Files
feuerwerk/tools/e2e/19-nested-behavior.mjs
T
adminandClaude Opus 5.5 e8b3ac0a3b
game-maker / gate (push) Successful in 3m40s
game-maker / suite (push) Successful in 10m56s
Keep behavior variables private to their own graph (#257)
A behavior often needs working state such as a timer or a counter.
Until now every variable showed up on each placed object and in the
Properties menu, so the inspector filled up with values nobody should
touch. A private variable works like any other inside its graph but
is not offered anywhere outside.

- Each behavior variable gets a lock switch next to Keep. It starts
  off, so existing projects stay as they are (`privateVariables`).
- A placed object shows no private variable, neither in the
  inspector nor while the game runs. If all are private, it says so.
- Switching a variable to private drops its overrides on every
  placed object in one undo step. Switching back does not restore
  them.
- A running game does not write a private value back as an
  override, and a project change during the run does not reset it.
- `+ Property` no longer offers private variables. A port that
  names one by hand still reads and writes it without a warning.
- The default value of a private variable is read-only in the asset
  inspector. Its shape (name, fields, type, delete) stays editable.
- Keep is now a pin icon instead of a word. With the lock added, the
  header of a list variable had no room left and the lock covered
  `+ Item`.

Not done: the animation track picker still offers private variables.

Tests: ./check.sh -> 186 files, 2711 tests, CHECK EXIT 0.
e2e 1,19,20,21,56 -> ALL PASSED, 119 checks. New module 56 has
7 checks with a real mouse. Counter-checks fail as expected: unit
without the write-back filter, the sync guard, dropping overrides or
loading the flag. Browser with all variables on the object, an
unfiltered menu, or no value lock.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 13:54:57 +02:00

407 lines
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import { edge, node, port } from '../lib/builders.mjs';
import { clickDocumentTab, MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* A behavior used as a node inside another behavior's graph: the ports it grows from the other
* graph's start/end nodes, the call itself while playing, and declaring a port across the two.
*
* The step brings its own box and its own two behaviors; everything it adds is removed at the end.
*/
const SCALE = 100;
/** `in1` → ×2 → `out1`, entered at the start node and left at the end node. */
const doubleGraph = {
nodes: [
node('nb-start', 'BehaviorStart', 0, 0, {}, [port('in1', 'number')]),
node('nb-times', 'Multiply', 240, 60, { b: 2 }),
node('nb-end', 'BehaviorEnd', 520, 0, {}, [port('out1', 'number')]),
],
edges: [
edge('nb-e1', 'nb-start', 'exec', 'nb-end', 'exec'),
edge('nb-e2', 'nb-start', 'in1', 'nb-times', 'a'),
edge('nb-e3', 'nb-times', 'result', 'nb-end', 'out1'),
],
};
/**
* `On update → Run(Double, in1 = 1) → Move(owner, dx = out1)`. The caller does no arithmetic of
* its own: the speed it moves at *is* the value the nested behavior handed back.
*/
const callerGraph = {
nodes: [
node('nb-update', 'OnUpdate', 0, 0),
node('nb-owner', 'Owner', 0, 160),
node('nb-call', 'RunBehavior', 260, 0, { behavior: 'nb-double', in1: 1 }),
node('nb-move', 'Move', 560, 0, { scale: SCALE }),
],
edges: [
edge('nb-c1', 'nb-update', 'exec', 'nb-call', 'exec'),
edge('nb-c2', 'nb-call', 'exec', 'nb-move', 'exec'),
edge('nb-c3', 'nb-call', 'out1', 'nb-move', 'dx'),
edge('nb-c4', 'nb-update', 'dt', 'nb-move', 'dt'),
edge('nb-c5', 'nb-owner', 'object', 'nb-move', 'object'),
],
};
export async function nestedBehavior(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
clickText,
typeText,
locate,
press,
undo,
object,
entity,
asset,
mutate,
stop,
} = t;
const portAt = (nodeId, key, isOutput) =>
json(`__gm.graph.portAt(${JSON.stringify(nodeId)}, ${JSON.stringify(key)}, ${isOutput})`);
const startPorts = async () =>
(await asset('nb-double')).graph.nodes.find((n) => n.id === 'nb-start').ports ?? [];
// 19a. Two behaviors and a box wearing the calling one. Written into the model directly: what
// is under test is the call, not another way of drawing a graph.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
// At the front of the list, not the end: these get dragged out of the asset panel below, and
// by this point in the suite the list is long enough to scroll a row at the end out of reach.
