Files
feuerwerk/tools/e2e/32-scope.mjs
T
adminandClaude Opus 5 41772e53f7
game-maker / suite (push) Successful in 8m21s
game-maker / gate (push) Failing after 3h5m52s
Variables assets can keep their values from one run to the next (#166)
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.

- A "Persistent" checkbox in the Variables inspector. Toggling it is
  one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
  after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
  Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
  editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
  variable drops out, a new one starts from its default, and a changed
  kind is converted.
- "Clear saved values" in the inspector clears this asset in both
  areas. The main menu gets "Clear saved data" for the whole project.
  Clearing takes effect from the next run on.

Decisions:
- The switch covers the whole asset, not single variables. Mixing
  both means two assets.
- A changed default in the inspector shows only after the save is
  cleared. That is what persistent means.

Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
  error from Chrome. The second run passed, so it was a GPU flake at
  start-up.

Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
  tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
  module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
  tests and 2 e2e checks fail. Editor run writing into the Play area:
  1 e2e check fails.
- Check total 1278 (1272 measured by CI at bbbf341, plus 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 10:23:57 +02:00

256 lines
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import { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
* declared `global` one current state. The step checks the run (two objects counting into one
* number), that the node offers the asset's declarations, the switch on the machine, and a
* persistent asset going on from the last run (#166).
*
* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
*/
const SOURCE = { variablesAsset: 'sc-vars' };
/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
const counterGraph = {
nodes: [
node('sc-start', 'OnStart', 0, 0),
node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('sc-add', 'Add', 260, 200, { b: 1 }),
node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
],
edges: [
edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
edge('sc-e2', 'sc-read', 'score', 'sc-add', 'a'),
edge('sc-e3', 'sc-add', 'result', 'sc-write', 'score'),
],
};
export async function scope(t) {
const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
const selectAsset = async (id) => {
await t.select({ kind: 'asset', assetId: id });
};
const selectNode = async (nodeId) => {
await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
};
/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
const clickLast = async (text) => {
const p = await locate(text, true);
await click(p.x, p.y);
};
// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
const a = structuredClone(mover);
Object.assign(a, {
id: 'sc-logic',
name: 'Counter',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(counterGraph)},
});
p.assets.unshift(a, {
id: 'sc-vars',
type: 'variables',
name: 'Score',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
});
${MAKE_OBJECT}
scene.objects.push(
make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
make('sc-brain-a', 'sc-logic', 'sc-box-a', 0, 'Counter A'),
make('sc-box-b', 'crate', '', 1700, 'Counter box B'),
make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
);
`);
// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
await t.play();
await sleep(600);
const world = await json('__gm.world()');
const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
const shared = world.shared.variables['sc-vars'];
check(
'two behavior instances count into one shared variable',
shared && shared.score === 2,
`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
);
check(
'and the value belongs to the run, not to either placed object',
carriers.length === 0,
`objects carrying "score": ${JSON.stringify(carriers)}`,
);
await stop();
// 32c. The asset is where the declaration lives, and it says what it is for.
await selectAsset('sc-vars');
const declared = await has('score');
const explains = await has('Every graph pointing here shares them.');
check(
'the Variables asset lists its declarations and says what they are',
declared && explains,
`row: ${declared}, note: ${explains}`,
);
await shot('01-variables-asset');
// 32d. The node picks its ports from the asset it names – the whole point of naming one.
await selectNode('sc-read');
const offersShared = await has('score');
const complains = await has('"score" is not a variable of this behavior.');
check(
'a node naming the asset offers its variables instead of the behavior’s',
offersShared && !complains,
`row: ${offersShared}, warning shown: ${complains}`,
);
await shot('02-node-source');
// Emptying the setting points the node back at the behavior, which declares nothing – so the
