ export class Editor implements PlayHost {
this.graphEditor.canvas.traceProvider = (assetId) => this.play.traceFor(assetId);
this.graphEditor.canvas.timeProvider = () => this.play.time;
// Only one of the two ever runs a given asset: playing stops the editor run (see `EditorRun.tick`).
this.inspector.liveVariables = (assetId) =>
this.play.liveVariables(assetId) ?? this.editorRun.liveVariables(assetId);
this.toolbar = new Toolbar(state, {
openProjectMenu: (anchor) => this.projects.openProjectMenu(anchor),
+19 -1
View File
@@ -1,4 +1,6 @@
/** Runs "run in editor" behaviors outside play mode, on a world built from the saved model, not a copy. */
import { findAsset } from '../core/model/Project';
import type { PropertyBag } from '../core/model/Properties';
import { hasEditorRun, runsInEditor } from '../core/properties/editorRun';
import { addGameSystems, type BehaviorSystem, behaviorError } from '../runtime/systems/BehaviorSystem';
import { Input } from '../runtime/systems/Input';
@@ -60,7 +62,22 @@ export class EditorRun {
world.tick(step);
this.input.endFrame();
if (this.control(world)) return;
this.commit(world.syncToModel());
const write = world.syncToModel();
this.commit(write);
// A shared value belongs to no object, so a frame that only moved one writes nothing here and
// the panels would never hear of it. Asking who is looking keeps that to the frames it helps.
if (!write.values && !write.structure && this.showsVariables()) this.state.runtimeTick();
}
/** The values a Variables asset shares in this run; null when no editor run is on. */
liveVariables(assetId: string): PropertyBag | null {
return this.behaviors?.liveVariables(assetId) ?? null;
}
private showsVariables(): boolean {
const selection = this.state.selection;
if (selection?.kind !== 'asset') return false;
return findAsset(this.state.project, selection.assetId)?.type === 'variables';
}
/** Facts for the check scripts: object ids of the behaviors currently running without Play. */
@@ -83,6 +100,7 @@ export class EditorRun {
const world = this.world;
if (world && world.project === this.state.project && world.sceneId === scene.id) {
world.syncFromModel();
this.behaviors?.syncDeclarations();
return;
}
this.stop();
+7
View File
@@ -11,6 +11,7 @@ import {
type Trace,
} from '../runtime/systems/BehaviorSystem';
import type { AnimationClock } from '../runtime/Entity';
import type { PropertyBag } from '../core/model/Properties';
import { gameClock } from '../core/time';
import { Input } from '../runtime/systems/Input';
import { World } from '../runtime/World';
@@ -82,6 +83,12 @@ export class PlaySession {
syncFromModel(): void {
this.world?.syncFromModel();
this.behaviors?.syncDeclarations();
}
/** The values a Variables asset shares in this run; null when nothing is playing. */
liveVariables(assetId: string): PropertyBag | null {
return this.behaviors?.liveVariables(assetId) ?? null;
}
play(): void {
+4
View File
@@ -1,3 +1,4 @@
import type { PropertyBag } from '../../core/model/Properties';
import { Label, Panel, ScrollContainer, Theme, ui, VStack } from '../../ui';
import { type EditorState, sameSelection, type Selection } from '../state';
import { assetSignature, buildAssetSection, refreshAssetSection } from './assetSection';
@@ -27,6 +28,8 @@ export class Inspector extends Panel {
/** A rebuild that was due while a field in here had focus (see `refreshValues`). */
private rebuildWhenLeft = false;
private rebuilds = 0;
/** A Variables asset's live values, set by the editor – the only place that knows the running worlds. */
liveVariables: (assetId: string) => PropertyBag | null = () => null;
constructor(private readonly state: EditorState) {
super({ title: 'Inspector', padding: 0, gap: 0 });
@@ -53,6 +56,7 @@ export class Inspector extends Panel {
state: this.state,
// Read through the state on every call: load and play mode replace the project object.
project: () => this.state.project,
liveVariables: (assetId) => this.liveVariables(assetId),
body: new VStack({ padding: Theme.padding, gap: Theme.gap }),
fields: new Map(),
nameField: null,
+42 -33
View File
@@ -12,13 +12,12 @@ import {
RemoveVariableCommand,
RenameStructFieldCommand,
RenameVariableCommand,
SetVariableScopeCommand,
} from '../../core/commands/variableCommands';
import type { Command } from '../../core/commands/Command';
import type { Asset, BehaviorAsset, StateMachineAsset } from '../../core/model/Asset';
import { globalConflicts } from '../../core/graph/sharedState';
import type { Asset, BehaviorAsset, StateMachineAsset, VariablesAsset } from '../../core/model/Asset';
import { findAsset, type Project } from '../../core/model/Project';
import { isGlobal, type Scope, scopeOf } from '../../core/model/Scope';
import type { PropertyBag, PropertyValue } from '../../core/model/Properties';
import { isGlobal, readScope, scopeOf } from '../../core/model/Scope';
import { type StructFieldKind, VARIABLE_KINDS } from '../../core/properties/kinds';
import { type PropertyDef, schemaForAsset, type StructFieldDef } from '../../core/properties/PropertySchema';
import { markedAssetSchema } from '../../core/properties/deviation';
@@ -26,7 +25,7 @@ import { isModified, resolveAssetProps } from '../../core/properties/resolve';
import { Dropdown, HStack, Label, Menu, Theme } from '../../ui';
import { FontPreview } from '../font/FontPreview';
import { aspectActions, sizeCommand } from './aspectAction';
import { actionIf, createFieldRow, type FieldHandlers, NAME_WIDTH } from './fieldFactory';
import { actionIf, createFieldRow, type FieldHandlers } from './fieldFactory';
import { addNameField, addNote, addTitle, type InspectorHost } from './host';
import { buildVariable, kindMenu, type VariableEditing } from './variableRows';
import { listOpener, previewingHandlers, structFields } from './previewHandlers';
@@ -49,7 +48,7 @@ export function assetSignature(project: Project, assetId: string): string {
export function defSignature(def: PropertyDef): string {
// Only a struct has rows of its own; a list is one row whatever its items are.
const fields = def.kind === 'struct' ? def.fields.map((f) => `${f.key}:${f.kind}`).join('+') : '';
return `${def.key}:${def.kind}${fields ? `(${fields})` : ''}@${scopeOf(def)}`;
return `${def.key}:${def.kind}${fields ? `(${fields})` : ''}`;
}
/** Name, properties (asset values marked when they differ from the default) and, for behaviors, the variables. */
@@ -65,7 +64,12 @@ export function buildAssetSection(host: InspectorHost, assetId: string): void {
});
buildProps(host, asset, markedAssetSchema(host.state.project, asset));
if (asset.type === 'behavior') 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') {
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);
// A font has no properties at all, so without this its inspector would be the name and nothing.
if (asset.type === 'font')
@@ -80,7 +84,7 @@ export function refreshAssetSection(host: InspectorHost, assetId: string): boole
if (!asset) return false;
host.nameField?.setValue(asset.name);
const project = host.state.project;
const values = resolveAssetProps(project, asset);
const values = shownValues(host, asset);
for (const [key, row] of host.fields) {
row.setValue(values[key] ?? 0);
row.setModified(isModified(project, asset, key));
@@ -135,15 +139,25 @@ function assetHandlers(host: InspectorHost, assetId: string, def: PropertyDef):
};
}
/** Variables of a behavior, each with its declaration editable – plus an "add" menu. */
function buildVariables(host: InspectorHost, asset: BehaviorAsset): void {
/**
* What the rows show: the values of the run while one is on, else what the document declares – so a
* value a graph counts up is visible without ever being saved.
