Files
feuerwerk/src/editor/EditorRun.ts
T
adminandClaude Opus 5.5 af9b202100
game-maker / gate (push) Successful in 3m39s
game-maker / suite (push) Failing after 19m26s
Keep the game's music when Play ends a run in the editor
A behavior with "Run in editor" kept its world until the frame after
Play. By then the game's On start had already started its pattern or
song, and ending the editor run called stopAll() on the sound library.
The game came up silent. This is what turned the game blocks of e2e
64 and 65 red in suites 542 and 550.

- EditorRun.modeChanged() ends the run the moment the mode leaves
  edit. enterPlay() announces the mode before the game is built, so
  the editor run's sounds stop first and the game's start after.
- The Editor wires the mode event to it instead of invalidate().

Tests:
- e2e 64 starts its game with an idle "Run in editor" behavior in
  the scene. Without the fix it fails like CI did, "game": [] and
  2 FAILED. With it: ALL PASSED, 30 checks (stein2).
- Unit editor-run: 21 green, 1 new.
- Typecheck, ESLint, Prettier clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:52:24 +02:00

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/** Runs "run in editor" behaviors outside play mode, on a world built from the saved model, not a copy. */
import { findAsset } from '../core/model/Project';
import type { PropertyBag } from '../core/model/Properties';
import { hasEditorRun, runsInEditor } from '../core/properties/editorRun';
import { addGameSystems, type BehaviorSystem, behaviorError } from '../runtime/systems/BehaviorSystem';
import { Input } from '../runtime/systems/Input';
import { type ModelWrite, World } from '../runtime/World';
import { soundLibrary } from '../viewport/SoundLibrary';
import type { LiveMachineState } from './graph/GraphCanvas';
import { saveArea } from './saves';
import type { EditorState } from './state';
export interface EditorRunHooks {
/**
* Whether the keyboard and the mouse currently belong to the game rather than to the editor.
* Without such a gate, typing a name would steer the game at the same time.
*/
focused: () => boolean;
/** The world the run just built, null when it stopped. Lets the game view route clicks into it. */
onWorld: (world: World | null) => void;
}
export class EditorRun {
private world: World | null = null;
private behaviors: BehaviorSystem | null = null;
private readonly input = new Input();
/** Last answer of `hooks.focused`, to let held keys go when the game view loses them. */
private hadFocus = false;
/** The model changed, so *whether* anything runs is open again, not just the world's contents. */
private stale = true;
/** Set while our own write travels through the listeners, so it does not count as a change. */
private writing = false;
constructor(
private readonly state: EditorState,
private readonly hooks: EditorRunHooks,
) {}
/** The model changed: a command, a load, or leaving play mode. */
invalidate(): void {
if (!this.writing) this.stale = true;
}
/**
* Playing starts: the run ends at once, not on the next frame. The game's `On start` runs in the
* same click, and stopping the run's sounds a frame later would take its music along.
*/
modeChanged(): void {
if (this.state.mode !== 'edit') this.stop();
this.invalidate();
}
/** `step` is what the global clock moved this frame – already scaled and capped. */
tick(step: number): void {
if (this.state.mode !== 'edit') {
// Playing runs every behavior anyway – and on the runtime copy, which this world is not on.
this.stop();
this.stale = true;
return;
}
if (this.stale) {
this.stale = false;
this.refresh();
}
const world = this.world;
if (!world) return;
// A key held while the game view loses the keyboard would stay held for good, and the object
// would keep walking with nobody pressing anything.
const focus = this.hooks.focused();
if (focus !== this.hadFocus) {
this.hadFocus = focus;
this.input.releaseAll();
}
world.tick(step);
this.input.endFrame();
if (this.control(world)) return;
const write = world.syncToModel();
this.commit(write);
// A shared value belongs to no object, so a frame that only moved one writes nothing here and
// the panels would never hear of it. Asking who is looking keeps that to the frames it helps.
// A set tile writes nothing either, and the maps on screen have to show it (#135).
