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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@@ -24,6 +24,7 @@ import {
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} from '../../core/model/instance';
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import type { PropertyValue } from '../../core/model/Properties';
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import { findAsset, findObjectHolder, type Project } from '../../core/model/Project';
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import { isGlobal } from '../../core/model/Scope';
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import type { SceneObject } from '../../core/model/SceneObject';
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import {
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COMMON_PROPS,
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@@ -52,6 +53,17 @@ import { buildVariable } from './variableRows';
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import { currentProps, currentRef, deviations, positionMoved, targetOf, viewOf } from './objectQueries';
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import { componentRow, OFFSET_AXES, offsetKey, POSITION_AXES } from './vectorRows';
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/**
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* The rows a placed object shows for what it was placed from: a behavior's declared variables, any
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* other asset's schema minus the common switches. A global variable is none of them – it belongs to
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* the run, so this object has no value of its own to show or override.
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*/
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export function objectRows(project: Project, asset: Asset, object: SceneObject): PropertyDef[] {
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return asset.type === 'behavior'
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? asset.variables.filter((def) => !isGlobal(def))
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: schemaForObject(project, asset, object).filter((def) => !isCommonProp(def.key));
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}
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/** Structure-defining facts of an object selection: parent, template link and schema. */
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export function objectSignature(
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project: Project,
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@@ -186,14 +198,17 @@ export function buildObjectSection(host: InspectorHost, holderId: string, object
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// Asset properties (or behavior variables) with overrides; the switches are shown above.
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const values = resolveSceneObjectProps(host.state.project, asset, object);
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const own =
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asset.type === 'behavior'
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? asset.variables
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: schemaForObject(host.state.project, asset, object).filter((def) => !isCommonProp(def.key));
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const own = objectRows(host.state.project, asset, object);
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if (own.length > 0 || asset.type === 'behavior')
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addTitle(host, asset.type === 'behavior' ? 'VARIABLES' : 'PROPERTIES');
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if (own.length === 0 && asset.type === 'behavior') addNote(host, 'The behavior declares no variables.');
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// A global variable is missing from the rows above but not from the behavior, so saying it
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// declares none would be untrue – name it instead, and where it went.
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const shared = asset.type === 'behavior' ? asset.variables.filter(isGlobal) : [];
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if (own.length === 0 && shared.length === 0 && asset.type === 'behavior')
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addNote(host, 'The behavior declares no variables.');
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for (const def of own) propertyRow(host, holderId, objectId, asset, def, values, asset.type === 'behavior');
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if (shared.length > 0)
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addNote(host, `Shared by the whole run: ${shared.map((def) => def.key).join(', ')}.`, 'small');
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markObjectRows(host, object, asset, target);
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if (asset.type === 'container') contentSection(host, holderId, object, asset.objects.length);
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