game-maker / suite (push) Successful in 6m48s
The suite spent 88% of its step time asleep: 564 s of steps, 496 s of
them in sleep(n) - fixed spans estimated by hand and then copied from
step to step. That is why it was slow, and why it flickered.
The signal is afterFrames(count, timeout) in ui/render.ts, exposed as
__gm.afterFrames(). It wakes the loop itself, because an editor that
draws nothing would never redeem a promise of a frame, and it gives up
after a timeout instead of hanging the run. settle() in the harness
waits two drawn frames (~32 ms) instead of 150-300 ms and falls back to
sleep(150) when the hook is missing (an old build): silently not
waiting would make every later check a coin toss.
Every action goes through it now - click, doubleClick, wheel, drag,
dragAsset, press, typeText, select, mutate, undo, redo - and with that
about 550 sleep() calls behind those actions became redundant, helpers
that are nothing but a mutate in a coat included. What a frame cannot
answer got its own condition instead: waitUntil(expr), play()/stop()
waiting on __gm.state.mode rather than on 300 ms, saved() for the
autosave (the two hand-written polling loops sampled at 300 ms for
something that arrives after a second), and showTab() as a real tool -
47 places called evaluate("__gm.showTab(...)") raw, and 24 of them
waited for nothing at all and read the old panel.
564 s -> 243 s of step time, the waiting share 88% -> 76%. Three kinds
of wait were kept, and each one bit when it was taken away: loading
bytes (textures, fonts), game time that a repaint cannot stand in for
(time scale, shader and particle clocks, the live values a running
graph carries), and the inertia the scroll step measures on purpose.
Two things the new speed uncovered, both real: 25-animation read the
frame menu unfiltered and had frozen an incomplete list (the CI failure
on c990dbc), and 33-render-on-change measured idleness while the
autosave of the step before was still painting - it waits for
saveStatus to leave dirty/saving now, so it measures that nothing
happens any more instead of that it waited long enough.
298 lines
11 KiB
JavaScript
298 lines
11 KiB
JavaScript
const FIXTURE_IDS = ['o1', 'o2', 'o3', 'o4', 'o5', 'oc1', 'oc2'];
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/**
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* Play mode: the camera frame is rendered, the Mover behavior moves its owner on the arrow
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* keys, Esc stops without touching the model. Then editing while playing (moves, delete, undo
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* and Spawn reach the world at once; Stop discards all of it), culling, and a scene without a
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* camera.
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*/
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export async function play(t) {
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const {
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check,
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evaluate,
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json,
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shot,
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click,
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clickText,
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dragAsset,
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press,
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holdKey,
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undo,
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state,
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object,
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objects,
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world,
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entity,
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select,
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mutate,
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stop,
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showTab,
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} = t;
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const gameInfo = () => json('__gm.gameInfo()');
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const play = t.play;
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// 3a. Play: both crates lie inside the 640×360 frame at the origin; the behavior symbol is
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// editor-only. The "Mover" behavior owns the red crate: holding ArrowRight moves it in the
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// world (Axis input × speed × dt), Esc stops without touching the model.
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await clickText('Renamed crate');
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const xBeforePlay = (await object('o2')).position.x;
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await play();
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let s = await state();
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check('play mode entered', s.mode === 'play', JSON.stringify(s));
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let info = await gameInfo();
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check(
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'play renders the camera frame with both crates',
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info.rendering && info.visibleItems === 2,
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JSON.stringify(info),
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);
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await shot('08-playing');
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await holdKey('ArrowRight', 400);
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const movedCrate = await entity('o1');
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check(
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'behavior graph moved its owner while ArrowRight was held',
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movedCrate.x > -150 + 30,
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`world x=${movedCrate.x}`,
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);
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await holdKey('ArrowLeft', 250);
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const afterLeft = await entity('o1');
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check(
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'ArrowLeft (axis x = −1) moved the owner back left',
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afterLeft.x < movedCrate.x,
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`world x=${afterLeft.x}`,
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);
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await stop();
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s = await state();
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check('escape stopped play', s.mode === 'edit', JSON.stringify(s));
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await shot('09-stopped');
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const o2AfterPlay = (await object('o2')).position.x;
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const o1AfterPlay = (await object('o1')).position.x;
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check(
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'play did not write back to the model',
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o2AfterPlay === xBeforePlay && o1AfterPlay === -150,
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`${o2AfterPlay} vs ${xBeforePlay}, o1=${o1AfterPlay}`,
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);
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// 3b. Editing while playing: Play opens the Game tab, the panels stay open and edit a runtime
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// copy. Moving the blue crate (model hook + preview, as a scrub does) and deleting it with
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// the Delete key change the world at once, undo brings it back, Esc restores the saved model.
