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feuerwerk/tools/e2e/18-pause.mjs
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rootandClaude Opus 5 0e0a21dee1
game-maker / suite (push) Successful in 10m4s
One clock under everything that moves by itself (#90)
Particle age and shader time each read performance.now() off their own
library, and the world got the frame's delta straight from the ticker. Three
clocks, so a global time scale would have been three multiplications and a
pause three separate freezes.

core/time.ts holds one clock instead: it accumulates dt x scale per frame
rather than reading the wall clock, and Editor.tick hands the very step it
took to the play session, the editor run and the animation preview. Delta
time, particle age, shader time and that preview are the same quantity now,
so the scale is a single multiplication and a pause is that scale at 0 —
nothing underneath needs rebasing, because the clock itself stands still.
The Math.min(dt, 0.1) caps in PlaySession and EditorRun are gone: the cap
(MAX_FRAME) now sits on the raw frame before scaling, and capping twice would
make the world run slower than the particles at scale 2.

A pause gates the scale rather than overwriting it — effectiveScale() answers
0 while paused, and for anything that is not a positive finite number, while
gameClock.scale keeps its value. A slider later survives a pause that way;
the issue asks for none yet.

The clock goes back to zero at both ends of a run, so a run is reproducible
from second 0 and the scene view looks freshly loaded after Stop. Resetting
only on Stop would not do it: the editor clock runs on afterwards, and the
next Play would start at "seconds since the last Stop".

The trap in that: ParticleField keeps its origin as an absolute second of
this clock, so after a reset it lies in the future and every particle would
age backwards. One line in sync() starts such a field over, which covers the
scene, the game and the tab preview at once — and fixes an older bug of the
same shape, where releasing a particleTime() freeze left the preview empty
for good.

Found while measuring that: ParticlePreview stood at second 0.5 by computing
the clock reading that would mean 0.5 since the field started. Over 200000
random origins the round trip misses the last bit in 18.8% of them and shows
one particle too few in 9.4%, because floor(0.5 * 20) comes out 9. The check
had been flaky since it was written. The panel hands the field the age itself
now (ParticleField.hold), and the faked clock is gone.

833 checks (824 + 9), 931 unit tests (921 + 10).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 09:31:53 +02:00