const behavior = (id, name, graph) => {
const a = structuredClone(mover);
Object.assign(a, { id, name, props: { enabled: true, runInEditor: false }, variables: [], graph });
p.assets.unshift(a);
};
behavior('nb-double', 'Double', ${JSON.stringify(doubleGraph)});
behavior('nb-caller', 'Caller', ${JSON.stringify(callerGraph)});
behavior('nb-empty', 'Empty', { nodes: [], edges: [] });
${MAKE_OBJECT}
scene.objects.push(make('nb-box', 'crate', '', 700, 'Nested box'), make('nb-logic', 'nb-caller', 'nb-box', 700, 'Caller'));
`);
// 19b. The call really runs, and the value really comes back: the box moves at dx × scale, and
// dx is nothing the caller holds – it is what the nested graph returned. Without the result
// dx would be 0 and the box would not move at all.
const boxX = async () => (await object('nb-box')).position.x;
const idleX = await boxX();
await t.play();
const before = (await entity('nb-box')).x;
await sleep(1000);
const after = (await entity('nb-box')).x;
const speed = after - before;
check(
'a behavior used as a node runs, and what it returns is what drives the caller',
speed > SCALE * 1.4 && speed < SCALE * 2.6,
`moved ${speed.toFixed(1)} px in ~1 s – 2 × ${SCALE} means the returned value arrived, 0 would mean nothing came back`,
);
await stop();
check(
'the stored object is untouched by the run, as in any play session',
(await boxX()) === idleX,
`x=${await boxX()}`,
);
// 19c. The node in the graph carries the *other* behavior's ports and name – neither is part of
// its own type.
await t.select({ kind: 'node', assetId: 'nb-caller', nodeId: 'nb-call', nodeIds: ['nb-call'] });
const inPort = await portAt('nb-call', 'in1', false);
const outPort = await portAt('nb-call', 'out1', true);
check(
'the calling node grows the ports the other behavior declares',
Boolean(inPort) && Boolean(outPort) && outPort.x > inPort.x,
JSON.stringify({ inPort, outPort }),
);
const title = await evaluate(`__gm.graph.nodeLabel('nb-call')`);
check(
'and it is drawn under that behavior\'s name, not as "Run behavior"',
title === 'Double',
`title=${JSON.stringify(title)}`,
);
await shot('37-nested-behavior');
// 19c-ii. Keep (#229) is a switch on each variable of the called behavior, not on the node: a new
// variable starts unkept, a click on its Keep button keeps it, and undo lets it go again.
const kept = async () => JSON.stringify((await asset('nb-double')).keptVariables ?? []);
const nodeKeys = Object.keys((await asset('nb-caller')).graph.nodes.find((n) => n.id === 'nb-call').params);
await t.select({ kind: 'asset', assetId: 'nb-double' });
await clickText('+ Variable');
await clickText('Number');
const keptAdded = await kept();
// A pin since #257: a list's head has no room for the word beside the lock.
const keepButton = ((await t.json("__gm.locateIcons('keep')")) ?? [])[0] ?? null;
if (keepButton) await click(keepButton.x, keepButton.y);
const keptClicked = await kept();
// A second click has to flip it back: a button drawn for the old switch would clear it again.
if (keepButton) await click(keepButton.x, keepButton.y);
const keptReclicked = await kept();
await undo();
const keptUndone = await kept();
await undo();
await undo();
check(
'a variable has a Keep switch: off when added, on by a click, off by the next, on after undo',
!nodeKeys.includes('keepState') &&
keptAdded === '[]' &&
Boolean(keepButton) &&
keptClicked === '["var1"]' &&
keptReclicked === '[]' &&
keptUndone === '["var1"]' &&
(await kept()) === '[]',
`node=${nodeKeys} added=${keptAdded} button=${JSON.stringify(keepButton)} clicked=${keptClicked} reclicked=${keptReclicked} undone=${keptUndone} after=${await kept()}`,
);
// Back to the call, which is where 19d looks.
