Files
feuerwerk/tests/core/keep-on-scene-load.test.ts
T
adminandClaude Opus 5.5 1aa824ecb4
game-maker / gate (push) Successful in 2m37s
game-maker / suite (push) Successful in 13m2s
Keep objects through a Load scene with a switch (#165)
A Load scene destroyed every object of the old scene. A player, a HUD
or a music object had to be built again in each scene, with its state
pushed through shared variables. A top-level object with the new switch
Keep on scene load now travels into the next scene as the same entity,
with everything below it.

- The switch is a common property right under Enabled, off by default,
  on the asset and on a placed object. The inspector shows the row on
  top-level objects of a scene only, as answered in the issue.
- runtime/keptObjects.ts holds the rules as pure functions.
  keptEntities picks what travels, objectsToBring copies the stored
  objects as the run parents them, and bringObjects puts them into the
  next scene.
- World.instantiate takes a handed entity as it is instead of making
  one. The next syncToModel then writes the run's values into the
  scene.
- BehaviorSystem.release takes the running instances out before the
  old world is destroyed, and the next system adopts them. They hear
  no On destroy and no second On start, and their sounds play on.
- PhysicsSystem.resume gives a dynamic body the velocity and spin it
  had.
- Duplicates: the object brought along wins. The next scene does not
  build its own object with the same id, which is the way back into
  the scene the object came from.
- Decided here: the next scene does not build a top-level object of
  the same asset that is kept itself either. The issue only names the
  id. With the id alone a level that places its own player would hold
  two after a swap.
- Decided here: kept objects land behind the scene's own, the switch
  is no animation row, and collisions are found anew.

A finding, fixed along with it: Load scene did not build a scene as it
is stored, but as the run had left it. A moved object stayed moved and
a destroyed one stayed gone. The way back into a scene needs a clean
build.

- GameRun copies a scene's objects and groups before it first builds
  it and puts them back before it builds it again.
- GameRun.end puts every such scene back. The player calls it on stop,
  so spawned objects no longer stay for "Click to play again".
- The consequence: an edit made in a scene during Play is gone the
  next time that scene is loaded.

Tests:
- Gate: 199 files, 2944 tests (2929 + 15), exit 0
- e2e, full run: 1625 checks passed (1619 + 6), exit 0
- Smokes: 24 / 19 / 21, exit 0
- 15 unit tests in tests/core/keep-on-scene-load.test.ts
- Six e2e checks in module 35: the switch is set with a real mouse,
  the child has no row, the object is in the new scene, its counter
  still reads 1, its sound plays on, and the stored scenes are
  unchanged after Stop
- Eleven tests with fixed row lists only count the new schema row
- 16 unit counter-probes all fail tests, run on stein2. One did not
  fail at first (same id not left out), it has its own test now.
- The browser counter-probe fails 4 of the 6 new checks
- Not looked at in the browser: the switch as a port of the Properties
  node, and a released game with a kept object

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 17:30:16 +02:00

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/**
* Objects that travel through a `Load scene` (#165). A top-level object with "Keep on scene load"
* moves into the next scene as it is – its children, its running behaviors, how its body moves –
* while the scene itself is built as it is stored, whatever an earlier visit left of it.
