A shared value belongs to the run, so a declaration carries its scope (#91)
A variable or a state machine declared `global` keeps one value for the whole run instead of one per behavior instance. The scope sits on the declaration -- `PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence meaning `local` -- and `local` is never written, so every project made before this saves back unchanged. **The name is the key.** Two behaviors declaring a global `score` mean one variable; a behavior declaring `score` locally keeps its own. Kinds that disagree about one global name stop the run before it starts, with the two behaviors named; starting values that disagree are a warning on the behavior that declares it, and the first declaration wins (`globalConflicts`). The runtime needs no redirection layer. A global variable falls out of `schemaForObject`, so it never reaches `entity.props` -- and then the whole rule is "whoever declares the name takes their own value" (`graph/sharedState.ts`). The `Variables` node is untouched and stays transparent: switching a variable to global breaks no existing graph, because `GraphInterpreter.readAll` builds a fresh object per read anyway and only asks `port.key in all`. That same cut answers the inspector. A shared value has no owner, so the placed object shows no row for it and can hold no override -- `SetVariableScopeCommand` takes the deviations that were there and undo gives them back. Both places say it in words rather than leaving a glyph to be guessed: the declaration explains the mark below the list, and the placed object names the variable it no longer holds instead of claiming the behavior declares none -- which is what it said before, untruthfully. Screenshots of the e2e run turned that up; no check had been looking at it. `SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from the *declarations* rather than from any instance (a global variable exists before its behavior is placed), and is thrown away with the run: nothing is written back, not even in the editor run. `GraphInterpreter.call` passes it on through `...ctx` while nested calls keep getting fresh local variables, which is why `program.defaults` is stripped of global keys. Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or the inspector does not rebuild after the switch -- and a state machine has no rows at all, so its scope is appended to the signature by hand. And the object inspector does not go through `schemaForObject` for behaviors, it reads `asset.variables` directly; filtering in one place was not enough, and no unit test covered that path. The e2e caught it (`global: true` where false belonged), and the rule now lives in one named function, `objectRows`. Scopes `object` and `scene` are deliberately not built. The object case already has a route (`Object by name` -> `Properties`), and a run knows exactly one scene, so `scene` would be indistinguishable from `global` until #39 exists. Closes #59: a machine's scope is a word on the machine asset, not a setting per `Set state` node, so the same machine cannot live in two places at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,6 +2,7 @@ import type { Graph } from '../graph/Graph';
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import type { PropertyDef } from '../properties/PropertySchema';
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import type { AssetType } from './AssetTypes';
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import type { PropertyBag } from './Properties';
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import type { Scope } from './Scope';
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import type { SceneObject } from './SceneObject';
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export interface AssetBase {
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@@ -85,10 +86,12 @@ export interface AnimationAsset extends AssetBase {
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/**
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* The graph holds one `State` node per state and an edge per transition; a behavior reads the
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* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
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* A `global` machine has one current state for the whole run instead of one per behavior instance.
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*/
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export interface StateMachineAsset extends AssetBase {
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type: 'statemachine';
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graph: Graph;
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scope?: Scope;
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}
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/**
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@@ -0,0 +1,29 @@
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/**
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* Whether a declaration keeps a value per behavior instance or shares one for the whole run.
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* Everything was `local` before scopes existed, so a missing field means `local` and old projects
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* load unchanged.
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*/
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export type Scope = 'local' | 'global';
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export interface Scoped {
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scope?: Scope;
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}
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export function scopeOf(owner: Scoped): Scope {
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return owner.scope === 'global' ? 'global' : 'local';
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}
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export function isGlobal(owner: Scoped): boolean {
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return owner.scope === 'global';
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}
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/** Reads a scope out of loaded data, where anything but the one known word means `local`. */
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export function readScope(raw: unknown): Scope {
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return raw === 'global' ? 'global' : 'local';
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}
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/** Keeps `local` out of the document: the field is present only when it says `global`. */
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export function setScope(owner: Scoped, scope: Scope): void {
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if (scope === 'global') owner.scope = 'global';
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else delete owner.scope;
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}
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@@ -1,4 +1,5 @@
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import type { GraphLookup } from '../graph/lookup';
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import { withoutGlobals } from '../graph/sharedState';
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import { statesOf, transitionsOf } from '../graph/stateMachine';
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import { resolveAssetProps } from '../properties/resolve';
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import { findAssetOf, type Project } from './Project';
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@@ -12,7 +13,8 @@ export function graphLookup(project: Project): GraphLookup {
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behavior: (assetId) => {
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const asset = findAssetOf(project, assetId, 'behavior');
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if (!asset) return null;
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return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(project, asset) };
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const defaults = withoutGlobals(resolveAssetProps(project, asset), asset);
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return { name: asset.name, graph: asset.graph, defaults };
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},
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machine: (assetId) => {
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const asset = findAssetOf(project, assetId, 'statemachine');
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