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feuerwerk/tools/e2e/32-scope.mjs
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adminandClaude Opus 5.5 92fad6b9e3
game-maker / gate (push) Successful in 3m23s
game-maker / suite (push) Successful in 10m16s
Show the list a running game fills in the list tab (#251)
While playing, the inspector said "2 items" for a list a graph had
filled, but clicking it opened an empty list tab. The inspector reads a
Variables asset from the running game, the list tab only read the list
stored in the project. It did not follow the run's ticks either.

- resolveList takes the live values. For a Variables asset it uses the
  running game's value while one runs, the project's otherwise. This is
  the inspector's rule.
- ListEditor refreshes on runtime ticks about 10 times a second, and
  not while a field in the tab is being typed in, like the inspector.
- Editor hands the list editor the inspector's liveVariables.
- __gm.list.info() also returns rows, the rows the last build drew.
- Editing in the tab while playing goes into the run's copy of the
  project, as in the inspector. A very long, growing list rebuilds all
  rows up to 10 times a second.

Tests:
- ./check.sh: 180 files, 2634 tests, CHECK EXIT 0
- e2e GM_STEPS=1,32: ALL PASSED, 30 checks
- e2e 32b-ii, 2 checks: a graph adds an item every frame, the test
  pauses and clicks "N items" with a real mouse. The tab draws 26 rows
  for 26 items, grows to 50 after resuming and is empty after Stop.
- Counter-checks: without live values the tab draws 0 rows for 23
  items, and without the refresh it stays at 23
- README: 1481 editor checks, counted by hand

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 21:07:14 +02:00

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import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
* declared `global` one current state. The step checks the run (two objects counting into one
* number), that the node offers the asset's declarations, the switch on the machine, and a
* persistent asset going on from the last run (#166).
*
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
*/
const SOURCE = { variablesAsset: 'sc-vars' };
/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
const counterGraph = {
nodes: [
node('sc-start', 'OnStart', 0, 0),
node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('sc-add', 'Add', 260, 200, { b: 1 }),
node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
],
edges: [
edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
edge('sc-e2', 'sc-read', 'score', 'sc-add', 'a'),
edge('sc-e3', 'sc-add', 'result', 'sc-write', 'score'),
],
};
/** `On update → Variables{set bag} ← Join lists(bag, 7)`: a shared list that grows every frame. */
const fillerGraph = {
nodes: [
node('sc-f-update', 'OnUpdate', 0, 0),
node('sc-f-read', 'Variables', 0, 200, { variablesAsset: 'sc-bag' }, [port('bag', 'list')]),
node('sc-f-join', 'Concat', 260, 200, { b: [7] }),
node('sc-f-write', 'Variables', 560, 0, { variablesAsset: 'sc-bag' }, [written('bag', 'list')]),
],
edges: [
edge('sc-f-e1', 'sc-f-update', 'exec', 'sc-f-write', 'exec'),
edge('sc-f-e2', 'sc-f-read', 'bag', 'sc-f-join', 'a'),
edge('sc-f-e3', 'sc-f-join', 'result', 'sc-f-write', 'bag'),
],
};
export async function scope(t) {
const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
const selectAsset = async (id) => {
await t.select({ kind: 'asset', assetId: id });
};
const selectNode = async (nodeId) => {
await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
};
/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
};
// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const a = structuredClone(mover);
Object.assign(a, {
id: 'sc-logic',
name: 'Counter',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(counterGraph)},
});
p.assets.unshift(a, {
id: 'sc-vars',
type: 'variables',
name: 'Score',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
});
${MAKE_OBJECT}
scene.objects.push(
make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
make('sc-brain-a', 'sc-logic', 'sc-box-a', 0, 'Counter A'),
make('sc-box-b', 'crate', '', 1700, 'Counter box B'),
make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
);
`);
// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
await t.play();
await sleep(600);
const world = await json('__gm.world()');
const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
const shared = world.shared.variables['sc-vars'];
check(
'two behavior instances count into one shared variable',
shared && shared.score === 2,
`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
);
check(
'and the value belongs to the run, not to either placed object',
carriers.length === 0,
`objects carrying "score": ${JSON.stringify(carriers)}`,
);
await stop();
// 32b-ii. A list the run fills: the inspector row counts the run's items, so the List tab it
// opens has to show those too and follow them – not the empty list the document declares.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const f = structuredClone(mover);
Object.assign(f, {
id: 'sc-filler',
name: 'Filler',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(fillerGraph)},
});
p.assets.unshift(f, {
id: 'sc-bag',
type: 'variables',
name: 'Bag',
props: { bag: [] },
variables: ${JSON.stringify([variable('bag', 'list', [])])},
});
${MAKE_OBJECT}
scene.objects.push(make('sc-brain-f', 'sc-filler', 'sc-box-a', 0, 'Filler'));
`);
// Held, so the count the row shows stands still long enough to be found and clicked.