*/
export function shownValues(host: InspectorHost, asset: Asset): PropertyBag {
const values = resolveAssetProps(host.state.project, asset);
const live = asset.type === 'variables' ? host.liveVariables(asset.id) : null;
return live ? { ...values, ...live } : values;
}
/** Declared variables, each with its declaration editable – plus an "add" menu. */
function buildVariables(host: InspectorHost, asset: BehaviorAsset | VariablesAsset): void {
const header = new HStack({ gap: Theme.gap, align: 'center' });
header.add(new Label('VARIABLES', { style: 'title' }), 1);
const add = new Dropdown('+ Variable', { variant: 'ghost' });
add.onClick = () => {
const items = kindMenu(VARIABLE_KINDS, (kind) => {
const current = findAsset(host.state.project, asset.id);
if (current?.type === 'behavior')
if (current?.type === 'behavior' || current?.type === 'variables')
host.state.execute(new AddVariableCommand(asset.id, nextVariableName(current), kind));
});
new Menu(items).openBelow(add);
@@ -152,7 +166,7 @@ function buildVariables(host: InspectorHost, asset: BehaviorAsset): void {
host.body.add(header);
if (asset.variables.length === 0) addNote(host, 'No variables yet.');
const values = resolveAssetProps(host.state.project, asset);
const values = shownValues(host, asset);
const run = (command: Command): void => void host.state.execute(command);
for (const def of asset.variables) {
const edit: VariableEditing = {
@@ -160,7 +174,6 @@ function buildVariables(host: InspectorHost, asset: BehaviorAsset): void {
remove: () => run(new RemoveVariableCommand(asset.id, def.key)),
renameField: (field, next) => run(new RenameStructFieldCommand(asset.id, def.key, field.key, next)),
removeField: (field) => run(new RemoveStructFieldCommand(asset.id, def.key, field.key)),
setScope: (scope) => run(new SetVariableScopeCommand(asset.id, def.key, scope)),
addField: (kind) =>
run(
new AddStructFieldCommand(
@@ -173,30 +186,26 @@ function buildVariables(host: InspectorHost, asset: BehaviorAsset): void {
const value = values[def.key] ?? def.default;
host.fields.set(def.key, buildVariable(host, def, value, assetHandlers(host, asset.id, def), { edit }));
}
// The mark alone says nothing to someone meeting it for the first time.
if (asset.variables.some(isGlobal))
addNote(host, '⊕ is one value for the whole run, shared by name.', 'small');
// A global name is shared with every other behavior declaring it, so the disagreement shows here.
const own = new Set(asset.variables.map((v) => v.key));
for (const conflict of globalConflicts(host.state.project))
if (own.has(conflict.key)) addNote(host, conflict.message, 'warning');
}
/** Not in the schema table: the scope lives on the asset itself, not in its property bag. */
const MACHINE_SCOPE: PropertyDef = {
key: 'scope',
label: 'Scope',
kind: 'enum',
default: 'local',
options: [
{ value: 'local', label: 'Local' },
{ value: 'global', label: 'Global' },
],
};
/** A state machine has no properties of its own, so the inspector shows just its name and this. */
function buildMachineScope(host: InspectorHost, asset: StateMachineAsset): void {
const row = new HStack({ gap: Theme.gap, align: 'center' });
row.add(new Label('Scope', { style: 'muted', width: NAME_WIDTH, padding: Theme.fieldPadding }));
const pick = new Dropdown(isGlobal(asset) ? 'Global' : 'Local', { variant: 'ghost' });
const set = (scope: Scope) => () => void host.state.execute(new SetMachineScopeCommand(asset.id, scope));
pick.onClick = () =>
new Menu([
{ label: 'Local \u2013 one current state per object', onSelect: set('local') },
{ label: 'Global \u2013 one current state for the whole run', onSelect: set('global') },
]).openBelow(pick);
row.add(pick, 1);
host.body.add(row);
const set = (value: PropertyValue): void =>
void host.state.execute(new SetMachineScopeCommand(asset.id, readScope(value)));
const row = createFieldRow(host, MACHINE_SCOPE, scopeOf(asset), { onInput: set, onChange: set });
host.body.add(row.row);
addNote(
host,
isGlobal(asset)
+3
View File
@@ -1,3 +1,4 @@
import type { PropertyBag } from '../../core/model/Properties';
import { Label, TextField, type TextFieldOptions, type VStack } from '../../ui';
import type { EditorState } from '../state';
import { type FieldContext, type FieldRow, labelledRow } from './fieldFactory';
@@ -5,6 +6,8 @@ import { type FieldContext, type FieldRow, labelledRow } from './fieldFactory';
/** What the inspector sections build into: the panel body and the registry of rows. */
export interface InspectorHost extends FieldContext {
readonly state: EditorState;
/** The values a Variables asset shares in the run going on, null when none is (see `Inspector`). */
liveVariables(assetId: string): PropertyBag | null;
readonly body: VStack;
/** Rows by key; live refreshes and highlight updates find them here. */
readonly fields: Map<string, FieldRow>;
+17 -7
View File
@@ -19,6 +19,7 @@ import {
STATE_TRANSITION,
stateName,
TRANSITION_PARAM,
variablesSourceOf,
} from '../../core/graph';
import type { GraphAsset } from '../../core/model/Asset';
import { graphLookup } from '../../core/model/graphLookup';
@@ -28,7 +29,12 @@ import type { PropertyDef } from '../../core/properties/PropertySchema';
import { Label } from '../../ui';
import { createFieldRow, type FieldHandlers } from './fieldFactory';
import { addNote, addTitle, type InspectorHost } from './host';
import { buildPortSection, buildPropertyPortSection, buildVariablePortSection } from './portSection';
import {
buildPortSection,
buildPropertyPortSection,
buildVariablePortSection,
variableChoices,
} from './portSection';
import { listOpener, previewingHandlers } from './previewHandlers';
import { buildTransitionPicker, buildTransitionSection } from './transitionSection';
import { currentNode, nodeParamValue } from './valueSpecs';
@@ -56,11 +62,14 @@ export function nodeSignature(project: Project, assetId: string, nodeId: string)
.map((e) => `${e.id}:${e.label ?? ''}:${farStateName(asset.graph, e, node.id)}`)
.join(',')
: `${textOf(node.params[TRANSITION_PARAM] ?? '')}:${textOf(node.params[MACHINE_PORT] ?? '')}`;
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${variablesOf(
asset,
)
// The source names which declarations the port menu offers, so switching it has to rebuild.
