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feuerwerk/tools/e2e/18-pause.mjs
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adminandClaude Opus 5 ae3aa7d3bd
game-maker / gate (push) Successful in 2m0s
game-maker / suite (push) Successful in 7m17s
Refactoring round 5 covers the code since round 4 without changing behaviour: four identical copies of dot() and three of "nearest point on a segment" stood in the collision math, in the hit area of the collider outlines and in the polygon handles, so they moved into the new module src/core/util/vec.ts; the warning line, the busy state, info() and the caret reset were written out line by line in both the sign-in screen and the password dialog and are now FormStatus; the closing row "Cancel plus a confirming button, optionally one on the left" was built by hand in FormDialog, FilePicker, OpenProjectDialog and PasswordDialog and is now dialogButtons(); the header bar was drawn by the toolbar, the TabHeader and the Breadcrumb each on its own and is now drawHeaderBar(); AddColliderCommand and AddRigidbodyCommand share a base, each subclass only builds its own asset; Editor.ts derives the panes from assetEditors instead of repeating eight entries and clamps its splitters with clamp(); jscpd over src falls from 0.19 % to 0.14 %; dead code is gone - listScenes() has been orphaned since the Scene picker fell away (#183), DEFAULT_FILTER (#152) was never used, the two test hooks projectPickerRowAt/rowPosition and particleCompiles are read by no tool, and four functions lost an export they did not need; seven comments that told history ("used to", "no longer", "since #...") describe the state of things now, and that this changed nothing was proved by a rebuild - the bundle is md5 identical, b4ad0dfe... before and after; the README said Logout sits at the far right of the toolbar, which has been the Account menu since #182, and wiki/Architecture.md was missing src/core/util/ altogether; 4 new unit tests cover vec.ts, and switching the clamp on the segment off makes exactly one of them fail while none of the 76 neighbouring tests notice, so that clamping was covered nowhere before (#85)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 17:24:42 +02:00

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import { edge, node } from '../lib/builders.mjs';
import { LANES, scaffoldBehavior } from './lib/scaffold.mjs';
/**
* Pausing freezes world and clock and drops input instead of replaying it on resume. Brings its own
* self-drifting box, since the fixture's Mover only moves on arrow keys and a pause would look like idling.
*/
const DRIFT_PER_SECOND = 100;
const KEY_LOG = 'arrow down';
/**
* Two independent things in one graph: `On update → Move` drifts the owner right without any
* input, and `On key down → Log` leaves a mark for every *edge* the world saw – which is what a
* pause has to swallow.
*/
const pauseGraph = {
nodes: [
node('p-update', 'OnUpdate', 0, 0),
node('p-owner', 'Owner', 0, 120),
node('p-move', 'Move', 340, 0, { dx: 1, scale: DRIFT_PER_SECOND }),
node('p-key', 'OnKeyDown', 0, 260, { key: 'ArrowRight' }),
node('p-log', 'Log', 340, 260, { message: KEY_LOG }),
],
edges: [
edge('p-e1', 'p-update', 'exec', 'p-move', 'exec'),
edge('p-e2', 'p-update', 'dt', 'p-move', 'dt'),
edge('p-e3', 'p-owner', 'object', 'p-move', 'object'),
edge('p-e4', 'p-key', 'exec', 'p-log', 'exec'),
],
};
export async function pause(t) {
const {
check,
sleep,
json,
has,
shot,
click,
clickToolbar,
press,
entity,
world,
stop,
select,
evaluate,
asset,
showTab,
} = t;
const playInfo = () => json('__gm.playInfo()');
const boxX = async () => (await entity('p-box'))?.x ?? NaN;
const keyHits = async () => (await world()).log.filter((line) => line.includes(KEY_LOG)).length;
// 18a. A box with a drifting behavior below it, written into the model directly: what is under
// test is the pause, not another way of building a graph.
const rig = await scaffoldBehavior(t, {
assetId: 'pauser',
name: 'Pauser',
graph: pauseGraph,
boxId: 'p-box',
boxName: 'Pause box',
logicId: 'p-logic',
y: LANES.pause,
});
await t.play();
const running = await playInfo();
const beforeDrift = await boxX();
await sleep(500);
const drifted = await boxX();
// The precondition of everything below: without movement, "it stood still" is trivially true.
check(
'the box drifts on its own while playing, with nothing held down',
running.playing === true && running.paused === false && drifted > beforeDrift + 20,
`x ${beforeDrift} → ${drifted}, ${JSON.stringify(running)}`,
);
// 18b. The toolbar button holds it. Both the clock and the box have to stop – a world that keeps
// ticking while the picture happens to look the same would pass a position check alone.