await t.play();
await sleep(300);
await t.clickToolbar('pause');
await sleep(150);
const held = (await json('__gm.world()')).shared.variables['sc-bag']?.bag ?? [];
await selectAsset('sc-bag');
await sleep(200);
const countRow = await t.find(`${held.length} items`);
if (countRow) await click(countRow.x, countRow.y);
await sleep(150);
const first = await json('__gm.list.info()');
await shot('01b-live-list');
await t.clickToolbar('pause');
await sleep(500);
const later = await json('__gm.list.info()');
await stop();
await sleep(200);
const stopped = await json('__gm.list.info()');
check(
'while playing, the List tab opened from a shared list shows the items the run put in',
held.length > 0 &&
Boolean(countRow) &&
(await json('__gm.tab()')) === 'list' &&
first.title === 'Bag · bag' &&
first.rows === held.length &&
first.items.every((item) => item === '7'),
JSON.stringify({ run: held.length, row: countRow, title: first.title, rows: first.rows }),
);
check(
'and follows the list as it grows, then shows the declared list again once the run stops',
later.rows > first.rows && stopped.rows === 0 && stopped.items.length === 0,
JSON.stringify({ first: first.rows, later: later.rows, stopped: stopped.rows }),
);
await mutate(`
const p = __gm.state.project;
__gm.state.activeScene.objects = __gm.state.activeScene.objects.filter((o) => o.id !== 'sc-brain-f');
p.assets = p.assets.filter((a) => a.id !== 'sc-filler' && a.id !== 'sc-bag');
__gm.state.openList(null);
__gm.state.select(null);
`);
// 32c. The asset is where the declaration lives, and it says what it is for.
await selectAsset('sc-vars');
const declared = await has('score');
const explains = await has('Every graph pointing here shares them.');
check(
'the Variables asset lists its declarations and says what they are',
declared && explains,
`row: ${declared}, note: ${explains}`,
);
await shot('01-variables-asset');
// 32d. The node picks its ports from the asset it names – the whole point of naming one.
await selectNode('sc-read');
const offersShared = await has('score');
const complains = await has('"score" is not a variable of this behavior.');
check(
'a node naming the asset offers its variables instead of the behavior’s',
offersShared && !complains,
`row: ${offersShared}, warning shown: ${complains}`,
);
await shot('02-node-source');
// Emptying the setting points the node back at the behavior, which declares nothing – so the
// very same port is now a stranger. That is the switch doing something visible.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
`);
const complainsNow = await has('"score" is not a variable of this behavior.');
check(
'and clearing it points the node back at the behavior, which has no such variable',
complainsNow,
`warning after clearing: ${complainsNow}`,
);
// 32e. A machine carries its scope on the asset too, with its own switch.
await mutate(`
const p = __gm.state.project;
p.assets.unshift({
id: 'sc-machine',
type: 'statemachine',
name: 'Shared doors',
props: {},
graph: { nodes: [], edges: [] },
});
`);
await selectAsset('sc-machine');
const machineScope = await has('Local');
const pick = await locate('Local', true);
await click(pick.x, pick.y);
await clickLast('Global');
const machine = await asset('sc-machine');
check(
'a state machine is switched between one current state per object and one for the run',
machineScope && machine.scope === 'global',
`dropdown found: ${machineScope}, scope now ${JSON.stringify(machine.scope)}`,
);
await shot('03-machine-scope');
// 32f. Persistent (#166): the switch on the asset, a second run going on from the first, the
// editor run saving apart, and both ways of clearing. Saves live in this browser, so the
// step starts by forgetting whatever an earlier run of the suite left there.
// 32d pointed the reading node at the behavior; counting on from a save needs it back on the asset.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = 'sc-vars';
`);
const pid = await json('__gm.state.project.id');
const saveKey = (area) => `game-maker.saves.${pid}.${area}`;
const saved = (area) =>
json(`JSON.parse(localStorage.getItem(${JSON.stringify(saveKey(area))}) ?? 'null')`);
await t.evaluate(
`localStorage.removeItem(${JSON.stringify(saveKey('play'))}); localStorage.removeItem(${JSON.stringify(saveKey('editor'))})`,
);
await selectAsset('sc-vars');
const persistentBox = await json(`__gm.inspectorField('Persistent')`);
if (persistentBox) await click(persistentBox.x, persistentBox.y);
await sleep(200);
const kept = await asset('sc-vars');
const keptNote = await has('Kept between runs, in this browser.');
check(
'the Persistent switch on a Variables asset marks it and says what it means',
Boolean(persistentBox) && kept.persistent === true && keptNote,
JSON.stringify({ box: persistentBox, persistent: kept.persistent, note: keptNote }),
);
await shot('04-persistent');
// 32f-ii. An object variable in a persistent asset is allowed, but is never saved: the inspector
// says so once there is one, and the note goes again with it.
