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feuerwerk/tools/e2e/04-assets.mjs
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game-maker / suite (push) Successful in 6m48s
A test that waits for a deadline somebody guessed is waiting for the wrong thing, so it waits for the editor (#93)
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.

The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.

Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.

564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.

Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
2026-09-16 08:08:10 +02:00

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/** The asset panel: placing by dragging into the view, creating through "+", and resetting an asset value. */
export async function assets(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
doubleClick,
clickText,
mouse,
mutate,
press,
redo,
undo,
select,
objects,
asset,
showTab,
} = t;
// 4a. Context menu on the Crate asset. Placing left the menu when it became a drag.
await clickText('Crate', 'right');
check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Delete…')`)));
check('placing is no longer a menu item', !(await evaluate(`__gm.locate('Place in scene')`)));
await shot('11-context-menu');
await press('Escape');
// 4b. Drag the Crate asset from the panel into the scene view. Driven step by step rather than
// with `drag()`, because the preview only exists while the button is still down.
const from = await json("__gm.assetRow('crate')");
const centre = await json('__gm.viewportCenter()');
const to = { x: centre.x + 70, y: centre.y - 50 };
await mouse('mouseMoved', from.x, from.y);
await mouse('mousePressed', from.x, from.y);
for (let i = 1; i <= 8; i++) {
const x = from.x + ((to.x - from.x) * i) / 8;
const y = from.y + ((to.y - from.y) * i) / 8;
await mouse('mouseMoved', x, y, 'left', { buttons: 1 });
await sleep(16);
}
const preview = await json('__gm.dropPreview()');
check(
'dragging an asset over the view previews where it would land',
Boolean(preview) && preview.assetId === 'crate' && preview.rejection === '',
JSON.stringify(preview),
);
await shot('11b-drop-preview');
await mouse('mouseReleased', to.x, to.y);
await sleep(200);
const count = (await objects()).length;
check('dropping the asset adds an object', count === 8, `objects=${count}`);
const placed = await json(
'(() => { const id = __gm.state.selectedObjectIds[0]; return __gm.sceneObjects().find(o => o.id === id) ?? null; })()',
);
// The preview is a promise: whatever it drew has to be where the object then sits, or the
// outline was decoration rather than a prediction.
check(
'the object lands where the preview promised, and is selected',
Boolean(placed) &&
placed.assetId === 'crate' &&
placed.position.x === preview.x &&
placed.position.y === preview.y,
JSON.stringify({ placed: placed && placed.position, preview }),
);
check('the preview is gone once the asset is placed', (await json('__gm.dropPreview()')) === null);
await undo();
const afterUndo = (await objects()).length;
check('one undo takes the dropped object back out', afterUndo === 7, `objects=${afterUndo}`);
await redo();
check('redo puts it back', (await objects()).length === 8);
// 4c. Create a new asset through the + menu. Since #43 the menu is two alphabetical groups –
// what can be placed in a scene, a line, then what only lives in the library – and it is
// tall enough to show all fifteen types without scrolling.
await clickText('+');
const rows = await json('__gm.menuRows()');
const cut = rows.indexOf(null);
const placeable = rows.slice(0, cut);
const library = rows.slice(cut + 1);
check(
'the + menu is split by exactly one line',
rows.filter((r) => r === null).length === 1 && cut > 0,
JSON.stringify(rows),
);
check(
'every asset type is offered once, each group sorted by label',
placeable.length + library.length === 15 &&
String(placeable) === String([...placeable].sort()) &&
String(library) === String([...library].sort()),
JSON.stringify({ placeable, library }),
);
check(
'placeable types come first, the library ones after the line',
placeable.includes('Sprite') &&
!placeable.includes('Scene') &&
library.includes('Scene') &&
