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feuerwerk/tools/e2e/35-load-scene.mjs
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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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import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* More than one scene (#39): the project names the scene a run begins with – which is not the same
* question as which scene is open in the editor – and `Load scene` swaps the running one for
* another from inside a graph.
*
* What the swap keeps is the point: the scene is built from scratch, while what belongs to the
* *run* carries on. A Variables asset is the witness, because a fresh run would put it back to
* what it declares. The sounds of the old scene end with it – not by a rule of their own, but
* because the behaviors playing them are destroyed like everything else in that scene.
*/
const SOURCE = { variablesAsset: 'ls-vars' };
/** `On start → Variables{set score = score + 1}`, plus `On key down g → Load scene`. */
const graphFor = (sceneId, soundId) => ({
nodes: [
node('ls-start', 'OnStart', 0, 0),
node('ls-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('ls-add', 'Add', 260, 200, { b: 1 }),
node('ls-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
node('ls-play', 'PlaySound', 820, 0, { sound: soundId, volume: 1, loop: 'true' }),
node('ls-key', 'OnKeyDown', 0, 420, { key: 'g' }),
node('ls-load', 'LoadScene', 260, 420, { scene: sceneId }),
],
edges: [
edge('ls-e1', 'ls-start', 'exec', 'ls-write', 'exec'),
edge('ls-e2', 'ls-read', 'score', 'ls-add', 'a'),
edge('ls-e3', 'ls-add', 'result', 'ls-write', 'score'),
edge('ls-e4', 'ls-write', 'exec', 'ls-play', 'exec'),
edge('ls-e5', 'ls-key', 'exec', 'ls-load', 'exec'),
],
});
export async function loadScene(t) {
const {
check,
sleep,
json,
evaluate,
mutate,
click,
clickText,
locate,
press,
play,
stop,
shot,
has,
showTab,
} = t;
const playInfo = () => json('__gm.playInfo()');
const playFrom = () => json('__gm.playFrom()');
/** The switch is opened by position: its caption is elided at the width it has. */
const openPlayFrom = async () => {
const at = await json('__gm.playFromAt()');
await click(at.x, at.y);
};
const stats = () => json('__gm.sound.stats()');
const waitFor = async (read, done, tries = 25) => {
let value = await read();
for (let i = 0; i < tries && !done(value); i++) {
await sleep(150);
value = await read();
}
return value;
};
await press('Escape');
await evaluate('__gm.state.select(null)');
await showTab('scene');
const firstId = await json('__gm.state.project.activeSceneId');
const firstName = await json('__gm.state.activeScene.name');
// A sound to have something playing across the swap; the seed put the files on the server.
const stored = await evaluate(`fetch('/game-maker/api/index.php?r=sounds').then((r) => r.json())`);
const file = stored[0]?.file ?? '';
// 35a. A second scene with a box of its own, a Variables asset, and the behavior that counts and
// loads. Everything lives in the new scene, so nothing later in the suite sees any of it.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
${MAKE_OBJECT}
const second = structuredClone(scene);
second.id = 'ls-scene';
second.name = 'Level 2';
second.objects = [
make('ls-box', 'crate', '', 0, 'Second box'),
make('ls-brain', 'ls-logic', 'ls-box', 0, 'Loader'),
];
const logic = structuredClone(p.assets.find((a) => a.id === 'mover'));
Object.assign(logic, {
id: 'ls-logic',
name: 'Loader',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(graphFor(firstId, 'ls-sound'))},
});
p.assets.push(logic, second, {
id: 'ls-vars',
type: 'variables',
name: 'Run',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
}, {
id: 'ls-sound',
type: 'sound',
name: 'Hum',
props: { volume: 1, loop: true },
file: ${JSON.stringify(file)},
});`);
// 35b. Without a start scene the switch says the active scene – the two questions have the same
// answer until someone answers them differently.
check(
'with no start scene named, Play starts from the active one',
(await json('__gm.state.project.startSceneId')) === '' &&
(await playFrom()).mode === 'start' &&
(await playFrom()).scene === firstName &&
// The caption is the mode, worded like the menu entry it came from.
