Files
feuerwerk/src/core/graph/savedValues.ts
T
adminandClaude Opus 5.5 d7c0b7cfdb
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s
Variables and state machines can reset with every scene (#164)
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.

- New scope `scene` for Variables assets and state machines. A missing
  field keeps the old meaning: `global` for assets, `local` for
  machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
  is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
  so `On state entered` in the new scene hears it. A global machine
  stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
  (`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
  step on the machine dropdown, with a note on what `scene` means.

Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
  dialog was cancelled, so this is an assumption to revisit. A
  scene-scoped asset hides the Persistent switch, and switching to
  `scene` drops the flag (undo restores it). The guard sits in
  `isPersistent` itself, so no path can save values the scope throws
  away anyway.

Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
  check was red because of that, and its partner was falsely green
  because it compared `undefined` with `undefined`. Both use `clickLast`
  now.

Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
  note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
  new check in 35, the old announcement rule fails 1, dropping the scope
  guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:06:53 +02:00

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import type { VariablesAsset } from '../model/Asset';
import type { PropertyBag, PropertyValue } from '../model/Properties';
import type { Project } from '../model/Project';
import { sharedScopeOf } from '../model/Scope';
import { coerceValue } from '../properties/PropertySchema';
/** What a save area holds: the values of each persistent Variables asset, keyed by asset id. */
export type SavedValues = Record<string, PropertyBag>;
/**
* Where the values of persistent Variables assets outlive the run (#166). Played and editor runs
* are handed different areas, so trying a behavior in the editor leaves the player's save alone.
*/
export interface SaveArea {
read(): SavedValues;
write(saved: SavedValues): void;
}
/**
* A `scene` asset is never persistent, whatever the flag says (#164): its values are thrown away
* with every scene, so there is nothing about them worth keeping between runs. Answered here rather
* than left to the commands, so no path can produce a saved value the scope would drop anyway.
*/
export function isPersistent(asset: VariablesAsset): boolean {
return asset.persistent === true && sharedScopeOf(asset) !== 'scene';
}
function persistentAssets(project: Project): VariablesAsset[] {
return project.assets.filter((a): a is VariablesAsset => a.type === 'variables' && isPersistent(a));
}
/**
* Puts what was saved over the declared start values. The declaration is the truth: a key it no
* longer has is ignored, and a value is coerced to the kind it declares now.
*/
export function restoreSaved(
project: Project,
variables: Record<string, PropertyBag>,
saved: SavedValues,
): void {
for (const asset of persistentAssets(project)) {
const stored = saved[asset.id];
const bag = variables[asset.id];
if (!stored || !bag) continue;
for (const def of asset.variables)
if (def.key in stored) bag[def.key] = coerceValue(def, stored[def.key] as PropertyValue);
}
}
/** The declared values of every persistent asset as they stand in the run – what a save writes. */
export function savedSnapshot(project: Project, variables: Record<string, PropertyBag>): SavedValues {
const saved: SavedValues = {};
for (const asset of persistentAssets(project)) {
const bag = variables[asset.id];
if (!bag) continue;
const values: PropertyBag = {};
for (const def of asset.variables) if (def.key in bag) values[def.key] = bag[def.key]!;
saved[asset.id] = values;
}
return saved;
}