await clickToolbar('pause');
const held = await playInfo();
const heldX = await boxX();
await sleep(1000);
const stillHeld = await playInfo();
check(
'pausing stops the world where it is: the box and the clock both stand still',
held.paused === true &&
stillHeld.playing === true &&
Math.abs((await boxX()) - heldX) < 0.001 &&
Math.abs(stillHeld.time - held.time) < 0.05,
`x ${heldX} → ${await boxX()}, clock ${held.time.toFixed(2)} → ${stillHeld.time.toFixed(2)} over 1 s`,
);
// The buttons carry no caption (#183), so what they offer is read as the picture each one
// wears: while the run is held, the pause button shows a second play sign, and the play button
// has turned into the stop square for as long as the run is on.
const heldButtons = await json('__gm.runButtons()');
check(
'the button offers to resume while it is held, and no longer to pause',
heldButtons.pause === 'play' && heldButtons.play === 'stop' && heldButtons.pauseEnabled === true,
JSON.stringify(heldButtons),
);
await shot('36-paused');
// 18c. Keys pressed while it is held are dropped, not queued: resuming must not fire an edge for
// each of them. The count before proves the graph reacts at all.
const hitsBefore = await keyHits();
await press('ArrowRight');
await sleep(1000);
const hitsWhilePaused = await keyHits();
await press('ArrowRight');
await press('ArrowRight');
// 18d. Ctrl+Enter resumes, the same shortcut that started play.
await press('Enter', { ctrl: true });
const resumed = await playInfo();
const resumedX = await boxX();
check(
'resuming lets it move on from where it stopped, without catching up the held time',
resumed.paused === false &&
resumedX > heldX &&
// A second of pause plus the pressing above: catching up would show as a jump far beyond
// what the resumed run itself had time for.
resumedX < heldX + DRIFT_PER_SECOND * 1.2,
`x ${heldX} → ${resumedX}, clock ${stillHeld.time.toFixed(2)} → ${resumed.time.toFixed(2)}`,
);
const hitsAfter = await keyHits();
check(
'a key pressed while paused is swallowed instead of firing on resume',
hitsWhilePaused === hitsBefore && hitsAfter === hitsBefore,
`${hitsBefore} hits before, ${hitsWhilePaused} while held, ${hitsAfter} after resuming`,
);
// Without this the check above would also pass on a graph that never logs anything at all.
await press('ArrowRight');
check(
'the same key does fire once the game is running again',
(await keyHits()) === hitsBefore + 1,
`${hitsBefore} → ${await keyHits()}`,
);
// 18e. A hold must never outlive its play: Esc stops from a paused game, and the next run starts
// moving. A pause left standing would leave the editor unable to run anything.
await press('Enter', { ctrl: true });
check('Ctrl+Enter holds it again', (await playInfo()).paused === true);
await stop();
const afterStop = await playInfo();
await t.play();
await sleep(500);
const restartedX = await boxX();
await sleep(400);
check(
'stopping clears the hold, so the next play runs',
afterStop.playing === false &&
afterStop.paused === false &&
(await playInfo()).paused === false &&
(await boxX()) > restartedX,
`after stop ${JSON.stringify(afterStop)}, x ${restartedX} → ${await boxX()}`,
);
// 18f. The graph stays editable while the game runs, with the mouse as in edit mode: a click
// selects the Move node, Delete removes it, and the running world stops drifting the box.
await select({ kind: 'asset', assetId: 'pauser' });
await showTab('graph');
// The live values are not drawn, they are carried: the running graph has to execute once while
// this tab is open before a node output holds anything. That is game time, not frames.
await sleep(150);
const outputs = (id) => json(`__gm.graph.nodeOutputs(${JSON.stringify(id)})`);
const live = {
owner: await outputs('p-owner'),
update: await outputs('p-update'),
move: await outputs('p-move'),
};
check(
// Not a fixed number of decimals: the live value is formatted with trailing zeros trimmed, and
// a slow frame of exactly 50 ms reads as "0.05", not "0.050". CI failed on exactly that
// (task 175), while the frame time here always lands on three digits.
