gdharness 1.0.23 → 1.0.25

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@@ -6,6 +6,51 @@ extends RefCounted
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  const Values = preload("runtime_values.gd")
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+ ## The calls a path makes on a list or a map: those that take no arguments and change nothing.
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+ ##
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+ ## Named rather than asked of the engine, because asking about a method a list does not have logs an
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+ ## error into the game's output, and a typo in a path is not the game's error. The ones that change
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+ ## what they are called on, such as clear(), sort() and pop_back(), are left out: a path is how a
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+ ## read and a wait reach what they read, and a wait asks many times.
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+ const LIST_CALLS: Array[String] = [
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+ "size",
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+ "is_empty",
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+ "front",
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+ "back",
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+ "max",
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+ "min",
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+ "pick_random",
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+ "hash",
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+ "duplicate",
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+ "duplicate_deep",
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+ "is_read_only",
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+ "is_typed",
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+ "get_typed_builtin",
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+ "get_typed_class_name",
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+ "get_typed_script",
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+ ]
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+ const MAP_CALLS: Array[String] = [
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+ "size",
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+ "is_empty",
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+ "keys",
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+ "values",
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+ "hash",
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+ "duplicate",
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+ "duplicate_deep",
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+ "is_read_only",
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+ "is_typed",
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+ "is_typed_key",
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+ "is_typed_value",
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+ "get_typed_key_builtin",
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+ "get_typed_key_class_name",
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+ "get_typed_key_script",
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+ "get_typed_value_builtin",
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+ "get_typed_value_class_name",
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+ "get_typed_value_script",
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+ ]
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+ ## The calls an empty list has nothing to answer, which the engine reports as an error when asked.
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+ const NEEDS_AN_ELEMENT: Array[String] = ["front", "back", "pick_random"]
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+
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  ## What [param reaching] names something on, which is the node itself until the name has a colon
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  ## in it, and the last name along that path.
@@ -23,7 +68,9 @@ const Values = preload("runtime_values.gd")
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  ## and walks into what it returned. Some of what hangs off a node is only reachable by asking:
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  ## which control holds the focus is a question for the viewport a control is in, and the viewport
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  ## is a method's answer rather than a property. Spelled with the brackets so a reader sees a call
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- ## where one happens, and so a method can never shadow a property of the same name.
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+ ## where one happens, and so a method can never shadow a property of the same name. A list or a map
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+ ## answers the calls that read it, "board:size()" or "inbox:keys()", listed in [constant LIST_CALLS]
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+ ## and [constant MAP_CALLS].
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  ##
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  ## Answers with a `message` instead when a step along the way is not there or holds something that
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  ## is not an object, naming the step rather than the whole path: "/root/Main:_game has no property
@@ -117,9 +164,14 @@ static func nothing_under(holder: Variant, named: String, called: String) -> Str
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  static func can_read(holder: Variant, named: String) -> bool:
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  if holder is Array:
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  var items: Array = holder
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+ var list_call: String = method_of(named)
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+ if not list_call.is_empty():
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+ return list_call in LIST_CALLS and not (items.is_empty() and list_call in NEEDS_AN_ELEMENT)
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  return _index_in(named, items.size()) != -1
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  if holder is Dictionary:
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  var map: Dictionary = holder
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+ if not method_of(named).is_empty():
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+ return method_of(named) in MAP_CALLS
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  return map.has(named) or map.has(StringName(named))
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  if holder is Object:
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  var object: Object = holder
@@ -173,6 +225,8 @@ static func write(holder: Variant, named: String, value: Variant) -> void:
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  ## What [param holder] holds under [param named], or answers to it when [param named] is a call.
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  ## Only ever called once [method can_read] agrees.
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  static func read_under(holder: Variant, named: String) -> Variant:
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+ if (holder is Array or holder is Dictionary) and not method_of(named).is_empty():
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+ return Callable.create(holder, method_of(named)).call()
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  if holder is Array:
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  var items: Array = holder
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  return items[_index_in(named, items.size())]
@@ -207,10 +261,17 @@ static func _index_in(named: String, size: int) -> int:
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  ## so a list says how long it is and a map says what it is keyed by. The step is named rather than
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  ## the whole path, because the step is the typo.
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  static func nothing_there(holder: Variant, named: String, called_as: String) -> String:
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+ var container_call: String = method_of(named)
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  if holder is Array:
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  var items: Array = holder
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+ if container_call in NEEDS_AN_ELEMENT and items.is_empty():
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+ return "%s is an empty list, so it has no %s" % [called_as, named]
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+ if not container_call.is_empty():
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+ return container_calls_refused(called_as, "a list", container_call)
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  return "%s is a list of %d, so there is no %s in it" % [called_as, items.size(), named]
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  if holder is Dictionary:
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+ if not container_call.is_empty():
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+ return container_calls_refused(called_as, "a map", container_call)
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  var map: Dictionary = holder
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  var keys: Array = map.keys()
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  # Eight of them, because a map keyed by something unexpected is told by the first few and a
@@ -242,6 +303,19 @@ static func nothing_there(holder: Variant, named: String, called_as: String) ->
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  return "%s has no property %s" % [called_as, named]
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+ ## Why [param method] is not a call a path makes on [param sort] ("a list" or "a map"), naming
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+ ## the calls it does make.