const source = variablesSourceOf(node.params);
const choices = variableChoices(project, assetId, node)
.map((v) => v.key)
.join(',')}|${target}|${transitions}`;
.join(',');
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(
',',
)}|${source}:${choices}|${target}|${transitions}`;
}
/** The name of the state at the other end of an edge – what a transition row is labelled with. */
@@ -95,8 +104,9 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
host.fields.set(`param:${param.key}`, row);
host.body.add(row.row);
};
const ownSettings = declaresPropertyPorts(node.type);
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, variablesOf(asset));
// Both draw their settings inside the port section: a setting decides what the menu offers.
const ownSettings = declaresPropertyPorts(node.type) || declaresVariablePorts(node.type);
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, addSetting);
else if (ownSettings) buildPropertyPortSection(host, assetId, node, addSetting);
else if (def.declaresPorts) buildPortSection(host, assetId, node, variablesOf(asset));
+3 -11
View File
@@ -24,7 +24,6 @@ import {
} from '../../core/model/instance';
import type { PropertyValue } from '../../core/model/Properties';
import { findAsset, findObjectHolder, type Project } from '../../core/model/Project';
import { isGlobal } from '../../core/model/Scope';
import type { SceneObject } from '../../core/model/SceneObject';
import {
COMMON_PROPS,
@@ -55,12 +54,11 @@ import { componentRow, OFFSET_AXES, offsetKey, POSITION_AXES } from './vectorRow
/**
* The rows a placed object shows for what it was placed from: a behavior's declared variables, any
* other asset's schema minus the common switches. A global variable is none of them – it belongs to
* the run, so this object has no value of its own to show or override.
* other asset's schema minus the common switches.
*/
export function objectRows(project: Project, asset: Asset, object: SceneObject): PropertyDef[] {
return asset.type === 'behavior'
? asset.variables.filter((def) => !isGlobal(def))
? asset.variables
: schemaForObject(project, asset, object).filter((def) => !isCommonProp(def.key));
}
@@ -201,14 +199,8 @@ export function buildObjectSection(host: InspectorHost, holderId: string, object
const own = objectRows(host.state.project, asset, object);
if (own.length > 0 || asset.type === 'behavior')
addTitle(host, asset.type === 'behavior' ? 'VARIABLES' : 'PROPERTIES');
// A global variable is missing from the rows above but not from the behavior, so saying it
// declares none would be untrue – name it instead, and where it went.
const shared = asset.type === 'behavior' ? asset.variables.filter(isGlobal) : [];
if (own.length === 0 && shared.length === 0 && asset.type === 'behavior')
addNote(host, 'The behavior declares no variables.');
if (own.length === 0 && asset.type === 'behavior') addNote(host, 'The behavior declares no variables.');
for (const def of own) propertyRow(host, holderId, objectId, asset, def, values, asset.type === 'behavior');
if (shared.length > 0)
addNote(host, `Shared by the whole run: ${shared.map((def) => def.key).join(', ')}.`, 'small');
markObjectRows(host, object, asset, target);
if (asset.type === 'container') contentSection(host, holderId, object, asset.objects.length);
+25 -7
View File
@@ -18,12 +18,14 @@ import {
OBJECT_BEHAVIOR_SETTING,
OBJECT_TYPE_SETTING,
portKindOf,
VARIABLES_SETTING,
variablesSourceOf,
propertyTargetOf,
structShapeOf,
targetLabel,
targetProperties,
} from '../../core/graph';
import { findAssetOf } from '../../core/model/Project';
import { findAssetOf, findGraphAsset, type Project } from '../../core/model/Project';
import { textOf } from '../../core/model/Properties';
import { DECLARED_PORT_KINDS, kindMark, VARIABLE_KINDS } from '../../core/properties/kinds';
import { allShaderParamRows, type PropertyDef, schemaForAsset } from '../../core/properties/PropertySchema';
@@ -43,21 +45,37 @@ import { NAME_WIDTH, removeButton } from './fieldFactory';
import { addNote, type InspectorHost } from './host';
import { kindMenu, markLabel } from './variableRows';
/** Whose declarations a Variables node picks its ports from: the asset it names, else the behavior. */
export function variableChoices(project: Project, assetId: string, node: GraphNode): PropertyDef[] {
const source = variablesSourceOf(node.params);
if (source) return findAssetOf(project, source, 'variables')?.variables ?? [];
const asset = findGraphAsset(project, assetId);
// A state machine declares no variables; its one node type has none to name.
return asset?.type === 'behavior' ? asset.variables : [];
}
/**
* The ports of a Variables node: each one *is* a variable of the behavior, so it is picked from that
* list rather than named, and its kind follows the variable's declaration. Set makes it written too.
* The ports of a Variables node: each one *is* a declared variable, so it is picked from a list
* rather than named, and its kind follows the declaration. Set makes it written too.
*/
export function buildVariablePortSection(
host: InspectorHost,
assetId: string,
node: GraphNode,
variables: readonly PropertyDef[],
addSetting: (def: PropertyDef) => void,
): void {
addSetting(VARIABLES_SETTING);
const source = variablesSourceOf(node.params);
const shared = source ? findAssetOf(host.state.project, source, 'variables') : undefined;
buildPickedPortSection(host, assetId, node, {
noun: 'Variable',
choices: variables,
owner: 'this behavior',
empty: 'This behavior has no variables yet.',
choices: variableChoices(host.state.project, assetId, node),
owner: shared ? `"${shared.name}"` : 'this behavior',
empty: source
? shared
? `"${shared.name}" declares no variables yet.`
: 'That Variables asset is gone.'
