Files
feuerwerk/tests/core/keep-on-scene-load.test.ts
T
adminandClaude Opus 5.5 2a3b90b017
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 13m22s
Play and stop a pattern from a behavior in the game #336
A pattern could only be heard in its tab. Songs come with #334, and
only then can #336 play them in a game. Until then a game plays a
single pattern, looped or once, through two new nodes.

- Play pattern plays the whole pattern through its instrument at its
  own tempo. The loop on the ruler is only for editing. Inputs are
  pattern, volume, loop (on by default) and detached. It gives out
  playback, 0 where there is no instrument or no note.
- Stop pattern stops one pattern, every pattern for none, or one
  playback by its number. Let ring lets notes with an Envelope fall
  away in their release.
- A playing is numbered and owned like a voice. Destroying the object,
  Stop sound with nothing named and the end of the run stop it. Stop
  sound with a voice takes a playback too.
- Each playing runs on a scheduler of its own (core/music/playbacks).
  It waits for its files first, and a stop that came earlier wins.
- The scheduler has an end for a sequence that does not loop. It stops
  waking there and is done once its last notes are.
- The worker clock moved to viewport/wake.ts, so SoundLibrary can use
  it without importing music.ts.

Tests:
- pattern-play.test.ts (new): 8 tests, node catalog +7 cases
- e2e 64 (melektaus-atx): ALL PASSED, 23 checks (+3)
- Gate (melektaus-atx): CHECK EXIT 0, 248 files, 3854 tests
- Counter-checks: no end in the scheduler, and no owner for the
  playing, each fail 1 test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 15:29:45 +02:00

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/**
* Objects that travel through a `Load scene` (#165). A top-level object with "Keep on scene load"
* moves into the next scene as it is – its children, its running behaviors, how its body moves –
* while the scene itself is built as it is stored, whatever an earlier visit left of it.
*/
import { beforeAll, describe, expect, it } from 'vitest';
import {
AddAnimationTrackCommand,
SetAnimationKeyCommand,
SetAnimationRootCommand,
} from '../../src/core/commands/animationCommands';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand, AddRigidbodyCommand } from '../../src/core/commands/colliderCommands';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { findScene } from '../../src/core/model/Project';
import type { PropertyValue } from '../../src/core/model/Properties';
import { KEEP_ON_SCENE_LOAD_KEY, schemaFor } from '../../src/core/properties/PropertySchema';
import { GameRun } from '../../src/runtime/GameRun';
import { keptEntities } from '../../src/runtime/keptObjects';
import { loadPhysics, readyPhysics } from '../../src/runtime/physics/engine';
import type { AudioSink } from '../../src/runtime/systems/Audio';
import { Input } from '../../src/runtime/systems/Input';
import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture } from '../helpers';
beforeAll(async () => {
await loadPhysics();
});
type Fixture = SceneFixture & { otherId: string };
/** The sprite scene plus a second, empty one. */
function twoScenes(): Fixture {
const f = makeSpriteScene('Box');
const second = new CreateAssetCommand('scene', 'Level 2');
f.stack.execute(second);
return { ...f, otherId: second.asset.id };
}
function placeIn(f: Fixture, sceneId: string, assetId: string, x: number, parentId = ''): string {
const command = new PlaceAssetCommand(sceneId, assetId, { x, y: 0 }, parentId);
f.stack.execute(command);
return command.objectId;
}
function set(f: Fixture, sceneId: string, objectId: string, key: string, value: PropertyValue): void {
f.stack.execute(new SetOverrideCommand(sceneId, objectId, key, value));
}
function keep(f: Fixture, sceneId: string, objectId: string): void {
set(f, sceneId, objectId, KEEP_ON_SCENE_LOAD_KEY, true);
}
function start(f: Fixture, audio?: AudioSink) {
const stoppedOwners: string[] = [];
const sink: AudioSink = audio ?? {
play: () => 0,
playNote: () => 0,
playSequence: () => 0,
stopSequence: () => {},
release: () => {},
tune: () => {},
length: () => 0,
stop: () => {},
tail: () => 0,