const tiles = world.takeTileChange();
if (!write.values && !write.structure && (tiles || this.showsVariables())) this.state.runtimeTick();
}
/** Which state each instance of a machine holds in this run; empty when no editor run is on. */
machineStates(machineId: string): LiveMachineState[] {
return this.behaviors?.machineStates(machineId) ?? [];
}
/** The values a Variables asset shares in this run; null when no editor run is on. */
liveVariables(assetId: string): PropertyBag | null {
return this.behaviors?.liveVariables(assetId) ?? null;
}
private showsVariables(): boolean {
const selection = this.state.selection;
if (selection?.kind !== 'asset') return false;
return findAsset(this.state.project, selection.assetId)?.type === 'variables';
}
/** Whether a world is up – what tells the editor its picture moves on its own. */
get isRunning(): boolean {
return this.world !== null;
}
/** Facts for the check scripts: object ids of the behaviors currently running without Play. */
debugInfo(): { running: boolean; time: number; behaviors: string[]; keyboard: boolean } {
return {
running: this.world !== null,
time: this.world?.time ?? 0,
behaviors: this.behaviors?.runningIds() ?? [],
keyboard: this.world !== null && this.hooks.focused(),
};
}
/** Builds, keeps or drops the world, depending on what the scene now asks for. */
private refresh(): void {
const scene = this.state.activeScene;
if (!scene || !hasEditorRun(this.state.project, scene)) {
this.stop();
return;
}
const world = this.world;
if (world && world.project === this.state.project && world.sceneId === scene.id) {
world.syncFromModel();
this.behaviors?.syncFromModel();
return;
}
this.stop();
const project = this.state.project;
// Baking a container's content into the scene would be an edit nobody asked for, so it is off
// here: the content runs, but resolved from its template (see `WorldOptions.bakeContainers`).
const fresh = World.instantiate(project, scene.id, { bakeContainers: false });
this.behaviors = addGameSystems(fresh, project, this.input, {
shouldRun: (e) => runsInEditor(e.props),
audio: soundLibrary,
saves: saveArea(project.id, 'editor'),
});
this.world = fresh;
this.hadFocus = this.hooks.focused();
this.input.attach(this.hooks.focused);
this.hooks.onWorld(fresh);
// `On start` already ran while the system started, and it may have failed.
this.control(fresh);
}
/** True when the run ended: a behavior failed, stopped the game, or asked to start over. */
private control(world: World): boolean {
if (world.loadSceneRequested) {
// The editor run is the scene you are editing, brought to life – swapping it for another one
// would mean editing a scene you are not looking at. Said once per ask, not once per frame.
world.log.push(`Load scene is ignored in the editor run (${world.loadSceneRequested})`);
console.warn('[editor run] Load scene only works while playing');
world.loadSceneRequested = '';
}
if (world.paused) {
// Paused, the run could only be resumed by a behavior that runs while paused – and in the
// editor the author would see a scene that stopped for no visible reason.
world.log.push('Pause game is ignored in the editor run');
console.warn('[editor run] Pause game only works while playing');
world.paused = false;
}
if (world.restartRequested) {
this.stop();
this.stale = true;
return true;
}
if (!world.stopRequested) return false;
const error = behaviorError(world);
this.stop();
this.state.setNotice(error ?? 'A behavior running in the editor stopped it.', 'error');
return true;
}
private commit(write: ModelWrite): void {
if (!write.values && !write.structure) return;
this.writing = true;
this.state.runtimeEdit();
// Objects appeared or vanished: the panels have to rebuild, not just re-read their values.
if (write.structure) this.state.preview();
this.writing = false;
}
/** Ends the run for good, sounds and world included: the editor is going away (#177). */
shutDown(): void {
this.stop();
this.stale = false;
}
private stop(): void {
if (!this.world) return;
// Its sounds end with it, for the reason a played run's do – an editor run is restarted by any
// edit, and a loop left behind would pile up one voice per edit.
soundLibrary.stopAll();
this.world.destroy();
this.world = null;
this.behaviors = null;
this.input.detach();
this.hooks.onWorld(null);
}
}