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await play();
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check('play opens the Game tab', (await evaluate('__gm.tab()')) === 'game');
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check(
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'panels stay visible while playing',
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Boolean(await evaluate(`__gm.locate('INSPECTOR')`)) &&
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(await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 7,
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);
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o2' });
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 400`);
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let liveO2 = await entity('o2');
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check(
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'an edit while playing moves the entity in the world',
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liveO2 && liveO2.x === 400,
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JSON.stringify(liveO2),
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);
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await shot('08b-editing-while-playing');
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await press('Delete');
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const liveIds = (await world()).entities.map((e) => e.objectId);
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check(
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'Delete while playing removes the entity and its collider child from the world',
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!liveIds.includes('o2') && !liveIds.includes('oc2') && liveIds.length === 5,
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JSON.stringify(liveIds),
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);
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await undo();
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liveO2 = await entity('o2');
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check(
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'undo while playing brings the entity back into the world',
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liveO2 && liveO2.x === 400,
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JSON.stringify(liveO2),
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);
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// 7a-ii. Spawning: the "Spawner" behavior places a Crate at (0, 150) on Space. The new object
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// shows up in the runtime scene (hierarchy), in the world and in the Game view at once;
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// Stop discards it with the rest of the runtime copy.
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const visibleBeforeSpawn = (await gameInfo()).visibleItems;
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await press('Space');
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const spawnedObjects = await objects();
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const spawned = spawnedObjects.find((o) => !FIXTURE_IDS.includes(o.id));
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check(
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'Spawn node adds a crate object to the runtime scene at (0, 150)',
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spawned &&
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spawned.assetId === 'crate' &&
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spawned.parentId === '' &&
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spawned.position.x === 0 &&
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spawned.position.y === 150 &&
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spawnedObjects.length === 8,
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JSON.stringify(spawned),
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);
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const spawnWorld = await world();
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check(
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'the spawned entity lives in the world and its name reached the Log node',
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spawnWorld.entities.length === 8 && spawnWorld.log.includes('Crate'),
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JSON.stringify({ n: spawnWorld.entities.length, log: spawnWorld.log }),
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);
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check(
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'hierarchy lists the spawned object',
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(await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 8,
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);
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info = await gameInfo();
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check(
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'the Game view renders the spawned crate',
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info.visibleItems === visibleBeforeSpawn + 1,
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`${JSON.stringify(info)} before=${visibleBeforeSpawn}`,
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);
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await shot('08c-spawned');
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await stop();
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const o2AfterEdit = (await object('o2')).position.x;
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check(
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'stop restores the saved model untouched by play-mode edits (spawned object gone)',
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o2AfterEdit === xBeforePlay && (await objects()).length === 7,
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`x=${o2AfterEdit}`,
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);
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check('stop returns to the Scene tab', (await evaluate('__gm.tab()')) === 'scene');
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// 3c. Culling: move the blue crate far outside the camera frame → only one item visible.
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 5000`);
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await play();
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info = await gameInfo();
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check('objects outside the camera frame are culled', info.visibleItems === 1, JSON.stringify(info));
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await stop();
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await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = ${xBeforePlay}`);
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// 3d. Without a camera nothing is rendered: delete the camera object, play, then undo.
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' });
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await press('Delete');
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check('camera object deleted', (await objects()).length === 6);
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await play();
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info = await gameInfo();
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s = await state();
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check(
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'play without camera renders nothing',
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s.mode === 'play' && !info.rendering && info.visibleItems === 0,
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JSON.stringify(info),
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);
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check('play without camera shows a notice', s.notice.includes('No camera is switched on'), s.notice);
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await shot('10-play-no-camera');
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await stop();
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await undo();
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check('undo restored the camera object', (await objects()).length === 7);
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// 3e. Which camera renders: a camera that is switched off is skipped like any other object, and
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// of those left the first in hierarchy order takes the view. The second camera is parked far
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// from the origin, so "seen through it" is provable – both crates fall outside its frame.
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' });
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// Found through its row, not an offset from the label: the label column's width is layout.
