Files
feuerwerk/tools
adminandClaude Opus 5.5 7c70245c79
game-maker / gate (push) Successful in 3m3s
game-maker / suite (push) Failing after 8m39s
Let a nested behavior keep its variables between calls (#229)
A Run behavior call started with fresh variables every time, so a
nested behavior could not count, remember or keep a local state
machine across calls. A new "Keep state" switch on the node lets the
callee resume where its last call left off. It is off by default, so
existing projects run unchanged.

- RunBehavior gets the boolean parameter keepState and its node
  description explains it.
- GraphInterpreter keeps the state in keptCalls, keyed by the call
  path, the chain of Run behavior nodes. Two nodes calling the same
  behavior each keep their own state.
- One interpreter exists per behavior instance, so every object gets
  its own state without further code.
- Local state machines of the callee are kept like its variables.
- resumedVariables() matches kept values against today's
  declarations. A new variable starts at its default, a removed one
  drops out, and one whose kind changed starts over.
- The kept state lives as long as the object in the run. It is not
  written to save games.

Limit: a callee input named keepState collides with the switch. The
same already holds for the name behavior, so it is not caught.

Tests:
- ./check.sh: 163 files, 2388 tests, CHECK EXIT 0 (before 2377)
- 10 new unit tests in tests/core/keep-state.test.ts and 1 new
  node catalog case.
- e2e 19: ALL PASSED, 35 checks, with the new check 19c-ii for the
  checkbox, its click and undo.
- Counter probes: ignoring keepState fails 5 tests, state per
  behavior instead of per node fails 1, dropping the outer path
  fails 1, skipping the kind check fails 1, and without the node
  parameter the e2e check fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 14:41:17 +02:00
..
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)
2026-09-20 14:24:27 +02:00