Files
feuerwerk/tools/e2e/43-queries.mjs
T
adminandClaude Opus 5.5 b45bbcc976 Hold in tests that a graph edit reaches a running behavior (#216)
The issue said a behavior that runs in the editor keeps the graph
it started with, until it is switched off and on. Measured before
building anything, that is no longer so. An edit runs from the next
frame on. Since when, was not found out.

- No code changes. A command raises the project event, EditorRun
  refreshes, and syncFromModel of the behavior system empties the
  graph cache.
- Decided in the issue: the instance carries on and is not started
  over. Its variables and timers stand, and On start does not fire
  again. A restart would write what On start writes or spawns into
  the saved scene with every edit.
- Starting over stays what it was: Run in editor off and on, or
  Play.
- Module 43 of the e2e no longer switches the behavior off and on
  before it measures the changed layers of a ray cast.

Tests:
- Gate on melektaus-atx for this change alone: 212 files, 3264
  tests (3260 + 4), exit 0. The gate right before this commit ran
  on the tree of this and the next commit together: 213 files,
  3278 tests, exit 0.
- e2e 18,20,43 on melektaus-atx: 57 checks, all pass. The check in
  43 is the old one, it now holds without the workaround.
- Four unit tests in editor-run.test.ts: a changed node setting, a
  node wired in and one cut off, a flow hung on On start that does
  not fire until the switch goes off and on, and an undo.
- One counter-probe: without the emptied cache the wiring test
  fails. The setting test does not, settings change in place.
- No full run and no smokes. The sum of e2e checks stays 1676.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 17:59:19 +02:00

446 lines
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import { edge, node } from '../lib/builders.mjs';
import { inView, LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* What a game asks the collision about, and platforms one jumps through: one-way colliders (#155),
* the Raycast node (#153) and On collision stay with an interval and contact data (#149). What only a
* running editor shows: the switch in the inspector, the engine and Move landing on a platform and
* passing it from below, the ray drawn in the Scene tab by the editor run, and a stay that fires on
* its own clock.
*/
const FALL = 300;
/** Falls with Move and "Collide with solids"; 1.5 s after it starts it drops through one-way platforms. */
const dropGraph = {
nodes: [
node('qd-update', 'OnUpdate', 0, 0),
node('qd-owner', 'Owner', 0, 160),
node('qd-move', 'Move', 300, 0, { dy: 1, scale: FALL, collide: true }),
node('qd-timer', 'OnTimer', 0, 320, { interval: 1.5 }),
node('qd-drop', 'IgnoreOneWay', 300, 320, { seconds: 0.3 }),
],
edges: [
edge('qd-e1', 'qd-update', 'exec', 'qd-move', 'exec'),
edge('qd-e2', 'qd-update', 'dt', 'qd-move', 'dt'),
edge('qd-e3', 'qd-owner', 'object', 'qd-move', 'object'),
edge('qd-e4', 'qd-timer', 'exec', 'qd-drop', 'exec'),
edge('qd-e5', 'qd-owner', 'object', 'qd-drop', 'object'),
],
};
/** Shoots its owner – a dynamic body below the platform – straight up in On start. */
const jumpGraph = {
nodes: [
node('qj-start', 'OnStart', 0, 0),
node('qj-owner', 'Owner', 0, 160),
node('qj-shoot', 'SetVelocity', 300, 0, { x: 0, y: -700 }),
],
edges: [
edge('qj-e1', 'qj-start', 'exec', 'qj-shoot', 'exec'),
edge('qj-e2', 'qj-owner', 'object', 'qj-shoot', 'object'),
],
};
/** Casts a ray straight down from its owner every frame. */
const eyeGraph = {
nodes: [
node('qe-update', 'OnUpdate', 0, 0),
node('qe-owner', 'Owner', 0, 160),
node('qe-where', 'GetPosition', 250, 160),
node('qe-ray', 'Raycast', 500, 0, { dirX: 0, dirY: 1, length: 500 }),
],
edges: [
edge('qe-e1', 'qe-update', 'exec', 'qe-ray', 'exec'),
edge('qe-e2', 'qe-owner', 'object', 'qe-where', 'object'),
edge('qe-e3', 'qe-where', 'worldX', 'qe-ray', 'fromX'),
edge('qe-e4', 'qe-where', 'worldY', 'qe-ray', 'fromY'),
],
};
/** Casts downwards like `eyeGraph` and logs how far it reached, so the answer needs no drawing. */
const layerEyeGraph = {
nodes: [
...eyeGraph.nodes,
node('qe-log', 'Log', 750, 0),
node('qe-timer', 'OnTimer', 0, 320, { interval: 0.2 }),
],
edges: [
...eyeGraph.edges.filter((e) => e.from.node !== 'qe-update'),
edge('qe-e5', 'qe-timer', 'exec', 'qe-ray', 'exec'),
edge('qe-e6', 'qe-ray', 'exec', 'qe-log', 'exec'),
edge('qe-e7', 'qe-ray', 'distance', 'qe-log', 'message'),
],
};
/**
* Casts downwards like `layerEyeGraph`, but with `Raycast all` (#157): logs how many it met, the
* distances as one line, the name of the object behind the second hit – which only a live object in
* the list can answer – and what a second cast with "max hits" 1 comes back with.
