Files
feuerwerk/tests/core/holders.test.ts
T
adminandClaude Opus 5.5 0e73fd85b9
game-maker / gate (push) Successful in 4m20s
game-maker / suite (push) Failing after 15m17s
Route sounds, songs and buses in one Master routing graph (#351)
A project bus could only go into one other bus, and a sound, an
instrument, a pattern or a song into exactly one bus. A shared reverb
needs a sound to go there in part and on dry at the same time. Instead
of a list of sends on every asset, the project gets one routing graph
like the routing of a song (#350), one level up.

- Menu -> Master routing opens a tab with one graph per project. It has
  a node per sound, instrument, pattern, song and bus, named after its
  asset, and one Master. Embedded assets have none, their song routes
  them.
- The nodes follow the assets. Every edit settles the routing in the
  same undo step (KeepRoutingCommand), so an undone delete brings the
  links of its asset back. A new asset gets a node and a link to the
  master. What went only into a deleted bus goes to the master.
- New nodes start in three columns: what plays, the buses, and the
  master a row above, so no link into it runs behind a bus.
- Links are sends: -60 to +12 dB, and a Mode on links out of a bus or a
  song. Out of a sound, an instrument or a pattern a link always takes
  the sound after its volume and FX. Loops are refused.
- A node without a link is silent and says "Goes nowhere".
- The rows Bus and Into are gone. Play nodes with a picked bus still
  overrule the routing.
- A click on a node shows its asset in the inspector, the Master shows
  the master volume and sound FX. A double click opens the asset's tab.
- The graph lives in project.routing and is held to the assets when a
  project is read, but nothing is added there. The editor adds the
  nodes when it opens a project. An asset without a node plays on the
  master, so old projects sound as before without a migration.
- In the mix an asset with one link at 0 dB goes straight into that bus.
  A sound or instrument with more gets a bus of its own with the sends.
  A pattern or song sends from the master of its playing, which is
  where its Mode taps. Buses of the mix can have sends now too.

Found:

- The check "the scheduler plans a looped bar" in e2e 34 wobbles. It
  failed in 2 of 5 runs here and in CI task 580 at 490fcba, before
  this change. HEAD passed it 2 of 2. Not fixed here.

Tests:

- Unit master-routing (new, 10), sound-library (2 new), buses
  rewritten onto the routing, 5 lists without the Bus row. 5 counter
  checks red.
- e2e 34 (melektaus-atx): ALL PASSED, 93 checks (3 new, 2 rewritten).
  Counter check with the Sound tab ignoring the routing: the routing
  check red.
- Gate (melektaus-atx): CHECK EXIT 0, 273 files, 4225 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 09:18:46 +02:00

183 lines
7.1 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 { defaultSceneVisibility } from '../../src/core/model/sceneVisibility';
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'],
renderLayers: ['Default'],
masterVolume: 1,
masterFx: '',
routing: { nodes: [], edges: [] },
symbolScale: 1,
playFrom: 'start' as const,
whilePlaying: 'live' as const,
gameScale: 1,
gameLinkZoom: 'auto' as const,
sceneVisibility: defaultSceneVisibility(),
};
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);
});
});