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const enabledRow = await json("__gm.inspectorField('Enabled')");
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await click(enabledRow.x, enabledRow.y);
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check(
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'the camera has the enabled switch like any other object',
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(await object('o3')).overrides.enabled === false,
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JSON.stringify((await object('o3')).overrides),
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);
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await play();
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info = await gameInfo();
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s = await state();
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check(
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'a switched-off camera renders nothing although it is still in the scene',
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!info.rendering && info.camera === '' && info.visibleItems === 0,
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JSON.stringify(info),
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);
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check('and the notice names the switch, not a missing camera', s.notice.includes('switched on'), s.notice);
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await stop();
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const centre = await json('__gm.viewportCenter()');
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await dragAsset('cam', centre.x + 250, centre.y + 150);
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const second = (await objects()).find((o) => !FIXTURE_IDS.includes(o.id));
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check('a second camera is placed in the scene', Boolean(second), JSON.stringify(second));
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await mutate(
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`__gm.state.activeScene.objects.find(o => o.id === ${JSON.stringify(second.id)}).position.x = 5000`,
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);
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await play();
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info = await gameInfo();
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check(
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'the switched-on camera takes over, and the game is seen through it: the crates at the origin are outside its frame',
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info.camera === second.id && info.rendering && info.visibleItems === 0,
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JSON.stringify(info),
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);
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await shot('10b-second-camera');
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await stop();
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' });
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const switchBackOn = await json("__gm.inspectorField('Enabled')");
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await click(switchBackOn.x, switchBackOn.y);
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await play();
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info = await gameInfo();
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check(
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'with both switched on the first camera in hierarchy order is the active one again',
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info.camera === 'o3' && info.visibleItems === 2,
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JSON.stringify(info),
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);
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await stop();
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// Back to the fixture: the switch-on, the placement and the switch-off, newest first.
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await undo();
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await undo();
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await undo();
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check(
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'undo leaves the fixture as it was, camera on and without an override',
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(await objects()).length === 7 && Object.keys((await object('o3')).overrides).length === 0,
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JSON.stringify((await object('o3')).overrides),
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);
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// 3f. Not playing, the Game tab previews the scene through the same camera instead of waiting
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// for Play. Proven by comparing it with what Play then draws – identical readout and an
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// identical pixel on the red crate – so "it renders something" cannot pass for a preview.
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const crateSpot = async () => {
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const p = await json(`__gm.gameScreen('o1')`);
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return json(`__gm.pixelAt(${Math.round(p.x)}, ${Math.round(p.y)})`);
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};
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await showTab('game');
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const preview = await gameInfo();
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const previewPixel = await crateSpot();
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check(
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'the game tab previews the scene through the active camera, without playing',
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preview.rendering && preview.camera === 'o3' && preview.visibleItems === 2,
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JSON.stringify(preview),
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);
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check(
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'and the crate is really drawn there, not left as letterbox',
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previewPixel !== '#000000',
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previewPixel,
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);
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await shot('10c-game-preview');
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await play();
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info = await gameInfo();
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const playingPixel = await crateSpot();
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check(
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'and it is the picture Play produces: same camera, same items, same pixel on the crate',
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JSON.stringify(info) === JSON.stringify(preview) && playingPixel === previewPixel,
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`${JSON.stringify(preview)} vs ${JSON.stringify(info)}, ${previewPixel} vs ${playingPixel}`,
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);
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await stop();
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// Switching the only camera off leaves nothing to preview – and says so, live on the tab.
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await showTab('game');
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await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' });
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const previewSwitch = await json("__gm.inspectorField('Enabled')");
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await click(previewSwitch.x, previewSwitch.y);
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info = await gameInfo();
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check(
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'switching the camera off empties the preview and names the reason',
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!info.rendering && info.camera === '' && Boolean(await json(`__gm.locate('No active camera')`)),
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JSON.stringify(info),
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);
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await shot('10d-no-active-camera');
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await undo();
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info = await gameInfo();
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check(
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'and undo brings the preview back without a reload',
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info.rendering && info.camera === 'o3' && (await json(`__gm.locate('No active camera')`)) === null,
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JSON.stringify(info),
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);
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await showTab('scene');
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check(
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'the fixture is left as it was found',
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(await objects()).length === 7 && Object.keys((await object('o3')).overrides).length === 0,
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JSON.stringify((await object('o3')).overrides),
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);
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}
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