library.includes('Texture'),
JSON.stringify({ placeable, library }),
);
// The height cap is the canvas, not a constant: fifteen entries used to run under the mask edge,
// where `locate` still finds them but a click lands on nothing (that is what took step 30 down).
await shot('tmp-plus-menu');
const menuBox = await json('__gm.overlayRect()');
const lastRow = await evaluate(`__gm.locate(${JSON.stringify(library.at(-1))}, true)`);
const screenH = await json('__gm.app.screen.height');
check(
'the whole menu stands on screen, last entry clickable',
Boolean(lastRow) &&
lastRow.y < menuBox.y + menuBox.h &&
menuBox.y + menuBox.h <= screenH &&
menuBox.y >= 0,
JSON.stringify({ menuBox, lastRow, screenH }),
);
// A tenth of the canvas stays free below every popup. The margin used to live only in the height
// cap, never in the placement, so a popup that had to be shifted up ended flush on the bottom
// edge with the whole gap collected above it. Above it is a budget, not a distance: this menu
// hangs off a button near the top and stays there.
const above = menuBox.y;
const below = screenH - (menuBox.y + menuBox.h);
const margin = Math.round(screenH * 0.1);
check(
'the menu keeps a tenth of the canvas free below, and stays under its button',
below >= margin - 1 && above >= 0 && above < margin,
JSON.stringify({ above, below, margin, screenH }),
);
await clickText('Sprite');
const names = await json('__gm.state.project.assets.map(a => a.name)');
check('+ menu creates a sprite asset', names.includes('Sprite'), JSON.stringify(names));
await shot('12-new-asset');
// 4d. Double-click on a scene row: the one thing activating an asset still does since placing
// became a drag. The second scene goes in through the model – the "+" menu's "Scene" entry
// shares its label with the Scene tab, so a click by text could land on either.
await mutate(
`__gm.state.project.assets.push({ id: 'scene2', type: 'scene', name: 'Level 2', props: { backgroundColor: 0x22252c }, objects: [] })`,
);
const secondScene = await json("__gm.assetRow('scene2')");
await showTab('graph');
await doubleClick(secondScene.x, secondScene.y);
check(
'double-clicking a scene asset makes it the active scene',
(await json('__gm.state.project.activeSceneId')) === 'scene2',
await json('__gm.state.project.activeSceneId'),
);
check('and opens the Scene tab', (await json('__gm.tab()')) === 'scene', await json('__gm.tab()'));
const firstScene = await json("__gm.assetRow('scene1')");
await doubleClick(firstScene.x, firstScene.y);
check(
'double-clicking the first one switches back',
(await json('__gm.state.project.activeSceneId')) === 'scene1',
await json('__gm.state.project.activeSceneId'),
);
await mutate(`__gm.state.project.assets = __gm.state.project.assets.filter((a) => a.id !== 'scene2')`);
// 4d′. Opening an asset: a click on its row only selects, a double-click opens the tab it
// lives in – every type that has one. The fixture lacks four of them; they go in through
// the model, empty.
await mutate(`__gm.state.project.assets.push(
{ id: 'sm-open', type: 'statemachine', name: 'Machine', props: {}, graph: { nodes: [], edges: [] } },
{ id: 'tex-open', type: 'texture', name: 'Sheet', props: {}, file: '', width: 0, height: 0, frames: [] },
{ id: 'anim-open', type: 'animation', name: 'Walk', props: {}, frames: [] },
{ id: 'box-open', type: 'container', name: 'Box', props: {}, objects: [] },
)`);
const openable = [
['mover', 'graph', '__gm.graph.current()'],
['sm-open', 'statemachine', '__gm.stateMachine.current()'],
['adjust-colors', 'shader', '__gm.shader.current()'],
['tex-open', 'texture', '__gm.texture.current()'],
['anim-open', 'animation', '__gm.animation.current().assetId'],
['box-open', 'container', '__gm.container.current()'],
];
for (const [id, tab, shown] of openable) {
await showTab('scene');
const row = await json(`__gm.assetRow(${JSON.stringify(id)})`);
await click(row.x, row.y);
await sleep(500); // past the double-click window, so the next press starts a fresh pair
const clicked = {
tab: await json('__gm.tab()'),
selected: (await json('__gm.state.selection'))?.assetId,
};
check(
`a click on the ${tab} asset selects it and leaves the Scene tab alone`,