const objectNote = 'Object variables are not kept,';
const noteBefore = await has(objectNote);
await clickLast('+ Variable');
await clickLast('Object');
const noteWith = await has(objectNote);
await shot('04b-persistent-object');
await t.undo();
const noteAfter = await has(objectNote);
check(
'a persistent asset with an Object variable notes that the object is not kept',
!noteBefore && noteWith && !noteAfter && (await asset('sc-vars')).variables.length === 1,
JSON.stringify({ noteBefore, noteWith, noteAfter }),
);
const scoreOfRun = async () => {
await t.play();
await sleep(600);
const score = (await json('__gm.world()')).shared.variables['sc-vars']?.score;
await stop();
return score;
};
const firstRun = await scoreOfRun();
const secondRun = await scoreOfRun();
const afterPlay = await saved('play');
check(
'the next run goes on where the last one ended, and the save says so',
firstRun === 2 && secondRun === 4 && afterPlay?.['sc-vars']?.score === 4,
JSON.stringify({ firstRun, secondRun, saved: afterPlay }),
);
const declaredScore = (await asset('sc-vars')).props.score;
check(
'the project itself keeps the declared start value',
declaredScore === 0,
`props.score = ${JSON.stringify(declaredScore)}`,
);
// One box runs in the editor: a run of its own, which must not touch what Play saved.
await t.select({
kind: 'object',
holderId: await json('__gm.state.project.activeSceneId'),
objectId: 'sc-brain-a',
});
await sleep(200);
const runBox = await json(`__gm.inspectorField('Run in editor')`);
if (runBox) await click(runBox.x, runBox.y);
await sleep(600);
const editorSave = await saved('editor');
const playSave = await saved('play');
if (runBox) await click(runBox.x, runBox.y);
await sleep(200);
check(
'an editor run saves into an area of its own and leaves the played save alone',
editorSave?.['sc-vars']?.score === 1 && playSave?.['sc-vars']?.score === 4,
JSON.stringify({ box: runBox, editor: editorSave, play: playSave }),
);
await selectAsset('sc-vars');
const clearButton = await t.find('Clear saved values');
if (clearButton) await click(clearButton.x, clearButton.y);
await sleep(200);
const clearedNotice = await json('__gm.state.notice');
const clearedBoth = (await saved('play')) === null && (await saved('editor')) === null;
const freshRun = await scoreOfRun();
check(
'"Clear saved values" forgets both saves, and the next run starts from the declared value',
Boolean(clearButton) &&
clearedBoth &&
freshRun === 2 &&
clearedNotice === 'Saved values of Score cleared',
JSON.stringify({ button: Boolean(clearButton), clearedBoth, freshRun, notice: clearedNotice }),
);
await t.clickToolbar('menu');
await t.clickText('Clear saved data');
await sleep(200);
const menuCleared = await saved('play');
check(
'"Clear saved data" in the menu forgets the saves of the whole project',
menuCleared === null && (await json('__gm.state.notice')) === 'Saved data cleared',
JSON.stringify({ play: menuCleared }),
);
// 32h. The third scope (#164): the switch beside Persistent, what it offers, and that the two
// cannot both be on – `scene` throws the values away with every scene, so there is nothing
// left to keep between runs and the Persistent switch is not even shown.
await selectAsset('sc-vars');
await sleep(200);
const scopeRow = await json(`__gm.inspectorField('Scope')`);
await click(scopeRow.x, scopeRow.y);
const scopes = await json('__gm.menuRows()');
await clickLast('Scene');
await sleep(200);
const scoped = await asset('sc-vars');
const sceneNote = await has('every scene that is loaded.');
check(
'a Variables asset offers Global and Scene, and taking Scene says what it means',
JSON.stringify(scopes) === JSON.stringify(['Global', 'Scene']) && scoped.scope === 'scene' && sceneNote,
JSON.stringify({ scopes, scope: scoped.scope, note: sceneNote }),
);
check(
'a scene-scoped asset is not persistent any more, and cannot be switched to it',
scoped.persistent === undefined && (await json(`__gm.inspectorField('Persistent')`)) === null,
JSON.stringify({ persistent: scoped.persistent, row: await json(`__gm.inspectorField('Persistent')`) }),
);
await shot('05-scene-scope');
const backRow = await json(`__gm.inspectorField('Scope')`);
await click(backRow.x, backRow.y);
await clickLast('Global');
await sleep(200);
const back = await asset('sc-vars');
check(
'switching back to Global takes the scope out of the document and brings the switch back',
back.scope === undefined && Boolean(await json(`__gm.inspectorField('Persistent')`)),
JSON.stringify({ scope: back.scope, persistent: back.persistent }),
);
// 32g. Everything this step added goes again.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('sc-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
__gm.state.select(null);
`);
}