*/
const allEyeGraph = {
nodes: [
node('qa-timer', 'OnTimer', 0, 320, { interval: 0.2 }),
node('qa-owner', 'Owner', 0, 160),
node('qa-where', 'GetPosition', 250, 160),
node('qa-ray', 'RaycastAll', 500, 0, { dirX: 0, dirY: 1, length: 500 }),
node('qa-count', 'Log', 750, 0),
node('qa-distances', 'Log', 1000, 0),
node('qa-second', 'ItemAt', 750, 300, { index: 1 }),
node('qa-name', 'NameOf', 1000, 300),
node('qa-log-name', 'Log', 1250, 0),
node('qa-one', 'RaycastAll', 500, 500, { dirX: 0, dirY: 1, length: 500, maxHits: 1 }),
node('qa-log-one', 'Log', 1500, 0),
],
edges: [
edge('qa-e1', 'qa-timer', 'exec', 'qa-ray', 'exec'),
edge('qa-e2', 'qa-owner', 'object', 'qa-where', 'object'),
edge('qa-e3', 'qa-where', 'worldX', 'qa-ray', 'fromX'),
edge('qa-e4', 'qa-where', 'worldY', 'qa-ray', 'fromY'),
edge('qa-e5', 'qa-ray', 'exec', 'qa-count', 'exec'),
edge('qa-e6', 'qa-ray', 'count', 'qa-count', 'message'),
edge('qa-e7', 'qa-count', 'exec', 'qa-distances', 'exec'),
edge('qa-e8', 'qa-ray', 'distances', 'qa-distances', 'message'),
edge('qa-e9', 'qa-ray', 'objects', 'qa-second', 'list'),
edge('qa-e10', 'qa-second', 'item', 'qa-name', 'object'),
edge('qa-e11', 'qa-distances', 'exec', 'qa-log-name', 'exec'),
edge('qa-e12', 'qa-name', 'name', 'qa-log-name', 'message'),
edge('qa-e13', 'qa-log-name', 'exec', 'qa-one', 'exec'),
edge('qa-e14', 'qa-where', 'worldX', 'qa-one', 'fromX'),
edge('qa-e15', 'qa-where', 'worldY', 'qa-one', 'fromY'),
edge('qa-e16', 'qa-one', 'exec', 'qa-log-one', 'exec'),
edge('qa-e17', 'qa-one', 'distances', 'qa-log-one', 'message'),
],
};
/** Logs how its owner touches the ground (normal y, then impulse) each half second it stays on it. */
const STAY = 0.5;
const feelGraph = {
nodes: [
node('qf-stay', 'OnCollisionStay', 0, 0, { interval: STAY }),
node('qf-log-n', 'Log', 300, 0),
node('qf-log-i', 'Log', 550, 0),
],
edges: [
edge('qf-e1', 'qf-stay', 'exec', 'qf-log-n', 'exec'),
edge('qf-e2', 'qf-stay', 'normalY', 'qf-log-n', 'message'),
edge('qf-e3', 'qf-log-n', 'exec', 'qf-log-i', 'exec'),
edge('qf-e4', 'qf-stay', 'impulse', 'qf-log-i', 'message'),
],
};
export async function queries(t) {
const {
check,
json,
evaluate,
mutate,
select,
click,
object,
settle,
sleep,
play,
stop,
shot,
consoleLog,
} = t;
const Y = LANES.queries;
const GROUND_TOP = Y + 280;
const PLATFORM_TOP = Y + 95;
const setup = (body) =>
mutate(`
const scene = __gm.state.activeScene;
const assets = __gm.state.project.assets;
${MAKE_OBJECT}
const collider = (id, props) =>
assets.push({ id, type: 'collider', name: id, props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false, ...props } });
const behavior = (id, name, graph) => {
