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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@@ -1,11 +1,15 @@
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import {
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asNumber,
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buildSharedState,
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emptySharedState,
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globalConflicts,
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type EntityHandle,
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type Graph,
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type GraphNode,
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GraphInterpreter,
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isHandleEnabled,
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type NodeContext,
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type SharedState,
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type TraceListener,
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type Value,
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} from '../../core/graph';
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@@ -83,6 +87,7 @@ export function behaviorError(world: World): string | undefined {
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export class BehaviorSystem implements System {
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private instances: Instance[] = [];
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private world: World | null = null;
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private sharedState: SharedState = emptySharedState();
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private readonly collisions: CollisionSystem | null;
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private readonly animations: AnimationSystem | null;
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@@ -100,9 +105,24 @@ export class BehaviorSystem implements System {
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this.animations = sources.animations ?? null;
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}
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/** The values `global` declarations share this run – read-only to callers, rebuilt by `start`. */
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get shared(): Readonly<SharedState> {
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return this.sharedState;
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}
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start(world: World): void {
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this.world = world;
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this.instances = [];
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// Built fresh for every run: a shared variable starts at its declared value each time Play does.
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this.sharedState = buildSharedState(this.project);
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// Two behaviors declaring one global name with different kinds: whichever ran second would read
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// a value of a type it never declared, so nothing runs until that is settled.
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const blocking = globalConflicts(this.project).filter((c) => c.severity === 'error');
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if (blocking.length > 0) {
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for (const conflict of blocking) world.log.push(`${ERROR_PREFIX}: ${conflict.message}`);
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world.stopRequested = true;
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return;
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}
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this.syncInstances(world);
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}
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@@ -341,6 +361,7 @@ export class BehaviorSystem implements System {
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owner: entity.parent,
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variables: entity.props,
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states,
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shared: this.sharedState,
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time: world.time,
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dt,
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findByName: (name) => world.findByName(name) ?? null,
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