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.
52 lines
2.2 KiB
JavaScript
52 lines
2.2 KiB
JavaScript
/** Draw order: symbols always above sprites, `z` above hierarchy order. */
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export async function drawing(t) {
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const { check, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
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const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
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// 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
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// right on top of its icon → the icon must still be drawn above the sprite.
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await mutate(`
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const objs = __gm.state.activeScene.objects;
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const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0];
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objs.unshift(cam);
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const crate = objs.find(o => o.id === 'o1');
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crate.position.x = 0; crate.position.y = 0;
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__gm.state.select(null)`);
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const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`);
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check(
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'camera symbol is drawn in the overlay layer above sprites',
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JSON.stringify(layers) === '["overlay","objects","objects"]',
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JSON.stringify(layers),
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);
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await shot('13-symbol-on-top');
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// 5b. Z-order: put both crates on the origin. With equal z the hierarchy order wins
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// (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it.
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await mutate(
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`const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`,
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);
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check(
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'equal z keeps hierarchy order',
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JSON.stringify(await orderOfCrates()) === '["o1","o2"]',
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JSON.stringify(await orderOfCrates()),
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);
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
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const zLabel = await locate('Z');
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await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected
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await typeText('5');
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await press('Enter');
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check(
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'Z field sets position.z',
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(await object('o1')).position.z === 5,
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`z=${(await object('o1')).position.z}`,
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);
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check(
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'higher z is drawn on top',
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JSON.stringify(await orderOfCrates()) === '["o2","o1"]',
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JSON.stringify(await orderOfCrates()),
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);
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await shot('14-z-order');
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await undo();
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check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
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}
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