Variables and state machines can reset with every scene (#164)
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.
- New scope `scene` for Variables assets and state machines. A missing
field keeps the old meaning: `global` for assets, `local` for
machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
so `On state entered` in the new scene hears it. A global machine
stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
(`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
step on the machine dropdown, with a note on what `scene` means.
Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
dialog was cancelled, so this is an assumption to revisit. A
scene-scoped asset hides the Persistent switch, and switching to
`scene` drops the flag (undo restores it). The guard sits in
`isPersistent` itself, so no path can save values the scope throws
away anyway.
Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
check was red because of that, and its partner was falsely green
because it compared `undefined` with `undefined`. Both use `clickLast`
now.
Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
new check in 35, the old announcement rule fails 1, dropping the scope
guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
6e3e8d23c5
commit
d7c0b7cfdb
12 files changed
+487
-43
No files matched your search
@@ -15,7 +15,14 @@ import { isSoundFile } from '../model/sound';
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import { removeSubtrees } from '../model/hierarchy';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import { findAssetOf, objectHolders, type Project } from '../model/Project';
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import { type Scope, scopeOf, setScope } from '../model/Scope';
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import {
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type Scope,
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scopeOf,
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setScope,
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setSharedScope,
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type SharedScope,
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sharedScopeOf,
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} from '../model/Scope';
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import type { SceneObject } from '../model/SceneObject';
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import { isTextureFile } from '../model/texture';
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import { coerceValue, defaultsFor } from '../properties/PropertySchema';
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@@ -254,7 +261,16 @@ export class RenameAssetCommand implements Command {
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}
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}
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/** A `global` machine keeps one current state for the whole run instead of one per behavior instance. */
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const SCOPE_LABELS: Record<Scope, string> = {
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local: 'local',
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global: 'global',
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scene: 'per scene',
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};
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/**
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* A `global` machine keeps one current state for the whole run instead of one per behavior
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* instance; a `scene` machine shares one too, but starts over with every scene (#164).
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*/
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export class SetMachineScopeCommand implements Command {
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readonly label: string;
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private previous: Scope = 'local';
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@@ -263,7 +279,7 @@ export class SetMachineScopeCommand implements Command {
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private readonly assetId: string,
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private readonly scope: Scope,
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) {
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this.label = `Make state machine ${scope}`;
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this.label = `Make state machine ${SCOPE_LABELS[scope]}`;
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}
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execute(project: Project): void {
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@@ -311,6 +327,44 @@ function setPersistent(asset: VariablesAsset, on: boolean): void {
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else delete asset.persistent;
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}
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/**
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* How long one set of shared values lives: `global` for the whole run, `scene` built again from the
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* declarations with every scene that is loaded (#164). Going to `scene` takes the persistent switch
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* off, because the two say opposite things about the same values and the scope is what was just asked for.
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*/
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export class SetVariablesScopeCommand implements Command {
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readonly label: string;
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private previous: SharedScope = 'global';
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private wasPersistent = false;
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constructor(
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private readonly assetId: string,
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private readonly scope: SharedScope,
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) {
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this.label = scope === 'scene' ? 'Make variables per scene' : 'Make variables global';
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}
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execute(project: Project): void {
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const asset = this.target(project);
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this.previous = sharedScopeOf(asset);
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this.wasPersistent = asset.persistent === true;
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setSharedScope(asset, this.scope);
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if (this.scope === 'scene') setPersistent(asset, false);
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}
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undo(project: Project): void {
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const asset = this.target(project);
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setSharedScope(asset, this.previous);
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setPersistent(asset, this.wasPersistent);
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}
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private target(project: Project): VariablesAsset {
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const asset = findAssetOf(project, this.assetId, 'variables');
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if (!asset) throw new CommandError(`Variables ${this.assetId} not found`);
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return asset;
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}
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}
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/**
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* Which state a machine starts in, as a state node's id – `''` takes the mark off again, and the
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* machine is back to starting in no state. Only one state can be the start because there is only
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@@ -1,6 +1,7 @@
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import type { VariablesAsset } from '../model/Asset';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import type { Project } from '../model/Project';
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import { sharedScopeOf } from '../model/Scope';
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import { coerceValue } from '../properties/PropertySchema';
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/** What a save area holds: the values of each persistent Variables asset, keyed by asset id. */
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@@ -15,8 +16,13 @@ export interface SaveArea {
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write(saved: SavedValues): void;
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}
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/**
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* A `scene` asset is never persistent, whatever the flag says (#164): its values are thrown away
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* with every scene, so there is nothing about them worth keeping between runs. Answered here rather
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* than left to the commands, so no path can produce a saved value the scope would drop anyway.
