Files
feuerwerk/tests/core/holders.test.ts
T
adminandClaude Opus 5 5ba796a2b6
game-maker / gate (push) Successful in 3m32s
game-maker / suite (push) Failing after 8m21s
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 14:24:27 +02:00

171 lines
6.7 KiB
TypeScript

/**
* Container assets hold placed objects just like scenes do, so anything that walks "all placed
* objects" has to cover both. Plus: a rejected undo leaves the stacks usable.
*/
import { describe, expect, it } from 'vitest';
import { type Command, CommandError } from '../../src/core/commands/Command';
import { CommandStack } from '../../src/core/commands/CommandStack';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { RemoveVariableCommand, RenameVariableCommand } from '../../src/core/commands/variableCommands';
import type { ContainerAsset } from '../../src/core/model/Asset';
import { findAsset, findObjectHolder, objectHolders } from '../../src/core/model/Project';
import { instanceChildId } from '../../src/core/model/instance';
import { findUsages } from '../../src/core/model/usages';
import { makeBehavior, makeSpriteScene, place } from '../helpers';
/** A behavior with a `speed` variable, placed and overridden to 42, then wrapped in a container. */
function containerWithOverride() {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B', ['speed']);
const objectId = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, objectId, 'speed', 42));
const container = new CreateContainerCommand(f.sceneId, [objectId]);
f.stack.execute(container);
const template = () => (findAsset(f.project, container.assetId) as ContainerAsset).objects[0]!;
// The object moved into the template; what the scene shows is resolved from it.
const placed = () => f.object(instanceChildId(container.objectId, template().id));
return { ...f, behaviorId: behavior.id, containerId: container.assetId, objectId, template, placed };
}
describe('object holders', () => {
it('counts scenes and container assets alike', () => {
const { project } = containerWithOverride();
expect(
objectHolders(project)
.map((h) => h.type)
.sort(),
).toEqual(['container', 'scene']);
});
it('resolves a scene or a container by id, but no other asset', () => {
const { project, sceneId, containerId, spriteId, behaviorId } = containerWithOverride();
expect(findObjectHolder(project, sceneId)?.type).toBe('scene');
expect(findObjectHolder(project, containerId)?.type).toBe('container');
expect(findObjectHolder(project, spriteId)).toBeUndefined();
expect(findObjectHolder(project, behaviorId)).toBeUndefined();
expect(findObjectHolder(project, 'nope')).toBeUndefined();
});
it('finds usages inside container templates, not just in scenes', () => {
const { project, behaviorId, containerId, template } = containerWithOverride();
// Only the template: what the scene shows is resolved from it, never stored.
const usages = findUsages(project, behaviorId);
expect(usages).toHaveLength(1);
expect(usages[0]!.holder.id).toBe(containerId);
expect(template().overrides.speed).toBe(42);
});
});
describe('RemoveVariableCommand', () => {
it('clears the override on container templates too, and puts it back on undo', () => {
const { stack, behaviorId, template, placed } = containerWithOverride();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(placed().overrides.speed).toBeUndefined();
expect(template().overrides.speed).toBeUndefined();
stack.undo();
expect(placed().overrides.speed).toBe(42);
expect(template().overrides.speed).toBe(42);
});
});
/**
* A behavior inside a placed container is not stored in the scene, and a value changed on it lives
* in the instance's `instanceEdits`. Anything rewriting overrides project-wide has to reach in
* there, or renaming a variable silently drops the value.
*/
describe('variables overridden on container content', () => {
function withInstanceEdit() {
const f = containerWithOverride();
f.stack.execute(new SetOverrideCommand(f.sceneId, f.placed().id, 'speed', 7));
const edits = () =>
f.sceneOf().objects.find((o) => o.id !== f.objectId)!.instanceEdits[f.template().id]!.overrides;
return { ...f, edits };
}
it('renames the key kept on the instance', () => {
const { stack, behaviorId, edits, placed } = withInstanceEdit();
expect(edits().speed).toBe(7);
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(edits().speed).toBeUndefined();
expect(edits().velocity).toBe(7);
expect(placed().overrides.velocity).toBe(7);
stack.undo();
expect(edits().speed).toBe(7);
});
it('removes the value kept on the instance, and puts it back on undo', () => {
const { stack, behaviorId, edits } = withInstanceEdit();
stack.execute(new RemoveVariableCommand(behaviorId, 'speed'));
expect(edits().speed).toBeUndefined();
stack.undo();
expect(edits().speed).toBe(7);
});
});
describe('RenameVariableCommand', () => {
it('renames the override on container templates too', () => {
const { stack, behaviorId, template } = containerWithOverride();
stack.execute(new RenameVariableCommand(behaviorId, 'speed', 'velocity'));
expect(template().overrides.speed).toBeUndefined();
expect(template().overrides.velocity).toBe(42);
stack.undo();
expect(template().overrides.speed).toBe(42);
expect(template().overrides.velocity).toBeUndefined();
});
});
class RefusingUndo implements Command {
readonly label = 'Refusing';
execute(project: { name: string }): void {
project.name = 'executed';
}
undo(): void {
throw new CommandError('target is gone');
}
}
describe('CommandStack', () => {
it('keeps a command on the undo stack when its undo is rejected', () => {
const { project, stack } = makeSpriteScene();
stack.execute(new RefusingUndo());
expect(stack.canUndo).toBe(true);
expect(() => stack.undo()).toThrow(CommandError);
// Not swallowed by the history: still undoable, and not queued for redo.
expect(stack.canUndo).toBe(true);
expect(stack.canRedo).toBe(false);
expect(project.name).toBe('executed');
});
it('keeps a command on the redo stack when its redo is rejected', () => {
const project = {
formatVersion: 1,
id: 'p',
name: 'P',
assets: [],
activeSceneId: '',
startSceneId: '',
plugins: [],
};
const stack = new CommandStack(project);
let failing = false;
stack.execute({
label: 'Toggle',
execute: () => {
if (failing) throw new CommandError('nope');
},
undo: () => {},
});
stack.undo();
failing = true;
expect(() => stack.redo()).toThrow(CommandError);
expect(stack.canRedo).toBe(true);
expect(stack.canUndo).toBe(false);
});
});