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feuerwerk/src/core/model/Asset.ts
T
rootandClaude Opus 5 d1fcfe8b81 A shared value belongs to the run, so a declaration carries its scope (#91)
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>
2026-09-14 16:22:53 +02:00

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This file contains ambiguous Unicode characters
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import type { Graph } from '../graph/Graph';
import type { PropertyDef } from '../properties/PropertySchema';
import type { AssetType } from './AssetTypes';
import type { PropertyBag } from './Properties';
import type { Scope } from './Scope';
import type { SceneObject } from './SceneObject';
export interface AssetBase {
id: string;
type: AssetType;
name: string;
props: PropertyBag;
}
export interface SpriteAsset extends AssetBase {
type: 'sprite';
}
export interface CameraAsset extends AssetBase {
type: 'camera';
}
export interface TextAsset extends AssetBase {
type: 'text';
}
export interface SceneAsset extends AssetBase {
type: 'scene';
objects: SceneObject[];
}
/** `variables` is this asset's own property schema; `props` holds their default values. */
export interface BehaviorAsset extends AssetBase {
type: 'behavior';
variables: PropertyDef[];
graph: Graph;
}
/** Placed as a child of the object it belongs to; its position is the offset from that body. */
export interface ColliderAsset extends AssetBase {
type: 'collider';
}
/**
* `objects` is a template, not content: a placed container shows it without copying it, so an
* edit here reaches every instance (see `model/instance.ts`). Positions are local to the
* container's origin.
*/
export interface ContainerAsset extends AssetBase {
type: 'container';
objects: SceneObject[];
}
/** `id` shares the generator with asset ids and is unique across the document (see `model/texture.ts`). */
export interface TextureFrame {
id: string;
name: string;
x: number;
y: number;
w: number;
h: number;
}
/**
* `file` names the image in `data/textures/` and is content-addressed (`{sha256}.{ext}`), so it
* can be cached forever; empty means the upload failed or has not happened yet. `width`/`height`
* are the size as uploaded, so frames can be sliced and validated before the image loads.
*/
export interface TextureAsset extends AssetBase {
type: 'texture';
file: string;
width: number;
height: number;
frames: TextureFrame[];
}
/**
* `frames` holds what a sprite's `texture` holds – a texture id or a frame id – in playing order.
* A picture may appear more than once, which is how one frame is held longer.
*/
export interface AnimationAsset extends AssetBase {
type: 'animation';
frames: string[];
}
/**
* The graph holds one `State` node per state and an edge per transition; a behavior reads the
* machine's current state through `State branch` and moves it through `Set state` or `State transition`.
* A `global` machine has one current state for the whole run instead of one per behavior instance.
*/
export interface StateMachineAsset extends AssetBase {
type: 'statemachine';
graph: Graph;
scope?: Scope;
}
/**
* The graph is GLSL in nodes: `Property` nodes declare the sprite rows, the `Output` node ends
* the fragment (see `core/shader/compile.ts`). A sprite wears it through its `shader` property.
*/
export interface ShaderAsset extends AssetBase {
type: 'shader';
graph: Graph;
}
/**
* `file` names the typeface in `data/fonts/` the way a texture names its image: content-addressed
* `{sha256}.{ext}`, empty when the upload failed. A text object wears it through its `font`
* property; the family the browser knows it under is derived from the file name, see `model/font`.
*/
export interface FontAsset extends AssetBase {
type: 'font';
file: string;
}
/**
* The graph is the motion of one particle: every output of its `Output` node is a function of the
* particle's age and its own random number (see `core/particles/compile.ts`). A placed object is
* the source that emits them; how many and for how long are its properties.
*/
export interface ParticlesAsset extends AssetBase {
type: 'particles';
graph: Graph;
}
export type Asset =
| SpriteAsset
| CameraAsset
| TextAsset
| SceneAsset
| BehaviorAsset
| ColliderAsset
| ContainerAsset
| TextureAsset
| AnimationAsset
| StateMachineAsset
| ShaderAsset
| FontAsset
| ParticlesAsset;
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
export type GraphAsset = BehaviorAsset | StateMachineAsset | ShaderAsset | ParticlesAsset;
const GRAPH_TYPES: ReadonlySet<AssetType> = new Set(['behavior', 'statemachine', 'shader', 'particles']);
export function isGraphAsset(asset: Asset): asset is GraphAsset {
return GRAPH_TYPES.has(asset.type);
}
export function isSceneAsset(asset: Asset): asset is SceneAsset {
return asset.type === 'scene';
}