Variables and state machines can reset with every scene (#164)
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s

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:
adminandClaude Opus 5.5 committed 2026-09-23 06:06:53 +02:00
1 parent 6e3e8d23c5
commit d7c0b7cfdb
12 files changed
+487 -43

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+57 -3
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@@ -15,7 +15,14 @@ import { isSoundFile } from '../model/sound';
import { removeSubtrees } from '../model/hierarchy';
import type { PropertyBag, PropertyValue } from '../model/Properties';
import { findAssetOf, objectHolders, type Project } from '../model/Project';
import { type Scope, scopeOf, setScope } from '../model/Scope';
import {
type Scope,
scopeOf,
setScope,
setSharedScope,
type SharedScope,
sharedScopeOf,
} from '../model/Scope';
import type { SceneObject } from '../model/SceneObject';
import { isTextureFile } from '../model/texture';
import { coerceValue, defaultsFor } from '../properties/PropertySchema';
@@ -254,7 +261,16 @@ export class RenameAssetCommand implements Command {
}
}
/** A `global` machine keeps one current state for the whole run instead of one per behavior instance. */
const SCOPE_LABELS: Record<Scope, string> = {
local: 'local',
global: 'global',
scene: 'per scene',
};
/**
* A `global` machine keeps one current state for the whole run instead of one per behavior
* instance; a `scene` machine shares one too, but starts over with every scene (#164).
*/
export class SetMachineScopeCommand implements Command {
readonly label: string;
private previous: Scope = 'local';
@@ -263,7 +279,7 @@ export class SetMachineScopeCommand implements Command {
private readonly assetId: string,
private readonly scope: Scope,
) {
this.label = `Make state machine ${scope}`;
this.label = `Make state machine ${SCOPE_LABELS[scope]}`;
}
execute(project: Project): void {
@@ -311,6 +327,44 @@ function setPersistent(asset: VariablesAsset, on: boolean): void {
else delete asset.persistent;
}
/**
* How long one set of shared values lives: `global` for the whole run, `scene` built again from the
* declarations with every scene that is loaded (#164). Going to `scene` takes the persistent switch
* off, because the two say opposite things about the same values and the scope is what was just asked for.
*/
export class SetVariablesScopeCommand implements Command {
readonly label: string;
private previous: SharedScope = 'global';
private wasPersistent = false;
constructor(
private readonly assetId: string,
private readonly scope: SharedScope,
) {
this.label = scope === 'scene' ? 'Make variables per scene' : 'Make variables global';
}
execute(project: Project): void {
const asset = this.target(project);
this.previous = sharedScopeOf(asset);
this.wasPersistent = asset.persistent === true;
setSharedScope(asset, this.scope);
if (this.scope === 'scene') setPersistent(asset, false);
}
undo(project: Project): void {
const asset = this.target(project);
setSharedScope(asset, this.previous);
setPersistent(asset, this.wasPersistent);
}
private target(project: Project): VariablesAsset {
const asset = findAssetOf(project, this.assetId, 'variables');
if (!asset) throw new CommandError(`Variables ${this.assetId} not found`);
return asset;
}
}
/**
* Which state a machine starts in, as a state node's id – `''` takes the mark off again, and the
* machine is back to starting in no state. Only one state can be the start because there is only
+7 -1
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@@ -1,6 +1,7 @@
import type { VariablesAsset } from '../model/Asset';
import type { PropertyBag, PropertyValue } from '../model/Properties';
import type { Project } from '../model/Project';
import { sharedScopeOf } from '../model/Scope';
import { coerceValue } from '../properties/PropertySchema';
/** What a save area holds: the values of each persistent Variables asset, keyed by asset id. */
@@ -15,8 +16,13 @@ export interface SaveArea {
write(saved: SavedValues): void;
}
/**
* A `scene` asset is never persistent, whatever the flag says (#164): its values are thrown away
* with every scene, so there is nothing about them worth keeping between runs. Answered here rather
* than left to the commands, so no path can produce a saved value the scope would drop anyway.
*/
export function isPersistent(asset: VariablesAsset): boolean {
return asset.persistent === true;
return asset.persistent === true && sharedScopeOf(asset) !== 'scene';
}
function persistentAssets(project: Project): VariablesAsset[] {
+32 -3
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@@ -1,6 +1,6 @@
import type { PropertyBag } from '../model/Properties';
import type { Project } from '../model/Project';
import { isGlobal } from '../model/Scope';
import { isPerScene, isShared, sharedScopeOf } from '../model/Scope';
import type { NodeContext, SharedState } from './NodeContext';
import { startStateOf } from './stateMachine';
@@ -27,11 +27,40 @@ export function declaredVariables(project: Project): Record<string, PropertyBag>
export function buildSharedState(project: Project): SharedState {
const shared: SharedState = { variables: declaredVariables(project), states: {} };
for (const asset of project.assets)
if (asset.type === 'statemachine' && isGlobal(asset))
if (asset.type === 'statemachine' && isShared(asset))
shared.states[asset.id] = startStateOf(asset.graph, asset.start);
return shared;
}
/**
* The state the next scene of the same run starts from: what is `global` travels as it stands,
* what is `scene` is built again from the declarations. Fresh bags rather than the carried ones,
* so the world before it cannot still be writing into what this one reads.