const asset = structuredClone(assets.find((a) => a.id === 'mover'));
Object.assign(asset, { id, name, props: { enabled: true, runInEditor: false }, variables: [], graph });
assets.push(asset);
};
const put = (id, assetId, parentId, x, y, name, overrides = {}) => {
const o = make(id, assetId, parentId, y, name);
o.position.x = x;
o.overrides = overrides;
scene.objects.push(o);
};
${body}
__gm.state.select(null)`);
const clear = () =>
mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('q-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('q-'));
__gm.state.select(null)`);
const sample = async (seconds, ids) => {
await evaluate(`(() => {
const out = (window.__querySamples = []);
const start = performance.now();
const sample = () => {
const w = __gm.world();
if (!w) return;
const y = (id) => w.entities.find((e) => e.objectId === id)?.worldY;
out.push({ t: (performance.now() - start) / 1000, ...Object.fromEntries(${JSON.stringify(ids)}.map((id) => [id, y(id)])) });
if (performance.now() - start < ${seconds * 1000}) requestAnimationFrame(sample);
};
requestAnimationFrame(sample);
})()`);
await sleep(seconds * 1000 + 300);
return json('window.__querySamples');
};
// 43a. A platform one jumps through (#155), switched to one-way in the inspector. A crate falls
// onto it with Move and drops through 1.5 s later; a dynamic crate shot up from below
// passes it and lands on it.
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-platform', { width: 300, height: 10 });
collider('q-col-box', {});
assets.push({ id: 'q-rb', type: 'rigidbody', name: 'q-rb', props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } });
behavior('q-drop', 'Query drop', ${JSON.stringify(dropGraph)});
behavior('q-jump', 'Query jump', ${JSON.stringify(jumpGraph)});
const box = { width: 40, height: 40 };
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-platform', 'crate', '', 0, ${Y + 100}, 'Query platform', { width: 300, height: 10 });
put('q-platform-col', 'q-col-platform', 'q-platform', 0, 0, 'Platform collider');
put('q-dropper', 'crate', '', -100, ${Y}, 'Dropper', box);
put('q-dropper-col', 'q-col-box', 'q-dropper', 0, 0);
put('q-dropper-go', 'q-drop', 'q-dropper', 0, 0);
put('q-jumper', 'crate', '', 100, ${Y + 200}, 'Jumper', box);
put('q-jumper-col', 'q-col-box', 'q-jumper', 0, 0);
put('q-jumper-rb', 'q-rb', 'q-jumper', 0, 0);
put('q-jumper-go', 'q-jump', 'q-jumper', 0, 0);`);
await select({
kind: 'object',
holderId: 'scene1',
objectId: 'q-platform-col',
objectIds: ['q-platform-col'],
});
const toggle = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('One-way')");
// Side and angle mean nothing on a collider blocking from everywhere, so they wait for the switch (#159).
