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feuerwerk/tools/e2e/35-load-scene.mjs
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 { edge, node, port, variable, written } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* More than one scene (#39): the project names the scene a run begins with – which is not the same
* question as which scene is open in the editor – and `Load scene` swaps the running one for
* another from inside a graph.
*
* What the swap keeps is the point: the scene is built from scratch, while what belongs to the
* *run* carries on. A Variables asset is the witness, because a fresh run would put it back to
* what it declares. The sounds of the old scene end with it – not by a rule of their own, but
* because the behaviors playing them are destroyed like everything else in that scene.
*
* A second Variables asset scoped to the scene is the other half of that witness (#164): the two
* count the same way in the same graph, and only one of them is still counting after the swap.
*/
const SOURCE = { variablesAsset: 'ls-vars' };
const PER_SCENE = { variablesAsset: 'ls-level' };
/**
* `On start → Variables{set score = score + 1} → the same for the per-scene count`, plus
* `On key down g → Load scene`.
*/
const graphFor = (sceneId, soundId) => ({
nodes: [
node('ls-start', 'OnStart', 0, 0),
node('ls-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
node('ls-add', 'Add', 260, 200, { b: 1 }),
node('ls-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
node('ls-read2', 'Variables', 0, 640, PER_SCENE, [port('count', 'number')]),
node('ls-add2', 'Add', 260, 640, { b: 1 }),
node('ls-write2', 'Variables', 560, 640, PER_SCENE, [written('count', 'number')]),
node('ls-play', 'PlaySound', 820, 0, { sound: soundId, volume: 1, loop: 'true' }),
node('ls-key', 'OnKeyDown', 0, 420, { key: 'g' }),
node('ls-load', 'LoadScene', 260, 420, { scene: sceneId }),
],
edges: [
edge('ls-e1', 'ls-start', 'exec', 'ls-write', 'exec'),
edge('ls-e2', 'ls-read', 'score', 'ls-add', 'a'),
edge('ls-e3', 'ls-add', 'result', 'ls-write', 'score'),
edge('ls-e4', 'ls-write', 'exec', 'ls-write2', 'exec'),
edge('ls-e6', 'ls-read2', 'count', 'ls-add2', 'a'),
edge('ls-e7', 'ls-add2', 'result', 'ls-write2', 'count'),
edge('ls-e8', 'ls-write2', 'exec', 'ls-play', 'exec'),
edge('ls-e5', 'ls-key', 'exec', 'ls-load', 'exec'),
],
});
export async function loadScene(t) {
const {
check,
sleep,
json,
evaluate,
mutate,
click,
doubleClick,
clickText,
clickToolbar,
press,
play,
stop,
shot,
has,
showTab,
} = t;
const playInfo = () => json('__gm.playInfo()');
const playFrom = () => json('__gm.playFrom()');
/**
* The start-scene switch sits in the Project settings dialog since the top bar became icons
* (#183): menu button → "Project settings…" → the switch → the mode → Apply.
*/
const setPlayFrom = async (mode) => {
await clickToolbar('menu');
await clickText('Project settings…');
const at = await json('__gm.projectSettingsPlayFromAt()');
await click(at.x, at.y);
await clickText(mode);
const chosen = await json('__gm.projectSettings()');
await clickText('Apply');
return chosen;
};
const stats = () => json('__gm.sound.stats()');
const waitFor = async (read, done, tries = 25) => {
let value = await read();
for (let i = 0; i < tries && !done(value); i++) {
await sleep(150);
value = await read();
}
return value;
};
await press('Escape');
await evaluate('__gm.state.select(null)');
await showTab('scene');
const firstId = await json('__gm.state.project.activeSceneId');
const firstName = await json('__gm.state.activeScene.name');
// A sound to have something playing across the swap; the seed put the files on the server.
const stored = await evaluate(`fetch('/game-maker/api/index.php?r=sounds').then((r) => r.json())`);
const file = stored[0]?.file ?? '';
// 35a. A second scene with a box of its own, a Variables asset, and the behavior that counts and
// loads. Everything lives in the new scene, so nothing later in the suite sees any of it.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
${MAKE_OBJECT}
const second = structuredClone(scene);
second.id = 'ls-scene';
second.name = 'Level 2';
second.objects = [
make('ls-box', 'crate', '', 0, 'Second box'),
make('ls-brain', 'ls-logic', 'ls-box', 0, 'Loader'),
];
const logic = structuredClone(p.assets.find((a) => a.id === 'mover'));
Object.assign(logic, {
id: 'ls-logic',
name: 'Loader',
props: { enabled: true, runInEditor: false },
variables: [],
graph: ${JSON.stringify(graphFor(firstId, 'ls-sound'))},
});
p.assets.push(logic, second, {
id: 'ls-vars',
type: 'variables',
name: 'Run',
props: { score: 0 },
variables: ${JSON.stringify([variable('score', 'number', 0)])},
}, {
id: 'ls-level',
type: 'variables',
name: 'Level',
scope: 'scene',
props: { count: 0 },
variables: ${JSON.stringify([variable('count', 'number', 0)])},
}, {
id: 'ls-sound',
type: 'sound',
name: 'Hum',
props: { volume: 1, loop: true },
file: ${JSON.stringify(file)},
});`);
// 35b. Without a start scene the switch says the active scene – the two questions have the same
// answer until someone answers them differently.
