Files
feuerwerk/tests/editor/struct-field-edit.test.ts
T
adminandClaude Opus 5.5 0c5ac32b59
game-maker / gate (push) Successful in 3m52s
game-maker / suite (push) Successful in 10m24s
Let structs and lists nest to any depth (#239)
Structs and lists were capped at two fixed levels (list of structs,
struct with a list field). Anything deeper was dropped silently on
load, in node settings and when written to a variable. The cap came
from an early design choice, not from a technical need, so it is
lifted completely instead of adding a third fixed level.

- One kind list NESTED_KINDS replaces ListItemKind and
  StructFieldKind. The flat special cases in listItems.ts are gone,
  every value goes through one recursive path.
- A struct inside a struct is declared, like a top-level struct.
  Values coming in over an edge are brought into that shape. Struct
  items in lists still take their fields from the value.
- New valuePath.ts addresses any nested spot by keys and indices.
  ListSlot.field is now ListSlot.path.
- Field commands (add, rename, remove) take the path to the struct.
  They change declaration, own value and all overrides in one undo
  step, as before on the top level.
- Inspector: "+ Field" offers Struct and List on every level. A
  nested struct is a header row with its own "+ Field", its fields
  are indented one step further.
- List tab: a list item shows "n items" and opens one level deeper.
  The title shows the path, e.g. "Listy · nums · [3]".
- Pack in Pack now writes a struct into a struct field instead of
  text. Objects are kept at any depth and stripped at every exit.
- A list edit in a struct field without an existing object override
  now starts from the shown value instead of an empty struct.
- Old projects load unchanged. Save, load and save again gives the
  same result.

Tests:
- ./check.sh: 172 files, 2498 tests, CHECK EXIT 0
- e2e 21 + 22: ALL PASSED, 90 checks (new 21d-iii, 22f-ii,
  21d and 22f updated)
- 20 new unit tests in nested-values.test.ts and
  nested-list-slot.test.ts, three tests that pinned the old cap
  turned around
- 6 counter-probes, each fails 1 to 8 tests, originals restored
  and checked with cmp
- Not covered: a nested struct inside a struct item in the list
  tab has no e2e click