stopVoice: () => {},
stopOwner: (owner: string) => stoppedOwners.push(owner),
};
const run = GameRun.start(f.project, f.sceneId, new Input(), {
audio: sink,
physics: readyPhysics()!,
clock: { scale: 1 },
saves: { read: () => ({}), write: () => {} },
});
const frames = (count: number) => {
for (let i = 0; i < count; i++) run.tick(1 / 60, 1 / 60);
};
const names = () => run.world.entities.map((e) => e.name);
return { run, frames, names, stoppedOwners };
}
/** A behavior that says `start` and `destroy` in the log, placed below `ownerId`. */
function brainBelow(f: Fixture, ownerId: string): string {
const behavior = makeBehavior(f, 'Brain', ['count']);
const edit = graphEditor(f, behavior);
edit.connect(edit.addNode('OnStart'), 'exec', edit.addNode('Log', { message: 'start' }), 'exec');
edit.connect(edit.addNode('OnDestroy'), 'exec', edit.addNode('Log', { message: 'destroy' }), 'exec');
return place(f, behavior.id, { x: 0, y: 0 }, ownerId);
}
describe('Keep on scene load', () => {
it('is a switch every placeable object has, off unless set', () => {
for (const type of ['sprite', 'behavior', 'container', 'camera'] as const)
expect(schemaFor(type).find((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)?.default).toBe(false);
expect(schemaFor('scene').some((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)).toBe(false);
});
it('takes the object into the next scene as the same entity, where the run left it', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const hat = place(f, f.spriteId, { x: 1, y: 2 }, hero);
const other = place(f, f.spriteId, { x: 50, y: 0 });
keep(f, f.sceneId, hero);
const { run } = start(f);
const before = run.world.findByObjectId(hero)!;
const child = run.world.findByObjectId(hat)!;
before.x = 77;
before.props.rotation = 45;
run.loadScene(f.otherId);
expect(run.world.sceneId).toBe(f.otherId);
expect(run.world.findByObjectId(hero)).toBe(before);
expect(run.world.findByObjectId(hat)).toBe(child);
expect(child.parent).toBe(before);
expect(run.world.findByObjectId(other)).toBeUndefined();
expect([before.x, before.props.rotation]).toEqual([77, 45]);
// The new scene holds the objects now, and the next write-back says where the run has them –
// and that the scene is another one, which is what brings the panels up to date.
expect(run.world.syncToModel().structure).toBe(true);
const stored = findScene(f.project, f.otherId)!.objects;
expect(stored.map((o) => o.id)).toEqual([hero, hat]);
expect(stored[0]!.position.x).toBe(77);
expect(stored[0]!.overrides.rotation).toBe(45);
});
it('keeps only top-level objects: a switch further down keeps nothing', () => {
const f = twoScenes();
const parent = place(f, f.spriteId, { x: 0, y: 0 });
const child = place(f, f.spriteId, { x: 0, y: 0 }, parent);
set(f, f.sceneId, child, KEEP_ON_SCENE_LOAD_KEY, true);
const { run } = start(f);
expect(keptEntities(run.world.entities)).toEqual([]);
run.loadScene(f.otherId);
expect(run.world.entities).toEqual([]);
});
it('parents what it brings as the run has it, written back or not', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const arm = place(f, f.spriteId, { x: 5, y: 0 }, hero);
const hand = place(f, f.spriteId, { x: 5, y: 0 }, arm);
keep(f, f.sceneId, hero);
const { run } = start(f);
const top = run.world.findByObjectId(hero)!;
// A released game never writes the run back, so the scene still says the hand hangs on the arm.
run.world.removeKeepingChildren(run.world.findByObjectId(arm)!);
run.loadScene(f.otherId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([hero, hand]);
expect(run.world.findByObjectId(hand)!.parent).toBe(top);
});
it('carries a running behavior on: no second On start, no On destroy, its values and sounds stay', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const brain = brainBelow(f, hero);
const lost = brainBelow(f, place(f, f.spriteId, { x: 0, y: 0 }));
keep(f, f.sceneId, hero);
const { run, frames, stoppedOwners } = start(f);
frames(1);
const first = run.world;
const entity = first.findByObjectId(brain)!;
entity.props.count = 5;
expect(first.log).toEqual(['start', 'start']);
run.loadScene(f.otherId);
frames(2);
// The behavior left behind said goodbye in its own world, the kept one said nothing anywhere.
