A variable or a state machine declared `global` keeps one value for the whole run instead of one per behavior instance. The scope sits on the declaration -- `PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence meaning `local` -- and `local` is never written, so every project made before this saves back unchanged. **The name is the key.** Two behaviors declaring a global `score` mean one variable; a behavior declaring `score` locally keeps its own. Kinds that disagree about one global name stop the run before it starts, with the two behaviors named; starting values that disagree are a warning on the behavior that declares it, and the first declaration wins (`globalConflicts`). The runtime needs no redirection layer. A global variable falls out of `schemaForObject`, so it never reaches `entity.props` -- and then the whole rule is "whoever declares the name takes their own value" (`graph/sharedState.ts`). The `Variables` node is untouched and stays transparent: switching a variable to global breaks no existing graph, because `GraphInterpreter.readAll` builds a fresh object per read anyway and only asks `port.key in all`. That same cut answers the inspector. A shared value has no owner, so the placed object shows no row for it and can hold no override -- `SetVariableScopeCommand` takes the deviations that were there and undo gives them back. Both places say it in words rather than leaving a glyph to be guessed: the declaration explains the mark below the list, and the placed object names the variable it no longer holds instead of claiming the behavior declares none -- which is what it said before, untruthfully. Screenshots of the e2e run turned that up; no check had been looking at it. `SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from the *declarations* rather than from any instance (a global variable exists before its behavior is placed), and is thrown away with the run: nothing is written back, not even in the editor run. `GraphInterpreter.call` passes it on through `...ctx` while nested calls keep getting fresh local variables, which is why `program.defaults` is stripped of global keys. Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or the inspector does not rebuild after the switch -- and a state machine has no rows at all, so its scope is appended to the signature by hand. And the object inspector does not go through `schemaForObject` for behaviors, it reads `asset.variables` directly; filtering in one place was not enough, and no unit test covered that path. The e2e caught it (`global: true` where false belonged), and the rule now lives in one named function, `objectRows`. Scopes `object` and `scene` are deliberately not built. The object case already has a route (`Object by name` -> `Properties`), and a run knows exactly one scene, so `scene` would be indistinguishable from `global` until #39 exists. Closes #59: a machine's scope is a word on the machine asset, not a setting per `Set state` node, so the same machine cannot live in two places at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
116 lines
4.7 KiB
TypeScript
116 lines
4.7 KiB
TypeScript
import type { Asset } from '../model/Asset';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import type { Project } from '../model/Project';
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import { isGlobal } from '../model/Scope';
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import type { PropertyDef } from '../properties/PropertySchema';
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import type { NodeContext, SharedState } from './NodeContext';
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export function emptySharedState(): SharedState {
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return { variables: {}, states: {} };
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}
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/**
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* Built once per run, from the declarations rather than from any instance: a global variable exists
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* even before the behavior declaring it is placed. Two behaviors declaring the same name mean the
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* same variable – the first declaration sets the starting value (see `globalConflicts`).
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*/
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export function buildSharedState(project: Project): SharedState {
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const shared = emptySharedState();
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for (const asset of project.assets) {
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if (asset.type === 'behavior') {
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for (const def of asset.variables)
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if (isGlobal(def) && !(def.key in shared.variables))
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shared.variables[def.key] = asset.props[def.key] ?? def.default;
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} else if (asset.type === 'statemachine' && isGlobal(asset)) {
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shared.states[asset.id] = '';
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}
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}
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return shared;
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}
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/**
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* Where two behaviors disagree about the same global name. A different kind is an error – one of the
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* two would silently read a value of a type it never declared – while a different starting value is
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* only a warning, since the first declaration decides and the run is well defined either way.
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*/
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export interface GlobalConflict {
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key: string;
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severity: 'error' | 'warning';
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message: string;
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}
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export function globalConflicts(project: Project): GlobalConflict[] {
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const first = new Map<string, { def: PropertyDef; asset: string; value: PropertyValue }>();
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const conflicts: GlobalConflict[] = [];
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const seen = new Set<string>();
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for (const asset of project.assets) {
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if (asset.type !== 'behavior') continue;
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for (const def of asset.variables) {
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if (!isGlobal(def)) continue;
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const value = asset.props[def.key] ?? def.default;
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const held = first.get(def.key);
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if (!held) {
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first.set(def.key, { def, asset: asset.name, value });
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continue;
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}
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// One report per name: a third behavior disagreeing adds nothing the first line does not say.
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if (seen.has(def.key)) continue;
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if (held.def.kind !== def.kind) {
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seen.add(def.key);
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conflicts.push({
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key: def.key,
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severity: 'error',
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message: `Global variable "${def.key}" is a ${held.def.kind} in ${held.asset} and a ${def.kind} in ${asset.name}.`,
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});
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} else if (!sameValue(held.value, value)) {
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seen.add(def.key);
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conflicts.push({
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key: def.key,
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severity: 'warning',
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message: `Global variable "${def.key}" starts at ${display(held.value)} in ${held.asset} and at ${display(value)} in ${asset.name}; the first is used.`,
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});
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}
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}
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}
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return conflicts;
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}
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/** Structs and lists compare by their stored shape, which is what the project file holds anyway. */
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function sameValue(a: PropertyValue | undefined, b: PropertyValue | undefined): boolean {
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return a === b || JSON.stringify(a ?? null) === JSON.stringify(b ?? null);
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}
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function display(value: PropertyValue | undefined): string {
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return typeof value === 'string' ? `"${value}"` : JSON.stringify(value ?? null);
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}
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/** The bag a variable is written to: its own when the behavior declares it, else the shared one. */
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export function variableBag(ctx: NodeContext, key: string): PropertyBag {
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if (key in ctx.variables) return ctx.variables;
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return key in ctx.shared.variables ? ctx.shared.variables : ctx.variables;
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}
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/** Everything the behavior can read under one name, its own declaration winning over a shared one. */
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export function readableVariables(ctx: NodeContext): PropertyBag {
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const shared = ctx.shared.variables;
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return isEmpty(shared) ? ctx.variables : { ...shared, ...ctx.variables };
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}
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/** Where a machine's current state is kept: shared when the machine is `global`, else per instance. */
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export function stateBag(ctx: NodeContext, machineId: string): Record<string, string> {
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return machineId in ctx.shared.states ? ctx.shared.states : ctx.states;
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}
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/** The defaults a behavior instance starts with: a shared variable is not one of them. */
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export function withoutGlobals(defaults: PropertyBag, asset: Asset): PropertyBag {
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if (asset.type !== 'behavior') return defaults;
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const own = { ...defaults };
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for (const def of asset.variables) if (isGlobal(def)) delete own[def.key];
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return own;
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}
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function isEmpty(bag: PropertyBag): boolean {
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for (const key in bag) if (Object.hasOwn(bag, key)) return false;
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return true;
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}
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