*/
import { beforeAll, describe, expect, it } from 'vitest';
import {
AddAnimationTrackCommand,
SetAnimationKeyCommand,
SetAnimationRootCommand,
} from '../../src/core/commands/animationCommands';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand, AddRigidbodyCommand } from '../../src/core/commands/colliderCommands';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { findScene } from '../../src/core/model/Project';
import type { PropertyValue } from '../../src/core/model/Properties';
import { KEEP_ON_SCENE_LOAD_KEY, schemaFor } from '../../src/core/properties/PropertySchema';
import { GameRun } from '../../src/runtime/GameRun';
import { keptEntities } from '../../src/runtime/keptObjects';
import { loadPhysics, readyPhysics } from '../../src/runtime/physics/engine';
import type { AudioSink } from '../../src/runtime/systems/Audio';
import { Input } from '../../src/runtime/systems/Input';
import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture } from '../helpers';
beforeAll(async () => {
await loadPhysics();
});
type Fixture = SceneFixture & { otherId: string };
/** The sprite scene plus a second, empty one. */
function twoScenes(): Fixture {
const f = makeSpriteScene('Box');
const second = new CreateAssetCommand('scene', 'Level 2');
f.stack.execute(second);
return { ...f, otherId: second.asset.id };
}
function placeIn(f: Fixture, sceneId: string, assetId: string, x: number, parentId = ''): string {
const command = new PlaceAssetCommand(sceneId, assetId, { x, y: 0 }, parentId);
f.stack.execute(command);
return command.objectId;
}
function set(f: Fixture, sceneId: string, objectId: string, key: string, value: PropertyValue): void {
f.stack.execute(new SetOverrideCommand(sceneId, objectId, key, value));
}
function keep(f: Fixture, sceneId: string, objectId: string): void {
set(f, sceneId, objectId, KEEP_ON_SCENE_LOAD_KEY, true);
}
function start(f: Fixture, audio?: AudioSink) {
const stoppedOwners: string[] = [];
const sink: AudioSink = audio ?? {
play: () => {},
stop: () => {},
stopOwner: (owner: string) => stoppedOwners.push(owner),
};
const run = GameRun.start(f.project, f.sceneId, new Input(), {
audio: sink,
physics: readyPhysics()!,
clock: { scale: 1 },
saves: { read: () => ({}), write: () => {} },
});
const frames = (count: number) => {
for (let i = 0; i < count; i++) run.tick(1 / 60, 1 / 60);
};
const names = () => run.world.entities.map((e) => e.name);
return { run, frames, names, stoppedOwners };
}
/** A behavior that says `start` and `destroy` in the log, placed below `ownerId`. */
function brainBelow(f: Fixture, ownerId: string): string {
const behavior = makeBehavior(f, 'Brain', ['count']);
const edit = graphEditor(f, behavior);
edit.connect(edit.addNode('OnStart'), 'exec', edit.addNode('Log', { message: 'start' }), 'exec');
edit.connect(edit.addNode('OnDestroy'), 'exec', edit.addNode('Log', { message: 'destroy' }), 'exec');
return place(f, behavior.id, { x: 0, y: 0 }, ownerId);
}
describe('Keep on scene load', () => {
it('is a switch every placeable object has, off unless set', () => {
for (const type of ['sprite', 'behavior', 'container', 'camera'] as const)
expect(schemaFor(type).find((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)?.default).toBe(false);
expect(schemaFor('scene').some((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)).toBe(false);
});
it('takes the object into the next scene as the same entity, where the run left it', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const hat = place(f, f.spriteId, { x: 1, y: 2 }, hero);
const other = place(f, f.spriteId, { x: 50, y: 0 });
keep(f, f.sceneId, hero);
const { run } = start(f);
const before = run.world.findByObjectId(hero)!;
const child = run.world.findByObjectId(hat)!;
before.x = 77;
before.props.rotation = 45;
run.loadScene(f.otherId);
expect(run.world.sceneId).toBe(f.otherId);
expect(run.world.findByObjectId(hero)).toBe(before);
expect(run.world.findByObjectId(hat)).toBe(child);
expect(child.parent).toBe(before);
expect(run.world.findByObjectId(other)).toBeUndefined();
expect([before.x, before.props.rotation]).toEqual([77, 45]);
// The new scene holds the objects now, and the next write-back says where the run has them –
// and that the scene is another one, which is what brings the panels up to date.
expect(run.world.syncToModel().structure).toBe(true);
const stored = findScene(f.project, f.otherId)!.objects;
expect(stored.map((o) => o.id)).toEqual([hero, hat]);
expect(stored[0]!.position.x).toBe(77);
expect(stored[0]!.overrides.rotation).toBe(45);
});
it('keeps only top-level objects: a switch further down keeps nothing', () => {
const f = twoScenes();
const parent = place(f, f.spriteId, { x: 0, y: 0 });
const child = place(f, f.spriteId, { x: 0, y: 0 }, parent);
set(f, f.sceneId, child, KEEP_ON_SCENE_LOAD_KEY, true);
const { run } = start(f);
expect(keptEntities(run.world.entities)).toEqual([]);
run.loadScene(f.otherId);
expect(run.world.entities).toEqual([]);
});
it('parents what it brings as the run has it, written back or not', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const arm = place(f, f.spriteId, { x: 5, y: 0 }, hero);
const hand = place(f, f.spriteId, { x: 5, y: 0 }, arm);
keep(f, f.sceneId, hero);
const { run } = start(f);
const top = run.world.findByObjectId(hero)!;
// A released game never writes the run back, so the scene still says the hand hangs on the arm.
