Add the Variable node and show the variable name in node titles
Get/Set variable nodes now title themselves "Get <name>" / "Set <name>", and
the new Variable node just "<name>"; the title is the same folded or open,
and a collapsed node shrinks to it. The redundant "Variable: <name>" row is
gone unless the variable was deleted ("<name>?" is the only hint then).
The Variable node sets its value when an exec flow arrives and exposes the
value at any time. Its output is read when a downstream node pulls it, not
frozen at the write, so count = count + 1 is one Variable node plus an Add.
Get variable keeps reading once per pulse: switching it would change the
behaviour of existing games.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -96,7 +96,7 @@ export class GraphInterpreter {
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const inputs = this.collectInputs(node, ctx);
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const result = def.run(ctx, inputs, node.params, def);
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const returned = result.call ? this.call(result.call, ctx, depth) : {};
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this.frame.outputCache.set(node.id, { ...result.outputs, ...returned });
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if (!def.read) this.frame.outputCache.set(node.id, { ...result.outputs, ...returned });
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this.trace?.onNode(node.id);
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if (result.repeat) this.loop(node, result.repeat, ctx, depth);
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const next = result.next === undefined ? [] : Array.isArray(result.next) ? result.next : [result.next];
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@@ -167,6 +167,10 @@ export class GraphInterpreter {
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if (!source) return null;
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const def = this.def(source);
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if (!def) return null;
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if (def.read) {
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this.trace?.onNode(nodeId);
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return def.read(ctx, source.params)[port] ?? null;
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}
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// Exec nodes that have not run in this pulse have no value yet.
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if (isEventNode(def) || hasExecInput(def) || !def.run) return null;
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if (++this.steps > MAX_STEPS_PER_FIRE)
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