expect(first.log).toEqual(['start', 'start', 'destroy']);
expect(run.world.log).toEqual([]);
expect(run.behaviors.runningIds()).toEqual([brain]);
expect(run.world.findByObjectId(brain)!.props.count).toBe(5);
expect(stoppedOwners).toEqual([first.findByObjectId(lost)?.id ?? `e-${lost}`]);
});
it('times the trace of a carried behavior by the world it runs in now', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const behavior = makeBehavior(f, 'Ticker');
const edit = graphEditor(f, behavior);
const update = edit.addNode('OnUpdate');
edit.connect(update, 'exec', edit.addNode('Log', { message: 'tick' }), 'exec');
place(f, behavior.id, { x: 0, y: 0 }, hero);
keep(f, f.sceneId, hero);
const { run, frames } = start(f);
frames(30);
run.loadScene(f.otherId);
frames(1);
const seen = run.behaviors.traceFor(behavior.id).nodes.get(update.id)!;
expect(seen).toBeLessThanOrEqual(run.world.time);
expect(run.world.log).toEqual(['tick']);
});
it('lets a dynamic body move on as it moved', () => {
const f = twoScenes();
const ball = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new AddColliderCommand(f.sceneId, ball));
f.stack.execute(new AddRigidbodyCommand(f.sceneId, ball));
keep(f, f.sceneId, ball);
const { run, frames } = start(f);
const entity = run.world.findByObjectId(ball)!;
frames(30);
const y = entity.y;
frames(1);
const falling = entity.y - y;
expect(falling).toBeGreaterThan(1);
run.loadScene(f.otherId);
// The picture is drawn between the last two steps, so the first frame of a new engine stands still.
frames(1);
const arrived = entity.y;
frames(1);
// From rest it would fall a fraction of a unit by now, not as far as it did before the swap.
expect(entity.y - arrived).toBeGreaterThan(falling * 0.9);
});
it('lets an animation play on from where it is', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const walk = new CreateAssetCommand('animation', 'Walk', { fps: 10, playback: 'once' });
f.stack.execute(walk);
f.stack.execute(new SetAnimationRootCommand(walk.asset.id, f.spriteId));
const row = new AddAnimationTrackCommand(walk.asset.id, '', 'x');
f.stack.execute(row);
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 0, 0));
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 10, 100));
const behavior = makeBehavior(f, 'Walker');
const edit = graphEditor(f, behavior);
const play = edit.addNode('PlayAnimation', { animation: walk.asset.id });
edit.wire([
[edit.addNode('OnStart'), 'exec', play, 'exec'],
[edit.addNode('Owner'), 'object', play, 'object'],
]);
place(f, behavior.id, { x: 0, y: 0 }, hero);
keep(f, f.sceneId, hero);
const { run, frames } = start(f);
const entity = run.world.findByObjectId(hero)!;
frames(19);
const half = entity.x;
expect(half).toBeGreaterThan(20);
expect(half).toBeLessThan(40);
run.loadScene(f.otherId);
frames(18);
// 0.3 s more of the same second: it went on from where it was instead of starting over or stopping.
expect(entity.x).toBeCloseTo(half + 30, 5);
expect(entity.animations).toHaveLength(1);
});
it('finds collisions anew: two kept objects that were touching get their Enter again', () => {
const f = twoScenes();
const ids = [0, 1].map(() => {
const id = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new AddColliderCommand(f.sceneId, id));
keep(f, f.sceneId, id);
return id;
});
const behavior = makeBehavior(f, 'Feeler');
const edit = graphEditor(f, behavior);
edit.connect(edit.addNode('OnCollisionEnter'), 'exec', edit.addNode('Log', { message: 'enter' }), 'exec');
place(f, behavior.id, { x: 0, y: 0 }, ids[0]);
const { run, frames } = start(f);
frames(3);
expect(run.world.log).toEqual(['enter']);
run.loadScene(f.otherId);
frames(3);
expect(run.world.log).toEqual(['enter']);
});
it('wins over what the next scene holds of the same thing, and answers for it', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
keep(f, f.sceneId, hero);
const twin = placeIn(f, f.otherId, f.spriteId, 500);
const twinHat = placeIn(f, f.otherId, f.spriteId, 0, twin);
keep(f, f.otherId, twin);
const plain = placeIn(f, f.otherId, f.spriteId, 900);
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
run.loadScene(f.otherId);
// The scene's own kept object of that asset is not built, one that is not kept is.