run.world.removeKeepingChildren(run.world.findByObjectId(arm)!);
run.loadScene(f.otherId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([hero, hand]);
expect(run.world.findByObjectId(hand)!.parent).toBe(top);
});
it('carries a running behavior on: no second On start, no On destroy, its values and sounds stay', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const brain = brainBelow(f, hero);
const lost = brainBelow(f, place(f, f.spriteId, { x: 0, y: 0 }));
keep(f, f.sceneId, hero);
const { run, frames, stoppedOwners } = start(f);
frames(1);
const first = run.world;
const entity = first.findByObjectId(brain)!;
entity.props.count = 5;
expect(first.log).toEqual(['start', 'start']);
run.loadScene(f.otherId);
frames(2);
// The behavior left behind said goodbye in its own world, the kept one said nothing anywhere.
expect(first.log).toEqual(['start', 'start', 'destroy']);
expect(run.world.log).toEqual([]);
expect(run.behaviors.runningIds()).toEqual([brain]);
expect(run.world.findByObjectId(brain)!.props.count).toBe(5);
expect(stoppedOwners).toEqual([first.findByObjectId(lost)?.id ?? `e-${lost}`]);
});
it('times the trace of a carried behavior by the world it runs in now', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const behavior = makeBehavior(f, 'Ticker');
const edit = graphEditor(f, behavior);
const update = edit.addNode('OnUpdate');
edit.connect(update, 'exec', edit.addNode('Log', { message: 'tick' }), 'exec');
place(f, behavior.id, { x: 0, y: 0 }, hero);
keep(f, f.sceneId, hero);
const { run, frames } = start(f);
frames(30);
run.loadScene(f.otherId);
frames(1);
const seen = run.behaviors.traceFor(behavior.id).nodes.get(update.id)!;
expect(seen).toBeLessThanOrEqual(run.world.time);
expect(run.world.log).toEqual(['tick']);
});
it('lets a dynamic body move on as it moved', () => {
const f = twoScenes();
const ball = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new AddColliderCommand(f.sceneId, ball));
f.stack.execute(new AddRigidbodyCommand(f.sceneId, ball));
keep(f, f.sceneId, ball);
const { run, frames } = start(f);
const entity = run.world.findByObjectId(ball)!;
frames(30);
const y = entity.y;
frames(1);
const falling = entity.y - y;
expect(falling).toBeGreaterThan(1);
run.loadScene(f.otherId);
// The picture is drawn between the last two steps, so the first frame of a new engine stands still.
frames(1);
const arrived = entity.y;
frames(1);
// From rest it would fall a fraction of a unit by now, not as far as it did before the swap.
expect(entity.y - arrived).toBeGreaterThan(falling * 0.9);
});
it('lets an animation play on from where it is', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 0, y: 0 });
const walk = new CreateAssetCommand('animation', 'Walk', { fps: 10, playback: 'once' });
f.stack.execute(walk);
f.stack.execute(new SetAnimationRootCommand(walk.asset.id, f.spriteId));
const row = new AddAnimationTrackCommand(walk.asset.id, '', 'x');
f.stack.execute(row);
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 0, 0));
f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 10, 100));
const behavior = makeBehavior(f, 'Walker');
const edit = graphEditor(f, behavior);
const play = edit.addNode('PlayAnimation', { animation: walk.asset.id });
edit.wire([
[edit.addNode('OnStart'), 'exec', play, 'exec'],
[edit.addNode('Owner'), 'object', play, 'object'],
]);
place(f, behavior.id, { x: 0, y: 0 }, hero);
keep(f, f.sceneId, hero);
const { run, frames } = start(f);
const entity = run.world.findByObjectId(hero)!;
frames(19);
const half = entity.x;
expect(half).toBeGreaterThan(20);
expect(half).toBeLessThan(40);
run.loadScene(f.otherId);
frames(18);
// 0.3 s more of the same second: it went on from where it was instead of starting over or stopping.
expect(entity.x).toBeCloseTo(half + 30, 5);
expect(entity.animations).toHaveLength(1);
});
it('finds collisions anew: two kept objects that were touching get their Enter again', () => {
const f = twoScenes();
const ids = [0, 1].map(() => {
const id = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new AddColliderCommand(f.sceneId, id));
keep(f, f.sceneId, id);
return id;
});
const behavior = makeBehavior(f, 'Feeler');
const edit = graphEditor(f, behavior);
edit.connect(edit.addNode('OnCollisionEnter'), 'exec', edit.addNode('Log', { message: 'enter' }), 'exec');
place(f, behavior.id, { x: 0, y: 0 }, ids[0]);
const { run, frames } = start(f);
frames(3);
expect(run.world.log).toEqual(['enter']);
run.loadScene(f.otherId);
frames(3);
expect(run.world.log).toEqual(['enter']);
});
it('wins over what the next scene holds of the same thing, and answers for it', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
keep(f, f.sceneId, hero);
const twin = placeIn(f, f.otherId, f.spriteId, 500);
const twinHat = placeIn(f, f.otherId, f.spriteId, 0, twin);
keep(f, f.otherId, twin);
const plain = placeIn(f, f.otherId, f.spriteId, 900);
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
run.loadScene(f.otherId);
// The scene's own kept object of that asset is not built, one that is not kept is.
