@moku-labs/game 0.15.31 → 0.15.32

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/app/page.mjs CHANGED
@@ -1,6 +1,7 @@
1
1
  import { r as systemSource, t as memory } from "../memory-CWlqhS7l.mjs";
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  import { t as applyTo } from "../drafts-BawpSaVp.mjs";
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  import { i as isControl } from "../dev-BNndV-hU.mjs";
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+ import { n as fakeClock, t as VISUAL_CLOCK } from "../fake-hnJcJeYf.mjs";
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  import { n as read, r as watch, t as sources } from "../sources-DM5Zcl4o.mjs";
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  import { t as resolveConfig } from "../config-B87aFTW-.mjs";
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  //#region src/app/save.ts
@@ -211,6 +212,20 @@ function toError(thrown) {
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  return thrown instanceof Error ? thrown : new Error(String(thrown));
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  }
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  /**
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+ * The clock of the page: the device clock; on a dev page a visual test's pixel leg opened, the fake
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+ * clock its headless leg runs on, standing at the same moment (F86). The leg puts the moment on the
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+ * page before it loads, so the app never sees the device time.
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+ *
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+ * @returns The clock source of the page.
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+ */
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+ function pageClock() {
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+ if (typeof __MOKU_GAME_DEV__ !== "undefined" && __MOKU_GAME_DEV__) {
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+ const moment = Reflect.get(globalThis, VISUAL_CLOCK);
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+ if (typeof moment === "number") return fakeClock(moment);
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+ }
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+ return systemSource();
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+ }
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+ /**
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  * Picks the start of the page from `?player=`: the named scenario's player and session, at the
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  * device time. An unknown name is reported, and the page starts from the starting player.
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  *
@@ -382,7 +397,7 @@ async function startPage(game, config, options = {}) {
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  const settings = resolveConfig(config);
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  const query = new URLSearchParams(location.search);
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  const { report, attach } = lateReporter();
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- const clock = systemSource();
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+ const clock = pageClock();
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  const start = scenarioStart(query.get("player"), options.scenarios ?? {}, clock.now(), report);
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  const shell = options.system === void 0 ? void 0 : await options.system(settings, report);
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  const namespace = settings.native?.identifier ?? "moku-game";
package/dist/app.mjs CHANGED
@@ -1,6 +1,6 @@
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  import { Ft as audioPlugin, H as platformPlugin, i as screen, m as flattenFeatures, t as createApp, wt as effectsPlugin } from "./src-5qdNjLKN.mjs";
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  import { t as memory } from "./memory-CWlqhS7l.mjs";
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- import { n as isFakeClock, t as fakeClock } from "./fake-6mazmHK3.mjs";
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+ import { n as fakeClock, r as isFakeClock } from "./fake-hnJcJeYf.mjs";
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  //#region src/app/define.ts
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  /**
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  * The moment the default fake clock starts at, in epoch milliseconds. A test stamps times from it.
@@ -101,5 +101,11 @@ function fakeClock(start = 0) {
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  function isFakeClock(source) {
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  return fakeClocks.has(source);
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  }
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+ /**
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+ * The global a visual test's pixel leg sets on the dev page before it loads (F86): the moment of
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+ * the fake clock its headless leg runs on. The page of a dev build then runs on `fakeClock` at
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+ * that moment, so both legs see the same `clock.now()`. Not in the root.