(await playFrom()).label === 'Start scene',
JSON.stringify(await playFrom()),
);
// 35c. Naming one: right-click the scene in the assets panel. By this point in the suite the
// project holds every kind of asset, so the new scene is the last row of a list far longer
// than the panel – selecting it brings it into view, which is what makes the click land.
await evaluate("__gm.state.select({ kind: 'asset', assetId: 'ls-scene' })");
check(
'selecting an asset scrolls its row into the panel',
await has('Level 2'),
JSON.stringify({ row: await json('__gm.assetRow("ls-scene")'), panel: await json('__gm.assetsRect()') }),
);
await clickText('Level 2', 'right');
await clickText('Set as start scene');
check(
'the scene’s context menu names it the start scene, and the switch follows',
(await json('__gm.state.project.startSceneId')) === 'ls-scene' && (await playFrom()).scene === 'Level 2',
JSON.stringify(await playFrom()),
);
check(
'the assets panel marks the start scene apart from the active one',
await has('scene ▶'),
JSON.stringify(
await json('__gm.state.project.assets.filter((a) => a.type === "scene").map((a) => a.name)'),
),
);
await shot('35-start-scene');
// 35d. Play starts there rather than in the scene the editor is showing.
await play();
const started = await playInfo();
check(
'Play runs the start scene while the editor still shows the active one',
started.playing === true &&
started.sceneId === 'ls-scene' &&
(await json('__gm.state.project.activeSceneId')) === firstId,
JSON.stringify(started),
);
// 35d². The scene selector keeps working while the run is on. It only moves the editor's view,
// which a double-click on a scene in the Assets panel has always done – disabling the one
// and not the other was the inconsistency. The run itself is untouched by it.
const select = await json('__gm.sceneSelect()');
await click(select.x, select.y);
const rows = await json('__gm.menuRows()');
// The topmost hit, because the scene's name is on its row in the Assets panel as well.
const entry = await locate('Level 2', true);
await click(entry.x, entry.y);
const playing = await playInfo();
check(
'the scene selector stays usable in play mode, and the run runs on',
select.enabled === true &&
rows.some((row) => (row ?? '').includes('Level 2')) &&
(await json('__gm.state.project.activeSceneId')) === 'ls-scene' &&
playing.playing === true &&
playing.sceneId === 'ls-scene',
JSON.stringify({ select, rows, playing }),
);
// 35e. The swap itself. The score was counted in the old scene; a fresh run would show 0.
const before = await waitFor(
() => json('__gm.world()'),
(w) => (w?.shared?.variables?.['ls-vars']?.score ?? 0) === 1,
);
const humming = await waitFor(stats, (s) => s.playing > 0);
await press('g');
const after = await waitFor(
() => json('__gm.playInfo()'),
(info) => info.sceneId === firstId,
);
const world = await json('__gm.world()');
check(
'Load scene swaps the running scene without ending the run',
after.playing === true && after.sceneId === firstId,
JSON.stringify({ before: before.shared?.variables, after }),
);
check(
'the objects of the old scene are gone and the new scene is built',
!world.entities.some((e) => e.objectId === 'ls-box') && world.entities.length > 0,
JSON.stringify(world.entities.map((e) => e.name)),
);
check(
'what belongs to the run carries over: the shared score survives the swap',
world.shared?.variables?.['ls-vars']?.score === 1,
JSON.stringify(world.shared?.variables),
);
check(
'the sounds of the old scene end with the behaviors that were playing them',
humming.playing >= 1 && (await stats()).playing === 0,
JSON.stringify({ humming, now: await stats() }),
);
await stop();
// 35f. The switch is the way to run what you are working on instead – and it is remembered
// between runs, because it says how you work rather than what the game does.
await openPlayFrom();
await clickText('Active scene');
await play();
const fromActive = await playInfo();
check(
'switched to "active scene", Play runs the scene the editor shows',
fromActive.sceneId === firstId &&
(await playFrom()).mode === 'active' &&
(await playFrom()).label === 'Active scene' &&
(await json('__gm.state.project.startSceneId')) === 'ls-scene',
JSON.stringify({ fromActive, switch: await playFrom() }),
);
await stop();
await openPlayFrom();
await clickText('Start scene');
check(
'the switch goes back to the start scene',
(await playFrom()).mode === 'start' && (await playFrom()).scene === 'Level 2',
JSON.stringify(await playFrom()),
);
// 35g. Everything this step made goes again, the start scene included.
await mutate(`
const p = __gm.state.project;
p.startSceneId = '';
const gone = new Set(['ls-logic', 'ls-scene', 'ls-vars', 'ls-sound']);
p.assets = p.assets.filter((a) => !gone.has(a.id));
__gm.state.select(null);`);
check(
'the step leaves nothing of its own behind',
(await json('__gm.state.project.assets.filter((a) => a.id.startsWith("ls-")).length')) === 0 &&
(await json('__gm.state.project.startSceneId')) === '' &&
(await stats()).playing === 0,
JSON.stringify(await json('__gm.state.project.assets.map((a) => a.id)')),
);
}