// very same port is now a stranger. That is the switch doing something visible.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
`);
const complainsNow = await has('"score" is not a variable of this behavior.');
check(
'and clearing it points the node back at the behavior, which has no such variable',
complainsNow,
`warning after clearing: ${complainsNow}`,
);
// 32e. A machine carries its scope on the asset too, with its own switch.
await mutate(`
const p = __gm.state.project;
p.assets.unshift({
id: 'sc-machine',
type: 'statemachine',
name: 'Shared doors',
props: {},
graph: { nodes: [], edges: [] },
});
`);
await selectAsset('sc-machine');
const machineScope = await has('Local');
const pick = await locate('Local', true);
await click(pick.x, pick.y);
await clickLast('Global');
const machine = await asset('sc-machine');
check(
'a state machine is switched between one current state per object and one for the run',
machineScope && machine.scope === 'global',
`dropdown found: ${machineScope}, scope now ${JSON.stringify(machine.scope)}`,
);
await shot('03-machine-scope');
// 32f. Persistent (#166): the switch on the asset, a second run going on from the first, the
// editor run saving apart, and both ways of clearing. Saves live in this browser, so the
// step starts by forgetting whatever an earlier run of the suite left there.
// 32d pointed the reading node at the behavior; counting on from a save needs it back on the asset.
await mutate(`
const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = 'sc-vars';
`);
const pid = await json('__gm.state.project.id');
const saveKey = (area) => `game-maker.saves.${pid}.${area}`;
const saved = (area) =>
json(`JSON.parse(localStorage.getItem(${JSON.stringify(saveKey(area))}) ?? 'null')`);
await t.evaluate(
`localStorage.removeItem(${JSON.stringify(saveKey('play'))}); localStorage.removeItem(${JSON.stringify(saveKey('editor'))})`,
);
await selectAsset('sc-vars');
const persistentBox = await json(`__gm.inspectorField('Persistent')`);
if (persistentBox) await click(persistentBox.x, persistentBox.y);
await sleep(200);
const kept = await asset('sc-vars');
const keptNote = await has('Kept between runs, in this browser.');
check(
'the Persistent switch on a Variables asset marks it and says what it means',
Boolean(persistentBox) && kept.persistent === true && keptNote,
JSON.stringify({ box: persistentBox, persistent: kept.persistent, note: keptNote }),
);
await shot('04-persistent');
const scoreOfRun = async () => {
await t.play();
await sleep(600);
const score = (await json('__gm.world()')).shared.variables['sc-vars']?.score;
await stop();
return score;
};
const firstRun = await scoreOfRun();
const secondRun = await scoreOfRun();
const afterPlay = await saved('play');
check(
'the next run goes on where the last one ended, and the save says so',
firstRun === 2 && secondRun === 4 && afterPlay?.['sc-vars']?.score === 4,
JSON.stringify({ firstRun, secondRun, saved: afterPlay }),
);
const declaredScore = (await asset('sc-vars')).props.score;
check(
'the project itself keeps the declared start value',
declaredScore === 0,
`props.score = ${JSON.stringify(declaredScore)}`,
);
// One box runs in the editor: a run of its own, which must not touch what Play saved.
await t.select({
kind: 'object',
holderId: await json('__gm.state.project.activeSceneId'),
objectId: 'sc-brain-a',
});
await sleep(200);
const runBox = await json(`__gm.inspectorField('Run in editor')`);
if (runBox) await click(runBox.x, runBox.y);
await sleep(600);
const editorSave = await saved('editor');
const playSave = await saved('play');
if (runBox) await click(runBox.x, runBox.y);
await sleep(200);
check(
'an editor run saves into an area of its own and leaves the played save alone',
editorSave?.['sc-vars']?.score === 1 && playSave?.['sc-vars']?.score === 4,
JSON.stringify({ box: runBox, editor: editorSave, play: playSave }),
);
await selectAsset('sc-vars');
const clearButton = await t.find('Clear saved values');
if (clearButton) await click(clearButton.x, clearButton.y);
await sleep(200);
const clearedNotice = await json('__gm.state.notice');
const clearedBoth = (await saved('play')) === null && (await saved('editor')) === null;
const freshRun = await scoreOfRun();
check(
'"Clear saved values" forgets both saves, and the next run starts from the declared value',
Boolean(clearButton) &&
clearedBoth &&
freshRun === 2 &&
clearedNotice === 'Saved values of Score cleared',
JSON.stringify({ button: Boolean(clearButton), clearedBoth, freshRun, notice: clearedNotice }),
);
await t.clickToolbar('menu');
await t.clickText('Clear saved data');
await sleep(200);
const menuCleared = await saved('play');
check(
'"Clear saved data" in the menu forgets the saves of the whole project',
menuCleared === null && (await json('__gm.state.notice')) === 'Saved data cleared',
JSON.stringify({ play: menuCleared }),
);
// 32g. Everything this step added goes again.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('sc-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
__gm.state.select(null);
`);
}