Commit Graph
19 Commits
Author SHA1 Message Date
admin 7e5003b590 A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
game-maker / suite (push) Successful in 6m48s
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00
admin bc57f61c91 A still editor has nothing to draw, so the frame loop wakes on change (#44)
game-maker / suite (push) Successful in 10m46s
The renderer is taken off the ticker; the ticker itself keeps running, so
the clock, a live world and the panels still get their step. Drawing now
happens inside a 200 ms trailing window that every pointer, wheel and key
event, every Widget.invalidate/resize, every Stack.relayout, every
EditorState.emit and both library onChange hooks reopen. The window rather
than a single frame is what makes the ~70 direct redraw() calls that never
pass through invalidate() safe, along with repaints an event only starts:
a microtask, a texture upload, a resolved font.

Editor.movesByItself() keeps asking for every frame while Play or an editor
run is on, a time shader is on screen, or the particle or animation preview
is showing.

The FPS counter now counts drawn frames over the time the renderer was
awake. Idle seconds are not slow seconds, so it answers "how smooth while
it moves" and holds its last answer instead of falling to 0 at rest.

Measured on the built stand, 20 s per variant, CPU of all chromium
processes from /proc: kept awake 75.5 % of a core at 60 fps, render on
change 8.8 % with 0 frames drawn, awake again 83.9 % as an order probe.

No colour check can see a missing repaint: pixelAt extracts from the stage
on demand and is just as green on a screen frozen a minute ago. Step 33
watches the new __gm.renderStats() counter instead.
2026-09-14 21:41:50 +02:00
rootandClaude Fable 5.1 b0c4b4ec5a Harness: print non-string check details as JSON
game-maker / suite (push) Successful in 7m50s
check() appended the detail by string concatenation, so an object
argument showed up as "[object Object]" in the log (27-console.mjs).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-13 11:00:14 +02:00
rootandClaude Opus 5 c47fd5e4dc Console panel: capture console.*, timestamped lines, resizable (#50)
A log layer (src/editor/console/log.ts) keeps a 500-line ring buffer and
wraps console.log/info/debug/warn/error, still calling the original. Notices
and behaviour runtime errors go straight to the layer instead of through
console, so editor tests stay quiet and errors can render red. world.log is
untouched: it is per-run structured state that runtime tests and e2e read
directly, not a text stream.

The panel sits under the visible tab, resizable with Splitter('y'), with a
CONSOLE header and a clear button. Each line carries its wall-clock time in
its own dimmed column, so locate() still finds the message text.

The taller centre area drops the graph fit zoom to 0.60, which broke six e2e
checks that assumed one screen pixel is one graph unit and that a fixed
offset from the canvas centre is empty. They now ask __gm.emptySpot(),
__gm.graph.emptySpot() and __gm.graph.zoom() instead of guessing.

locate/locateAll added the unscaled Pixi text width to the global position,
so click points in the scaled graph canvas landed too far right; they use
getBounds() now.

check.sh: 831 tests. Full e2e: ALL PASSED - 671 checks. Smokes 24/19/20.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 19:35:40 +02:00
rootandClaude Opus 5 e147dd6d21 Add a four-direction walk demo that seeds its own sprite sheet
tools/seed-actor.mjs builds the project Actor demo: it uploads
tools/assets/Actor1.png, slices the 576x384 sheet into the 96 cells of a
12x8 grid (48x48 each, no remainder) and wears the character in the top
left corner. Walking is four ping-pong animations of three frames, which
is the original RPG-Maker walk cycle; standing is the middle frame of the
row, not an animation.

The graph pastes walk- or idle- in front of the direction faced and wears
the result, so eight cases need no branch tree - the List node only holds
numbers. Which way it looks is the key pressed last, corrected whenever
only one axis is still held, or letting go of one key of a diagonal would
walk backwards. Axis input already normalizes its vector.

tools/lib/projects.mjs gains uploadTexture, since data/textures/ is
git-ignored and a seed that ships its picture has to send it. The harness
gains w/a/s/d and keyDown/keyUp halves, because holdKey cannot express two
presses that overlap - which is what a diagonal is.

tools/smoke-actor.mjs plays it in 19 checks and reads the drawn pixels at
the camera edge, where the bounds hold him walking on the spot: three
distinct frames walking, one standing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 12:13:13 +02:00
rootandClaude Opus 5 656d61f187 Edit the graph during play and watch values and flow run through it
The graph was only locked by five edit-mode guards in GraphCanvas. The
running game reads the graph by reference each frame, so a new node, edge,
changed value, disconnect or undo takes effect from the next frame. Stop
discards these edits like everything else changed in play. A new On start
node does not fire for a behavior that has already started.

