Files
feuerwerk/tests/core/holders.test.ts
T
adminandClaude Opus 5.5 4b7e8614a8 Keep play start and game view scale in the project (#226)
Both settings lived in the browser's localStorage, so they did not
travel with the project and differed per machine. They now belong to
the project like the symbol scale. There is no migration, old projects
load with the defaults.

- New module src/core/model/playSettings.ts reads playFrom and
  gameScale on load. Unknown or missing values fall back to the start
  scene and 100%.
- src/editor/settings.ts is gone.
- Play starts in the project settings dialog is an undo step
  (SetPlayFromCommand). It is only recorded on a real change.
- The game view scale is saved with the project but is no undo step,
  so Ctrl+Z never undoes a zoom. A scale picked during play is written
  to the stored project and survives Stop.
- Save states of persistent Variables assets (saves.ts) stay in the
  browser on purpose. They are runtime data of the game, not settings.

Tests:
- 6 new unit tests in tests/editor/play-settings.test.ts: defaults,
  save and load, broken JSON, undo of Play starts, scale without undo
  step, scale picked during play survives Stop.
- e2e 03g checks the value in the project, nothing in localStorage and
  no new undo step. 35f also checks project.playFrom. No new checks,
  the sum stays at 1375.
- Counter checks: no write to the stored project in play, no read on
  load, and an undo step for the scale each fail exactly their test.
- ./check.sh: 158 files, 2332 tests, CHECK EXIT 0
- e2e 1-17,28,30,35,38-40,46: ALL PASSED, 752 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-24 11:38:18 +02:00

175 lines
6.8 KiB
TypeScript

/**
* Container assets hold placed objects just like scenes do, so anything that walks "all placed
* objects" has to cover both. Plus: a rejected undo leaves the stacks usable.
*/
import { describe, expect, it } from 'vitest';
import { type Command, CommandError } from '../../src/core/commands/Command';
import { CommandStack } from '../../src/core/commands/CommandStack';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { RemoveVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
import type { ContainerAsset } from '../../src/core/model/Asset';
import { findAsset, findObjectHolder, objectHolders } from '../../src/core/model/Project';
import { instanceChildId } from '../../src/core/model/instance';
import { findUsages } from '../../src/core/model/usages';
import { makeBehavior, makeSpriteScene, place } from '../helpers';
/** A behavior with a `speed` variable, placed and overridden to 42, then wrapped in a container. */
function containerWithOverride() {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B', ['speed']);
const objectId = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, objectId, 'speed', 42));
const container = new CreateContainerCommand(f.sceneId, [objectId]);
f.stack.execute(container);
const template = () => (findAsset(f.project, container.assetId) as ContainerAsset).objects[0]!;
// The object moved into the template; what the scene shows is resolved from it.
const placed = () => f.object(instanceChildId(container.objectId, template().id));
return { ...f, behaviorId: behavior.id, containerId: container.assetId, objectId, template, placed };
}
describe('object holders', () => {
it('counts scenes and container assets alike', () => {
const { project } = containerWithOverride();
expect(
objectHolders(project)
.map((h) => h.type)
.sort(),
).toEqual(['container', 'scene']);
});
it('resolves a scene or a container by id, but no other asset', () => {
const { project, sceneId, containerId, spriteId, behaviorId } = containerWithOverride();
expect(findObjectHolder(project, sceneId)?.type).toBe('scene');
expect(findObjectHolder(project, containerId)?.type).toBe('container');
expect(findObjectHolder(project, spriteId)).toBeUndefined();
expect(findObjectHolder(project, behaviorId)).toBeUndefined();
expect(findObjectHolder(project, 'nope')).toBeUndefined();
});
it('finds usages inside container templates, not just in scenes', () => {
const { project, behaviorId, containerId, template } = containerWithOverride();
// Only the template: what the scene shows is resolved from it, never stored.
const usages = findUsages(project, behaviorId);
expect(usages).toHaveLength(1);
expect(usages[0]!.holder.id).toBe(containerId);
expect(template().overrides.speed).toBe(42);
});
});
describe('RemoveVariableCommand', () => {
it('clears the override on container templates too, and puts it back on undo', () => {
const { stack, behaviorId, template, placed } = containerWithOverride();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(placed().overrides.speed).toBeUndefined();
expect(template().overrides.speed).toBeUndefined();
stack.undo();
expect(placed().overrides.speed).toBe(42);
expect(template().overrides.speed).toBe(42);
});
});
/**
* A behavior inside a placed container is not stored in the scene, and a value changed on it lives
* in the instance's `instanceEdits`. Anything rewriting overrides project-wide has to reach in
* there, or renaming a variable silently drops the value.
*/
describe('variables overridden on container content', () => {
function withInstanceEdit() {
const f = containerWithOverride();
f.stack.execute(new SetOverrideCommand(f.sceneId, f.placed().id, 'speed', 7));
const edits = () =>
f.sceneOf().objects.find((o) => o.id !== f.objectId)!.instanceEdits[f.template().id]!.overrides;
return { ...f, edits };
}
it('renames the key kept on the instance', () => {
const { stack, behaviorId, edits, placed } = withInstanceEdit();
expect(edits().speed).toBe(7);
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(edits().speed).toBeUndefined();
expect(edits().velocity).toBe(7);
expect(placed().overrides.velocity).toBe(7);
stack.undo();
expect(edits().speed).toBe(7);
});
it('removes the value kept on the instance, and puts it back on undo', () => {
const { stack, behaviorId, edits } = withInstanceEdit();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(edits().speed).toBeUndefined();
stack.undo();
expect(edits().speed).toBe(7);
});
});
describe('RenameVariableCommand', () => {
it('renames the override on container templates too', () => {
const { stack, behaviorId, template } = containerWithOverride();
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(template().overrides.speed).toBeUndefined();
expect(template().overrides.velocity).toBe(42);
stack.undo();
expect(template().overrides.speed).toBe(42);
expect(template().overrides.velocity).toBeUndefined();
});
});
class RefusingUndo implements Command {
readonly label = 'Refusing';
execute(project: { name: string }): void {
project.name = 'executed';
}
undo(): void {
throw new CommandError('target is gone');
}
}
describe('CommandStack', () => {
it('keeps a command on the undo stack when its undo is rejected', () => {
const { project, stack } = makeSpriteScene();
stack.execute(new RefusingUndo());
expect(stack.canUndo).toBe(true);
expect(() => stack.undo()).toThrow(CommandError);
// Not swallowed by the history: still undoable, and not queued for redo.
expect(stack.canUndo).toBe(true);
expect(stack.canRedo).toBe(false);
expect(project.name).toBe('executed');
});
it('keeps a command on the redo stack when its redo is rejected', () => {
const project = {
formatVersion: 1,
id: 'p',
name: 'P',
assets: [],
activeSceneId: '',
startSceneId: '',
plugins: [],
collisionLayers: ['Default'],
symbolScale: 1,
playFrom: 'start' as const,
gameScale: 1,
};
const stack = new CommandStack(project);
let failing = false;
stack.execute({
label: 'Toggle',
execute: () => {
if (failing) throw new CommandError('nope');
},
undo: () => {},
});
stack.undo();
failing = true;
expect(() => stack.redo()).toThrow(CommandError);
expect(stack.canRedo).toBe(true);
expect(stack.canUndo).toBe(false);
});
});