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+ */
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+ const VISUAL_CLOCK = "__mokuVisualClock";
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  //#endregion
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- export { isFakeClock as n, fakeClock as t };
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+ export { fakeClock as n, isFakeClock as r, VISUAL_CLOCK as t };
package/dist/testing.mjs CHANGED
@@ -1,6 +1,6 @@
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  import { en as refuseStart, in as type, m as flattenFeatures, t as createApp, tn as exit } from "./src-5qdNjLKN.mjs";
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  import { n as saveOf, t as memory } from "./memory-CWlqhS7l.mjs";
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- import { t as fakeClock } from "./fake-6mazmHK3.mjs";
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+ import { n as fakeClock } from "./fake-hnJcJeYf.mjs";
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  import { i as stepFrames, r as runRepro, t as createHeadless } from "./headless-Bxxl_mQX.mjs";
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  //#region src/testing/fake-fx.ts
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  /** The node path a refused `fx.start` names when the test gives none. */
@@ -1,4 +1,4 @@
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- import { Vr as Api$3, Y as Api, nn as Api$1, wr as Api$2 } from "./types-D27I4Q7b.mjs";
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+ import { Vr as Api$3, Y as Api, nn as Api$1, vr as Api$4, wr as Api$2 } from "./types-D27I4Q7b.mjs";
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  import { P as AnimApi, r as UiApi } from "./types-DHamyZq1.mjs";
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  import { N as InputApi } from "./types-BAp9HdR4.mjs";
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  import { r as Repro } from "./headless-f31cEZ7f.mjs";
@@ -32,7 +32,9 @@ type StepCommand = Exclude<keyof Catalogue, "bookmark" | "capture" | "debug">;
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  type VisualStart = Omit<Repro, "route">;
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  /**
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  * One step of a visual test: a `/control` command by its short name with that command's input,
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- * typed from the catalogue, or a checkpoint by its name.
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+ * typed from the catalogue, or a checkpoint by its name. A checkpoint lands every motion
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+ * (`anim.finishAll()`) before its snapshot; with `finish: false` it does not, and the snapshot
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+ * shows the motions where they stand after the same frames in both legs (F87).
36
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  *
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  * @example
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  * ```ts
@@ -40,12 +42,15 @@ type VisualStart = Omit<Repro, "route">;
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  * const steps: VisualStep[] = [
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  * { tap: { key: "play" } },
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  * { answer: { intent: "deliver", payload: { orderId: "o1" } } },
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- * { checkpoint: "open" }
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+ * { checkpoint: "open" },
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+ * // The hint that fades out at the end of its animation, caught while it still shows.
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+ * { checkpoint: "hint", finish: false }
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  * ];
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  * ```
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  */
47
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  type VisualStep = {
48
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  checkpoint: string;
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+ finish?: boolean;
49
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  } | { [K in StepCommand]: { [P in K]: InputOf<Catalogue[K]["input"]> } }[StepCommand];
50
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  /**
51
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  * A visual test as `defineVisualTest` answers it: its name, where it starts, its steps, and
@@ -84,7 +89,8 @@ type VisualApp = ControlApp & {
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  readonly world: Api$1;
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  readonly model: Api$2;
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  readonly input: InputApi;
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- readonly lifecycle: Api$3;
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+ readonly lifecycle: Api$3; /** The clock: the pixel leg puts its moment on the page, so both legs see one `clock.now()`. */
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+ readonly clock: Api$4;
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  };
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  /**
90
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  * The dev page the browser leg opens: its URL, the viewport width in CSS px (390 by default), the
@@ -254,7 +260,8 @@ type VisualFlags = {
254
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  /**
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  * Defines a visual test: where it starts, what `game.restore` loads, and its steps. A step is a
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  * `/control` command by its short name with that command's input, or `{ checkpoint: name }`,
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- * where the runner saves `state.json` and `describe.json` next to the test. `walk` runs fast: a
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+ * where the runner lands every motion and saves `state.json` and `describe.json` next to the test;
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+ * `{ checkpoint: name, finish: false }` keeps the motions running for the snapshot. `walk` runs fast: a
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  * popup its last node opens never mounts, so the step before a checkpoint that shows a node's
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  * result is `answer` or `tap`. With `webgl: true` the test also runs in the WebGL leg
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  * (`--webgl`), whose pictures go to `screen.webgl.webp`: set it on a screen with a custom filter.