await t.select({ kind: 'node', assetId: 'nb-caller', nodeId: 'nb-call', nodeIds: ['nb-call'] });
// 19d. Declaring a port on one behavior reaches the node in the other one, live. This is the
// check that a port list derived from another graph is really derived and not copied.
check('the calling node has no second input yet', !(await portAt('nb-call', 'in2', false)));
await t.select({ kind: 'node', assetId: 'nb-double', nodeId: 'nb-start', nodeIds: ['nb-start'] });
const addButton = await locate('+ Input');
check('the start node offers its inputs in the inspector', Boolean(addButton), JSON.stringify(addButton));
await shot('38-behavior-ports');
await click(addButton.x, addButton.y);
await clickText('Number');
const declared = await startPorts();
check(
'adding an input declares it on the start node',
declared.length === 2 && declared[1].key === 'in2' && declared[1].kind === 'number',
JSON.stringify(declared),
);
await t.select({ kind: 'node', assetId: 'nb-caller', nodeId: 'nb-call', nodeIds: ['nb-call'] });
check(
'and the node in the other graph grew that input without being touched',
Boolean(await portAt('nb-call', 'in2', false)),
);
// 19e. Undo takes the port back, and with it the port on the calling node.
await undo();
const afterUndo = await startPorts();
check(
'undo removes it in both graphs',
afterUndo.length === 1 && !(await portAt('nb-call', 'in2', false)),
`${JSON.stringify(afterUndo)}`,
);
// 19f. The palette offers a behavior under its own name, and picking it leaves a node that
// already names it – one pick, not a pick plus a dropdown. ("Double" also labels the asset
// in the list on the left, so the proof is the node that appears, not the row.)
const nodeIds = async () => (await asset('nb-caller')).graph.nodes.map((n) => n.id);
const idsBefore = await nodeIds();
const bare = await json('__gm.graph.emptySpot()');
await click(bare.x, bare.y, 'right');
check('node palette opens', Boolean(await locate('Search nodes…')));
await typeText('Double');
// Enter takes the first match. NOT a click on the label: "Double" also names the asset in the
// list on the left, and that is what a click by text would find first.
await press('Enter');
const added = (await asset('nb-caller')).graph.nodes.find((n) => !idsBefore.includes(n.id));
check(
'picking a behavior in the palette drops in a node already set to it',
(await nodeIds()).length === idsBefore.length + 1 &&
added?.type === 'RunBehavior' &&
added?.params.behavior === 'nb-double',
JSON.stringify(added && { type: added.type, params: added.params }),
);
await undo();
// 19g. Dragging a behavior out of the asset panel drops a call into the graph, where the
// pointer let go of it.
const newNodeIn = async (before) =>
(await asset('nb-caller')).graph.nodes.find((n) => !before.includes(n.id));
const beforeDrag = await nodeIds();
// Points taken from the drawing area itself: an offset from the centre can fall outside it,
// and a drop that never arrives looks exactly like one that was refused.
const rect = await json('__gm.graph.canvasRect()');
const spot = (fx, fy) => ({
x: Math.round(rect.x + rect.w * fx),
y: Math.round(rect.y + rect.h * fy),
});
const dropAt = spot(0.25, 0.75);
await t.dragAsset('nb-double', dropAt.x, dropAt.y);
const dropped = await newNodeIn(beforeDrag);
check(
'a behavior dragged from the asset panel becomes a call node',
dropped?.type === 'RunBehavior' && dropped?.params.behavior === 'nb-double',
JSON.stringify(dropped && { type: dropped.type, params: dropped.params }),
);
const droppedAt = dropped && (await json(`__gm.graph.nodeAt(${JSON.stringify(dropped.id)})`));
check(
'and it lands under the pointer, not at some default spot',
Boolean(droppedAt) && Math.hypot(droppedAt.x - dropAt.x, droppedAt.y - dropAt.y) < 20,
`dropped at ${JSON.stringify(droppedAt)}, let go at ${JSON.stringify(dropAt)}`,
);
// 19h. A behavior with no start node can still be added, but says why nothing happens.
