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>
72 lines
2.1 KiB
TypeScript
72 lines
2.1 KiB
TypeScript
import { type ProjectStore, StaleRevisionError } from '../core/store/ProjectStore';
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import type { EditorState } from './state';
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/**
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* Debounced autosave: every model change schedules a save ~1 s later. Saves never run
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* during Play (`state.project` is the runtime copy then; a pending save resumes on Stop)
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* and never overlap; a change that arrives while a save is in flight triggers another save
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* afterwards.
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*/
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export function attachAutosave(
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state: EditorState,
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store: ProjectStore,
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delayMs = 1000,
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): { flush: () => Promise<void> } {
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let timer = 0;
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let saving: Promise<void> | null = null;
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let pending = false;
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const save = async (): Promise<void> => {
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if (saving) {
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pending = true;
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return saving;
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}
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if (state.saveStatus !== 'dirty' || !state.project.id || state.mode === 'play') return;
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state.setSaveStatus('saving');
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saving = (async () => {
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try {
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state.revision = await store.save(state.project, state.revision);
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state.setSaveStatus(pending ? 'dirty' : 'saved');
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} catch (error) {
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if (error instanceof StaleRevisionError) {
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state.setSaveStatus('conflict');
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state.setNotice('This project was changed elsewhere. Reload to continue.');
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} else {
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state.setSaveStatus('error');
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state.setNotice(`Saving failed: ${error instanceof Error ? error.message : String(error)}`);
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}
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} finally {
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saving = null;
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if (pending) {
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pending = false;
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if (state.saveStatus === 'dirty') schedule();
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}
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}
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})();
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return saving;
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};
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const schedule = (): void => {
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window.clearTimeout(timer);
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timer = window.setTimeout(() => void save(), delayMs);
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};
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state.on('save', () => {
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if (state.saveStatus === 'dirty') schedule();
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});
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const flush = async (): Promise<void> => {
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window.clearTimeout(timer);
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await save();
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};
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window.addEventListener('beforeunload', (event) => {
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if (state.saveStatus === 'dirty' || state.saveStatus === 'saving') {
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void flush();
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event.preventDefault();
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}
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});
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return { flush };
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}
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