: 'This behavior has no variables yet.',
});
}
-12
View File
@@ -1,5 +1,4 @@
import type { PropertyValue } from '../../core/model/Properties';
import { type Scope, scopeOf } from '../../core/model/Scope';
import { kindLabel, kindMark, STRUCT_FIELD_KINDS, type StructFieldKind } from '../../core/properties/kinds';
import type { PropertyDef, StructDef, StructFieldDef } from '../../core/properties/PropertySchema';
import {
@@ -40,21 +39,11 @@ export function kindMenu<K extends string>(kinds: readonly K[], pick: (kind: K)
export interface VariableEditing {
rename: (next: string) => void;
remove: () => void;
setScope: (scope: Scope) => void;
renameField: (field: StructFieldDef, next: string) => void;
removeField: (field: StructFieldDef) => void;
addField: (kind: StructFieldKind) => void;
}
const SCOPE_MARK: Record<Scope, string> = { local: '◦', global: '⊕' };
function scopePicker(def: PropertyDef, edit: VariableEditing): Button {
return markPicker(SCOPE_MARK[scopeOf(def)], [
{ label: 'Local – one value per object', onSelect: () => edit.setScope('local') },
{ label: 'Global – one value for the whole run', onSelect: () => edit.setScope('global') },
]);
}
export interface VariableOptions {
edit?: VariableEditing;
/** ↺/↑ on the first row: an override covers a whole struct, so its fields share them. */
@@ -82,7 +71,6 @@ export function buildVariable(
} else {
setValue = addValue(head, createField(host, def, value, handlers));
}
if (edit) head.add(scopePicker(def, edit));
if (edit) head.add(removeButton(edit.remove));
const refreshActions = actions ? attachRowActions(head, actions) : () => {};
host.body.add(head);
+17 -9
View File
@@ -1,8 +1,9 @@
import {
adoptDeclarations,
asNumber,
buildSharedState,
declaredVariables,
emptySharedState,
globalConflicts,
type EntityHandle,
type Graph,
type GraphNode,
@@ -88,6 +89,8 @@ export class BehaviorSystem implements System {
private instances: Instance[] = [];
private world: World | null = null;
private sharedState: SharedState = emptySharedState();
/** The declarations as last read; an edit is what differs from these (see `syncDeclarations`). */
private declared: Record<string, PropertyBag> = {};
private readonly collisions: CollisionSystem | null;
private readonly animations: AnimationSystem | null;
@@ -110,19 +113,24 @@ export class BehaviorSystem implements System {
return this.sharedState;
}
/** The values a Variables asset shares this run; null when this run holds none for it. */
liveVariables(assetId: string): PropertyBag | null {
return this.sharedState.variables[assetId] ?? null;
}
/** An edit to a declaration while the run is on reaches the running values through here. */
syncDeclarations(): void {
const now = declaredVariables(this.project);
adoptDeclarations(this.sharedState.variables, this.declared, now);
this.declared = now;
}
start(world: World): void {
this.world = world;
this.instances = [];
// Built fresh for every run: a shared variable starts at its declared value each time Play does.
this.sharedState = buildSharedState(this.project);
// Two behaviors declaring one global name with different kinds: whichever ran second would read
// a value of a type it never declared, so nothing runs until that is settled.
const blocking = globalConflicts(this.project).filter((c) => c.severity === 'error');
if (blocking.length > 0) {
for (const conflict of blocking) world.log.push(`${ERROR_PREFIX}: ${conflict.message}`);
world.stopRequested = true;
return;
}
this.declared = declaredVariables(this.project);
this.syncInstances(world);
}
+127 -74
View File
@@ -1,7 +1,7 @@
/**
* A variable or a state machine declared `global` keeps one value for the whole run instead of one
* per behavior instance. The name is the key: two behaviors declaring the same global name mean the
* same variable, while a behavior declaring it locally keeps its own.
* A Variables asset holds one value per key for the whole run, whatever points at it; a state
* machine declared `global` does the same for its current state. A behavior's own variables stay
* what they were: properties of the object it is placed on.
*/
import { describe, expect, it } from 'vitest';
import {
@@ -10,22 +10,32 @@ import {
SetMachineScopeCommand,
} from '../../src/core/commands/assetCommands';
import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
import { AddVariableCommand, SetVariableScopeCommand } from '../../src/core/commands/variableCommands';
import { globalConflicts, STATE, STATE_NAME_PARAM } from '../../src/core/graph';
import { AddVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
import { STATE, STATE_NAME_PARAM, VARIABLES_PARAM } from '../../src/core/graph';
import type { BehaviorAsset } from '../../src/core/model/Asset';
import type { PropertyValue } from '../../src/core/model/Properties';
import type { VariableKind } from '../../src/core/properties/kinds';
import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture, startWorld } from '../helpers';
import type { PropertyBag } from '../../src/core/model/Properties';
import {
graphEditor,
makeBehavior,
makeSpriteScene,
makeVariables,
place,
type SceneFixture,
startWorld,
} from '../helpers';
/** A behavior that adds one to `key` whenever it starts – the coin counter of the example game. */
function makeCounter(fixture: SceneFixture, name: string, key: string, scope: 'local' | 'global') {
const behavior = makeBehavior(fixture, name, [key]);
if (scope === 'global') fixture.stack.execute(new SetVariableScopeCommand(behavior.id, key, scope));
/**
* A behavior that adds one to `key` whenever it starts – the coin counter of the example game.
* With `source` it counts on that Variables asset, without it on its own declaration.
*/
function makeCounter(fixture: SceneFixture, name: string, key: string, source = '') {
const behavior = makeBehavior(fixture, name, source ? [] : [key]);
const editor = graphEditor(fixture, behavior);
const params: PropertyBag = source ? { [VARIABLES_PARAM]: source } : {};
const start = editor.addNode('OnStart');
const read = editor.variables([key]);
const read = editor.variables([key], { params });
const add = editor.addNode('Add', { b: 1 });
const write = editor.variables([key], { write: true });
const write = editor.variables([key], { write: true, params });
editor.wire([
[start, 'exec', write, 'exec'],
[read, key, add, 'a'],
@@ -34,7 +44,7 @@ function makeCounter(fixture: SceneFixture, name: string, key: string, scope: 'l
return behavior;
}
/** Places `count` objects of the behavior and runs one frame, so every `On start` has fired. */
/** Places one object per behavior and runs a frame, so every `On start` has fired. */
function runWith(fixture: SceneFixture, behaviors: readonly BehaviorAsset[]) {
for (const behavior of behaviors) place(fixture, behavior.id, { x: 0, y: 0 });
const started = startWorld(fixture, { behaviors: true });
@@ -42,99 +52,142 @@ function runWith(fixture: SceneFixture, behaviors: readonly BehaviorAsset[]) {
return started;
}
describe('variable scope', () => {
it('counts once per instance when local', () => {
describe('variables of a behavior', () => {
it('counts once per instance', () => {
const f = makeSpriteScene();
const counter = makeCounter(f, 'Counter', 'score', 'local');
const counter = makeCounter(f, 'Counter', 'score');
const started = runWith(f, [counter, counter]);
const values = started.world.entities.filter((e) => e.type === 'behavior').map((e) => e.props.score);
expect(values).toEqual([1, 1]);
});
});
it('counts once for the whole run when global', () => {
describe('variables of a Variables asset', () => {
it('counts once for the whole run', () => {
const f = makeSpriteScene();
const counter = makeCounter(f, 'Counter', 'score', 'global');
const shared = makeVariables(f, 'Score', ['score']);
const counter = makeCounter(f, 'Counter', 'score', shared.id);
const started = runWith(f, [counter, counter]);
expect(started.behaviors!.shared.variables.score).toBe(2);
// The value belongs to the run, so it is no longer a property of any placed object.
expect(started.behaviors!.shared.variables[shared.id]!.score).toBe(2);
// The value belongs to the run, so no placed object carries one of its own.