const beforeEmpty = await nodeIds();
const emptyRow = await json(`__gm.assetRow('nb-empty')`);
await t.dragAsset('nb-empty', spot(0.6, 0.75).x, spot(0.6, 0.75).y);
const emptyCall = await newNodeIn(beforeEmpty);
check(
'a behavior without a start node can be added just the same',
emptyCall?.params.behavior === 'nb-empty',
`${JSON.stringify(emptyCall && { type: emptyCall.type, params: emptyCall.params })} row=${JSON.stringify(emptyRow)}`,
);
const problem = await evaluate(`__gm.graph.nodeProblem(${JSON.stringify(emptyCall?.id ?? '')})`);
check(
'and the node says why it does nothing, instead of failing silently',
problem === 'No start or On start node – does nothing',
`problem=${JSON.stringify(problem)}`,
);
check(
'a healthy call carries no such warning',
(await evaluate(`__gm.graph.nodeProblem('nb-call')`)) === null,
);
await shot('39-call-problem');
// 19i. Dropping a behavior into its own graph is refused – and says so, rather than quietly
// adding a node that would throw the moment it ran.
const beforeSelf = await nodeIds();
const selfRow = await json(`__gm.assetRow('nb-caller')`);
await t.dragAsset('nb-caller', spot(0.45, 0.5).x, spot(0.45, 0.5).y);
const afterSelf = await nodeIds();
const { notice } = await t.state();
// `dragging` tells a refusal apart from a drag that never arrived – both leave the graph alone.
const dragging = await json('__gm.dragPayload()');
check(
'dropping a behavior into its own graph is refused, out loud',
afterSelf.length === beforeSelf.length && notice === 'A behavior cannot run itself',
`nodes ${beforeSelf.length} → ${afterSelf.length}, notice=${JSON.stringify(notice)} row=${JSON.stringify(selfRow)} dragging=${JSON.stringify(dragging)}`,
);
// 19j. Double-clicking a call opens the behavior it runs. Double calls Empty in turn, so the
// breadcrumb below gets a third level. The call sits far down: only a graph tall enough to
// fill the canvas shows whether it was fitted to the canvas before or after the bar.
await mutate(`
const double = __gm.state.project.assets.find((a) => a.id === 'nb-double');
double.graph.nodes.push(${JSON.stringify(node('nb-call2', 'RunBehavior', 240, 900, { behavior: 'nb-empty' }))});
`);
const callNode = await json(`__gm.graph.nodeAt('nb-call')`);
check('the graph shown is still the caller', (await evaluate('__gm.graph.current()')) === 'nb-caller');
check('no breadcrumb on a graph opened from the outside', (await json('__gm.graph.crumbs()')).length === 0);
await t.doubleClick(callNode.x, callNode.y);
const opened = await evaluate('__gm.graph.current()');
check(
'double-clicking a call node opens the behavior it runs',
opened === 'nb-double',
`current=${JSON.stringify(opened)}`,
);
// 19k. The breadcrumb: every behavior entered by double-click, each earlier one a way back.
const crumbs = () => json('__gm.graph.crumbs()');
const trail = async () => (await crumbs()).map((c) => `${c.name}${c.clickable ? '' : '*'}`).join(' › ');
check('opening a call shows the way back', (await trail()) === 'Caller › Double*', await trail());
const cut = await json(`(() => {
const c = __gm.graph.canvasRect();
return __gm.state.project.assets.find((a) => a.id === 'nb-double').graph.nodes
.map((n) => ({ id: n.id, r: __gm.graph.nodeRect(n.id) }))
.filter(({ r }) => r.y < c.y || r.y + r.h > c.y + c.h)
.map(({ id }) => id);
})()`);
check('the graph opened is fitted below the bar, not under it', cut.length === 0, `cut off: ${cut}`);
const inner = await json(`__gm.graph.nodeAt('nb-call2')`);
await click(inner.x, inner.y);
// Past the double-click window: the pair below must count as its own two presses.