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*/
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export function isPersistent(asset: VariablesAsset): boolean {
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return asset.persistent === true;
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return asset.persistent === true && sharedScopeOf(asset) !== 'scene';
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}
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function persistentAssets(project: Project): VariablesAsset[] {
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@@ -1,6 +1,6 @@
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import type { PropertyBag } from '../model/Properties';
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import type { Project } from '../model/Project';
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import { isGlobal } from '../model/Scope';
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import { isPerScene, isShared, sharedScopeOf } from '../model/Scope';
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import type { NodeContext, SharedState } from './NodeContext';
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import { startStateOf } from './stateMachine';
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@@ -27,11 +27,40 @@ export function declaredVariables(project: Project): Record<string, PropertyBag>
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export function buildSharedState(project: Project): SharedState {
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const shared: SharedState = { variables: declaredVariables(project), states: {} };
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for (const asset of project.assets)
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if (asset.type === 'statemachine' && isGlobal(asset))
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if (asset.type === 'statemachine' && isShared(asset))
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shared.states[asset.id] = startStateOf(asset.graph, asset.start);
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return shared;
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}
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/**
|
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* The state the next scene of the same run starts from: what is `global` travels as it stands,
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* what is `scene` is built again from the declarations. Fresh bags rather than the carried ones,
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* so the world before it cannot still be writing into what this one reads.
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*/
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export function carriedForward(project: Project, carried: Readonly<SharedState>): SharedState {
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const fresh = buildSharedState(project);
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const restarted = restartedAssets(project);
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const next: SharedState = { variables: {}, states: {} };
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for (const [id, bag] of Object.entries(fresh.variables))
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next.variables[id] = restarted.has(id) ? bag : (carried.variables[id] ?? bag);
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for (const [id, state] of Object.entries(fresh.states))
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next.states[id] = restarted.has(id) ? state : (carried.states[id] ?? state);
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return next;
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}
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/**
|
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* The assets a scene swap starts over rather than hands on, by id: the `scene` Variables assets and
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* the `scene` machines. Also what tells the new world which machines to announce an entry for.
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*/
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export function restartedAssets(project: Project): Set<string> {
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const ids = new Set<string>();
|
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for (const asset of project.assets) {
|
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if (asset.type === 'variables' && sharedScopeOf(asset) === 'scene') ids.add(asset.id);
|
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if (asset.type === 'statemachine' && isPerScene(asset)) ids.add(asset.id);
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}
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return ids;
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}
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|
||||
/**
|
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* The start state of every machine that has a usable one, keyed by asset id. A machine without one
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* is absent, which is what keeps "no start" and "starts in a deleted state" the same thing.
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@@ -80,7 +109,7 @@ export function variableBag(ctx: NodeContext, source: string): PropertyBag {
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return ctx.shared.variables[source] ?? {};
|
||||
}
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||||
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/** Where a machine's current state is kept: shared when the machine is `global`, else per instance. */
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/** Where a machine's current state is kept: shared unless the machine is `local`, else per instance. */
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export function stateBag(ctx: NodeContext, machineId: string): Record<string, string> {
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return machineId in ctx.shared.states ? ctx.shared.states : ctx.states;
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}
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@@ -43,11 +43,16 @@ export interface BehaviorAsset extends AssetBase {
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*
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* A `persistent` asset keeps its values past the end of the run (#166): the next run starts from
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* what the last one left, not from `props`. Absent is not persistent.
