Files
feuerwerk/tools/e2e/index.mjs
T
rootandClaude Opus 5 d1fcfe8b81 A shared value belongs to the run, so a declaration carries its scope (#91)
A variable or a state machine declared `global` keeps one value for the whole
run instead of one per behavior instance. The scope sits on the declaration --
`PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence
meaning `local` -- and `local` is never written, so every project made before
this saves back unchanged.

**The name is the key.** Two behaviors declaring a global `score` mean one
variable; a behavior declaring `score` locally keeps its own. Kinds that
disagree about one global name stop the run before it starts, with the two
behaviors named; starting values that disagree are a warning on the behavior
that declares it, and the first declaration wins (`globalConflicts`).

The runtime needs no redirection layer. A global variable falls out of
`schemaForObject`, so it never reaches `entity.props` -- and then the whole rule
is "whoever declares the name takes their own value" (`graph/sharedState.ts`).
The `Variables` node is untouched and stays transparent: switching a variable to
global breaks no existing graph, because `GraphInterpreter.readAll` builds a
fresh object per read anyway and only asks `port.key in all`.

That same cut answers the inspector. A shared value has no owner, so the placed
object shows no row for it and can hold no override -- `SetVariableScopeCommand`
takes the deviations that were there and undo gives them back.

Both places say it in words rather than leaving a glyph to be guessed: the
declaration explains the mark below the list, and the placed object names the
variable it no longer holds instead of claiming the behavior declares none --
which is what it said before, untruthfully. Screenshots of the e2e run turned
that up; no check had been looking at it.

`SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from
the *declarations* rather than from any instance (a global variable exists
before its behavior is placed), and is thrown away with the run: nothing is
written back, not even in the editor run. `GraphInterpreter.call` passes it on
through `...ctx` while nested calls keep getting fresh local variables, which is
why `program.defaults` is stripped of global keys.

Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or
the inspector does not rebuild after the switch -- and a state machine has no
rows at all, so its scope is appended to the signature by hand. And the object
inspector does not go through `schemaForObject` for behaviors, it reads
`asset.variables` directly; filtering in one place was not enough, and no unit
test covered that path. The e2e caught it (`global: true` where false belonged),
and the rule now lives in one named function, `objectRows`.

Scopes `object` and `scene` are deliberately not built. The object case already
has a route (`Object by name` -> `Properties`), and a run knows exactly one
scene, so `scene` would be indistinguishable from `global` until #39 exists.

Closes #59: a machine's scope is a word on the machine asset, not a setting per
`Set state` node, so the same machine cannot live in two places at once.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 16:22:53 +02:00

73 lines
2.1 KiB
JavaScript

/**
* The e2e steps in the order they run. Each step is `async (t) => {}` over the harness
* toolbox; later steps rely on the scene state earlier ones leave behind (names given in
* the parenting step, the container created in the container step, …).
*/
import { hierarchy } from './01-hierarchy.mjs';
import { inspector } from './02-inspector.mjs';
import { play } from './03-play.mjs';
import { assets } from './04-assets.mjs';
import { drawing } from './05-drawing.mjs';
import { graph } from './06-graph.mjs';
import { parenting } from './07-parenting.mjs';
import { colliders } from './08-colliders.mjs';
import { containers } from './09-containers.mjs';
import { textAndEnabled } from './10-text-and-enabled.mjs';
import { menus } from './11-menus.mjs';
import { textures } from './12-textures.mjs';
import { frames } from './13-frames.mjs';
import { overflow } from './14-overflow.mjs';
import { aspect } from './15-aspect.mjs';
import { containerTab } from './16-container.mjs';
import { editorRun } from './17-editor-run.mjs';
import { pause } from './18-pause.mjs';
import { nestedBehavior } from './19-nested-behavior.mjs';
import { keyRepeat } from './20-key-repeat.mjs';
import { listTab } from './21-list.mjs';
import { structVariable } from './22-struct.mjs';
import { variableNodes } from './23-variable-nodes.mjs';
import { propertyNodes } from './24-property-nodes.mjs';
import { animation } from './25-animation.mjs';
import { stateMachine } from './26-state-machine.mjs';
import { consolePanel } from './27-console.mjs';
import { shader } from './28-shader.mjs';
import { transform } from './29-transform.mjs';
import { font } from './30-font.mjs';
import { particles } from './31-particles.mjs';
import { scope } from './32-scope.mjs';
export const STEPS = [
hierarchy,
inspector,
play,
assets,
drawing,
graph,
parenting,
colliders,
containers,
textAndEnabled,
menus,
textures,
frames,
overflow,
aspect,
containerTab,
editorRun,
pause,
nestedBehavior,
keyRepeat,
listTab,
structVariable,
variableNodes,
propertyNodes,
animation,
stateMachine,
consolePanel,
shader,
transform,
font,
particles,
scope,
];