324 lines
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JavaScript
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import { edge, node } from '../lib/builders.mjs';
import { LANES, scaffoldBehavior } from './lib/scaffold.mjs';
/**
* Pausing freezes world and clock and drops input instead of replaying it on resume. Brings its own
* self-drifting box, since the fixture's Mover only moves on arrow keys and a pause would look like idling.
*/
const DRIFT_PER_SECOND = 100;
const KEY_LOG = 'arrow down';
/**
* Two independent things in one graph: `On update → Move` drifts the owner right without any
* input, and `On key down → Log` leaves a mark for every *edge* the world saw – which is what a
* pause has to swallow.
*/
const pauseGraph = {
nodes: [
node('p-update', 'OnUpdate', 0, 0),
node('p-owner', 'Owner', 0, 120),
node('p-move', 'Move', 340, 0, { dx: 1, scale: DRIFT_PER_SECOND }),
node('p-key', 'OnKeyDown', 0, 260, { key: 'ArrowRight' }),
node('p-log', 'Log', 340, 260, { message: KEY_LOG }),
],
edges: [
edge('p-e1', 'p-update', 'exec', 'p-move', 'exec'),
edge('p-e2', 'p-update', 'dt', 'p-move', 'dt'),
edge('p-e3', 'p-owner', 'object', 'p-move', 'object'),
edge('p-e4', 'p-key', 'exec', 'p-log', 'exec'),
],
};
export async function pause(t) {
const {
check,
sleep,
json,
has,
shot,
click,
clickText,
press,
entity,
world,
stop,
select,
evaluate,
asset,
} = t;
const playInfo = () => json('__gm.playInfo()');
const boxX = async () => (await entity('p-box'))?.x ?? NaN;
const keyHits = async () => (await world()).log.filter((line) => line.includes(KEY_LOG)).length;
// 18a. A box with a drifting behavior below it, written into the model directly: what is under
// test is the pause, not another way of building a graph.
const rig = await scaffoldBehavior(t, {
assetId: 'pauser',
name: 'Pauser',
graph: pauseGraph,
boxId: 'p-box',
boxName: 'Pause box',
logicId: 'p-logic',
y: LANES.pause,
});
await t.play();
const running = await playInfo();
const beforeDrift = await boxX();
await sleep(500);
const drifted = await boxX();
// The precondition of everything below: without movement, "it stood still" is trivially true.
check(
'the box drifts on its own while playing, with nothing held down',
running.playing === true && running.paused === false && drifted > beforeDrift + 20,
`x ${beforeDrift} → ${drifted}, ${JSON.stringify(running)}`,
);
// 18b. The toolbar button holds it. Both the clock and the box have to stop – a world that keeps
// ticking while the picture happens to look the same would pass a position check alone.
await clickText('❚❚ Pause');
await sleep(200);
const held = await playInfo();
const heldX = await boxX();
await sleep(1000);
const stillHeld = await playInfo();
check(
'pausing stops the world where it is: the box and the clock both stand still',
held.paused === true &&
stillHeld.playing === true &&
Math.abs((await boxX()) - heldX) < 0.001 &&
Math.abs(stillHeld.time - held.time) < 0.05,
`x ${heldX} → ${await boxX()}, clock ${held.time.toFixed(2)} → ${stillHeld.time.toFixed(2)} over 1 s`,
);
// `locate` throws on a missing label, so the button that must be *gone* is asked for through
// the hook, which answers with null.
check(
'the button offers to resume while it is held, and no longer to pause',
(await has('▶ Resume')) === true && (await has('❚❚ Pause')) === false,
`resume=${await has('▶ Resume')} pause=${await has('❚❚ Pause')}`,
);
await shot('36-paused');
// 18c. Keys pressed while it is held are dropped, not queued: resuming must not fire an edge for
// each of them. The count before proves the graph reacts at all.
const hitsBefore = await keyHits();
await press('ArrowRight');
await sleep(1000);
const hitsWhilePaused = await keyHits();
await press('ArrowRight');
await press('ArrowRight');
await sleep(200);
// 18d. Ctrl+Enter resumes, the same shortcut that started play.
await press('Enter', { ctrl: true });
await sleep(400);
const resumed = await playInfo();
const resumedX = await boxX();
check(
'resuming lets it move on from where it stopped, without catching up the held time',
resumed.paused === false &&
resumedX > heldX &&
// A second of pause plus the pressing above: catching up would show as a jump far beyond
// what the resumed run itself had time for.
resumedX < heldX + DRIFT_PER_SECOND * 1.2,
`x ${heldX} → ${resumedX}, clock ${stillHeld.time.toFixed(2)} → ${resumed.time.toFixed(2)}`,
);
const hitsAfter = await keyHits();
check(
'a key pressed while paused is swallowed instead of firing on resume',
hitsWhilePaused === hitsBefore && hitsAfter === hitsBefore,
`${hitsBefore} hits before, ${hitsWhilePaused} while held, ${hitsAfter} after resuming`,
);
// Without this the check above would also pass on a graph that never logs anything at all.
await press('ArrowRight');
await sleep(300);
check(
'the same key does fire once the game is running again',
(await keyHits()) === hitsBefore + 1,
`${hitsBefore} → ${await keyHits()}`,
);
// 18e. A hold must never outlive its play: Esc stops from a paused game, and the next run starts
// moving. A pause left standing would leave the editor unable to run anything.
await press('Enter', { ctrl: true });
await sleep(200);
check('Ctrl+Enter holds it again', (await playInfo()).paused === true);
await stop();
const afterStop = await playInfo();
await t.play();
await sleep(500);
const restartedX = await boxX();
await sleep(400);
check(
'stopping clears the hold, so the next play runs',
afterStop.playing === false &&
afterStop.paused === false &&
(await playInfo()).paused === false &&
(await boxX()) > restartedX,
`after stop ${JSON.stringify(afterStop)}, x ${restartedX} → ${await boxX()}`,
);
// 18f. The graph stays editable while the game runs, with the mouse as in edit mode: a click
// selects the Move node, Delete removes it, and the running world stops drifting the box.
await select({ kind: 'asset', assetId: 'pauser' });
await evaluate(`__gm.showTab('graph')`);
await sleep(150);