expect(run.world.entities.map((e) => e.objectId)).toEqual([plain, hero]);
expect(entity.x).toBe(10);
// Whatever in the scene named its own one finds the one that came instead.
expect(run.world.findByObjectId(twin)).toBe(entity);
expect(run.world.findByObjectId(twinHat)).toBeUndefined();
run.world.remove(entity);
expect(run.world.findByObjectId(twin)).toBeUndefined();
});
it('comes back to the scene it left as the one object, not as two', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const other = place(f, f.spriteId, { x: 50, y: 0 });
keep(f, f.sceneId, hero);
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
entity.x = 77;
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
expect(run.world.findByObjectId(hero)).toBe(entity);
expect(entity.x).toBe(77);
// The scene holds it once as well: its own object of that id made way for the one coming back.
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([other, hero]);
// Loading the scene it is in keeps it just the same.
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
expect(run.world.findByObjectId(hero)).toBe(entity);
});
it('keeps an object the run itself switched to kept, and it too comes back as the one object', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
// What a `Properties` node set to "Set" does; the scene's own object never hears of it.
entity.props[KEEP_ON_SCENE_LOAD_KEY] = true;
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.entities).toEqual([entity]);
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([hero]);
});
it('takes a placed container along with its content', () => {
const f = twoScenes();
const a = place(f, f.spriteId, { x: 0, y: 0 });
const b = place(f, f.spriteId, { x: 20, y: 0 });
const create = new CreateContainerCommand(f.sceneId, [a, b]);
f.stack.execute(create);
const placed = findScene(f.project, f.sceneId)!.objects[0]!;
keep(f, f.sceneId, placed.id);
const { run } = start(f);
const before = [...run.world.entities];
expect(before).toHaveLength(3);
run.loadScene(f.otherId);
expect(run.world.entities).toEqual(before);
expect(run.world.entities.slice(1).every((e) => e.parent === before[0])).toBe(true);
});
});
describe('Load scene builds the scene as it is stored', () => {
it('whatever the run did in it on an earlier visit', () => {
const f = twoScenes();
const moved = place(f, f.spriteId, { x: 10, y: 0 });
const destroyed = place(f, f.spriteId, { x: 20, y: 0 });
const { run } = start(f);
run.world.findByObjectId(moved)!.x = 99;
run.world.remove(run.world.findByObjectId(destroyed)!);
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
run.world.syncToModel();
expect(findScene(f.project, f.sceneId)!.objects).toHaveLength(2);
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => [e.objectId, e.x])).toEqual([
[moved, 10],
[destroyed, 20],
]);
run.world.findByObjectId(moved)!.x = 55;
run.world.syncToModel();
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.findByObjectId(moved)!.x).toBe(10);
});
it('and the end of a run gives every scene back what it held before', () => {
const f = twoScenes();
const a = place(f, f.spriteId, { x: 0, y: 0 });
const hero = place(f, f.spriteId, { x: 20, y: 0 });
f.stack.execute(new CreateContainerCommand(f.sceneId, [a]));
keep(f, f.sceneId, hero);
placeIn(f, f.otherId, f.spriteId, 5);
const before = structuredClone([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects));
const { run } = start(f);
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
run.loadScene(f.otherId);
run.world.syncToModel();
expect(findScene(f.project, f.otherId)!.objects).toHaveLength(2);
run.end();
expect([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects)).toEqual(before);
expect(findScene(f.project, f.sceneId)!.groups).toBeUndefined();
});
});