expect(run.world.entities.map((e) => e.objectId)).toEqual([plain, hero]);
expect(entity.x).toBe(10);
// Whatever in the scene named its own one finds the one that came instead.
expect(run.world.findByObjectId(twin)).toBe(entity);
expect(run.world.findByObjectId(twinHat)).toBeUndefined();
run.world.remove(entity);
expect(run.world.findByObjectId(twin)).toBeUndefined();
});
it('comes back to the scene it left as the one object, not as two', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const other = place(f, f.spriteId, { x: 50, y: 0 });
keep(f, f.sceneId, hero);
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
entity.x = 77;
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
expect(run.world.findByObjectId(hero)).toBe(entity);
expect(entity.x).toBe(77);
// The scene holds it once as well: its own object of that id made way for the one coming back.
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([other, hero]);
// Loading the scene it is in keeps it just the same.
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
expect(run.world.findByObjectId(hero)).toBe(entity);
});
it('keeps an object the run itself switched to kept, and it too comes back as the one object', () => {
const f = twoScenes();
const hero = place(f, f.spriteId, { x: 10, y: 0 });
const { run } = start(f);
const entity = run.world.findByObjectId(hero)!;
// What a `Properties` node set to "Set" does; the scene's own object never hears of it.
entity.props[KEEP_ON_SCENE_LOAD_KEY] = true;
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.entities).toEqual([entity]);
expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([hero]);
});
it('takes a placed container along with its content', () => {
const f = twoScenes();
const a = place(f, f.spriteId, { x: 0, y: 0 });
const b = place(f, f.spriteId, { x: 20, y: 0 });
const create = new CreateContainerCommand(f.sceneId, [a, b]);
f.stack.execute(create);
const placed = findScene(f.project, f.sceneId)!.objects[0]!;
keep(f, f.sceneId, placed.id);
const { run } = start(f);
const before = [...run.world.entities];
expect(before).toHaveLength(3);
run.loadScene(f.otherId);
expect(run.world.entities).toEqual(before);
expect(run.world.entities.slice(1).every((e) => e.parent === before[0])).toBe(true);
});
});
describe('Load scene builds the scene as it is stored', () => {
it('whatever the run did in it on an earlier visit', () => {
const f = twoScenes();
const moved = place(f, f.spriteId, { x: 10, y: 0 });
const destroyed = place(f, f.spriteId, { x: 20, y: 0 });
const { run } = start(f);
run.world.findByObjectId(moved)!.x = 99;
run.world.remove(run.world.findByObjectId(destroyed)!);
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
run.world.syncToModel();
expect(findScene(f.project, f.sceneId)!.objects).toHaveLength(2);
run.loadScene(f.sceneId);
expect(run.world.entities.map((e) => [e.objectId, e.x])).toEqual([
[moved, 10],
[destroyed, 20],
]);
run.world.findByObjectId(moved)!.x = 55;
run.world.syncToModel();
run.loadScene(f.otherId);
run.loadScene(f.sceneId);
expect(run.world.findByObjectId(moved)!.x).toBe(10);
});
it('and the end of a run gives every scene back what it held before', () => {
const f = twoScenes();
const a = place(f, f.spriteId, { x: 0, y: 0 });
const hero = place(f, f.spriteId, { x: 20, y: 0 });
f.stack.execute(new CreateContainerCommand(f.sceneId, [a]));
keep(f, f.sceneId, hero);
placeIn(f, f.otherId, f.spriteId, 5);
const before = structuredClone([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects));
const { run } = start(f);
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
run.loadScene(f.otherId);
run.world.syncToModel();
expect(findScene(f.project, f.otherId)!.objects).toHaveLength(2);
run.end();
expect([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects)).toEqual(before);
expect(findScene(f.project, f.sceneId)!.groups).toBeUndefined();
});
});