Commit Graph
3 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 0c5ac32b59 Let structs and lists nest to any depth (#239)
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
Structs and lists were capped at two fixed levels (list of structs,
struct with a list field). Anything deeper was dropped silently on
load, in node settings and when written to a variable. The cap came
from an early design choice, not from a technical need, so it is
lifted completely instead of adding a third fixed level.

- One kind list NESTED_KINDS replaces ListItemKind and
  StructFieldKind. The flat special cases in listItems.ts are gone,
  every value goes through one recursive path.
- A struct inside a struct is declared, like a top-level struct.
  Values coming in over an edge are brought into that shape. Struct
  items in lists still take their fields from the value.
- New valuePath.ts addresses any nested spot by keys and indices.
  ListSlot.field is now ListSlot.path.
- Field commands (add, rename, remove) take the path to the struct.
  They change declaration, own value and all overrides in one undo
  step, as before on the top level.
- Inspector: "+ Field" offers Struct and List on every level. A
  nested struct is a header row with its own "+ Field", its fields
  are indented one step further.
- List tab: a list item shows "n items" and opens one level deeper.
  The title shows the path, e.g. "Listy · nums · [3]".
- Pack in Pack now writes a struct into a struct field instead of
  text. Objects are kept at any depth and stripped at every exit.
- A list edit in a struct field without an existing object override
  now starts from the shown value instead of an empty struct.
- Old projects load unchanged. Save, load and save again gives the
  same result.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii,
  21d and 22f updated)
- 20 new unit tests in nested-values.test.ts and
  nested-list-slot.test.ts, three tests that pinned the old cap
  turned around
- 6 counter-probes, each fails 1 to 8 tests, originals restored
  and checked with cmp
- Not covered: a nested struct inside a struct item in the list
  tab has no e2e click

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:33:20 +02:00
adminandClaude Opus 5.5 7979b8ff19 Let structs and lists hold objects across behavior runs (#238)
game-maker / gate (push) Successful in 3m28s
game-maker / suite (push) Successful in 10m14s
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.

- "No object" has one resting form everywhere: {"$object": ""}. A
  running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
  nested in structs and lists. objectSlots.ts and the special paths for
  Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
  editor run writes back to the scene, saved values of persistent
  Variables assets, live values in the inspector, and the world
  snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
  struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
  show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
  Before they turned into names.
- A struct that only changes by an object writes no override. A list
  that grows by an object writes [(null)], its length really changed.

Found on the way: CI at 98211a8 failed only in e2e 21d. #237 added
asset to the field kinds without updating that fixed expectation. 21d
now expects ...,animation,asset,object,struct.

No project on the server has object variables, so no old data is
affected.

Tests:
- ./check.sh: 169 files, 2475 tests, CHECK EXIT 0.
- e2e 6, 21, 23, 32: ALL PASSED, 213 checks.
- object-variable.test.ts rewritten: variable, struct field and list
  item over several frames, destroyed objects, nothing in scene, file
  or save, editor run reload, Keep.
- New e2e 21d-ii adds an Object item by click. 21d and 23k updated.
- 7 counter-probes, each fails 1 to 9 tests. Originals back via cmp.
- Not tested on its own: stripping of inspector live values and the
  names in the test snapshot, the "+ Field -> Object" menu by click.
- e2e check total 1407, only calculated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 21:12:44 +02:00
adminandClaude Opus 5.5 98211a8d54 Let a variable hold an object across behavior runs
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Failing after 9m2s
A spawned object was only reachable in the run that spawned it. The
Spawn output could not go into a variable because "object" was a
port-only kind, so the next run had no way back to the instance.

- "Object" is now a variable kind. The reference lives for the run
  only. The file stores the declaration and an empty value.
- The live reference sits in slots beside the variable bag
  (graph/objectSlots.ts), not in it. The bag is the behavior's props,
  and syncToModel would have written an object into the scene.
- A destroyed object, or one from a restarted or left scene, reads as
  nothing. A dead reference is dropped from its slot.
- Keep (#229) hands the slots of kept variables on to the next call
  of a sub-behavior.
- Properties of kind Behavior reads and writes another behavior's
  object variable through the same slots.
- The inspector shows "(null)" for it and offers no input.
- A persistent Variables asset with an object variable shows a
  warning under "Persistent". Saved values never keep the object,
  every run starts it at (null).

Objects inside lists and struct fields are left out on purpose.
Emptiness is checked with Equals against an empty b. A node "Is
valid" does not exist yet.

The test helper graphEditor().variables() now also reads the kinds
of a Variables asset a node points to.

Tests:
- ./check.sh: 169 files, 2463 tests, CHECK EXIT 0
- e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks)
- e2e 32: ALL PASSED, 18 checks (new 32f-ii)
- 10 unit tests in tests/core/object-variable.test.ts, one of them
  runs a persistent asset over two runs
- 5 counter-probes (value in bag, isAlive always true, no Keep
  hand-over, Properties without slots, object in saved values) each
  fail their test
- e2e check total 1406, computed only

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 20:15:16 +02:00