package/dist/visual.d.mts CHANGED
@@ -1,2 +1,2 @@
1
- import { a as VisualApp, c as VisualRenderer, d as VisualStart, f as VisualStep, h as VisualTolerance, i as CheckpointResult, l as VisualReport, m as VisualTestResult, n as runVisualTests, o as VisualOptions, p as VisualTest, r as defineVisualTest, s as VisualPage, t as parseVisualArgv, u as VisualSetup } from "./visual-HGn_TF2x.mjs";
1
+ import { a as VisualApp, c as VisualRenderer, d as VisualStart, f as VisualStep, h as VisualTolerance, i as CheckpointResult, l as VisualReport, m as VisualTestResult, n as runVisualTests, o as VisualOptions, p as VisualTest, r as defineVisualTest, s as VisualPage, t as parseVisualArgv, u as VisualSetup } from "./visual-DEo5Hndx.mjs";
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  export { type CheckpointResult, type VisualApp, type VisualOptions, type VisualPage, type VisualRenderer, type VisualReport, type VisualSetup, type VisualStart, type VisualStep, type VisualTest, type VisualTestResult, type VisualTolerance, defineVisualTest, parseVisualArgv, runVisualTests };
package/dist/visual.mjs CHANGED
@@ -1,3 +1,4 @@
1
+ import { t as VISUAL_CLOCK } from "./fake-hnJcJeYf.mjs";
1
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  import { n as read, t as sources } from "./sources-DM5Zcl4o.mjs";
2
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  import { n as commands, t as run } from "./run-BnriyKUu.mjs";
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  import path from "node:path";
@@ -62,15 +63,41 @@ function stepNames() {
62
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  return Object.keys(commands).filter((name) => isStepCommand(name)).join(", ");
63
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  }
64
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  /**
65
- * Takes one step apart and checks its shape: exactly one key, either `checkpoint` or a step
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- * command with an input object. The checkpoint name is checked by the caller.
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+ * Takes a checkpoint step apart: its name, a string, and `finish`, a boolean when it is there; no
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+ * other key.
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+ *
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+ * @param at - The test and the step, for the message.
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+ * @param fields - The step.
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+ * @returns The checkpoint.
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+ * @throws {Error} When the name is not a string, `finish` not a boolean, or another key is there.
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+ * @example
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+ * ```ts
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+ * checkpointEntry('[game] Visual test "fade", step 2', { checkpoint: "glow", finish: false }); // { kind: "checkpoint", name: "glow", finish: false }
76
+ * ```
77
+ */
78
+ function checkpointEntry(at, fields) {
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+ const { checkpoint: name, finish = true, ...others } = fields;
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+ if (Object.keys(others).length > 0) throw new Error(`${at} is not one command.\n A checkpoint takes its name and finish, like { checkpoint: "name", finish: false }.`);
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+ if (typeof name !== "string") throw new TypeError(`${at}: the checkpoint name is not a string.\n Write the checkpoint as { checkpoint: "name" }.`);
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+ if (typeof finish !== "boolean") throw new TypeError(`${at}: finish of the checkpoint "${name}" is not a boolean.\n Write finish: false to keep the motions running, or leave it out.`);
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+ return {
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+ kind: "checkpoint",
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+ name,
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+ finish
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+ };
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+ }
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+ /**
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+ * Takes one step apart and checks its shape: a checkpoint (its name, and `finish` when it is
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+ * there), or exactly one step command with an input object. The checkpoint name is checked by the
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+ * caller.
67
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  *
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  * @param test - The test name, for the message.
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  * @param step - The step.
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  * @param index - Its index in the steps, from 0.
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  * @returns The checkpoint or the command with its input.
72
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  * @throws {Error} When the step holds no key or more than one, names something that is not a
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- * step, gives a command no input object, or a checkpoint no string.
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+ * step, gives a command no input object, or a checkpoint no string name or a `finish` that is
100
+ * not a boolean.