During play every data output shows the value it last produced, in the
highlight colour and refreshed ten times a second. Values are kept per
graph, because node ids are only unique within one; with several
instances the most recent value wins. The Variables node reads the live
variable bag, so only its own outputs are kept, as a snapshot.

Each time an exec edge fires, a bead runs along it in 0.3 s, at most one
every 0.15 s per edge, following the same curve the edge is drawn with.
Beads run on game time and freeze while paused; the game logic is
unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 21:19:07 +02:00
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
  the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing

Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00
rootandClaude Opus 5 787a19d525 Give the e2e steps one place to build their fixtures
Steps 18 and 20 both hand-rolled the same object-plus-behavior scaffold, down
to lane offsets that nothing kept distinct. Step 19 claimed in a comment that it
cleaned up after itself but never checked it – the only one of the four that
did not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-10 07:14:17 +02:00
rootandClaude Opus 5 4f78c7518c Give the graph a loop, and build Tetris with it
A Tetris example project needs to draw 200 board cells and scan rows
for a full line. Neither is expressible without iteration, so the node
system gets a Repeat node plus the missing text side: Substring, Find
text and To number. The interpreter drops its data cache once per
round -- otherwise every round would recompute with the first round's
values.

Object by name takes its name as an input now, not just as a setting;
addressing "c" + index is impossible otherwise. An unconnected input
reads the stored setting, so saved projects are untouched.

The board itself is a 200-character text, "." for empty. That makes
both operations of Tetris a single expression instead of a loop, and
each frame attempts exactly one move -- rotate beats sideways beats
fall -- so the fit check exists once in the whole graph.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 19:10:41 +02:00
root e0d43e12aa Pan with the middle button, select several nodes, and fit properly
Three things the graph view did differently from the scene view, or not
at all:

Panning moves to the middle button, which works from anywhere – a node
under the pointer included, since NodeView now lets that one button
bubble up. Shift-drag on empty canvas pans too. The left button pulls a
rubber band instead and no longer pans.

Nodes can be selected several at a time: by band, by ctrl/shift-click,
moved together, deleted together, each as one undo step. The selection
model gains `nodeIds` alongside the objects' `objectIds`.

Fit really fits. It used to pin the zoom at 1 and merely centre, so a
graph larger than the view always left nodes hanging out, and it sized
every node with one guessed height although real ones vary with their
port count. Both sums now live in editor/graph/framing.ts as pure
functions, which is what made the defect testable at all.

The band selects any node it overlaps rather than one whose position it
contains, unlike the scene view: nodes are large rectangles, and a band
drawn visibly across one has to catch it.
2026-09-09 14:29:30 +02:00
root ed1fe31c77 Count clicks ourselves so double-clicks work at all
Pixi only fills `detail` on the `click` event it synthesises; on
`pointerdown` it is always 0, so every `e.detail === 2` branch was dead
code. Asset rows, hierarchy folding and select-all in text fields never
responded to a double-click.

A shared click counter in src/ui/clicks.ts replaces the three readings of
`e.detail`. A finished double-click ends the run, so two in a row count
2 and 2 rather than 3 and 4.

The harness could only send `clickCount: 1`, which is why no test caught
this: every "activate" check went through Enter. It can send real
double-clicks now, and five checks drive the three paths separately.
2026-09-09 14:13:05 +02:00
root 75d377af39 Place assets by dragging them from the panel into the view
The context menu entry is gone; dragging replaces it entirely. The drop
target is the view under the pointer, not the active tab, so the same
gesture works for scenes and for container templates.

While dragging, an outline shows the footprint the object will have plus
a crosshair on its origin, turning red when the drop would be refused.
Preview and command share one function (placementRejection), so the
outline cannot promise something the drop then rejects.