for (const entity of started.world.entities) expect(entity.props.score).toBeUndefined();
});
it('shares one variable between two behaviors declaring the same global name', () => {
it('shares one value between two different behaviors', () => {
const f = makeSpriteScene();
const one = makeCounter(f, 'One', 'score', 'global');
const other = makeCounter(f, 'Other', 'score', 'global');
const shared = makeVariables(f, 'Score', ['score']);
const one = makeCounter(f, 'One', 'score', shared.id);
const other = makeCounter(f, 'Other', 'score', shared.id);
const started = runWith(f, [one, other]);
expect(started.behaviors!.shared.variables.score).toBe(2);
expect(started.behaviors!.shared.variables[shared.id]!.score).toBe(2);
});
/** The scope sits on the declaration, so declaring the name yourself is how you opt out. */
it('lets a behavior declaring the name locally keep its own value', () => {
/** The asset is the key, not the name – which is what two declaration places are worth. */
it('keeps two assets apart although they declare the same name', () => {
const f = makeSpriteScene();
const shared = makeCounter(f, 'Shared', 'score', 'global');
const own = makeCounter(f, 'Own', 'score', 'local');
const started = runWith(f, [shared, shared, own]);
expect(started.behaviors!.shared.variables.score).toBe(2);
const ownEntity = started.world.entities.find((e) => e.assetId === own.id)!;
expect(ownEntity.props.score).toBe(1);
const players = makeVariables(f, 'Players', ['score']);
const enemies = makeVariables(f, 'Enemies', ['score']);
const player = makeCounter(f, 'Player', 'score', players.id);
const enemy = makeCounter(f, 'Enemy', 'score', enemies.id);
const started = runWith(f, [player, player, enemy]);
expect(started.behaviors!.shared.variables[players.id]!.score).toBe(2);
expect(started.behaviors!.shared.variables[enemies.id]!.score).toBe(1);
});
it('starts a global variable at its declared value again on the next run', () => {
it('starts at the declared value again on the next run', () => {
const f = makeSpriteScene();
const counter = makeCounter(f, 'Counter', 'score', 'global');
const shared = makeVariables(f, 'Score', ['score']);
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'score', 7));
const counter = makeCounter(f, 'Counter', 'score', shared.id);
place(f, counter.id, { x: 0, y: 0 });
const first = startWorld(f, { behaviors: true });
first.frame();
expect(first.behaviors!.shared.variables.score).toBe(1);
expect(first.behaviors!.shared.variables[shared.id]!.score).toBe(8);
const second = startWorld(f, { behaviors: true });
second.frame();
expect(second.behaviors!.shared.variables.score).toBe(1);
expect(second.behaviors!.shared.variables[shared.id]!.score).toBe(8);
});
/** The declaration is in another asset, so the rename has to reach graphs it knows nothing about. */
it('carries a rename into every graph pointing at it', () => {
const f = makeSpriteScene();
const shared = makeVariables(f, 'Score', ['score']);
const counter = makeCounter(f, 'Counter', 'score', shared.id);
const keys = () => counter.graph.nodes.filter((n) => n.ports).flatMap((n) => n.ports!.map((p) => p.key));
expect(keys()).toEqual(['score', 'score']);
f.stack.execute(new RenameVariableCommand(shared.id, 'score', 'total'));
expect(keys()).toEqual(['total', 'total']);
f.stack.undo();
expect(keys()).toEqual(['score', 'score']);
});
/** A node left pointing at a deleted asset must not fall back to the behavior it sits in. */
it('writes nowhere when the asset it names is gone', () => {
const f = makeSpriteScene();
const counter = makeCounter(f, 'Counter', 'score', 'no-such-asset');
const started = runWith(f, [counter]);
expect(started.world.stopRequested).toBe(false);
for (const entity of started.world.entities) expect(entity.props.score).toBeUndefined();
});
});
describe('two behaviors declaring the same global name', () => {
/** Declares `score` as `kind` with `start` as its value, global. */
function declare(fixture: SceneFixture, name: string, kind: VariableKind, start: PropertyValue) {
const behavior = makeBehavior(fixture, name);
fixture.stack.execute(new AddVariableCommand(behavior.id, 'score', kind));
fixture.stack.execute(new SetAssetPropertyCommand(behavior.id, 'score', start));
fixture.stack.execute(new SetVariableScopeCommand(behavior.id, 'score', 'global'));
return behavior;
/**
* Editing a declaration while the run is on. The run holds its values apart from the document, so
* the two have to meet on purpose: an edit reaches the run, and the run reaches nothing else.
*/
describe('a declaration edited during the run', () => {
/** Counts `score` up by one, with `lives` declared alongside it and left to the document. */
function counting() {
const f = makeSpriteScene();
const shared = makeVariables(f, 'Score', ['score', 'lives']);
const started = runWith(f, [makeCounter(f, 'Counter', 'score', shared.id)]);
const bag = () => started.behaviors!.shared.variables[shared.id]!;
expect(bag().score).toBe(1);
return { f, shared, started, bag };
}
it('refuses to run when the kinds disagree', () => {
const f = makeSpriteScene();
const counting = declare(f, 'Counting', 'number', 0);
declare(f, 'Naming', 'text', '');
place(f, counting.id, { x: 0, y: 0 });
const started = startWorld(f, { behaviors: true });
expect(started.world.stopRequested).toBe(true);
expect(started.world.log.join('\n')).toContain('is a number in Counting and a text in Naming');
expect(started.behaviors!.shared.variables.score).toBe(0);
it('reaches the running value', () => {
const { f, shared, started, bag } = counting();
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'lives', 3));
started.behaviors!.syncDeclarations();
expect(bag().lives).toBe(3);
});
it('runs on the first starting value when only the defaults disagree', () => {
const f = makeSpriteScene();
const first = declare(f, 'First', 'number', 7);
declare(f, 'Second', 'number', 99);
place(f, first.id, { x: 0, y: 0 });
const started = startWorld(f, { behaviors: true });
started.frame();
expect(started.world.stopRequested).toBe(false);
expect(started.behaviors!.shared.variables.score).toBe(7);
const conflicts = globalConflicts(f.project);
expect(conflicts.map((c) => c.severity)).toEqual(['warning']);
expect(conflicts[0]!.message).toContain('starts at 7 in First and at 99 in Second');
it('leaves a value the run has moved on', () => {
const { f, shared, started, bag } = counting();
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'lives', 3));
started.behaviors!.syncDeclarations();
// The document still declares score as 0, but the run counted it to 1 – and keeps counting.
expect(bag().score).toBe(1);
});
it('says nothing when they agree', () => {
const f = makeSpriteScene();
declare(f, 'First', 'number', 7);
declare(f, 'Second', 'number', 7);
expect(globalConflicts(f.project)).toEqual([]);
it('wins over the run for the very key it changes', () => {
const { f, shared, started, bag } = counting();
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'score', 10));
started.behaviors!.syncDeclarations();
expect(bag().score).toBe(10);
});
it('brings a variable added during the run along', () => {
const { f, shared, started, bag } = counting();
f.stack.execute(new AddVariableCommand(shared.id, 'coins', 'number'));
started.behaviors!.syncDeclarations();
expect(bag().coins).toBe(0);
expect(bag().score).toBe(1);
});
it('writes nothing back into the document', () => {
const { f, shared, started, bag } = counting();
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'lives', 3));
started.behaviors!.syncDeclarations();
// What the run counted stays in the run: the document still declares the value it started from.