await sleep(500);
check(
'selecting a node inside keeps the breadcrumb',
(await trail()) === 'Caller › Double*',
await trail(),
);
await t.doubleClick(inner.x, inner.y);
check(
'each call opened further down adds a crumb',
(await evaluate('__gm.graph.current()')) === 'nb-empty' && (await trail()) === 'Caller › Double › Empty*',
`current=${await evaluate('__gm.graph.current()')} trail=${await trail()}`,
);
// A width of its own too: crumbs never laid out are all 0 wide at one spot, and overlap nothing.
const overlaps = (await crumbs()).filter(
(c, i, all) => c.right - c.left < 10 || (i > 0 && c.left < all[i - 1].right),
);
check(
'the crumbs sit side by side, not on top of each other',
overlaps.length === 0,
JSON.stringify((await crumbs()).map((c) => [c.name, Math.round(c.left), Math.round(c.right)])),
);
await mutate(`__gm.state.project.assets.find((a) => a.id === 'nb-double').name = 'Twice'`);
check('a renamed behavior renames its crumb', (await trail()) === 'Caller › Twice › Empty*', await trail());
await mutate(`__gm.state.project.assets.find((a) => a.id === 'nb-double').name = 'Double'`);
await shot('39b-breadcrumb');
const clickCrumb = async (name) => {
const crumb = (await crumbs()).find((c) => c.name === name);
await click(crumb.x, crumb.y);
};
await clickCrumb('Double');
await shot('39c-breadcrumb-back');
check(
'a crumb leads back, and cuts the trail there',
(await evaluate('__gm.graph.current()')) === 'nb-double' && (await trail()) === 'Caller › Double*',
`current=${await evaluate('__gm.graph.current()')} trail=${await trail()}`,
);
await clickCrumb('Caller');
check(
'back at the root, the breadcrumb is gone',
(await evaluate('__gm.graph.current()')) === 'nb-caller' && (await crumbs()).length === 0,
`current=${await evaluate('__gm.graph.current()')} trail=${await trail()}`,
);
// Another behavior opened any other way gets a tab of its own (#171), without a trail; the trail
// stays with the tab it was made in, and comes back with it.
const enterDouble = async () => {
const call = await json(`__gm.graph.nodeAt('nb-call')`);
await t.doubleClick(call.x, call.y);
};
await enterDouble();
const followed = await json('__gm.documents()');
check(
'following a call stays in the same tab',
followed.active === 'asset:nb-double' && !followed.docs.includes('asset:nb-caller'),
JSON.stringify(followed),
);
const emptyAgain = await json(`__gm.assetRow('nb-empty')`);
await t.doubleClick(emptyAgain.x, emptyAgain.y);
check(
'another behavior opened from the asset panel comes up in its own tab, without a trail',
(await evaluate('__gm.graph.current()')) === 'nb-empty' &&
(await crumbs()).length === 0 &&
(await json('__gm.documents()')).docs.includes('asset:nb-double'),
`current=${await evaluate('__gm.graph.current()')} trail=${await trail()} docs=${JSON.stringify(await json('__gm.documents()'))}`,
);
await clickDocumentTab(t, 'asset:nb-double');
check(
'back in the tab the call was followed in, its trail is there again',
(await evaluate('__gm.graph.current()')) === 'nb-double' && (await trail()) === 'Caller › Double*',
`current=${await evaluate('__gm.graph.current()')} trail=${await trail()}`,
);
await evaluate(`__gm.closeDocument('asset:nb-empty')`);
await evaluate(`__gm.closeDocument('asset:nb-double')`);
// 19l. Clean up: the three behaviors and the box are gone again.
await evaluate(`__gm.state.select(null)`);
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mine = ['nb-double', 'nb-caller', 'nb-empty'];
p.assets = p.assets.filter((a) => !mine.includes(a.id));
scene.objects = scene.objects.filter((o) => o.id !== 'nb-box' && o.id !== 'nb-logic');
`);
const left = await json(`{
objects: __gm.sceneObjects().filter((o) => o.id.startsWith('nb-')).length,
assets: __gm.state.project.assets.filter((a) => a.id.startsWith('nb-')).length,
}`);
check(
'the step leaves nothing of its own behind',
left.objects === 0 && left.assets === 0,
JSON.stringify(left),
);
}