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*
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* `scope` says how long one set of values lives: absent is `global`, the whole run, and `scene`
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* builds them again from the declarations with every scene that is loaded (#164). A `scene` asset
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* is never persistent – what a scene swap throws away has nothing to keep between runs.
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||||
*/
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export interface VariablesAsset extends AssetBase {
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type: 'variables';
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variables: PropertyDef[];
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persistent?: boolean;
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scope?: Scope;
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}
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||||
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/** Placed as a child of the object it belongs to; its position is the offset from that body. */
|
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@@ -159,7 +164,8 @@ 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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* A `global` machine has one current state for the whole run instead of one per behavior instance;
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* a `scene` machine shares one too, but starts over with every scene that is loaded (#164).
|
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*
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* `start` is the id of the state every instance begins in, empty when the machine has no start –
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* then it is in no state until `Set state` runs. It lives on the asset rather than on the node
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+42
-11
@@ -1,29 +1,60 @@
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/**
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* Whether a state machine keeps its current state per behavior instance or shares one for the whole
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* run. Everything was `local` before scopes existed, so a missing field means `local` and old
|
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* projects load unchanged. Variables are shared by living on a Variables asset instead (#91).
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* How long a shared value lives. `local` is one per behavior instance, `global` one for the whole
|
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* run, `scene` one per scene: rebuilt from the declarations whenever a scene is loaded, so what a
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* level counts is gone with the level while a score is not (#164).
|
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*
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||||
* Everything was `local` before scopes existed, so a missing field means `local` and old projects
|
||||
* load unchanged. Variables are shared by living on a Variables asset instead (#91) – that asset is
|
||||
* shared by its nature, so a missing field means `global` there (see `sharedScopeOf`).
|
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*/
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export type Scope = 'local' | 'global';
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export type Scope = 'local' | 'global' | 'scene';
|
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||||
/** The scopes of something that is shared either way: a Variables asset has no `local`. */
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export type SharedScope = 'global' | 'scene';
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export interface Scoped {
|
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scope?: Scope;
|
||||
}
|
||||
|
||||
export function scopeOf(owner: Scoped): Scope {
|
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return owner.scope === 'global' ? 'global' : 'local';
|
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if (owner.scope === 'global') return 'global';
|
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return owner.scope === 'scene' ? 'scene' : 'local';
|
||||
}
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||||
|
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export function isGlobal(owner: Scoped): boolean {
|
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return owner.scope === 'global';
|
||||
/** Whether the value is shared at all: both `global` and `scene` are one value for many instances. */
|
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export function isShared(owner: Scoped): boolean {
|
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return owner.scope === 'global' || owner.scope === 'scene';
|