const asset = f.project.assets.find((a) => a.id === shared.id)!;
expect(asset.props.score).toBe(0);
expect(bag().score).toBe(1);
});
});
+13 -19
View File
@@ -5,7 +5,7 @@ import {
SetMachineScopeCommand,
} from '../../src/core/commands/assetCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { SetVariableScopeCommand } from '../../src/core/commands/variableCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { makeBehavior, makeSpriteScene, place, roundTrip } from '../helpers';
@@ -26,10 +26,13 @@ describe('serialize', () => {
expect(loaded.props.runInEditor).toBe(true);
});
it('round-trips the scope of a variable and of a state machine', () => {
/** The declarations of a Variables asset and their starting values are the whole asset. */
it('round-trips a Variables asset and the scope of a state machine', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B', ['score']);
f.stack.execute(new SetVariableScopeCommand(behavior.id, 'score', 'global'));
const shared = new CreateAssetCommand('variables', 'Score');
f.stack.execute(shared);
f.stack.execute(new AddVariableCommand(shared.asset.id, 'score', 'number'));
f.stack.execute(new SetAssetPropertyCommand(shared.asset.id, 'score', 7));
const machine = new CreateAssetCommand('statemachine', 'M');
f.stack.execute(machine);
f.stack.execute(new SetMachineScopeCommand(machine.asset.id, 'global'));
@@ -37,26 +40,17 @@ describe('serialize', () => {
});
/** `local` is the absence of the field, so a project made before scopes existed saves back byte-alike. */
it('writes no scope for a local variable and reads an unknown one as local', () => {
it('writes no scope for a local machine and reads an unknown one as local', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B', ['score']);
makeBehavior(f, 'B', ['score']);
f.stack.execute(new CreateAssetCommand('statemachine', 'M'));
expect(JSON.stringify(serializeProject(f.project))).not.toContain('scope');
const loaded = deserializeProject({
assets: [
{
id: behavior.id,
type: 'behavior',
name: 'B',
variables: [{ key: 'score', kind: 'number', scope: 'planet' }],
},
{ id: 'm1', type: 'statemachine', name: 'M', scope: 'planet' },
],
assets: [{ id: 'm1', type: 'statemachine', name: 'M', scope: 'planet' }],
});
const reloaded = loaded.assets[0]!;
const machine = loaded.assets[1]!;
if (reloaded.type !== 'behavior' || machine.type !== 'statemachine') throw new Error('wrong types');
expect(reloaded.variables[0]!.scope).toBeUndefined();
const machine = loaded.assets[0]!;
if (machine.type !== 'statemachine') throw new Error('wrong types');
expect(machine.scope).toBeUndefined();
});
+10 -2
View File
@@ -11,7 +11,14 @@ import {
RemoveVariableCommand,
RenameVariableCommand,
} from '../../src/core/commands/variableCommands';
import { type GraphNode, GraphInterpreter, NO_LOOKUP, resolveDef, VARIABLES } from '../../src/core/graph';
import {
type GraphNode,
GraphInterpreter,
NO_LOOKUP,
resolveDef,
VARIABLES,
VARIABLES_PARAM,
} from '../../src/core/graph';
import type { BehaviorAsset } from '../../src/core/model/Asset';
import { graphLookup } from '../../src/core/model/graphLookup';
import { fakeContext, graphEditor, makeBehavior, makeProject, roundTrip } from '../helpers';
@@ -69,7 +76,8 @@ describe('a node that reads or writes several variables at once', () => {
fixture.stack.execute(new RenameVariableCommand(behavior.id, 'px', 'column'));
fixture.stack.execute(new RenameVariableCommand(behavior.id, 'sum', 'total'));
expect((get.ports ?? []).map((p) => p.key)).toEqual(['column', 'py']);
expect(set.params).toEqual({ column: 7, py: 9 });
// The node's own setting sits in the same bag as its typed-in values, and is untouched by a rename.
expect(set.params).toEqual({ [VARIABLES_PARAM]: '', column: 7, py: 9 });
expect(behavior.graph.edges.some((e) => e.from.node === get.id && e.from.port === 'column')).toBe(true);
expect(behavior.graph.edges.some((e) => e.to.node === store.id && e.to.port === 'total')).toBe(true);
expect(run(behavior, fixture, { column: 0, py: 0, total: 0 })).toEqual({ column: 7, py: 9, total: 16 });
+68 -3
View File
@@ -3,11 +3,11 @@
* mode this one edits the saved model, so these tests watch what lands in the scene itself.
*/
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { instanceChildId } from '../../src/core/model/instance';
import { ClearOverrideCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import type { BehaviorAsset, ContainerAsset } from '../../src/core/model/Asset';
import type { BehaviorAsset, ContainerAsset, VariablesAsset } from '../../src/core/model/Asset';
import { hasEditorRun, runsInEditor } from '../../src/core/properties/editorRun';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
@@ -15,7 +15,15 @@ import { findAsset } from '../../src/core/model/Project';
import { EditorRun } from '../../src/editor/EditorRun';
import type { World } from '../../src/runtime/World';
import { EditorState } from '../../src/editor/state';
import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture } from '../helpers';
import { VARIABLES_PARAM } from '../../src/core/graph';
import {
graphEditor,
makeBehavior,
makeSpriteScene,
makeVariables,
place,
type SceneFixture,
} from '../helpers';
/** Wires `On update → Move(owner, dx = 1, scale = 100)`: the owner drifts 100 units per second. */
function drift(f: SceneFixture, behavior: BehaviorAsset): void {
@@ -250,3 +258,60 @@ describe('the keyboard of an editor run', () => {
expect(f.keyboard.world).toBeNull();
});
});
/**
* A Variables asset while the editor runs. This world is built on the saved model, so it is the
* place where a value that belongs to the run could leak into the document – and must not.
*/
describe('shared variables of an editor run', () => {
/** A Variables asset holding `score`, and a behavior writing 1 into it when it starts. */
function sharedScene() {
const f = scene();
const shared = makeVariables(f, 'Score', ['score']);
const writer = makeBehavior(f, 'Writer');
const edit = graphEditor(f, writer);
const start = edit.addNode('OnStart');
const one = edit.addNode('Add', { a: 1, b: 0 });
const write = edit.variables(['score'], { write: true, params: { [VARIABLES_PARAM]: shared.id } });
edit.wire([
[start, 'exec', write, 'exec'],
[one, 'result', write, 'score'],
]);
const object = place(f, writer.id, { x: 0, y: 0 });
f.state.execute(new SetOverrideCommand(f.sceneId, object, 'runInEditor', true));
return {
...f,
sharedId: shared.id,
writerObject: object,
live: () => f.run.liveVariables(shared.id)?.score,
declared: () => (findAsset(f.project, shared.id) as VariablesAsset).props.score,
};
}
it('holds a value of its own, and leaves the document the one it started from', () => {
const f = sharedScene();
f.frame(0.1);
expect(f.live()).toBe(1);
for (let i = 0; i < 5; i++) f.frame(0.1);
expect(f.declared()).toBe(0);
});
it('takes over a value edited while it runs', () => {
const f = sharedScene();
f.frame(0.1);
f.state.execute(new SetAssetPropertyCommand(f.sharedId, 'score', 5));
f.frame(0.1);
expect(f.live()).toBe(5);
});
/** Without a run there is no live value, so the panels go back to showing the declaration. */
it('answers with nothing once the run has ended', () => {
const f = sharedScene();
f.frame(0.1);
expect(f.live()).toBe(1);
f.state.execute(new ClearOverrideCommand(f.sceneId, f.writerObject, 'runInEditor'));
f.frame(0.1);
expect(f.run.liveVariables(f.sharedId)).toBeNull();
});
});
+53
View File
@@ -0,0 +1,53 @@
/**
* What the inspector shows for a Variables asset: the values of the run while one is on, the
* declaration otherwise. A run holds them apart from the document, so the two really do differ –
* and a behavior's own variables are properties of an object, never a run's.
