game-maker / suite (push) Successful in 6m48s
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.
59 lines
2.3 KiB
JavaScript
59 lines
2.3 KiB
JavaScript
import { same } from '../lib/harness.mjs';
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/**
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* Hierarchy folding. A freshly opened scene is fully collapsed, so only its top-level objects
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* are listed (o4/oc1 hang under o1, oc2 under o2). The chevron folds a row open and shut
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* without touching the selection, and selecting a nested object unfolds the way down to it.
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*/
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export async function hierarchy(t) {
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const { check, evaluate, json, click, doubleClick, select, state, shot } = t;
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const rowIds = () => json('__gm.hierarchyOrder()');
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const rows = async () => JSON.stringify(await rowIds());
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const selectionBefore = (await state()).selection;
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check(
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'hierarchy starts collapsed – only top-level objects are listed',
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same(await rowIds(), ['o1', 'o2', 'o3', 'o5']),
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await rows(),
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);
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check('a leaf row offers no chevron', (await evaluate(`__gm.hierarchyChevron('o3')`)) === null);
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const chevron = await json(`__gm.hierarchyChevron('o2')`);
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await click(chevron.x, chevron.y);
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check(
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'clicking the chevron unfolds the row, leaving the selection alone',
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same(await rowIds(), ['o1', 'o2', 'oc2', 'o3', 'o5']) && same((await state()).selection, selectionBefore),
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await rows(),
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);
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await shot('01a-hierarchy-unfolded');
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await click(chevron.x, chevron.y);
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check(
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'clicking it again folds the subtree away',
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same(await rowIds(), ['o1', 'o2', 'o3', 'o5']),
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await rows(),
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);
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// The row itself folds on a double-click, the same as its chevron. Pixi leaves `detail` at 0 on
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// a press, so this needs a real double-click from the harness, not two `click()` calls.
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const row = await json(`__gm.hierarchyRow('o2')`);
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await doubleClick(row.x, row.y);
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check(
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'double-clicking the row unfolds it as well',
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same(await rowIds(), ['o1', 'o2', 'oc2', 'o3', 'o5']),
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await rows(),
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);
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await doubleClick(row.x, row.y);
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check(
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'double-clicking it again folds the subtree away',
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same(await rowIds(), ['o1', 'o2', 'o3', 'o5']),
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await rows(),
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);
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await select({ kind: 'object', holderId: 'scene1', objectId: 'oc1' });
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check(
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'selecting a nested object unfolds its ancestors',
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same(await rowIds(), ['o1', 'o4', 'oc1', 'o2', 'o3', 'o5']),
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await rows(),
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);
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await evaluate('__gm.state.select(null); __gm.hierarchyCollapseAll()');
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check('Collapse all folds everything back', same(await rowIds(), ['o1', 'o2', 'o3', 'o5']), await rows());
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}
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