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}
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|
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/** Reads a scope out of loaded data, where anything but the one known word means `local`. */
|
||||
/** Whether a scene swap rebuilds the value instead of handing it over. */
|
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export function isPerScene(owner: Scoped): boolean {
|
||||
return owner.scope === 'scene';
|
||||
}
|
||||
|
||||
/** Reads a scope out of loaded data, where anything but the two known words means `local`. */
|
||||
export function readScope(raw: unknown): Scope {
|
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return raw === 'global' ? 'global' : 'local';
|
||||
if (raw === 'global') return 'global';
|
||||
return raw === 'scene' ? 'scene' : 'local';
|
||||
}
|
||||
|
||||
/** Keeps `local` out of the document: the field is present only when it says `global`. */
|
||||
/** Keeps `local` out of the document: the field is present only when it says more than that. */
|
||||
export function setScope(owner: Scoped, scope: Scope): void {
|
||||
if (scope === 'global') owner.scope = 'global';
|
||||
if (scope === 'local') delete owner.scope;
|
||||
else owner.scope = scope;
|
||||
}
|
||||
|
||||
/** The scope of something shared by nature, where a missing field is `global` rather than `local`. */
|
||||
export function sharedScopeOf(owner: Scoped): SharedScope {
|
||||
return owner.scope === 'scene' ? 'scene' : 'global';
|
||||
}
|
||||
|
||||
/** Reads the scope of something shared by nature out of loaded data. */
|
||||
export function readSharedScope(raw: unknown): SharedScope {
|
||||
return raw === 'scene' ? 'scene' : 'global';
|
||||
}
|
||||
|
||||
/** Keeps the default out of the document the other way round: only `scene` is written. */
|
||||
export function setSharedScope(owner: Scoped, scope: SharedScope): void {
|
||||
if (scope === 'scene') owner.scope = 'scene';
|
||||
else delete owner.scope;
|
||||
}
|
||||
@@ -53,7 +53,7 @@ import {
|
||||
type Vec2,
|
||||
} from '../model/Properties';
|
||||
import { PROJECT_FORMAT_VERSION, type Project } from '../model/Project';
|
||||
import { readScope } from '../model/Scope';
|
||||
import { readScope, readSharedScope } from '../model/Scope';
|
||||
import type { SceneObject } from '../model/SceneObject';
|
||||
import {
|
||||
DEFAULT_FILL,
|
||||
@@ -171,7 +171,9 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
|
||||
});
|
||||
} else if (type === 'variables') {
|
||||
const shared: VariablesAsset = { id, type, name, props, variables: variables.get(id) ?? [] };
|
||||
if (a.persistent === true) shared.persistent = true;
|
||||
// Scope first: a `scene` asset is never persistent, so the switch that cannot apply is dropped.
|
||||
if (readSharedScope(a.scope) === 'scene') shared.scope = 'scene';
|
||||
else if (a.persistent === true) shared.persistent = true;
|
||||
assets.push(shared);
|
||||
} else if (type === 'statemachine') {
|
||||
const machine: StateMachineAsset = {
|
||||
@@ -181,7 +183,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
|
||||
props,
|
||||
graph: normalizeGraph(a.graph, (def) => def.type === STATE),
|
||||
};
|
||||
if (readScope(a.scope) === 'global') machine.scope = 'global';
|
||||
const scope = readScope(a.scope);
|
||||
if (scope !== 'local') machine.scope = scope;
|
||||
// Kept as written even where it names no state any more: the same as a deleted start.
|
||||
if (typeof a.start === 'string' && a.start !== '') machine.start = a.start;
|
||||
assets.push(machine);
|
||||
|
||||
@@ -4,6 +4,7 @@ import {
|
||||
SetAssetPropertyCommand,
|
||||
SetMachineScopeCommand,
|
||||
SetVariablesPersistentCommand,
|
||||
SetVariablesScopeCommand,
|
||||
} from '../../core/commands/assetCommands';
|
||||
import { isPersistent } from '../../core/graph/savedValues';
|
||||
import { nextFieldName, nextVariableName } from '../../core/commands/naming';
|
||||
@@ -19,7 +20,7 @@ import type { Command } from '../../core/commands/Command';
|
||||
import type { Asset, BehaviorAsset, StateMachineAsset, VariablesAsset } from '../../core/model/Asset';
|
||||
import { findAsset, type Project } from '../../core/model/Project';
|
||||
import type { PropertyBag, PropertyValue } from '../../core/model/Properties';
|
||||
import { isGlobal, readScope, scopeOf } from '../../core/model/Scope';
|
||||
import { readScope, readSharedScope, type Scope, scopeOf, sharedScopeOf } from '../../core/model/Scope';
|
||||
import { type StructFieldKind, VARIABLE_KINDS } from '../../core/properties/kinds';
|
||||
import {
|
||||
isRowShown,
|
||||
@@ -52,8 +53,9 @@ export function assetSignature(project: Project, assetId: string): string {
|
||||
if (!asset) return 'missing';
|
||||
// A machine's own rows are none, so its scope has to be named here or switching it rebuilds nothing.
|
||||
const machine = asset.type === 'statemachine' ? `|${scopeOf(asset)}` : '';
|
||||
// The same for the switch that keeps shared values between runs: its notes and button depend on it.
