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feuerwerk/tools/e2e/32-scope.mjs
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game-maker / suite (push) Successful in 6m48s
A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00

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import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
* declared `global` one current state. The step checks the run (two objects counting into one
* number), that the node offers the asset's declarations, and the switch on the machine.
*
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
*/
const SOURCE = { variablesAsset: 'sc-vars' };
/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
const counterGraph = {
nodes: [
node('sc-start', 'OnStart', 0, 0),
node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('sc-add', 'Add', 260, 200, { b: 1 }),
node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
],
edges: [
edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
edge('sc-e2', 'sc-read', 'score', 'sc-add', 'a'),
edge('sc-e3', 'sc-add', 'result', 'sc-write', 'score'),
],
};
export async function scope(t) {
const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
const selectAsset = async (id) => {
await t.select({ kind: 'asset', assetId: id });
};
const selectNode = async (nodeId) => {
await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
};
/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
};
// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const a = structuredClone(mover);
Object.assign(a, {
id: 'sc-logic',
name: 'Counter',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(counterGraph)},
});
p.assets.unshift(a, {
id: 'sc-vars',
type: 'variables',
name: 'Score',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
});
${MAKE_OBJECT}
scene.objects.push(
make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
make('sc-brain-a', 'sc-logic', 'sc-box-a', 0, 'Counter A'),
make('sc-box-b', 'crate', '', 1700, 'Counter box B'),
make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
);
`);
// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
await t.play();
await sleep(600);
const world = await json('__gm.world()');
const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
const shared = world.shared.variables['sc-vars'];
check(
'two behavior instances count into one shared variable',
shared && shared.score === 2,
`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
);
check(
'and the value belongs to the run, not to either placed object',
carriers.length === 0,
`objects carrying "score": ${JSON.stringify(carriers)}`,
);
await stop();
// 32c. The asset is where the declaration lives, and it says what it is for.
await selectAsset('sc-vars');
const declared = await has('score');
const explains = await has('Every graph pointing here shares them.');
check(
'the Variables asset lists its declarations and says what they are',
declared && explains,
`row: ${declared}, note: ${explains}`,
);
await shot('01-variables-asset');
// 32d. The node picks its ports from the asset it names – the whole point of naming one.
await selectNode('sc-read');
const offersShared = await has('score');
const complains = await has('"score" is not a variable of this behavior.');
check(
'a node naming the asset offers its variables instead of the behavior’s',
offersShared && !complains,
`row: ${offersShared}, warning shown: ${complains}`,
);
await shot('02-node-source');
// Emptying the setting points the node back at the behavior, which declares nothing – so the
// very same port is now a stranger. That is the switch doing something visible.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
`);
const complainsNow = await has('"score" is not a variable of this behavior.');
check(
'and clearing it points the node back at the behavior, which has no such variable',
complainsNow,
`warning after clearing: ${complainsNow}`,
);
// 32e. A machine carries its scope on the asset too, with its own switch.
await mutate(`
const p = __gm.state.project;
p.assets.unshift({
id: 'sc-machine',
type: 'statemachine',
name: 'Shared doors',
props: {},
graph: { nodes: [], edges: [] },
});
`);
await selectAsset('sc-machine');
const machineScope = await has('Local');
const pick = await locate('Local', true);
await click(pick.x, pick.y);
await clickLast('Global');
const machine = await asset('sc-machine');
check(
'a state machine is switched between one current state per object and one for the run',
machineScope && machine.scope === 'global',
`dropdown found: ${machineScope}, scope now ${JSON.stringify(machine.scope)}`,
);
await shot('03-machine-scope');
// 32f. Everything this step added goes again.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('sc-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
__gm.state.select(null);
`);
}