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>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-14 16:22:53 +02:00
1 parent 9027a86edd
commit d1fcfe8b81
27 files changed
+857 -45

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@@ -1,11 +1,15 @@
import {
asNumber,
buildSharedState,
emptySharedState,
globalConflicts,
type EntityHandle,
type Graph,
type GraphNode,
GraphInterpreter,
isHandleEnabled,
type NodeContext,
type SharedState,
type TraceListener,
type Value,
} from '../../core/graph';
@@ -83,6 +87,7 @@ export function behaviorError(world: World): string | undefined {
export class BehaviorSystem implements System {
private instances: Instance[] = [];
private world: World | null = null;
private sharedState: SharedState = emptySharedState();
private readonly collisions: CollisionSystem | null;
private readonly animations: AnimationSystem | null;
@@ -100,9 +105,24 @@ export class BehaviorSystem implements System {
this.animations = sources.animations ?? null;
}
/** The values `global` declarations share this run – read-only to callers, rebuilt by `start`. */
get shared(): Readonly<SharedState> {
return this.sharedState;
}
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.syncInstances(world);
}
@@ -341,6 +361,7 @@ export class BehaviorSystem implements System {
owner: entity.parent,
variables: entity.props,
states,
shared: this.sharedState,
time: world.time,
dt,
findByName: (name) => world.findByName(name) ?? null,