74
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  * @example
75
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  * ```ts
76
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  * stepEntry("reward-popup", { tap: { key: "play" } }, 0); // { kind: "command", name: "tap", input: { key: "play" } }
@@ -80,15 +107,9 @@ function stepEntry(test, step, index) {
80
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  const fields = step;
81
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  const [name, ...others] = Object.keys(fields);
82
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  const at = `[game] Visual test "${test}", step ${index + 1}`;
110
+ if (Object.hasOwn(fields, "checkpoint")) return checkpointEntry(at, fields);
83
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  if (name === void 0 || others.length > 0) throw new Error(`${at} is not one command.\n Write one command by its short name, or { checkpoint: "name" }.`);
84
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  const value = fields[name];
85
- if (name === "checkpoint") {
86
- if (typeof value === "string") return {
87
- kind: "checkpoint",
88
- name: value
89
- };
90
- throw new Error(`${at}: the checkpoint name is not a string.\n Write the checkpoint as { checkpoint: "name" }.`);
91
- }
92
113
  if (!isStepCommand(name)) throw new Error(`${at} names "${name}", which is not a step.\n Use a checkpoint or one of: ${stepNames()}.`);
93
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  if (!isInputObject(value)) throw new Error(`${at} (${name}) has no input object.\n Pass the input of the command, like { tap: { key: "play" } }.`);
94
115
  return {
@@ -173,7 +194,8 @@ function checkVisualTest(name, steps) {
173
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  /**
174
195
  * Defines a visual test: where it starts, what `game.restore` loads, and its steps. A step is a
175
196
  * `/control` command by its short name with that command's input, or `{ checkpoint: name }`,
176
- * where the runner saves `state.json` and `describe.json` next to the test. `walk` runs fast: a
197
+ * where the runner lands every motion and saves `state.json` and `describe.json` next to the test;
198
+ * `{ checkpoint: name, finish: false }` keeps the motions running for the snapshot. `walk` runs fast: a
177
199
  * popup its last node opens never mounts, so the step before a checkpoint that shows a node's
178
200
  * result is `answer` or `tap`. With `webgl: true` the test also runs in the WebGL leg
179
201
  * (`--webgl`), whose pictures go to `screen.webgl.webp`: set it on a screen with a custom filter.
@@ -773,17 +795,19 @@ async function settleAt(play, where) {
773
795
  if (play.loop.error !== void 0) throw play.loop.error;
774
796
  }
775
797
  /**
776
- * Plays a checkpoint: settle, land every track and loop, two frames, then read and compare.
798
+ * Plays a checkpoint: settle, land every track and loop unless it says `finish: false`, two
799
+ * frames, then read and compare.
777
800
  *
778
801
  * @param play - The test being played.
779
- * @param name - The checkpoint name.
802
+ * @param entry - The checkpoint: its name, and whether it lands the motions.
780
803
  * @param where - The step, for the message.
781
804
  * @returns The outcome of the checkpoint; `pixels` is skipped in this leg.
782
805
  */
783
- async function checkpoint$1(play, name, where) {
806
+ async function checkpoint$1(play, entry, where) {
784
807
  const { app, test, run: options } = play;
808
+ const { name } = entry;
785
809
  await settleAt(play, where);
786
- app.anim.finishAll();
810
+ if (entry.finish) app.anim.finishAll();
787
811
  await frames(app, REST_FRAMES);
788
812
  const file = (kind) => baselineFile(options.dir, test.name, name, kind);
789
813
  const state = await checkBaseline(file("state.json"), stableJson(stateOf(app)), options.update);
@@ -819,7 +843,7 @@ async function playSteps$1(play, checkpoints) {
819
843
  const entry = stepEntry(test.name, step, index);
820
844
  const where = `step ${index + 1} (${entry.kind === "checkpoint" ? "checkpoint" : entry.name})`;
821
845
  if (entry.kind === "checkpoint") {
822
- checkpoints.push(await checkpoint$1(play, entry.name, where));
846
+ checkpoints.push(await checkpoint$1(play, entry, where));
823
847
  continue;
824
848
  }
825
849
  await failing(test.name, where, () => runStep(app, entry.name, entry.input));
@@ -1234,13 +1258,16 @@ async function pageStep(argument) {
1234
1258
  }
1235
1259
  }
1236
1260
  /**
1237
- * Plays a checkpoint in the page: settle, land every track and loop, two stepped frames, then the
1261
+ * Plays a checkpoint in the page: settle, land every track and loop unless the step says
1262
+ * `finish: false` (F87), two stepped frames, then the
1238
1263
  * picture of the whole canvas as lossless WebP and the state through the doors. The game is
1239
1264
  * paused, so the picture is the stage after the last stepped frame. With the frame check on, a
1240
1265
  * missed frame or mark logged in the meantime fails the checkpoint.