A left-press used to select the list row immediately. Since the container
tab follows the selection, it switched to the very container being dragged
and every drop would have nested it inside itself. The list now selects on
release without a drag: picking something up is not the same as choosing it.
2026-09-09 13:09:13 +02:00
rootandClaude Opus 5 32a40ee34b Run the check browser on the GPU instead of rasterising in software
The harness forced software WebGL (--disable-gpu --use-gl=swiftshader) on every host.
Measured here on an idle editor page over 20 s: that costs 373% of a core at 8 fps,
while the Intel HD 630 via ANGLE/Vulkan costs 69% at 56 fps. The full suite now runs
in ~124 s. Note the app is not rendering 60 fps as previously assumed - in software
it only reaches 8, and a single frame costs more than any throttle interval would save,
which is why capping the framerate had measured no effect.

--use-angle=gl and --use-gl=egl look cheaper still but get no WebGL context at all,
so the app never renders. They are not usable and are named in the comment as such.

There is deliberately no software fallback: a host without a usable GPU should fail
loudly rather than drag the machine to a standstill. None of the 267 checks reads the
rendered image anyway - they read window.__gm.locate() and the debug hook, and the
screenshots assert nothing - but Pixi needs WebGL2 to run at all.

The browser launch moves out of harness.mjs into tools/lib/browser.mjs, which also
supports GM_REMOTE=user@host via an SSH-forwarded CDP port. That path is unfinished:
the tunnel degraded until the suite crawled at ~25 s per check, and forcing software
WebGL on a desktop with a real card brought it to its knees. README says so plainly
rather than advertising it.

Also: the jump-run HUD check asserted a fixed "Coins 1/10", which fails on a faster
host where the same walk sweeps up two coins. It now asserts the HUD against the count
the run actually reached - the real guarantee is that HUD and state agree.

Verified: npm run check green (404 tests), 267 e2e ALL PASSED and 24 jump-run checks
ALL PASSED against the GPU flags. The fallback removal leaves the flag set on this host
identical (same flags, different order), so it was not re-run.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 08:46:16 +02:00
rootandClaude Opus 5 3d038e11cb Verify that typed text actually arrived
typeText fired Input.insertText per character and never looked back, so a
partially typed value was indistinguishable from a wrong one: a run committed
x=3 for "300" and the failing check blamed the value rather than the three lost
characters.

Trying to reproduce that failed over 21 rounds across four variants (no pause,
400ms between characters, with the preceding scrub, and both commit paths), and
the code rules out the obvious suspects: typing lands in a hidden input, each
character is only a preview, objectSignature omits position so no rebuild is
triggered, and NumberField.setNumber guards write-back with isEditing. Cause
unknown, so this makes the symptom name itself instead of hardening against a
mechanism that may not exist.

Typing stays per character - that exercises the live-preview and search-filter
paths - but now asserts the text is in the focused input, reporting focus and
actual contents when it is not.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-09 06:56:03 +02:00
rootandClaude Opus 5 c256859854 Make a dying E2E run fail loudly instead of exiting 0
A run whose chromium died stopped mid-step and exited with code 0, silently
reporting success for checks it never ran: CDP.send() left its promise pending
when the socket closed, and an unsettled promise does not keep node alive.
Waiting on the server had the mirror problem – a bare fetch keeps its socket
open, so a stalled response hung the run forever.

Every wait can now time out, the socket rejects what it can no longer answer,
and reaching process exit without a summary reports RUN DIED with exit 1.
Chromium's stderr and exit signal are kept, so "killed by SIGKILL" is visible
rather than guessed at.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 22:41:56 +02:00
rootandClaude Opus 5 f40b8a0523 Fix instance lookups that trusted stale data
Two regressions from the template-resolution rework, plus the harness gap
that hid them:

- `instanceTargetOf` decided from the shape of the id. Unpacking keeps the
  derived ids, so unpacked content still counted as template content. It now
  asks whether the object is spelled out in the holder.
- The parent picker captured its holder when the row was built. Since
  `viewOf()` returns a derived copy, the menu listed the objects of that
  moment (measured: 40 in the model, 17 in the menu). It resolves on open.
- `evaluate()` swallowed page exceptions, so a mutate that died half-way let
  every later check pass or fail for the wrong reason.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 21:59:22 +02:00
rootandClaude Opus 5 ead649eec3 Resolve container content from the template instead of copying it
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.

Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 21:09:53 +02:00
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00