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feuerwerk/src/editor/PlaySession.ts
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/**
* Owns everything that only exists while the project is playing: the world, its systems, the
* keyboard and the per-frame step. Play never touches the saved model – the world is built
* from the runtime copy `state.enterPlay()` swaps in and `exitPlay()` throws away.
*/
import { emptySharedState, type SharedState, worldPositionOf } from '../core/graph';
import {
addGameSystems,
type BehaviorSystem,
behaviorError,
type Trace,
} from '../runtime/systems/BehaviorSystem';
import type { AnimationPlayer } from '../core/model/animation';
import type { PropertyBag } from '../core/model/Properties';
import { gameClock } from '../core/time';
import { loadPhysics, readyPhysics } from '../runtime/physics/engine';
import { Input } from '../runtime/systems/Input';
import { World } from '../runtime/World';
import { ui } from '../ui';
import { soundLibrary } from '../viewport/SoundLibrary';
import type { GameViewport } from './viewport/GameViewport';
import type { GraphEditor } from './graph/GraphEditor';
import type { LiveMachineState } from './graph/GraphCanvas';
import type { StateMachineEditor } from './statemachine/StateMachineEditor';
import type { EditorState } from './state';
/** Facts about the running world for the check scripts. */
export interface WorldSnapshot {
entities: {
objectId: string;
assetId: string;
name: string;
x: number;
y: number;
worldX: number;
worldY: number;
parent: string;
props: Record<string, unknown>;
animations: AnimationPlayer[];
}[];
/** What `global` declarations share this run – no entity carries it, so it is reported apart. */
shared: SharedState;
log: string[];
}
export interface PlayHost {
gameView: GameViewport;
graphEditor: GraphEditor;
stateMachineEditor: StateMachineEditor;
showGame(): void;
/** Leave the game view if it is the one on screen. */
leaveGame(): void;
}
export class PlaySession {
private world: World | null = null;
private behaviors: BehaviorSystem | null = null;
private readonly input = new Input();
/** Set while Play waits for the physics engine, so a second press does not queue a second run. */
private waiting = false;
constructor(
private readonly state: EditorState,
private readonly host: PlayHost,
) {}
get isPlaying(): boolean {
return this.world !== null;
}
get isPaused(): boolean {
return this.world !== null && this.state.paused;
}
/** Pause or resume; does nothing while not playing. */
togglePause(): void {
if (!this.world) return;
this.state.setPaused(!this.state.paused);
// A held note is part of the picture a pause freezes: the sounds stop where they are and carry
// on mid-note, rather than playing to their end over a still image.
soundLibrary.setSuspended(this.state.paused);
ui().focus.blur();
this.state.setNotice(this.playNotice(), 'quiet');
}
traceFor(assetId: string): Trace | null {
return this.behaviors?.traceFor(assetId) ?? null;
}
/** Which state each running instance of a machine holds; empty when nothing is playing. */
machineStates(machineId: string): LiveMachineState[] {
return this.behaviors?.machineStates(machineId) ?? [];
}
get time(): number {
return this.world?.time ?? 0;
}
/** The scene the run is in – not the editor's active one, which a `Load scene` leaves alone. */
get sceneId(): string {
return this.world?.sceneId ?? '';
}
syncFromModel(): void {
this.world?.syncFromModel();
this.behaviors?.syncDeclarations();
}
/** The values a Variables asset shares in this run; null when nothing is playing. */
liveVariables(assetId: string): PropertyBag | null {
return this.behaviors?.liveVariables(assetId) ?? null;
}
play(): void {
const scene = this.state.sceneToPlay();
if (!scene) return;
// The editor loads the engine right after opening, so it is almost always there already; a game
// without it would collide differently, so Play waits for it rather than running without (#146).
const physics = readyPhysics();
if (!physics) {
this.waitForPhysics();
return;
}
ui().focus.blur();
// A run starts at second zero, whatever the editor's previews have been counting up to.
gameClock.reset();
const runtime = this.state.enterPlay();
const world = World.instantiate(runtime, scene.id);
this.world = world;
this.input.attach();
this.behaviors = addGameSystems(world, runtime, this.input, { audio: soundLibrary, physics });
this.host.gameView.setWorld(world);
this.host.showGame();
this.state.setNotice(this.playNotice(), 'quiet');
if (world.stopRequested) this.stop();
}
/**
* Swaps the running scene for another one, inside the same run: the world is torn down and built
* again, while what belongs to the run – the clock, the shared variables, the global machines –
* carries on. The sounds of the old scene end with it, because the behaviors playing them are
* destroyed; a voice that was started detached is nobody's and plays on.