check(
'with no start scene named, Play starts from the active one',
(await json('__gm.state.project.startSceneId')) === '' &&
(await playFrom()).mode === 'start' &&
(await playFrom()).scene === firstName,
JSON.stringify(await playFrom()),
);
// 35c. Naming one: right-click the scene in the assets panel. By this point in the suite the
// project holds every kind of asset, so the new scene is the last row of a list far longer
// than the panel – selecting it brings it into view, which is what makes the click land.
await evaluate("__gm.state.select({ kind: 'asset', assetId: 'ls-scene' })");
check(
'selecting an asset scrolls its row into the panel',
await has('Level 2'),
JSON.stringify({ row: await json('__gm.assetRow("ls-scene")'), panel: await json('__gm.assetsRect()') }),
);
await clickText('Level 2', 'right');
await clickText('Set as start scene');
check(
'the scene’s context menu names it the start scene, and the switch follows',
(await json('__gm.state.project.startSceneId')) === 'ls-scene' && (await playFrom()).scene === 'Level 2',
JSON.stringify(await playFrom()),
);
check(
'the assets panel marks the start scene apart from the active one',
// Under the Scenes heading the row no longer repeats its type – the marks are all it says.
await has('▶'),
JSON.stringify(
await json('__gm.state.project.assets.filter((a) => a.type === "scene").map((a) => a.name)'),
),
);
await shot('35-start-scene');
// 35d. Play starts there rather than in the scene the editor is showing.
await play();
const started = await playInfo();
check(
'Play runs the start scene while the editor still shows the active one',
started.playing === true &&
started.sceneId === 'ls-scene' &&
(await json('__gm.state.project.activeSceneId')) === firstId,
JSON.stringify(started),
);
// 35d². Switching the scene the editor shows keeps working while the run is on. Since the top
// bar lost its scene selector (#183) the Assets panel is the one way there, and it was
// never blocked in play mode; the run itself is untouched by it.
const sceneRow = await json('__gm.assetRow("ls-scene")');
await doubleClick(sceneRow.x, sceneRow.y);
const playing = await playInfo();
check(
'a scene opened from the Assets panel moves the editor in play mode, and the run runs on',
(await json('__gm.state.project.activeSceneId')) === 'ls-scene' &&
playing.playing === true &&
playing.sceneId === 'ls-scene',
JSON.stringify({ sceneRow, playing }),
);
// 35e. The swap itself. The score was counted in the old scene; a fresh run would show 0.
const before = await waitFor(
() => json('__gm.world()'),
(w) => (w?.shared?.variables?.['ls-vars']?.score ?? 0) === 1,
);
const humming = await waitFor(stats, (s) => s.playing > 0);
await press('g');
const after = await waitFor(
() => json('__gm.playInfo()'),
(info) => info.sceneId === firstId,
);
const world = await json('__gm.world()');
check(
'Load scene swaps the running scene without ending the run',
after.playing === true && after.sceneId === firstId,
JSON.stringify({ before: before.shared?.variables, after }),
);
check(
'the objects of the old scene are gone and the new scene is built',
!world.entities.some((e) => e.objectId === 'ls-box') && world.entities.length > 0,
JSON.stringify(world.entities.map((e) => e.name)),
);
check(
'what belongs to the run carries over: the shared score survives the swap',
world.shared?.variables?.['ls-vars']?.score === 1,
JSON.stringify(world.shared?.variables),
);
// 35e². The other scope, counted by the same graph in the same frame (#164). The loader stayed
// behind with its scene, so nobody counts in the new one – and the value is the declared 0
// rather than the 1 the score right beside it still carries.
check(
'what belongs to the scene starts over: the per-scene count does not carry',
(before.shared?.variables?.['ls-level']?.count ?? 0) === 1 &&
world.shared?.variables?.['ls-level']?.count === 0 &&
world.shared?.variables?.['ls-vars']?.score === 1,
JSON.stringify({ before: before.shared?.variables, after: world.shared?.variables }),
);
check(
'the sounds of the old scene end with the behaviors that were playing them',
humming.playing >= 1 && (await stats()).playing === 0,
JSON.stringify({ humming, now: await stats() }),
);
await stop();
// 35f. The switch is the way to run what you are working on instead – and it is remembered
// between runs, because it says how you work rather than what the game does.
const chosen = await setPlayFrom('Active scene');
await play();
const fromActive = await playInfo();
check(
'switched to "active scene", Play runs the scene the editor shows',
fromActive.sceneId === firstId &&
(await playFrom()).mode === 'active' &&
// The dialog held the new mode before Apply, and Apply left the start scene alone.
chosen.playFrom === 'active' &&
(await json('__gm.state.project.startSceneId')) === 'ls-scene',
JSON.stringify({ fromActive, chosen, switch: await playFrom() }),
);
await stop();
await setPlayFrom('Start scene');
check(
'the switch goes back to the start scene',
(await playFrom()).mode === 'start' && (await playFrom()).scene === 'Level 2',
JSON.stringify(await playFrom()),
);
// 35g. Everything this step made goes again, the start scene included.
await mutate(`
const p = __gm.state.project;
p.startSceneId = '';
const gone = new Set(['ls-logic', 'ls-scene', 'ls-vars', 'ls-level', 'ls-sound']);
p.assets = p.assets.filter((a) => !gone.has(a.id));
__gm.state.select(null);`);
check(
'the step leaves nothing of its own behind',
(await json('__gm.state.project.assets.filter((a) => a.id.startsWith("ls-")).length')) === 0 &&
(await json('__gm.state.project.startSceneId')) === '' &&
(await stats()).playing === 0,
JSON.stringify(await json('__gm.state.project.assets.map((a) => a.id)')),
);
}