Files
feuerwerk/tests/core/world-sync.test.ts
T

97 lines
4.6 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { CommandStack } from '../../src/core/commands/CommandStack';
import { ClearOverrideCommand, PlaceAssetCommand, RemoveSceneObjectCommand, SetOverrideCommand, SetParentCommand } from '../../src/core/commands/sceneObjectCommands';
import { createEmptyProject, findScene } from '../../src/core/model/Project';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { World } from '../../src/runtime/World';
/** A scene with a 100×100 box asset and two placed boxes. */
function setup() {
const project = createEmptyProject('p', 'Sync');
const stack = new CommandStack(project);
const scene = new CreateAssetCommand('scene', 'Level');
const sprite = new CreateAssetCommand('sprite', 'Box');
stack.execute(scene);
stack.execute(sprite);
const a = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 0, y: 0 });
const b = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 300, y: 0 });
stack.execute(a);
stack.execute(b);
const sceneOf = () => findScene(project, scene.asset.id)!;
const object = (id: string) => sceneOf().objects.find((o) => o.id === id)!;
return { project, stack, sceneId: scene.asset.id, spriteId: sprite.asset.id, a: a.objectId, b: b.objectId, sceneOf, object };
}
describe('world ↔ model synchronisation (editing while playing)', () => {
it('syncFromModel picks up placed, moved, edited, re-parented and removed objects', () => {
const { project, stack, sceneId, spriteId, a, b, object } = setup();
const world = World.instantiate(project, sceneId);
expect(world.entities.map((e) => e.objectId)).toEqual([a, b]);
// Placed while playing → new entity, existing ones keep their identity.
const entityA = world.findByObjectId(a)!;
const c = new PlaceAssetCommand(sceneId, spriteId, { x: 50, y: 50 });
stack.execute(c);
world.syncFromModel();
expect(world.entities).toHaveLength(3);
expect(world.findByObjectId(a)).toBe(entityA);
// Property edits (override, asset value) and parenting are reflected; props bag keeps identity.
const propsA = entityA.props;
stack.execute(new SetOverrideCommand(sceneId, a, 'width', 40));
stack.execute(new SetAssetPropertyCommand(spriteId, 'height', 70));
stack.execute(new SetParentCommand(sceneId, b, a));
world.syncFromModel();
expect(entityA.props).toBe(propsA);
expect(entityA.props.width).toBe(40);
expect(entityA.props.height).toBe(70);
expect(world.findByObjectId(b)!.parent).toBe(entityA);
expect(world.findByObjectId(b)!.x).toBe(object(b).position.x);
// Removed while playing → entity gone.
stack.execute(new RemoveSceneObjectCommand(sceneId, c.objectId));
world.syncFromModel();
expect(world.entities.map((e) => e.objectId)).toEqual([a, b]);
});
it('syncToModel writes positions, changed values as overrides and destroyed entities back', () => {
const { project, sceneId, a, b, object, sceneOf } = setup();
const world = World.instantiate(project, sceneId);
const entityA = world.findByObjectId(a)!;
entityA.x = 123;
entityA.props.width = 999; // what a Set property node would do
entityA.props.height = 100; // unchanged → no override
expect(world.syncToModel()).toBe(false);
expect(object(a).position).toEqual({ x: 123, y: 0, z: 0 });
expect(object(a).overrides).toEqual({ width: 999 });
// Round trip: the model now resolves to the runtime values, so a sync back changes nothing.
world.syncFromModel();
expect(entityA.x).toBe(123);
expect(entityA.props.width).toBe(999);
// Resetting the override in the editor returns the entity to the asset value.
new ClearOverrideCommand(sceneId, a, 'width').execute(project);
world.syncFromModel();
expect(entityA.props.width).toBe(100);
// Destroy (node) removes the entity; the sync drops its object – a structural change.
world.remove(world.findByObjectId(b)!);
expect(world.syncToModel()).toBe(true);
expect(sceneOf().objects.map((o) => o.id)).toEqual([a]);
});
it('a play-mode copy leaves the original model untouched', () => {
const { project, sceneId, a, object } = setup();
const copy = deserializeProject(serializeProject(project), project.id);
const world = World.instantiate(copy, sceneId);
world.findByObjectId(a)!.x = 500;
world.remove(world.findByObjectId(a)!);
world.syncToModel();
expect(findScene(copy, sceneId)!.objects).toHaveLength(1);
expect(object(a).position.x).toBe(0);
expect(findScene(project, sceneId)!.objects).toHaveLength(2);
});
});