*/
import { describe, expect, it } from 'vitest';
import { SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import type { Asset } from '../../src/core/model/Asset';
import type { PropertyBag } from '../../src/core/model/Properties';
import { shownValues } from '../../src/editor/inspector/assetSection';
import type { InspectorHost } from '../../src/editor/inspector/host';
import { EditorState } from '../../src/editor/state';
import { VStack } from '../../src/ui';
import { makeBehavior, makeSpriteScene, makeVariables } from '../helpers';
/** A declaration of `score` = 3, and whatever the run is pretending to hold for it. */
function setup(live: PropertyBag | null) {
const f = makeSpriteScene();
const shared = makeVariables(f, 'Score', ['score']);
const behavior = makeBehavior(f, 'Counter', ['score']);
f.stack.execute(new SetAssetPropertyCommand(shared.id, 'score', 3));
f.stack.execute(new SetAssetPropertyCommand(behavior.id, 'score', 3));
const state = new EditorState();
state.loadProject(f.project, 1);
const host: InspectorHost = {
state,
body: new VStack(),
fields: new Map(),
nameField: null,
project: () => state.project,
liveVariables: () => live,
};
return { host, shared: shared as Asset, behavior: behavior as Asset };
}
describe('the values an asset section shows', () => {
it('shows the declaration while nothing runs', () => {
const { host, shared } = setup(null);
expect(shownValues(host, shared).score).toBe(3);
});
it('shows the running value while a run holds one', () => {
const { host, shared } = setup({ score: 9 });
expect(shownValues(host, shared).score).toBe(9);
});
/** A behavior variable lives on the placed object, so no run holds a value of it to show. */
it('never shows a run value for a behavior', () => {
const { host, behavior } = setup({ score: 9 });
expect(shownValues(host, behavior).score).toBe(3);
});
});
+13 -7
View File
@@ -1,15 +1,17 @@
/**
* What the inspector of a *placed* behavior lists. A global variable has no value of this object's
* own, so it gets no row here – the switch on the declaration is the only place it is edited.
* What the inspector of a *placed* behavior lists. Every variable a behavior declares is a property
* of the object it sits on; what a run shares lives on a Variables asset instead, which is never
* placed and so has no object to show rows on.
*/
import { describe, expect, it } from 'vitest';
import { SetVariableScopeCommand } from '../../src/core/commands/variableCommands';
import { AddVariableCommand, RemoveVariableCommand } from '../../src/core/commands/variableCommands';
import { isPlaceableType } from '../../src/core/model/AssetTypes';
import { findAsset } from '../../src/core/model/Project';
import { objectRows } from '../../src/editor/inspector/objectSection';
import { makeBehavior, makeSpriteScene, place } from '../helpers';
describe('the rows of a placed behavior', () => {
it('lists a local variable and leaves out a global one', () => {
it('lists every variable it declares', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'Counter', ['score', 'lives']);
const objectId = place(f, behavior.id, { x: 0, y: 0 });
@@ -19,9 +21,13 @@ describe('the rows of a placed behavior', () => {
};
expect(rows()).toEqual(['score', 'lives']);
f.stack.execute(new SetVariableScopeCommand(behavior.id, 'score', 'global'));
f.stack.execute(new RemoveVariableCommand(behavior.id, 'score'));
expect(rows()).toEqual(['lives']);
f.stack.undo();
expect(rows()).toEqual(['score', 'lives']);
f.stack.execute(new AddVariableCommand(behavior.id, 'coins', 'number'));
expect(rows()).toEqual(['lives', 'coins']);
});
it('cannot place a Variables asset, so its values need no rows', () => {
expect(isPlaceableType('variables')).toBe(false);
});
});
+42
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@@ -0,0 +1,42 @@
/**
* What `+ Variable` offers on a Variables node. The node's own setting decides: empty means the
* behavior it sits in, a Variables asset means that asset's declarations – which is the only way
* one graph reaches a value another graph writes.
*/
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { AddNodeCommand } from '../../src/core/commands/graphCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import { VARIABLES, VARIABLES_PARAM } from '../../src/core/graph';
import { variableChoices } from '../../src/editor/inspector/portSection';
import { makeBehavior, makeProject } from '../helpers';
describe('the variables a node offers', () => {
const scene = () => {
const f = makeProject();
const behavior = makeBehavior(f, 'Counter', ['own']);
const shared = new CreateAssetCommand('variables', 'Score');
f.stack.execute(shared);
f.stack.execute(new AddVariableCommand(shared.asset.id, 'score', 'number'));
const add = (source: string) => {
const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, { [VARIABLES_PARAM]: source });
f.stack.execute(command);
return variableChoices(f.project, behavior.id, command.node).map((def) => def.key);
};
return { add, sharedId: shared.asset.id };
};
it('offers the behavior’s own when no asset is named', () => {
expect(scene().add('')).toEqual(['own']);
});
it('offers the asset’s declarations when one is named, and not the behavior’s', () => {
const { add, sharedId } = scene();
expect(add(sharedId)).toEqual(['score']);
});
/** Falling back to the behavior would offer names the node cannot reach at runtime. */
it('offers nothing when the named asset is gone', () => {
expect(scene().add('no-such-asset')).toEqual([]);
});
});
+8 -2
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@@ -35,7 +35,14 @@ const PLAIN: PropertyDef[] = [
function makeHost(): InspectorHost {
const state = new EditorState();
state.loadProject(createEmptyProject('p', 'P'), 1);
return { state, body: new VStack(), fields: new Map(), nameField: null, project: () => state.project };
return {
state,
body: new VStack(),
fields: new Map(),
nameField: null,
project: () => state.project,
liveVariables: () => null,
};
}
const noHandlers = (): FieldHandlers => ({ onInput: () => {}, onChange: () => {} });
@@ -44,7 +51,6 @@ const withFields: FieldHandlers = { ...noHandlers(), structFieldHandlers: noHand
const EDIT: VariableEditing = {
rename: () => {},
remove: () => {},
setScope: () => {},
renameField: () => {},
removeField: () => {},
addField: () => {},
+13 -1
View File
@@ -21,7 +21,7 @@ import {
PROPERTIES,
VARIABLES,
} from '../src/core/graph';
import type { BehaviorAsset, SceneAsset } from '../src/core/model/Asset';
import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
import { findObject } from '../src/core/model/hierarchy';
import { worldPosition } from '../src/core/properties/transform';
import { resolvedHolder } from '../src/core/model/instance';
@@ -90,6 +90,18 @@ export function place(
return command.objectId;
}
/** Adds a Variables asset declaring the given number variables – what a run shares. */
export function makeVariables(
fixture: ProjectFixture,
name: string,
keys: readonly string[],
): VariablesAsset {
const command = new CreateAssetCommand('variables', name);
fixture.stack.execute(command);
for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as VariablesAsset;
}
/** Adds a behavior asset declaring the given number variables. */
export function makeBehavior(
fixture: ProjectFixture,
+55 -52
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@@ -2,20 +2,22 @@ import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* Scopes: a variable or a state machine declared `global` keeps one value for the whole run instead
* of one per behavior instance. The step checks the run (two objects counting into one number), the
* switch in the inspector, and that a global variable stops being a property of the placed object.