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 22:33:20 +02:00

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/**
* Editing one field of a struct rebuilds the whole bundle – an override is one value per property
* key, not per field. The question here is what the untouched fields are filled from: an override
* is sparse and starts out unset, so only the *resolved* value carries the asset's own numbers.
*/
import { beforeEach, describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { AddStructFieldCommand, AddVariableCommand } from '../../src/core/commands/variableCommands';
import type { PropertyValue } from '../../src/core/model/Properties';
import type { SceneObject } from '../../src/core/model/SceneObject';
import { createEmptyProject, findAsset, findScene } from '../../src/core/model/Project';
import { requirePropDef } from '../../src/core/commands/require';
import { resolveAssetProps, resolveSceneObjectProps } from '../../src/core/properties/resolve';
import { structFieldsOf } from '../../src/editor/inspector/previewHandlers';
import { EditorState } from '../../src/editor/state';
const FIELDS = [
{ key: 'x', kind: 'number' },
{ key: 'y', kind: 'number' },
{ key: 'tag', kind: 'text' },
] as const;
function setup() {
const state = new EditorState();
state.loadProject(createEmptyProject('p', 'P'), 1);
const scene = new CreateAssetCommand('scene', 'Level');
const behavior = new CreateAssetCommand('behavior', 'B');
// A rejected command only returns false, so an unasserted setup would let the tests below pass
// for the wrong reason.
expect(state.execute(scene)).toBe(true);
expect(state.execute(behavior)).toBe(true);
expect(state.execute(new AddVariableCommand(behavior.asset.id, 'piece', 'struct'))).toBe(true);
for (const field of FIELDS)
expect(state.execute(new AddStructFieldCommand(behavior.asset.id, 'piece', { ...field }))).toBe(true);
// The asset's own values: what the inspector shows for an object that overrides nothing.
expect(
state.execute(new SetAssetPropertyCommand(behavior.asset.id, 'piece', { x: 3, y: 4, tag: 'T' })),
).toBe(true);
const place = new PlaceAssetCommand(scene.asset.id, behavior.asset.id, { x: 0, y: 0 });
expect(state.execute(place)).toBe(true);
return { state, sceneId: scene.asset.id, behaviorId: behavior.asset.id, objectId: place.objectId };
}
describe('editing one field of a struct', () => {
let f: ReturnType<typeof setup>;
beforeEach(() => {
f = setup();
});
const asset = () => findAsset(f.state.project, f.behaviorId)!;
const object = (): SceneObject =>
findScene(f.state.project, f.sceneId)!.objects.find((o) => o.id === f.objectId)!;
const structDef = () => {
const def = requirePropDef(f.state.project, asset(), 'piece');
if (def.kind !== 'struct') throw new Error('piece is not a struct');
return def;
};
/** The spec `objectSection` builds for an override, resolved value included. */
const objectHandlers = () =>
structFieldsOf<SceneObject>({ state: f.state }, structDef(), {
target: object,
read: (o) => o.overrides.piece,
current: (o) => resolveSceneObjectProps(f.state.project, asset(), o).piece,
write: (o, value) => (o.overrides.piece = value),
remove: (o) => delete o.overrides.piece,
commit: (value) => new SetOverrideCommand(f.sceneId, f.objectId, 'piece', value),
});
it('fills the untouched fields of a first override from the asset, not from an empty bundle', () => {
objectHandlers()(['x'], { key: 'x', kind: 'number' }).onChange(9);
expect(object().overrides.piece).toEqual({ x: 9, y: 4, tag: 'T' });
});
it('leaves the others alone on a second edit, and undo goes back one field at a time', () => {
objectHandlers()(['x'], { key: 'x', kind: 'number' }).onChange(9);
objectHandlers()(['tag'], { key: 'tag', kind: 'text' }).onChange('hi');
expect(object().overrides.piece).toEqual({ x: 9, y: 4, tag: 'hi' });
f.state.commands.undo();
expect(object().overrides.piece).toEqual({ x: 9, y: 4, tag: 'T' });
f.state.commands.undo();
expect(object().overrides.piece).toBeUndefined();
});
it('builds on the preview while typing, and still undoes to before it', () => {
const handlers = objectHandlers()(['x'], { key: 'x', kind: 'number' });
handlers.onInput(1);
handlers.onInput(12);
handlers.onChange(12);
expect(object().overrides.piece).toEqual({ x: 12, y: 4, tag: 'T' });
f.state.commands.undo();
expect(object().overrides.piece).toBeUndefined();
});
it('copies those values in rather than keeping them tied to the asset', () => {
objectHandlers()(['x'], { key: 'x', kind: 'number' }).onChange(9);
f.state.execute(new SetAssetPropertyCommand(f.behaviorId, 'piece', { x: 3, y: 99, tag: 'T' }));
// The whole bundle is overridden now, so the asset moving on no longer reaches y.
expect(resolveSceneObjectProps(f.state.project, asset(), object()).piece).toEqual({
x: 9,
y: 4,
tag: 'T',
});
});
it('takes the stored value where that already is the resolved one – the dense asset bag', () => {
const handlers = structFieldsOf<{ props: Record<string, PropertyValue> }>(
{ state: f.state },
structDef(),
{
target: () => asset(),
read: (a) => a.props.piece,
write: (a, value) => (a.props.piece = value),
commit: (value) => new SetAssetPropertyCommand(f.behaviorId, 'piece', value),
},
);
handlers(['y'], { key: 'y', kind: 'number' }).onChange(8);
expect(resolveAssetProps(f.state.project, asset()).piece).toEqual({ x: 3, y: 8, tag: 'T' });
});
});