const hidden = await json(
"[__gm.inspectorField('Blocks from'), __gm.inspectorField('One-way angle')].every((f) => f === null)",
);
if (toggle) await click(toggle.x, toggle.y);
await settle();
const blocksFrom = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('Blocks from')");
const angleRow = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('One-way angle')");
check(
'Blocks from and One-way angle show only once One-way is switched on',
hidden === true && Boolean(blocksFrom) && Boolean(angleRow),
JSON.stringify({ hidden, blocksFrom, angleRow }),
);
check(
"a collider's One-way switch in the inspector turns it one-way, blocking from above",
Boolean(toggle) &&
Boolean(blocksFrom) &&
(await object('q-platform-col'))?.overrides?.oneWay === true &&
(await t.has('Above')),
JSON.stringify({ toggle, blocksFrom, overrides: (await object('q-platform-col'))?.overrides }),
);
await select(null);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await settle();
await shot('43-one-way');
await play();
const run = await sample(2.8, ['q-dropper', 'q-jumper']);
await stop();
const at = (seconds) =>
run.reduce((best, s) => (Math.abs(s.t - seconds) < Math.abs(best.t - seconds) ? s : best));
const onPlatform = PLATFORM_TOP - 20;
const onGround = GROUND_TOP - 20;
check(
'Move lands on the one-way platform, and Ignore one-way drops it through onto the ground',
run.length > 60 &&
Math.abs(at(0.7)['q-dropper'] - onPlatform) < 0.01 &&
Math.abs(run.at(-1)['q-dropper'] - onGround) < 0.01,
JSON.stringify({ frames: run.length, early: at(0.7), last: run.at(-1), onPlatform, onGround }),
);
const highest = Math.min(...run.map((s) => s['q-jumper']));
check(
'a dynamic body shot up from below passes through the platform and lands on top of it',
highest < PLATFORM_TOP - 60 && Math.abs(run.at(-1)['q-jumper'] - onPlatform) < 1,
JSON.stringify({ highest, last: run.at(-1)['q-jumper'], onPlatform }),
);
await clear();
// 43b. The Raycast node in the editor run (#153): a crate casting down every frame, the ray drawn
// in the Scene tab to where it meets the ground.
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-box', {});
behavior('q-eye', 'Query eye', ${JSON.stringify(eyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-eyebox', 'crate', '', 200, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-eye', 'q-eyebox', 0, 0, 'Eye logic', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(500);
const rays = await json('__gm.rays()');
const ray = rays.at(-1);
check(
'the editor run casts the ray and the Scene tab draws it, down to the ground it met',
(await json('__gm.editorRun()')).running === true &&
ray?.hit === true &&
ray.from.x === 200 &&
ray.from.y === Y &&
Math.abs(ray.to.y - GROUND_TOP) < 1e-6,
JSON.stringify({ count: rays.length, ray, groundTop: GROUND_TOP }),
);
await shot('43-ray');
await clear();
await sleep(300);
// 43c. On collision stay with an interval (#149): a crate resting on the ground logs how it touches
// every half second – the normal from the ground towards it, and the impulse holding it up.
const logFrom = consoleLog.length;
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-box', {});
assets.push({ id: 'q-rb', type: 'rigidbody', name: 'q-rb', props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } });
behavior('q-feel', 'Query feel', ${JSON.stringify(feelGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-rest', 'crate', '', -300, ${Y + 220}, 'Rester', { width: 40, height: 40 });
put('q-rest-col', 'q-col-box', 'q-rest', 0, 0);
put('q-rest-rb', 'q-rb', 'q-rest', 0, 0);
put('q-rest-go', 'q-feel', 'q-rest', 0, 0, 'Feel');`);
await play();
await sleep(2200);
await stop();
const logged = consoleLog
.slice(logFrom)
.filter((line) => line.startsWith('[behavior Feel]'))
.map((line) => Number(line.split(']').pop()));
const pairs = Array.from({ length: Math.floor(logged.length / 2) }, (_, i) =>
logged.slice(2 * i, 2 * i + 2),
);
check(
'On collision stay with an interval fires every half second, with the normal and the impulse of the contact',
pairs.length >= 2 && pairs.length <= 4 && pairs.every(([ny, impulse]) => ny === -1 && impulse > 0),
JSON.stringify({ pairs, interval: STAY }),
);
await clear();
// 43d. Which layers a ray looks at (#158). A shield on a layer of its own stands between the
// caster and the ground: with every layer picked the ray stops at the shield, and once that
// layer is unticked in the node's "Layers" setting it goes straight through to the ground.
