Files
feuerwerk/tools
adminandClaude Opus 5.5 70402aa19a
feuerwerk / gate (push) Successful in 5m31s
feuerwerk / suite (push) Successful in 19m9s
Let the agent hold the game at a given game time (#435)
The agent could not look at a short moment of a running game. Its
calls took longer than the moment lasted, so an intro window from
0.5 to 2 s slipped past twice in the 5d test. Now the editor itself
stops the clock at the time the agent names.

- play takes until: play, resume or pause let the game run on to
  that game time and hold it there. The call answers once the game
  is paused, so get_runtime and screenshot show that moment.
- The frame that would step past the time is cut short
  (frameWithin in src/core/time.ts, used in PlaySession). The game
  stands at 0.5 s, not one frame later.
- play_input takes a last step {"pause": true}. After a wait it
  holds the game at the time of the wait, after a key or click at
  once. Its answer names the game time and whether it is paused.
- A pause that comes first (toolbar or a Break node), a Load scene
  or a Restart game call the until off, and the answer says so.
- When the clock stands still, the call gives up after 25 s with
  the time it is at. A tab in the background is refused at once.
- A recording that does not run in real time is not cut. There the
  game stops in the first frame that reaches the time.
- get_runtime and play_input give times to the millisecond, not to
  the hundredth, so 0.505 no longer reads as 0.51.
- The relay's instructions name both ways.

Tests:
- Unit agent-play (6 new) and time (2 new): 19/19, related editor
  and relay tests 1158/1158.
- 6 counter-checks, all compile, all red. One stayed green at
  first: 0.3 s is exactly 18 frames. The test now takes 0.31 s.
- e2e 71 (atx): ALL PASSED, 27 checks. New 71h3 holds at 0.505 s
  and 0.8 s and after a wait of 0.31 s. Without the cut in
  PlaySession it went red at 0.5166 s.
- Gate (atx): CHECK EXIT 0, 327 files, 5033 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 21:26:53 +02:00
..
Plugins belong to the project, and they load before it: the project file gained the field plugins: ["demo-plugin.js"] (default empty, no formatVersion bump), the Plugins tab's switch writes into it as an ordinary undo step (SetPluginActiveCommand) instead of into a server-wide plugins.json, and the start order is turned around - startPlugins only fetches the list of files, then editor.boot() runs and ProjectStore.load(id, prepare) hands the raw JSON through before it is deserialized, where pluginsOf(raw) reads the list and PluginManager.syncTo() activates exactly those; that is the point of the issue, because what a plugin registers has to stand there before normalizeGraph would throw it away as unknown (#126, #127), a project switch first stops what the new project does not name and then starts what it does, a file the server does not have is passed over silently, and after signing out the manager is dead so a late event cannot start anything in a torn-down session; on the server plugins.json, PluginStore::setActive, isActive, the route PUT ?r=plugins/{file} and the 403 for inactive modules are gone and GET ?r=plugins only answers {file,bytes,updatedAt}, which makes every plugin file fetchable - the consequence accepted in #117, written down in the wiki for #115 and #116; publishPlugins(root) only copies files now, the seeder switches the demo plugin on in the fixture project, and the Plugins tab carries a puzzle piece as its icon while only a plugin's own tab still goes without one (the knob and the socket are cubic curves, not arcs, which Pixi's parser draws as a spike after an L); 3 new e2e checks in module 38 and 5 new unit tests cover the project as the owner of the switch, its undo, the order, pluginsOf against crude input and an unknown file name (#119)
2026-09-20 14:24:27 +02:00