|
||||
const kept = asset.type === 'variables' ? `|${isPersistent(asset)}` : '';
|
||||
// The same for the switch that keeps shared values between runs and for the scope beside it: the
|
||||
// notes, the button and whether the switch is shown at all depend on the two.
|
||||
const kept = asset.type === 'variables' ? `|${isPersistent(asset)}|${sharedScopeOf(asset)}` : '';
|
||||
// Vector art shows its shapes under its rows (#129), so a shape added or renamed is a new structure.
|
||||
const shapes = asset.type === 'vectorart' ? `|${shapeListSignature(asset)}` : '';
|
||||
const values = resolveAssetProps(project, asset);
|
||||
@@ -81,7 +83,10 @@ export function buildAssetSection(host: InspectorHost, assetId: string): void {
|
||||
|
||||
buildProps(host, asset, markedAssetSchema(host.state.project, asset));
|
||||
if (asset.type === 'behavior' || asset.type === 'variables') buildVariables(host, asset);
|
||||
if (asset.type === 'variables') buildPersistence(host, asset);
|
||||
if (asset.type === 'variables') {
|
||||
buildVariablesScope(host, asset);
|
||||
buildPersistence(host, asset);
|
||||
}
|
||||
if (asset.type === 'statemachine') buildMachineScope(host, asset);
|
||||
// The drawing itself: its shapes are picked here as a texture's frames are picked in its tab (#129).
|
||||
if (asset.type === 'vectorart') buildShapeListSection(host, asset);
|
||||
@@ -214,6 +219,12 @@ const PERSISTENT: PropertyDef = { key: 'persistent', label: 'Persistent', kind:
|
||||
function buildPersistence(host: InspectorHost, asset: VariablesAsset): void {
|
||||
const set = (value: PropertyValue): void =>
|
||||
void host.state.execute(new SetVariablesPersistentCommand(asset.id, value === true));
|
||||
// Nothing to keep between runs when every scene throws the values away – the switch is not shown.
|
||||
if (sharedScopeOf(asset) === 'scene') {
|
||||
addNote(host, 'One value each, built again for', 'small');
|
||||
addNote(host, 'every scene that is loaded.', 'small');
|
||||
return;
|
||||
}
|
||||
const row = createFieldRow(host, PERSISTENT, isPersistent(asset), { onInput: set, onChange: set });
|
||||
host.body.add(row.row);
|
||||
// Two lines rather than one: the panel is narrow enough to cut a longer note off mid-sentence.
|
||||
@@ -247,20 +258,44 @@ const MACHINE_SCOPE: PropertyDef = {
|
||||
options: [
|
||||
{ value: 'local', label: 'Local' },
|
||||
{ value: 'global', label: 'Global' },
|
||||
{ value: 'scene', label: 'Scene' },
|
||||
],
|
||||
};
|
||||
|
||||
const MACHINE_SCOPE_NOTES: Record<Scope, string[]> = {
|
||||
local: ['Each behavior instance keeps its own current state.'],
|
||||
global: ['Every behavior using this machine shares its', 'current state, for the whole run.'],
|
||||
scene: ['Shared like global, but it starts over', 'whenever a scene is loaded.'],
|
||||
};
|
||||
|
||||
/** A state machine has no properties of its own, so the inspector shows just its name and this. */
|
||||
function buildMachineScope(host: InspectorHost, asset: StateMachineAsset): void {
|
||||
const set = (value: PropertyValue): void =>
|
||||
void host.state.execute(new SetMachineScopeCommand(asset.id, readScope(value)));
|
||||
const row = createFieldRow(host, MACHINE_SCOPE, scopeOf(asset), { onInput: set, onChange: set });
|
||||
host.body.add(row.row);
|
||||
addNote(
|
||||
host,
|
||||
isGlobal(asset)
|
||||
? 'Every behavior using this machine shares its current state.'
|
||||
: 'Each behavior instance keeps its own current state.',
|
||||
'small',
|
||||
);
|
||||
// Short lines rather than one: the panel is narrow enough to cut a longer note off mid-sentence.