*/
private loadScene(sceneId: string): void {
const old = this.world;
const runtime = this.state.runtimeProject;
if (!old || !runtime) return;
const carried = this.behaviors?.shared ?? null;
const physics = readyPhysics();
old.destroy();
const world = World.instantiate(runtime, sceneId);
this.world = world;
this.behaviors = addGameSystems(world, runtime, this.input, { audio: soundLibrary, carried, physics });
this.host.gameView.setWorld(world);
this.state.setNotice(this.playNotice(), 'quiet');
if (world.stopRequested) this.stop();
}
private waitForPhysics(): void {
if (this.waiting) return;
this.waiting = true;
this.state.setNotice('Loading the physics engine…', 'quiet');
loadPhysics().then(
() => {
this.waiting = false;
if (this.state.mode === 'edit') this.play();
},
(error: unknown) => {
this.waiting = false;
const reason = error instanceof Error ? error.message : String(error);
console.error('[physics] Play needs the physics engine, which could not be loaded:', error);
this.state.setNotice(`Play needs the physics engine, which could not be loaded: ${reason}`, 'error');
},
);
}
private playNotice(): string {
if (this.state.paused) return 'Paused · Ctrl+Enter resumes · Esc stops';
return this.world?.activeCamera()
? 'Playing · edits are not saved · Ctrl+Enter pauses · Esc stops'
: 'No camera is switched on – nothing is rendered · Esc stops';
}
stop(): void {
// The run's seconds end with it: the editor goes back to the picture of a freshly loaded scene.
gameClock.reset();
// And its sounds end with it, looping music included – nothing may outlive the world.
soundLibrary.setSuspended(false);
soundLibrary.stopAll();
const world = this.world;
this.world = null;
this.behaviors = null;
this.input.detach();
ui().focus.blur();
world?.destroy();
this.host.gameView.setWorld(null);
this.state.exitPlay();
this.host.leaveGame();
const lastError = world && behaviorError(world);
this.state.setNotice(lastError ?? '', 'error');
}
/** `step` is what the global clock moved this frame – already scaled and capped. */
tick(step: number): void {
const world = this.world;
if (!world) return;
if (this.state.paused) {
// Keys and clicks that happen while paused are dropped instead of piling up – otherwise
// resuming would deliver every one of them in a single frame.
this.input.endFrame();
world.dropPointerEdges();
return;
}
world.tick(step);
this.input.endFrame();
if (world.stopRequested) {
this.stop();
return;
}
if (world.restartRequested) {
this.stop();
this.play();
return;
}
if (world.loadSceneRequested) {
this.loadScene(world.loadSceneRequested);
return;
}
// Mirror what the systems did into the runtime copy so the panels show live values.
if (world.syncToModel().structure) this.state.preview();
this.state.runtimeTick();
if (this.host.graphEditor.visible) this.host.graphEditor.canvas.redraw();
// The machine tab shows the state a run is in, so it repaints for the same reason the graph does.
if (this.host.stateMachineEditor.visible) this.host.stateMachineEditor.canvas.redraw();
}
snapshot(): WorldSnapshot | null {
const world = this.world;
if (!world) return null;
return {
entities: world.entities.map((e) => {
const w = worldPositionOf(e);
return {
objectId: e.objectId,
assetId: e.assetId,
name: e.name,
x: e.x,
y: e.y,
worldX: w.x,
worldY: w.y,
parent: e.parent?.objectId ?? '',
props: { ...e.props },
animations: structuredClone(e.animations ?? []),
};
}),
shared: this.behaviors?.shared ?? emptySharedState(),
log: [...world.log],
};
}
}