'while playing, each output shows the value it last carried in front of its name',
live.owner[0] === 'Pause box object' &&
/^0\.\d+ {2}dt$/.test(live.update[1]) &&
live.move[1] === 'false blocked x',
JSON.stringify(live),
);
await shot('36b-graph-live-values');
const beadsOn = async (edgeId) =>
(await json('__gm.graph.beads()')).filter((b) => b.edgeId === edgeId).map((b) => b.progress);
const chain = await beadsOn('p-e1');
const gaps = chain.slice(1).map((p, i) => chain[i] - p);
check(
'an exec edge firing every frame carries an evenly spaced chain of beads',
chain.length >= 1 && chain.length <= 3 && gaps.every((g) => Math.abs(g - 0.5) < 0.1),
JSON.stringify(chain),
);
check(
'data edges carry no beads',
(await beadsOn('p-e2')).length === 0 && (await beadsOn('p-e3')).length === 0,
);
const beforeKey = await beadsOn('p-e4');
await press('ArrowRight');
const onKey = await beadsOn('p-e4');
await sleep(500);
const afterKey = await beadsOn('p-e4');
check(
'a single key press sends exactly one bead, and it arrives',
beforeKey.length === 0 && onKey.length === 1 && afterKey.length === 0,
JSON.stringify({ beforeKey, onKey, afterKey }),
);
const movePos = await json(`__gm.graph.nodeAt('p-move')`);
await click(movePos.x, movePos.y);
check(
'a click selects a node while playing',
JSON.stringify(await json('__gm.graph.selected()')) === '["p-move"]',
JSON.stringify(await json('__gm.graph.selected()')),
);
const area = await json('__gm.graph.canvasRect()');
await click(area.x + area.w - 15, area.y + area.h - 15, 'right');
check('right-clicking the canvas opens the node palette while playing', await has('Search nodes…'));
await press('Escape');
check(
'Escape closes the palette and leaves the game running',
!(await has('Search nodes…')) && (await playInfo()).playing === true,
);
await click(movePos.x, movePos.y);
await press('Delete');
const stoppedAt = await boxX();
await sleep(500);
check(
'deleting the Move node while playing stops the drift on the next frames',
!(await asset('pauser')).graph.nodes.some((n) => n.id === 'p-move') &&
Math.abs((await boxX()) - stoppedAt) < 0.001,
`x ${stoppedAt} → ${await boxX()}`,
);
await stop();
check(
'stopping takes the values off the nodes',
JSON.stringify(await outputs('p-owner')) === '["object"]',
JSON.stringify(await outputs('p-owner')),
);
check(
'stopping discards the graph edit with the rest of the run',
(await asset('pauser')).graph.nodes.some((n) => n.id === 'p-move'),
JSON.stringify((await asset('pauser')).graph.nodes.map((n) => n.id)),
);
// 18g. (#90) One clock under everything that moves by itself – the world's delta, particle age and
// shader time. It starts over with a run and ends with it, and a pause is a scale of 0.
const clock = () => json('__gm.globalTime()');
// The bounds are a multiple apart rather than an epsilon: reading the clock costs a round trip,
// and without the reset the run would start at everything the editor counted, not a little of it.
await sleep(2500);
const beforePlay = await clock();
check(
'the clock runs in edit mode too, so the previews move without a game',
beforePlay.now > 2 && beforePlay.effective === 1,
JSON.stringify(beforePlay),
);
await t.play();
const atStart = await clock();
check(
'a run starts the clock over, however long the editor has been counting',
atStart.now < 1 && atStart.now < beforePlay.now / 2,
`editor at ${beforePlay.now.toFixed(2)} s → run at ${atStart.now.toFixed(2)} s`,
);
await sleep(400);
const runningClock = await clock();
await clickToolbar('pause');
const heldClock = await clock();
await sleep(800);
const stillHeldClock = await clock();
check(
'a pause is an effective scale of 0, and it gates the scale instead of overwriting it',
runningClock.effective === 1 &&
heldClock.effective === 0 &&
heldClock.scale === 1 &&
Math.abs(stillHeldClock.now - heldClock.now) < 0.02,
`effective ${runningClock.effective} → ${heldClock.effective} (scale ${heldClock.scale}), clock ${heldClock.now.toFixed(2)} → ${stillHeldClock.now.toFixed(2)} over 0.8 s`,
);
// Twice the scale has to move the clock and the world by the same factor: the delta a behavior
// reads is the step the clock took, not a second measurement of the wall clock.
await press('Enter', { ctrl: true });
const slowFrom = { t: await clock(), x: await boxX() };
await sleep(600);
const slowTo = { t: await clock(), x: await boxX() };
await evaluate('__gm.setTimeScale(2)');
await sleep(150);
const fastFrom = { t: await clock(), x: await boxX() };
await sleep(600);
const fastTo = { t: await clock(), x: await boxX() };
await evaluate('__gm.setTimeScale(1)');
const slow = { time: slowTo.t.now - slowFrom.t.now, drift: slowTo.x - slowFrom.x };
const fast = { time: fastTo.t.now - fastFrom.t.now, drift: fastTo.x - fastFrom.x };
const twice = (a, b) => b > a * 1.7 && b < a * 2.3;
check(
'at scale 2 the clock and the drifting box both move twice as far in the same wall second',
slow.drift > 20 && twice(slow.time, fast.time) && twice(slow.drift, fast.drift),
JSON.stringify({ slow, fast }),
);
await stop();
const afterStopClock = await clock();
check(
'stopping puts the clock back to zero, so the editor shows a freshly started scene again',
afterStopClock.now < 1 &&
afterStopClock.now < fastTo.t.now / 2 &&
afterStopClock.scale === 1 &&
afterStopClock.effective === 1,
`run ended at ${fastTo.t.now.toFixed(2)} s → editor at ${afterStopClock.now.toFixed(2)} s`,
);
// 18h. Play discarded its copy, so the box is back at the position the model holds.
const left = await rig.remove();
check(
'the step leaves nothing of its own behind',
left.objects === 0 && left.assets === 0,
JSON.stringify(left),
);
}