clicked.tab === 'scene' && clicked.selected === id,
JSON.stringify(clicked),
);
await doubleClick(row.x, row.y);
const opened = { tab: await json('__gm.tab()'), shown: await json(shown) };
check(
`a double-click opens the ${tab} tab on it`,
opened.tab === tab && opened.shown === id,
JSON.stringify(opened),
);
}
// Enter goes the same way (`onActivate`), but only once the list holds keyboard focus, which a
// click does not give it – so it is not driven here.
await showTab('scene');
await clickText('+');
const entry = await evaluate(`__gm.locate('Behavior', true)`);
await click(entry.x, entry.y);
const created = await json(
"(__gm.state.project.assets.find((a) => a.type === 'behavior' && !['mover', 'spawner'].includes(a.id)) ?? {}).id ?? ''",
);
const fresh = { created, tab: await json('__gm.tab()'), shown: await json('__gm.graph.current()') };
check(
'creating an asset through + opens its tab on the new one',
Boolean(created) && fresh.tab === 'graph' && fresh.shown === created,
JSON.stringify(fresh),
);
await undo();
await mutate(
`__gm.state.project.assets = __gm.state.project.assets.filter((a) => !['sm-open', 'tex-open', 'anim-open', 'box-open'].includes(a.id))`,
);
await showTab('scene');
// 4e. Asset defaults: the Crate deviates in height (60 against the schema's 100) and colour,
// so two rows carry a reset. Rows run Enabled, Width, Height, Color, Texture, so height's
// reset is the first on screen and colour's the last.
await select({ kind: 'asset', assetId: 'crate' });
const heightReset = await evaluate(`__gm.locate('↺')`);
const colorReset = await evaluate(`__gm.locate('↺', true)`);
check('asset inspector shows a reset per deviating property', Boolean(heightReset));
check(
'the two deviations have two separate resets',
Boolean(colorReset) && colorReset.y > heightReset.y,
JSON.stringify({ heightReset, colorReset }),
);
await click(heightReset.x, heightReset.y);
check(
'reset puts the asset property back to its default',
(await asset('crate')).props.height === 100,
`height=${(await asset('crate')).props.height}`,
);
const remaining = await evaluate(`__gm.locate('↺')`);
check(
'the reset of the property now at its default is gone, the other one stays',
Boolean(remaining) &&
remaining.y === colorReset.y &&
remaining.y === (await evaluate(`__gm.locate('↺', true)`)).y,
JSON.stringify({ remaining, colorReset }),
);
await shot('15-asset-reset');
await undo();
check(
'undo restores the asset value',
(await asset('crate')).props.height === 60,
`height=${(await asset('crate')).props.height}`,
);
check(
'the height reset is back after undo',
(await evaluate(`__gm.locate('↺')`))?.y === heightReset.y,
JSON.stringify(await evaluate(`__gm.locate('↺')`)),
);
// 4f. The same gold in the asset list: a row is marked while the asset carries anything the
// inspector marks. The Crate deviates twice, so it takes two resets to turn it plain.
const GOLD = '#f2c84b';
const PLAIN = '#e6e8ee';
const assetColor = (id) => json(`__gm.assetRowColor('${id}')`);
check('a deviating asset is marked gold in the list', (await assetColor('crate')) === GOLD);
check('an asset at its defaults is not', (await assetColor('cam')) === PLAIN, await assetColor('cam'));
// The Mover's `speed` is 200 against a declared variable default of 0. The inspector marks no
// variable, so neither may the list – the two must say the same thing.
check(
'a behavior is not marked for a variable value, which the inspector does not mark either',
(await assetColor('mover')) === PLAIN,
await assetColor('mover'),
);
await click(heightReset.x, heightReset.y);
check(
'the mark stays while the second deviation is left',
(await assetColor('crate')) === GOLD,
await assetColor('crate'),
);
const colorOnly = await evaluate(`__gm.locate('↺')`);
await click(colorOnly.x, colorOnly.y);
check(
'resetting the last deviation clears the mark, without a reload',
(await assetColor('crate')) === PLAIN,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
await shot('15b-asset-marks');
await undo();
await undo();
check(
'undo brings the mark back',
(await assetColor('crate')) === GOLD,
`${await assetColor('crate')} props=${JSON.stringify((await asset('crate')).props)}`,
);
}