Let a called behavior share the caller's local state machines

A local state machine started over in every Run behavior call, so a
state set in a sub-behavior was gone by the next call. A character
controller split into sub-behaviors could therefore never remember
that it was attacking. Scene or global scope would keep the state, but
then every character shares it.

- A call now runs on the states of the instance that runs it, however
  deep. A state one call sets is still set in the next one, and the
  call begins in the start state like the instance does.
- A move made inside a call is reported like one the caller made. The
  caller's On state entered and On state exited hear it, the event
  nodes of the called graph stay silent as before.
- Two objects running the same behavior still hold a state each.
- This reverses the rule from #229 that local machines of a called
  behavior are not kept. Keep stays a switch for variables only.

Tests:
- Two unit tests that pinned the old rule now expect the shared state.
- New world test: a sub-behavior closes a door per object, the
  caller's events hear it, and the next call finds it closed.
- Counter-check: with the old call context the 3 tests fail.
- Gate on melektaus-atx: 239 files, 3600 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-04 18:38:06 +02:00
1 parent d80d5cce26
commit ed7872c893
3 files changed
+53 -19

No files matched your search

+4 -11
View File
@@ -240,17 +240,10 @@ export class GraphInterpreter {
this.callStack.push(call.behaviorId);
this.callSites.push(site);
this.calledBehaviors.add(call.behaviorId);
// Fresh states every call, and nothing of the caller's variables or states. What it does to a
// local machine therefore dies with the call and is not reported; a `global` machine is the
// run's, so moving that one is a move like any other.
const inner: NodeContext = {
...ctx,
variables,
states: {},
stateChanged: (machineId, from, to) => {
if (machineId in ctx.shared.states) ctx.stateChanged(machineId, from, to);
},
};
// Nothing of the caller's variables, but its local machines: a local machine belongs to the
// running instance however deep the call, so what a call sets is still set on the next one,
// and the move is heard like one the caller made itself.
const inner: NodeContext = { ...ctx, variables };
try {
for (const entry of entries) {
this.trace?.onNode(entry.id);
+7 -6
View File
@@ -203,16 +203,17 @@ describe('Keep on a behavior variable (#229)', () => {
expect([ctx.variables.r0, ctx.variables.r1]).toEqual([2, 2]);
});
it('starts a local state machine of the callee over every call, kept variables or not', () => {
it('leaves a local state machine with the caller, so a call finds what the last one set', () => {
const fixture = makeProject();
const create = new CreateAssetCommand('statemachine', 'Doors');
fixture.stack.execute(create);
const open = new AddNodeCommand(create.asset.id, STATE, 0, 0, { [STATE_NAME_PARAM]: 'Open' });
fixture.stack.execute(open);
const machine = create.asset.id;
// No state yet → "first" and put it in Open; in Open → "open". The kept variable is only
// there to show that keeping one does not keep the machine along with it.
// No state yet → "first" and put it in Open; in Open → "open". The variable is not kept, which
// shows that the machine does not hang on the Keep switch.
const callee = makeBehavior(fixture, 'Door', ['count']);
fixture.stack.execute(new SetVariableKeptCommand(callee.id, 'count', false));
const edit = graphEditor(fixture, callee);
const start = edit.addNode(BEHAVIOR_START);
const branch = edit.addNode('StateBranch', { [MACHINE_PORT]: machine });
@@ -237,9 +238,9 @@ describe('Keep on a behavior variable (#229)', () => {
const ctx = fakeContext();
fire(interpreter, 'OnStart', ctx);
fire(interpreter, 'OnStart', ctx);
expect(ctx.logs).toEqual(['first', 'first']);
// A local machine of the callee is none of the caller's business either.
expect(ctx.states).toEqual({});
expect(ctx.logs).toEqual(['first', 'open']);
// The state sits in the caller's bag, where the running instance keeps its local machines.
expect(ctx.states).toEqual({ [machine]: open.node.id });
});
it('survives saving and loading, and a name that is not declared is dropped', () => {
+42 -2
View File
@@ -275,7 +275,7 @@ describe('a running state machine', () => {
expect(started.world.log).toEqual(['open', 'open', 'closed', 'closed']);
});
it('starts a called behavior in no state, whatever the caller set', () => {
it('lets a called behavior see the state its caller set', () => {
const f = makeProject();
const machine = makeMachine(f);
const inner = makeBehavior(f, 'Inner');
@@ -299,7 +299,8 @@ describe('a running state machine', () => {
const ctx = fakeContext();
fire(new GraphInterpreter(outer.graph, graphLookup(f.project)), 'OnStart', ctx);
expect(ctx.states).toEqual({ [machine.id]: machine.ids[0] });
expect(ctx.logs).toEqual([]);
// A local machine belongs to the instance, not to the graph that happens to run.
expect(ctx.logs).toEqual(['inner saw open']);
});
it('is driven by name where the machine arrives as a value, and branches through else', () => {
@@ -501,6 +502,45 @@ describe('On state entered and On state exited', () => {
expect(open).not.toBe('');
});
it('hears a move made inside a called behavior, each object in its own state', () => {
const f = makeSpriteScene();
const machine = makeMachine(f);
const [open, closed] = machine.ids as [string, string];
f.stack.execute(new SetMachineStartCommand(machine.id, open));
// Called every frame: closes the door it finds open, says so once it finds it closed.
const step = makeBehavior(f, 'Step');
const stepEdit = graphEditor(f, step);
const branch = stepEdit.addNode('StateBranch', { [MACHINE_PORT]: machine.id });
const set = stepEdit.addNode('SetState', { [MACHINE_PORT]: machine.id });
const said = stepEdit.addNode('Log', { message: 'Step: found closed' });
stepEdit.wire([
[stepEdit.addNode(BEHAVIOR_START), 'exec', branch, 'exec'],
[branch, open, set, closed],
[branch, closed, said, 'exec'],
]);
const { behavior, edit } = watcher(f, machine.id, machine.ids);
const call = edit.addNode('RunBehavior', { [BEHAVIOR_PARAM]: step.id });
edit.connect(edit.addNode('OnUpdate'), 'exec', call, 'exec');
place(f, behavior.id, { x: 0, y: 0 });
place(f, behavior.id, { x: 10, y: 0 });
const started = startWorld(f, { behaviors: true });
started.frame();
// The call starts in the instance's start state and its move reaches that instance's events.
expect([...started.world.log].sort()).toEqual([
'Watcher: entered closed',
'Watcher: entered closed',
'Watcher: entered open',
'Watcher: entered open',
'Watcher: exited open',
'Watcher: exited open',
]);
expect(started.behaviors?.machineStates(machine.id).map((s) => s.state)).toEqual([closed, closed]);
started.world.log.length = 0;
started.frame();
// The next call finds what the last one set, once per object.
expect(started.world.log).toEqual(['Step: found closed', 'Step: found closed']);
});
it('reaches every instance when the machine is global, and enters its start once', () => {
const f = makeSpriteScene();
const machine = makeMachine(f);