- 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>
51 lines
2.0 KiB
JavaScript
51 lines
2.0 KiB
JavaScript
/**
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* Which project each tool writes to, and the guard that keeps every tool away from the
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* playground.
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*
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* playground the user's own project. No tool writes it – it is maintained in the editor.
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* fixture rewritten by every e2e run (tools/seed-e2e.mjs + tools/e2e.mjs).
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* jumpRun the example game (tools/seed-jumprun.mjs, played by tools/smoke-jumprun.mjs).
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*
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* All ids exist on the server (created via POST ?r=projects); PUT does not create projects.
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*/
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export const PROJECTS = {
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playground: '649188c15414',
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fixture: '3caa9b6a0c92',
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jumpRun: '3d271f3bb58b',
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};
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export const DEFAULT_BASE_URL = 'https://nockal.com/game-maker/';
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/**
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* Reads `[projectId] [baseUrl]` from argv, falling back to `defaultId`. Targeting the playground
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* aborts: no tool may overwrite or mutate it.
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*/
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export function cliArgs(script, defaultId) {
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const projectId = process.argv[2] ?? defaultId;
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const baseUrl = process.argv[3] ?? DEFAULT_BASE_URL;
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if (projectId === PROJECTS.playground) {
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console.error(`refusing to run ${script} against the playground project (${PROJECTS.playground}).`);
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process.exit(2);
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}
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return { projectId, baseUrl };
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}
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/** Overwrites a project, keeping the name it already has on the server. */
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export async function writeProject(projectId, baseUrl, project) {
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const url = `${baseUrl}api/index.php?r=projects/${projectId}`;
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const current = await fetch(url);
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if (!current.ok) {
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console.error(`GET failed: ${current.status} – create the project first (POST ?r=projects)`);
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process.exit(1);
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}
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const doc = await current.json();
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const body = { revision: doc.revision, project: { ...project, id: projectId, name: doc.name ?? project.name } };
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const res = await fetch(url, { method: 'PUT', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify(body) });
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const result = await res.json();
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if (!res.ok) {
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console.error('PUT failed', res.status, result);
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process.exit(1);
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}
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console.log(`seeded ${projectId} (${body.project.name}) → revision ${result.revision}`);
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}
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