const outputs = (id) => json(`__gm.graph.nodeOutputs(${JSON.stringify(id)})`);
const live = {
owner: await outputs('p-owner'),
update: await outputs('p-update'),
move: await outputs('p-move'),
};
check(
'while playing, each output shows the value it last carried in front of its name',
live.owner[0] === 'Pause box object' &&
/^0\.\d{3} {2}dt$/.test(live.update[1]) &&
live.move[1] === 'false blocked x',
JSON.stringify(live),
);
await shot('36b-graph-live-values');
const beadsOn = async (edgeId) =>
(await json('__gm.graph.beads()')).filter((b) => b.edgeId === edgeId).map((b) => b.progress);
const chain = await beadsOn('p-e1');
const gaps = chain.slice(1).map((p, i) => chain[i] - p);
check(
'an exec edge firing every frame carries an evenly spaced chain of beads',
chain.length >= 1 && chain.length <= 3 && gaps.every((g) => Math.abs(g - 0.5) < 0.1),
JSON.stringify(chain),
);
check(
'data edges carry no beads',
(await beadsOn('p-e2')).length === 0 && (await beadsOn('p-e3')).length === 0,
);
const beforeKey = await beadsOn('p-e4');
await press('ArrowRight');
await sleep(80);
const onKey = await beadsOn('p-e4');
await sleep(500);
const afterKey = await beadsOn('p-e4');
check(
'a single key press sends exactly one bead, and it arrives',
beforeKey.length === 0 && onKey.length === 1 && afterKey.length === 0,
JSON.stringify({ beforeKey, onKey, afterKey }),
);
const movePos = await json(`__gm.graph.nodeAt('p-move')`);
await click(movePos.x, movePos.y);
await sleep(100);
check(
'a click selects a node while playing',
JSON.stringify(await json('__gm.graph.selected()')) === '["p-move"]',
JSON.stringify(await json('__gm.graph.selected()')),
);
const area = await json('__gm.graph.canvasRect()');
await click(area.x + area.w - 15, area.y + area.h - 15, 'right');
await sleep(100);
check('right-clicking the canvas opens the node palette while playing', await has('Search nodes…'));
await press('Escape');
await sleep(100);
check(
'Escape closes the palette and leaves the game running',
!(await has('Search nodes…')) && (await playInfo()).playing === true,
);
await click(movePos.x, movePos.y);
await press('Delete');
await sleep(150);
const stoppedAt = await boxX();
await sleep(500);
check(
'deleting the Move node while playing stops the drift on the next frames',
!(await asset('pauser')).graph.nodes.some((n) => n.id === 'p-move') &&
Math.abs((await boxX()) - stoppedAt) < 0.001,
`x ${stoppedAt} → ${await boxX()}`,
);
await stop();
await sleep(200);
check(
'stopping takes the values off the nodes',
JSON.stringify(await outputs('p-owner')) === '["object"]',
JSON.stringify(await outputs('p-owner')),
);
check(
'stopping discards the graph edit with the rest of the run',
(await asset('pauser')).graph.nodes.some((n) => n.id === 'p-move'),
JSON.stringify((await asset('pauser')).graph.nodes.map((n) => n.id)),
);
// 18g. (#90) One clock under everything that moves by itself – the world's delta, particle age and
// shader time. It starts over with a run and ends with it, and a pause is a scale of 0.
const clock = () => json('__gm.globalTime()');
// The bounds are a multiple apart rather than an epsilon: reading the clock costs a round trip,
// and without the reset the run would start at everything the editor counted, not a little of it.
await sleep(2500);
const beforePlay = await clock();
check(
'the clock runs in edit mode too, so the previews move without a game',
beforePlay.now > 2 && beforePlay.effective === 1,
JSON.stringify(beforePlay),
);
await t.play();
const atStart = await clock();
check(
'a run starts the clock over, however long the editor has been counting',
atStart.now < 1 && atStart.now < beforePlay.now / 2,
`editor at ${beforePlay.now.toFixed(2)} s → run at ${atStart.now.toFixed(2)} s`,
);
await sleep(400);
const runningClock = await clock();
await clickText('❚❚ Pause');
await sleep(150);
const heldClock = await clock();
await sleep(800);
const stillHeldClock = await clock();
check(
'a pause is an effective scale of 0, and it gates the scale instead of overwriting it',
runningClock.effective === 1 &&
heldClock.effective === 0 &&
heldClock.scale === 1 &&
Math.abs(stillHeldClock.now - heldClock.now) < 0.02,
`effective ${runningClock.effective} → ${heldClock.effective} (scale ${heldClock.scale}), clock ${heldClock.now.toFixed(2)} → ${stillHeldClock.now.toFixed(2)} over 0.8 s`,
);
// Twice the scale has to move the clock and the world by the same factor: the delta a behavior
// reads is the step the clock took, not a second measurement of the wall clock.
await press('Enter', { ctrl: true });
await sleep(150);
const slowFrom = { t: await clock(), x: await boxX() };
await sleep(600);
const slowTo = { t: await clock(), x: await boxX() };
await evaluate('__gm.setTimeScale(2)');
await sleep(150);
const fastFrom = { t: await clock(), x: await boxX() };
await sleep(600);
const fastTo = { t: await clock(), x: await boxX() };
await evaluate('__gm.setTimeScale(1)');
const slow = { time: slowTo.t.now - slowFrom.t.now, drift: slowTo.x - slowFrom.x };
const fast = { time: fastTo.t.now - fastFrom.t.now, drift: fastTo.x - fastFrom.x };
const twice = (a, b) => b > a * 1.7 && b < a * 2.3;
check(
'at scale 2 the clock and the drifting box both move twice as far in the same wall second',
slow.drift > 20 && twice(slow.time, fast.time) && twice(slow.drift, fast.drift),
JSON.stringify({ slow, fast }),
);
await stop();
const afterStopClock = await clock();
check(
'stopping puts the clock back to zero, so the editor shows a freshly started scene again',
afterStopClock.now < 1 &&
afterStopClock.now < fastTo.t.now / 2 &&
afterStopClock.scale === 1 &&
afterStopClock.effective === 1,
`run ended at ${fastTo.t.now.toFixed(2)} s → editor at ${afterStopClock.now.toFixed(2)} s`,
);
// 18h. Play discarded its copy, so the box is back at the position the model holds.
const left = await rig.remove();
check(
'the step leaves nothing of its own behind',
left.objects === 0 && left.assets === 0,
JSON.stringify(left),
);
}