* 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
* number), that the node offers the asset's declarations, and the switch on the machine.
*
* The step brings its own boxes, behavior and machine; everything it adds is removed at the end.
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
*/
/** `On start → Variables{set score} ← Add(score, 1)`: every instance adds one to the same number. */
const SOURCE = { variablesAsset: 'sc-vars' };
/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
const counterGraph = {
nodes: [
node('sc-start', 'OnStart', 0, 0),
node('sc-read', 'Variables', 0, 200, {}, [port('score', 'number')]),
node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('sc-add', 'Add', 260, 200, { b: 1 }),
node('sc-write', 'Variables', 560, 0, {}, [written('score', 'number')]),
node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
],
edges: [
edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
@@ -24,8 +26,6 @@ const counterGraph = {
],
};
const globalScore = { ...variable('score', 'number', 0), scope: 'global' };
export async function scope(t) {
const { check, sleep, evaluate, json, shot, click, locate, asset, mutate, stop, has } = t;
@@ -33,9 +33,9 @@ export async function scope(t) {
await evaluate(`__gm.state.select({ kind: 'asset', assetId: ${JSON.stringify(id)} })`);
await sleep(300);
};
const selectObject = async (id) => {
const selectNode = async (nodeId) => {
await evaluate(
`__gm.state.select({ kind: 'object', holderId: __gm.state.activeScene.id, objectId: ${JSON.stringify(id)} })`,
`__gm.state.select({ kind: 'node', assetId: 'sc-logic', nodeId: ${JSON.stringify(nodeId)} })`,
);
await sleep(300);
};
@@ -45,9 +45,8 @@ export async function scope(t) {
await click(p.x, p.y);
await sleep(250);
};
const scopeOfVariable = async () => (await asset('sc-logic')).variables[0].scope ?? 'local';
// 32a. Two boxes wearing one behavior whose `score` is global.
// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
@@ -56,11 +55,17 @@ export async function scope(t) {
Object.assign(a, {
id: 'sc-logic',
name: 'Counter',
props: { enabled: true, runInEditor: false, score: 0 },
variables: ${JSON.stringify([globalScore])},
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(counterGraph)},
});
p.assets.unshift(a);
p.assets.unshift(a, {
id: 'sc-vars',
type: 'variables',
name: 'Score',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
});
${MAKE_OBJECT}
scene.objects.push(
make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
@@ -76,10 +81,11 @@ export async function scope(t) {
await sleep(600);
const world = await json('__gm.world()');
const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
const shared = world.shared.variables['sc-vars'];
check(
'two behavior instances count into one global variable',
world.shared.variables.score === 2,
`score = ${JSON.stringify(world.shared.variables.score)} after both started – 1 would mean each kept its own`,
'two behavior instances count into one shared variable',
shared && shared.score === 2,
`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
);
check(
'and the value belongs to the run, not to either placed object',
@@ -89,46 +95,43 @@ export async function scope(t) {
await stop();
await sleep(400);
// 32c. A global variable shows no row on the object placed from the behavior – overriding one
// value of something every object shares would mean nothing.
await selectObject('sc-brain-a');
const rowWhileGlobal = await has('score');
const saysWhereItWent = await has('Shared by the whole run: score.');
// 32c. The asset is where the declaration lives, and it says what it is for.
await selectAsset('sc-vars');
const declared = await has('score');
const explains = await has('Every graph pointing here shares them.');
check(
'the object names the variable it no longer holds, instead of claiming there is none',
saysWhereItWent && !(await has('The behavior declares no variables.')),
`note found: ${saysWhereItWent}`,
'the Variables asset lists its declarations and says what they are',
declared && explains,
`row: ${declared}, note: ${explains}`,
);
await shot('01-object-without-global');
await shot('01-variables-asset');
// 32d. The switch sits on the declaration, in the behavior's own inspector.
await selectAsset('sc-logic');
const picker = await locate('⊕');
// 32d. The node picks its ports from the asset it names – the whole point of naming one.
await selectNode('sc-read');
const offersShared = await has('score');
const complains = await has('"score" is not a variable of this behavior.');
check(
'a global variable is marked as shared where it is declared',
Boolean(picker),
JSON.stringify(picker),
'a node naming the asset offers its variables instead of the behavior’s',
offersShared && !complains,
`row: ${offersShared}, warning shown: ${complains}`,
);
await shot('02-declaration');
await click(picker.x, picker.y);
await sleep(250);
await clickLast('Local – one value per object');
await sleep(350);
await shot('02-node-source');
// Emptying the setting points the node back at the behavior, which declares nothing – so the
// very same port is now a stranger. That is the switch doing something visible.
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 = '';
`);
await sleep(400);
const complainsNow = await has('"score" is not a variable of this behavior.');
check(
'and the menu switches it back to one value per object',
(await scopeOfVariable()) === 'local',
`scope is now ${await scopeOfVariable()}`,
'and clearing it points the node back at the behavior, which has no such variable',
complainsNow,
`warning after clearing: ${complainsNow}`,
);
await selectObject('sc-brain-a');
const rowWhileLocal = await has('score');
check(
'the row appears on the placed object exactly while the variable is local',
!rowWhileGlobal && rowWhileLocal,
`global: ${rowWhileGlobal}, local: ${rowWhileLocal}`,
);
// 32e. A machine carries the same switch, and its own inspector is where it lives.
// 32e. A machine carries its scope on the asset too, with its own switch.
await mutate(`
const p = __gm.state.project;
p.assets.unshift({
@@ -144,7 +147,7 @@ export async function scope(t) {
const pick = await locate('Local', true);
await click(pick.x, pick.y);
await sleep(250);
await clickLast('Global – one current state for the whole run');
await clickLast('Global');
await sleep(350);
const machine = await asset('sc-machine');
check(