- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.
Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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>
Both shutdown paths ran Get-Process chrome,msedge | Stop-Process -Force,
which is every browser on the machine. The remote host is somebody's
desktop: a test run must not close the windows they are working in. It
only stayed harmless because the test account cannot touch another
user's processes.
The launcher now writes its browser pid to %TEMP%\gm-browser-<port>.pid
and kills that pid; the job object still takes the renderer children.
Measured against the Windows desktop: five msedge processes belonging to
the logged-in user before the run, five after, and our chrome gone.
24 smoke checks ALL PASSED.
The leash that ties the Windows browser to the run never held. Three
findings, each measured:
- stdin is not a signal: only the first chunk a caller writes reaches
the remote command, so the stdin heartbeat looked like a dead caller
and killed a run at check 44.
- a dropped SSH connection does not kill the remote command; Windows
OpenSSH leaves it running. Six orphaned chrome.exe survived a
SIGKILLed tunnel -- this is what locked up the desktop.
- Get-NetTCPConnection goes through WMI, which is denied to the
non-admin test account; the broken CIM session took a browser down
mid-run.
The launcher now watches the forwarded CDP port with .NET sockets: a
connected client means the run is alive, 45 s without one ends it. A job
object with KILL_ON_JOB_CLOSE and a 30-minute cap catch the rest, and
the caller shoots the browser on the way out instead of waiting for the
idle window.
Measured: survives 80 s of an idle held connection, gone 44 s after
kill -9 on node, immediately on an ordered end. Full suite 267 checks in
128 s and 24 smoke checks in 16 s against an RTX 4070, with this machine
at load 0.04.
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>