An edge to a vanished port needs a handle, so the port stays as a ghost (#60)
game-maker / suite (push) Successful in 10m7s

Four ways erase a derived port and take no edge with them: deleting a state,
deleting the `State machine` literal, deleting `Behavior start`/`end`, deleting
the asset. The common cause is `RemoveNodeCommand` clearing only its own graph,
so the fix sits in `drawnDef` (graph/nested.ts) and touches no delete site.

A right-click on an edge goes through `view.portAt` only — there is no curve
hit-test. Without a port row such an edge is not merely invisible, it is
unreachable, so the ghost row is the handle Disconnect hangs on.

`resolveDef` stays untouched: it is the truth for interpreter, compiler,
ConnectCommand and dropTarget, so nothing runs or connects through a ghost
without a second guard.
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root committed 2026-09-14 11:50:36 +02:00
1 parent d5e67cd80c
commit a041322a0e
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+60
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@@ -22,6 +22,7 @@ export async function stateMachine(t) {
has,
doubleClick,
drag,
mouse,
} = t;
const { typeText, undo, redo, world, play, stop } = t;
const machines = () =>
@@ -273,6 +274,65 @@ export async function stateMachine(t) {
);
await shot('03-machine-picked');
// 26i. A deleted state leaves its edge hanging; the port comes back as a ghost so it can be seen.
const named = await states();
const nameOf = (id) => named.find((s) => s.id === id)?.name;
check(
'before the deletion the edge to the second state is drawn',
(await json("__gm.graph.edgeDrawn('sm-e4')")) === true,
);
await mutate(`
const m = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
m.graph.nodes = m.graph.nodes.filter((n) => n.id !== ${JSON.stringify(second)});
`);
await sleep(400);
const ghosted = await outputsOf('sm-branch');
check(
'the deleted state leaves a row named after its key, and takes its name away',
names(ghosted).includes(second) && !names(ghosted).includes(nameOf(second)),
JSON.stringify({ ghosted, was: nameOf(second) }),
);
check(
'the edge on it is drawn again instead of vanishing',
(await json("__gm.graph.edgeDrawn('sm-e4')")) === true,
);
check(
'the node warns about it',
(await json("__gm.graph.nodeProblem('sm-branch')")) === '1 edge on a port that is gone',
JSON.stringify(await json("__gm.graph.nodeProblem('sm-branch')")),
);
check(
'the ghost pin can be reached, so the edge has a right-click handle',
(await json(`__gm.graph.portAt('sm-branch', ${JSON.stringify(second)}, true)`)) !== null,
);
const pin = await json(`__gm.graph.portAt('sm-branch', ${JSON.stringify(second)}, true)`);
const before = await json("__gm.graph.nodeRect('sm-branch')");
const links = () => json('__gm.state.project.assets.find((a) => a.id === "sm-logic").graph.edges.length');
const linksBefore = await links();
// Measured mid-drag: after the release nothing would show either way, because a ghost has no type
// and `openPaletteForDrop` gives up on that. The rubber band is the only visible difference.
const empty = await json('__gm.graph.emptySpot()');
await mouse('mouseMoved', pin.x, pin.y);
await mouse('mousePressed', pin.x, pin.y, 'left', {});
await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
await sleep(150);
const dangling = await json('__gm.graph.danglingEdge()');
await mouse('mouseReleased', empty.x, empty.y, 'left', {});
await sleep(250);
const after = await json("__gm.graph.nodeRect('sm-branch')");
check(
'pressing a ghost pin starts no rubber band, adds no link, and leaves the node where it was',
dangling === false && (await links()) === linksBefore && after.x === before.x && after.y === before.y,
JSON.stringify({ dangling, linksBefore, links: await links(), moved: after.x - before.x }),
);
check(
'the state that is left keeps its edge and its name',
(await json("__gm.graph.edgeDrawn('sm-e3')")) === true &&
names(await outputsOf('sm-branch')).includes(nameOf(first)),
JSON.stringify({ lines: await outputsOf('sm-branch'), kept: nameOf(first) }),
);
await shot('04-ghost-port');
// 26h. Everything the step made goes away again.
const left = await rig.remove();
await mutate(`