1241
1266
  *
1242
- * @param argument - The test and the step, and the most frames to settle.
1267
+ * @param argument - The test and the step, the most frames to settle, and whether to land the
1268
+ * motions.
1243
1269
  * @param argument.settleFrames - The most frames to settle.
1270
+ * @param argument.finish - True to land every motion before the picture.
1244
1271
  * @returns The state and the picture, or why the checkpoint failed.
1245
1272
  */
1246
1273
  async function pageCheckpoint(argument) {
@@ -1252,7 +1279,7 @@ async function pageCheckpoint(argument) {
1252
1279
  ok: false,
1253
1280
  error: unsettled
1254
1281
  };
1255
- game.anim.finishAll();
1282
+ if (argument.finish) game.anim.finishAll();
1256
1283
  await pageTick(handles);
1257
1284
  await pageTick(handles);
1258
1285
  const captured = await game.renderer.capture();
@@ -1497,6 +1524,17 @@ function pageScript() {
1497
1524
  }
1498
1525
  //#endregion
1499
1526
  //#region src/visual/leg-browser.ts
1527
+ /**
1528
+ * @file visual — the browser leg: Chrome with WebGPU on a Mac, driven by Playwright. It loads
1529
+ * `playwright-core` with a dynamic import only here, opens the dev page once per test, waits until
1530
+ * the page has loaded what it asked for, turns on the renderer's check of skipped frames
1531
+ * (`debug.verifyFrames`), pauses the game and steps it to the start time, plays the
1532
+ * test inside the page through `globalThis.game` and `globalThis.doors` on stepped frames, and at
1533
+ * each checkpoint checks the page's state against `state.json` and its picture against
1534
+ * `screen.webp`. The WebGL leg opens the page with `?renderer=webgl` and keeps its pictures in
1535
+ * `screen.webgl.webp`. The pixels are compared in the page (`page-script.ts`); the files are written by
1536
+ * `files.ts`. A failure of the page itself fails the leg; a failure of a step ends its test only.
1537
+ */
1500
1538
  /** The Chrome flags of `.planning/e2e/run.mjs`: WebGPU on Metal, on any GPU. */
1501
1539
  const WEBGPU_FLAGS = [
1502
1540
  "--enable-unsafe-webgpu",
@@ -1636,6 +1674,20 @@ async function launchChrome(chromium, browser) {
1636
1674
  throw new Error(`[game] No Chrome launched: ${own.reason}.\n Install Playwright's Chromium (bunx playwright-core install chromium), set page.browser, or run with --no-pixels.`);
1637
1675
  }
1638
1676
  /**
1677
+ * The init script that puts the moment of the headless leg's clock on the page before it loads
1678
+ * (F86): a dev page then runs its app on a fake clock standing there, as the headless leg does.
1679
+ *
1680
+ * @param moment - The moment, epoch milliseconds.
1681
+ * @returns The script.
1682
+ * @example
1683
+ * ```ts
1684
+ * clockScript(1_000_000); // 'globalThis["__mokuVisualClock"] = 1000000;'
1685
+ * ```
1686
+ */
1687
+ function clockScript(moment) {
1688
+ return `globalThis[${JSON.stringify(VISUAL_CLOCK)}] = ${JSON.stringify(moment)};`;
1689
+ }
1690
+ /**
1639
1691
  * Sizes the page: `page.width` CSS px wide (390), as tall as the inert frame of the game is at
1640
1692
  * that width, so the reference frame of the page equals the one of the headless leg; a phone
1641
1693
  * with touch at `page.deviceScaleFactor` (2). Builds one app of the setup, never started, to read
@@ -1762,14 +1814,16 @@ async function startPage(page, url, run) {
1762
1814
  * @param context - The browser context.