|
||||
for (const line of MACHINE_SCOPE_NOTES[scopeOf(asset)]) addNote(host, line, 'small');
|
||||
}
|
||||
|
||||
/** The same switch for a Variables asset, which has no `local`: the asset is the shared thing. */
|
||||
const VARIABLES_SCOPE: PropertyDef = {
|
||||
key: 'scope',
|
||||
label: 'Scope',
|
||||
kind: 'enum',
|
||||
default: 'global',
|
||||
options: [
|
||||
{ value: 'global', label: 'Global' },
|
||||
{ value: 'scene', label: 'Scene' },
|
||||
],
|
||||
};
|
||||
|
||||
function buildVariablesScope(host: InspectorHost, asset: VariablesAsset): void {
|
||||
const set = (value: PropertyValue): void =>
|
||||
void host.state.execute(new SetVariablesScopeCommand(asset.id, readSharedScope(value)));
|
||||
const row = createFieldRow(host, VARIABLES_SCOPE, sharedScopeOf(asset), {
|
||||
onInput: set,
|
||||
onChange: set,
|
||||
});
|
||||
host.body.add(row.row);
|
||||
}
|
||||
@@ -2,6 +2,7 @@ import {
|
||||
adoptDeclarations,
|
||||
asNumber,
|
||||
buildSharedState,
|
||||
carriedForward,
|
||||
declaredVariables,
|
||||
emptySharedState,
|
||||
type EntityHandle,
|
||||
@@ -11,6 +12,7 @@ import {
|
||||
isHandleEnabled,
|
||||
type NodeContext,
|
||||
type PhysicsControl,
|
||||
restartedAssets,
|
||||
restoreSaved,
|
||||
type SaveArea,
|
||||
savedSnapshot,
|
||||
@@ -171,6 +173,8 @@ export class BehaviorSystem implements System {
|
||||
private sharedState: SharedState = emptySharedState();
|
||||
/** Handed over by the previous world of the same run; consumed by the next `start`. */
|
||||
private carried: SharedState | null = null;
|
||||
/** Which of the carried machines this scene starts over, so their entry is announced again. */
|
||||
private restarted: ReadonlySet<string> = new Set();
|
||||
/** Moves whose events are still owed; drained by `flushStateChanges` between exec flows. */
|
||||
private pending: StateChange[] = [];
|
||||
/** The declarations as last read; an edit is what differs from these (see `syncDeclarations`). */
|
||||
@@ -224,9 +228,10 @@ export class BehaviorSystem implements System {
|
||||
* the world is started.
|
||||
*/
|
||||
carryOver(state: Readonly<SharedState>): void {
|
||||
// The bags themselves travel as they are – a running value is the point – while the map around
|
||||
// them is copied, so the old system cannot still be writing into what the new one reads.
|
||||
this.carried = { variables: { ...state.variables }, states: { ...state.states } };
|
||||
// The bags of what is `global` travel as they are – a running value is the point – while what is
|
||||
// `scene` is built again from the declarations, so a level counts from zero (#164).
|
||||
this.carried = carriedForward(this.project, state);
|
||||
this.restarted = restartedAssets(this.project);
|
||||
}
|
||||
|
||||
start(world: World): void {
|
||||
@@ -245,9 +250,11 @@ export class BehaviorSystem implements System {
|
||||
// the move is queued here and every instance the first sync creates hears that one entry.
|
||||
// Not after a scene swap: the machine is already standing where it stands, and announcing the
|
||||
// entry again would be a move that never happened.
|
||||
if (!carried)
|
||||
for (const [machineId, start] of Object.entries(this.sharedState.states))
|
||||
if (start) this.pending.push({ machineId, from: '', to: start, source: null });
|
||||
// A `scene` machine is the exception after a swap: it really was entered again, just now.
|
||||
for (const [machineId, start] of Object.entries(this.sharedState.states))
|
||||
if (start && (!carried || this.restarted.has(machineId)))
|
||||
this.pending.push({ machineId, from: '', to: start, source: null });
|
||||
this.restarted = new Set();
|
||||
this.syncInstances(world);
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user