Files
feuerwerk/src/editor/ProjectSession.ts
T
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00

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/**
* Loading, creating, switching and deleting projects, plus the two toolbar menus that trigger
* it. Talks only to the store and the editor state – no widgets of its own beyond the menus.
*/
import { SetActiveSceneCommand } from '../core/commands/assetCommands';
import { listScenes } from '../core/model/Project';
import type { ProjectStore } from '../core/store/ProjectStore';
import { Dialog, Menu, type MenuItem, type Widget } from '../ui';
import type { EditorState } from './state';
export class ProjectSession {
/**
* `beforeSwitch` runs before a different project is loaded or the current one is deleted –
* a run in progress has to end first, since it holds a copy of the project being replaced.
*/
constructor(
private readonly state: EditorState,
private readonly store: ProjectStore,
private readonly beforeSwitch: () => void,
) {}
/** Opens the project named in the URL, else the first one on the server, else a new one. */
async boot(): Promise<void> {
const wanted = new URLSearchParams(location.search).get('project');
try {
if (wanted) {
await this.open(wanted);
return;
}
await this.openFirstOrCreate();
} catch (error) {
this.state.setNotice(
`Could not load project: ${error instanceof Error ? error.message : String(error)}`,
);
}
}
private async open(id: string): Promise<void> {
this.beforeSwitch();
const loaded = await this.store.load(id);
this.state.loadProject(loaded.project, loaded.revision);
const url = new URL(location.href);
url.searchParams.set('project', id);
history.replaceState(null, '', url);
}
private async openFirstOrCreate(): Promise<void> {
const list = await this.store.list();
if (list[0]) await this.open(list[0].id);
else await this.create('My first project');
}
private async create(name: string): Promise<void> {
const created = await this.store.create(name);
await this.open(created.project.id);
}
private async deleteCurrent(): Promise<void> {
this.beforeSwitch();
await this.store.delete(this.state.project.id);
await this.openFirstOrCreate();
}
openProjectMenu(anchor: Widget): void {
const open = async () => {
const list = await this.store.list();
const items: MenuItem[] = [
{ label: 'New project', onSelect: () => void this.create(`Project ${list.length + 1}`) },
...list.map((p) => ({
label: p.id === this.state.project.id ? `● ${p.name}` : p.name,
onSelect: () => void this.open(p.id),
disabled: p.id === this.state.project.id,
})),
{
label: 'Delete this project…',
danger: true,
onSelect: () =>
new Dialog(
`Delete project "${this.state.project.name}"?`,
'All assets and scenes are removed permanently.',
[
{ label: 'Cancel' },
{ label: 'Delete', danger: true, onClick: () => void this.deleteCurrent() },
],
).openCentered(),
},
];
new Menu(items).openBelow(anchor);
};
void open().catch((error) => this.state.setNotice(String(error)));
}
openSceneMenu(anchor: Widget): void {
const items: MenuItem[] = listScenes(this.state.project).map((scene) => ({
label: scene.id === this.state.project.activeSceneId ? `● ${scene.name}` : scene.name,
onSelect: () => this.state.execute(new SetActiveSceneCommand(scene.id)),
}));
if (items.length === 0)
items.push({ label: 'No scenes – create one in Assets', onSelect: () => {}, disabled: true });
new Menu(items).openBelow(anchor);
}
}