1763
1815
  * @param url - The URL of the page the leg opens.
1764
1816
  * @param run - The run options, for `settleFrames` and `renderer`.
1817
+ * @param moment - The moment the headless leg's clock stands at, for the page's clock (F86).
1765
1818
  * @returns The open page.
1766
1819
  * @throws {Error} When the page does not open, never exposes `game` and `doors`, does not start,
1767
1820
  * draws with another backend or never stops loading. The page is closed then.
1768
1821
  */
1769
- async function openPage(context, url, run) {
1822
+ async function openPage(context, url, run, moment) {
1770
1823
  const page = await context.newPage();
1771
1824
  try {
1772
1825
  await page.addInitScript({ content: pageScript() });
1826
+ await page.addInitScript({ content: clockScript(moment) });
1773
1827
  await page.goto(url).catch((error) => {
1774
1828
  throw new Error(`[game] The page at ${url} did not open: ${firstLine(error)}.\n Serve the dev page (moku-game dev), or run with --no-pixels.`);
1775
1829
  });
@@ -1825,17 +1879,19 @@ async function checkScreen(play, file, where, screen) {
1825
1879
  * headless leg wrote, the picture against the baseline of the leg's backend.
1826
1880
  *
1827
1881
  * @param play - The test being played.
1828
- * @param name - The checkpoint name.
1882
+ * @param entry - The checkpoint: its name, and whether it lands the motions.
1829
1883
  * @param where - The step, for the message.
1830
1884
  * @returns What the browser leg found there.
1831
1885
  * @throws {Error} When the page did not settle, gave no picture, or broke.
1832
1886
  */
1833
- async function checkpoint(play, name, where) {
1887
+ async function checkpoint(play, entry, where) {
1834
1888
  const { test, run } = play;
1889
+ const { name } = entry;
1835
1890
  const shot = await callPage(play.page, pageCheckpoint, {
1836
1891
  test: test.name,
1837
1892
  where,
1838
- settleFrames: run.settleFrames
1893
+ settleFrames: run.settleFrames,
1894
+ finish: entry.finish
1839
1895
  });
1840
1896
  if (shot.screen === void 0) throw new Error(`[game] Visual test "${test.name}", ${where}: the page gave no picture.\n Serve a dev build with ${BACKEND[run.renderer]}: renderer.capture() answers only there.`);
1841
1897
  const file = (kind) => baselineFile(run.dir, test.name, name, kind);
@@ -1882,7 +1938,7 @@ async function playSteps(play, found) {
1882
1938
  const entry = stepEntry(test.name, step, index);
1883
1939
  const where = `step ${index + 1} (${entry.kind === "checkpoint" ? "checkpoint" : entry.name})`;
1884
1940
  if (entry.kind === "checkpoint") {
1885
- found.set(entry.name, await checkpoint(play, entry.name, where));
1941
+ found.set(entry.name, await checkpoint(play, entry, where));
1886
1942
  continue;
1887
1943
  }
1888
1944
  await callPage(play.page, pageStep, {
@@ -1901,13 +1957,15 @@ async function playSteps(play, found) {
1901
1957
  * @param play - The test and the run options; the page is opened here.
1902
1958
  * @param play.test - The test.
1903
1959
  * @param play.run - The run options.
1904
- * @param url - The URL of the page the leg opens.
1960
+ * @param target - The page the leg opens: its URL, and the moment of the headless leg's clock.
1961
+ * @param target.url - The URL.
1962
+ * @param target.moment - The moment, epoch milliseconds.
1905
1963
  * @param headless - The result of the test in the headless leg.
1906
1964
  * @returns The result of the test with its pixel fields.