const SHIELD_TOP = Y + 145;
const reached = () => {
const seen = consoleLog.filter((line) => line.startsWith('[behavior Eye logic]'));
return seen.length === 0 ? null : Number(seen.at(-1).split(']').pop());
};
await setup(`
if (__gm.state.project.collisionLayers.length < 2) __gm.state.project.collisionLayers = ['Default', 'Shots'];
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-shield', { width: 300, height: 10, layer: 1 });
collider('q-col-box', {});
behavior('q-eye', 'Query eye', ${JSON.stringify(layerEyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-shield', 'crate', '', 0, ${Y + 150}, 'Shield', { width: 300, height: 10 });
put('q-shield-col', 'q-col-shield', 'q-shield', 0, 0);
put('q-eyebox', 'crate', '', 0, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-eye', 'q-eyebox', 0, 0, 'Eye logic', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(500);
const blocked = reached();
check(
'a ray looking at every layer stops at the shield, whatever layer it is on',
blocked === SHIELD_TOP - Y,
JSON.stringify({ reached: blocked, toShield: SHIELD_TOP - Y, toGround: GROUND_TOP - Y }),
);
await select({ kind: 'node', assetId: 'q-eye', nodeId: 'qe-ray', nodeIds: ['qe-ray'] });
const layersRow = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('Layers')");
check(
'the Raycast node carries a Layers setting, reading as every layer',
Boolean(layersRow) && (await t.has('All layers')),
JSON.stringify({ layersRow, allLayers: await t.has('All layers') }),
);
await click(layersRow.x, layersRow.y);
const layerTicks = await t.menuTicked();
const names = await json('__gm.state.project.collisionLayers');
check(
'the setting lists the layers of the project, all of them ticked',
layerTicks.length === names.length && layerTicks.every((row) => row.ticked === true),
JSON.stringify({ layerTicks, names }),
);
const secondLayer = await t.locate(layerTicks[1].label, true);
await click(secondLayer.x, secondLayer.y);
await shot('43-ray-layers');
await t.press('Escape');
await settle();
const settings = await json("__gm.graph.nodeSettings('qe-ray')");
check(
'the node itself spells the mask out by name rather than as the bits it is stored in',
settings.includes(`Layers: ${names[0]}`),
JSON.stringify(settings),
);
await sleep(600);
const through = reached();
check(
"unticking the shield's layer lets the ray pass it and meet the ground behind it",
through === GROUND_TOP - Y,
JSON.stringify({ reached: through, toGround: GROUND_TOP - Y, toShield: SHIELD_TOP - Y }),
);
await select(null);
await clear();
// 43e. Every hit on the line (#157): the same shield and ground, cast through by `Raycast all`.
// What it met comes out as parallel lists – the count, the distances, and the object behind
// the second hit, which only a live object in the list can be asked for.
const lastLines = (n) =>
consoleLog
.filter((line) => line.startsWith('[behavior All eyes]'))
.slice(-n)
.map((line) => line.split(']').pop().trim());
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-shield', { width: 300, height: 10 });
collider('q-col-box', {});
behavior('q-all', 'Query all', ${JSON.stringify(allEyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-shield', 'crate', '', 0, ${Y + 150}, 'Shield', { width: 300, height: 10 });
put('q-shield-col', 'q-col-shield', 'q-shield', 0, 0);
put('q-eyebox', 'crate', '', 0, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-all', 'q-eyebox', 0, 0, 'All eyes', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(700);
const [count, distances, behind, limited] = lastLines(4);
check(
'Raycast all meets the shield and the ground behind it, nearest first',
count === '2' && distances === `${SHIELD_TOP - Y}, ${GROUND_TOP - Y}`,
JSON.stringify({ count, distances, toShield: SHIELD_TOP - Y, toGround: GROUND_TOP - Y }),
);
check(
'the objects it met are objects, not their names: the second one answers where it is',
behind === 'Query ground',
JSON.stringify({ behind, lines: lastLines(4) }),
);
check(
'"max hits" 1 keeps the nearest of them and stops there',
limited === String(SHIELD_TOP - Y),
JSON.stringify({ limited, toShield: SHIELD_TOP - Y }),
);
await select({ kind: 'node', assetId: 'q-all', nodeId: 'qa-ray', nodeIds: ['qa-ray'] });
await settle();
const allInputs = await json("__gm.graph.nodeInputs('qa-ray')");
const allSettings = await json("__gm.graph.nodeSettings('qa-ray')");
check(
'the node takes a "max hits" of its own and carries the same Layers setting as Raycast (#158)',
allInputs.some((row) => row.startsWith('max hits')) && allSettings.includes('Layers: All layers'),
JSON.stringify({ allInputs, allSettings }),
);
await shot('43-ray-all');
await select(null);
await clear();
}