*/
export function carriedForward(project: Project, carried: Readonly<SharedState>): SharedState {
const fresh = buildSharedState(project);
const restarted = restartedAssets(project);
const next: SharedState = { variables: {}, states: {} };
for (const [id, bag] of Object.entries(fresh.variables))
next.variables[id] = restarted.has(id) ? bag : (carried.variables[id] ?? bag);
for (const [id, state] of Object.entries(fresh.states))
next.states[id] = restarted.has(id) ? state : (carried.states[id] ?? state);
return next;
}
/**
* The assets a scene swap starts over rather than hands on, by id: the `scene` Variables assets and
* the `scene` machines. Also what tells the new world which machines to announce an entry for.
*/
export function restartedAssets(project: Project): Set<string> {
const ids = new Set<string>();
for (const asset of project.assets) {
if (asset.type === 'variables' && sharedScopeOf(asset) === 'scene') ids.add(asset.id);
if (asset.type === 'statemachine' && isPerScene(asset)) ids.add(asset.id);
}
return ids;
}
/**
* The start state of every machine that has a usable one, keyed by asset id. A machine without one
* is absent, which is what keeps "no start" and "starts in a deleted state" the same thing.
@@ -80,7 +109,7 @@ export function variableBag(ctx: NodeContext, source: string): PropertyBag {
return ctx.shared.variables[source] ?? {};
}
/** Where a machine's current state is kept: shared when the machine is `global`, else per instance. */
/** Where a machine's current state is kept: shared unless the machine is `local`, else per instance. */
export function stateBag(ctx: NodeContext, machineId: string): Record<string, string> {
return machineId in ctx.shared.states ? ctx.shared.states : ctx.states;
}
+7 -1
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@@ -43,11 +43,16 @@ export interface BehaviorAsset extends AssetBase {
*
* A `persistent` asset keeps its values past the end of the run (#166): the next run starts from
* what the last one left, not from `props`. Absent is not persistent.
*
* `scope` says how long one set of values lives: absent is `global`, the whole run, and `scene`
* builds them again from the declarations with every scene that is loaded (#164). A `scene` asset
* is never persistent – what a scene swap throws away has nothing to keep between runs.
*/
export interface VariablesAsset extends AssetBase {
type: 'variables';
variables: PropertyDef[];
persistent?: boolean;
scope?: Scope;
}
/** Placed as a child of the object it belongs to; its position is the offset from that body. */
@@ -159,7 +164,8 @@ export interface AnimationAsset extends AssetBase {
/**
* The graph holds one `State` node per state and an edge per transition; a behavior reads the
* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
* A `global` machine has one current state for the whole run instead of one per behavior instance.
* A `global` machine has one current state for the whole run instead of one per behavior instance;
* a `scene` machine shares one too, but starts over with every scene that is loaded (#164).
*
* `start` is the id of the state every instance begins in, empty when the machine has no start –
* then it is in no state until `Set state` runs. It lives on the asset rather than on the node
+42 -11
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@@ -1,29 +1,60 @@
/**
* Whether a state machine keeps its current state per behavior instance or shares one for the whole
* run. 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).
* How long a shared value lives. `local` is one per behavior instance, `global` one for the whole
* run, `scene` one per scene: rebuilt from the declarations whenever a scene is loaded, so what a
* level counts is gone with the level while a score is not (#164).
*
* 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`).
*/
export type Scope = 'local' | 'global';
export type Scope = 'local' | 'global' | 'scene';
/** The scopes of something that is shared either way: a Variables asset has no `local`. */
export type SharedScope = 'global' | 'scene';
export interface Scoped {
scope?: Scope;
}
export function scopeOf(owner: Scoped): Scope {
return owner.scope === 'global' ? 'global' : 'local';
if (owner.scope === 'global') return 'global';
return owner.scope === 'scene' ? 'scene' : 'local';
}
export function isGlobal(owner: Scoped): boolean {
return owner.scope === 'global';
/** Whether the value is shared at all: both `global` and `scene` are one value for many instances. */
export function isShared(owner: Scoped): boolean {
return owner.scope === 'global' || owner.scope === 'scene';
}
/** 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. */
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 {
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;
}
+6 -3
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@@ -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);