1907
1965
  * @throws {Error} When the page fails to open: that fails the leg.
1908
1966
  */
1909
- async function browserTest(context, play, url, headless) {
1910
- const page = await openPage(context, url, play.run);
1967
+ async function browserTest(context, play, target, headless) {
1968
+ const page = await openPage(context, target.url, play.run, target.moment);
1911
1969
  const found = /* @__PURE__ */ new Map();
1912
1970
  let failed;
1913
1971
  try {
@@ -1954,7 +2012,10 @@ async function runBrowserLeg(setup, tests, run, headless, load = loadChromium) {
1954
2012
  if (page === void 0) throw new Error("[game] The pixel leg needs the dev page.\n Pass page: { url } in the setup, or run with --no-pixels.");
1955
2013
  const chromium = await load();
1956
2014
  const options = pageSize(setup, page);
1957
- const url = rendererUrl(page.url, run.renderer);
2015
+ const target = {
2016
+ url: rendererUrl(page.url, run.renderer),
2017
+ moment: setup.app().clock.now()
2018
+ };
1958
2019
  const browser = await launchChrome(chromium, page.browser);
1959
2020
  try {
1960
2021
  const context = await browser.newContext(options);
@@ -1967,7 +2028,7 @@ async function runBrowserLeg(setup, tests, run, headless, load = loadChromium) {
1967
2028
  results.push(before.error === void 0 ? await browserTest(context, {
1968
2029
  test,
1969
2030
  run
1970
- }, url, before) : before);
2031
+ }, target, before) : before);
1971
2032
  }
1972
2033
  return results;
1973
2034
  } finally {
package/llms.txt CHANGED
@@ -12,7 +12,7 @@ Facts: Bun only. ESM only. `"sideEffects"` lists the root entry `./dist/index.mj
12
12
  - `@moku-labs/game/app/system` (the browser, the native shell): `systemShellOf`, `fromSystem`, `storeSave`, `createSystemApp`, the type `SystemModules`, over the optional peer `@moku-labs/system`. The one entry that names it, in types only: the page hands it the loaders.
13
13
  - `@moku-labs/game/cli` (node and bun only): `runCli`, the bin `moku-game`, `preparePage`, the editor's dev page, `watchKeys`, the watch that keeps `generated/` fresh next to it, and `watchEngine`, the watch that tells when the installed engine changed.
14
14
  - `@moku-labs/game/testing`: headless play, repro runs, isolated feature tests (`isolate`, `stub`), fake clock, the `fx` of a node for a unit test (`fakeFx`), in-memory save provider. No `node:` import.
15
- - `@moku-labs/game/visual` (node and bun only): the visual tests `defineVisualTest`, `runVisualTests`, `parseVisualArgv`. The bin runs them: `moku-game visual`.
15
+ - `@moku-labs/game/visual` (node and bun only): the visual tests `defineVisualTest`, `runVisualTests`, `parseVisualArgv`. The bin runs them: `moku-game visual`. A step is a `/control` command or `{ checkpoint: name, finish?: boolean }`: a checkpoint lands every motion before its snapshot, `finish: false` keeps them running (same frames in both legs). Both legs run on one clock: the pixel leg's dev page runs on a fake clock at the headless app's `clock.now()` (`startMoment`), standing still like the headless one.
16
16
  - `@moku-labs/game/assets` (node and bun only): the asset key scanner, the production packer and the string compiler. The package bin `moku-game-assets` runs it.
17
17
  - `@moku-labs/game/inspect`: the read door of the editor, safe in a production build. See "Doors for the editor".
18
18
  - `@moku-labs/game/control`: the write door of the editor, dev builds only. See "Doors for the editor".
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@moku-labs/game",
3
- "version": "0.15.31",
3
+ "version": "0.15.32",
4
4
  "description": "2D puzzle game engine on TypeScript and PixiJS, built on @moku-labs/core.",
5
5
  "type": "module",
6
6
  "sideEffects": [