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+ static func container_calls_refused(called_as: String, sort: String, method: String) -> String:
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+ var calls: Array[String] = LIST_CALLS if sort == "a list" else MAP_CALLS
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+ var spelled: Array[String] = []
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+ for each: String in calls:
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+ spelled.append(each + "()")
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+ return (
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+ "%s is %s, and %s() is not one of the calls a path makes on one, which read it and take no arguments: %s"
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+ % [called_as, sort, method, ", ".join(spelled)]
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+ )
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+
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+
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  ## Whether [param holder] declares [param named]. Asked of the list rather than read, because a
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  ## property read back as null answers it wrongly.
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  static func _has_property(holder: Object, named: String) -> bool:
@@ -379,11 +379,17 @@ static func _drawn(node: Node) -> bool:
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  ## Public because three questions are the same question: what a screen reads as, which nodes say a
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  ## given word, and whether anything has come to say it yet. Two copies of what a node says is how
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  ## the three of them come to disagree about a SpinBox.
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+ ##
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+ ## Read rather than looked up in the property list, which the engine builds afresh on every call: a
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+ ## wait asks this of every node on the screen every frame, and on a hall of 3,500 nodes the lookup
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+ ## took the game it was watching from 60 frames a second to 11. A node without the property reads
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+ ## as null, which is not a string.
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  static func said_by(node: Node) -> String:
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- for property: Dictionary in node.get_property_list():
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- if str(property.get("name", "")) == "text" and Read.as_int(property.get("type", 0)) == TYPE_STRING:
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- return str(node.get("text")).strip_edges()
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- return ""
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+ var text: Variant = node.get("text")
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+ if not text is String:
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+ return ""
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+ var words: String = text
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+ return words.strip_edges()
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  func get_rect(params: Dictionary) -> Dictionary:
@@ -695,17 +701,33 @@ func call_method(params: Dictionary) -> Dictionary:
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  if reached.has("message"):
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  return reached
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- # A list or a map can be stepped through on the way, and is not a thing with methods when the
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- # path stops on one: said in those terms rather than as "has no method", which reads as a
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- # misspelling of a method that was never going to be there.
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+ # A list or a map answers the calls a path makes on one, and nothing else: said in those terms
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+ # rather than as "has no method", which reads as a misspelling of a method that was never going
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+ # to be there, and with the element spelled out, since a method on what it holds is the usual aim.
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  if not reached["holder"] is Object:
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  var sort: String = "a list" if reached["holder"] is Array else "a map"
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+ var spelled: String = str(reached["name"])
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+ if Paths.method_of(spelled).is_empty():
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+ spelled += "()"
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+ if args.is_empty() and Paths.can_read(reached["holder"], spelled):
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+ var answered: Variant = Paths.read_under(reached["holder"], spelled)
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+ return {
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+ "type": "method_result",
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+ "path": node_path,
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+ "method": method,
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+ "result": _values.serialize(answered),
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+ }
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+ var why: String = (
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+ "%s:%s takes no arguments" % [reached["called"], spelled]
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+ if Paths.can_read(reached["holder"], spelled)
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+ else Paths.nothing_there(reached["holder"], spelled, str(reached["called"]))
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+ )
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  return {
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  "type": "error",
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  "message":
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  (
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- "%s is %s, which has no methods: name the element to call it on, as in %s:0:%s"
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- % [reached["called"], sort, reached["called"], reached["name"]]
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+ "%s. A method of what %s holds is called on the element, as in %s:0:%s"
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+ % [why, sort, reached["called"], reached["name"]]
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  )
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  }
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  var holder: Object = reached["holder"]
@@ -15,6 +15,10 @@ const CEILING_MSEC: int = 120000
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  ## The most frames one wait may cover, which is about half a minute of a game drawing slowly.
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  const MOST_FRAMES: int = 600
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+ ## How long a wait for words leaves between looks, as a multiple of what the last look took: nine
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+ ## gives looking about a tenth of the time.
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+ const LOOKS_APART: int = 9
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+
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  var _host: Node
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  var _values: Values
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@@ -140,6 +144,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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  return {"type": "error", "message": refused}
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  var started: int = Time.get_ticks_msec()
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+ var frames: int = 0
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  # The type is checked every time round, not only at the top: a property that holds an object a
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  # frame later is the same error arriving late.
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  while (
@@ -148,6 +153,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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  and Time.get_ticks_msec() - started < timeout_ms
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  ):
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  await _host.get_tree().process_frame
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+ frames += 1
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  if not is_instance_valid(node):
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  return {"type": "error", "message": "%s was freed while waiting" % node_path}
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  watched = _watched(node, node_path, property)
@@ -162,6 +168,7 @@ func wait_until(params: Dictionary) -> Dictionary:
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  "met": Values.comparable(current, wanted) and current == wanted,
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  "value": _values.serialize(current),
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  "elapsed_ms": Time.get_ticks_msec() - started,
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+ "frames": frames,
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  }
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@@ -232,13 +239,36 @@ static func _watched(node: Node, node_path: String, property: String) -> Diction
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  ## answered met in two milliseconds while the sweep was still animating, and every wait on that
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  ## screen fell back to counting frames. [param include_hidden] asks the other question, for a
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  ## caller waiting on words a hidden node holds.
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+ ##
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+ ## Paced by what a look costs, so the watching leaves the game its speed: every frame while a look is
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+ ## cheap, and on a screen large enough for one to cost a real share of a frame, often enough that
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+ ## looking takes about a tenth of the time. Every frame on a hall of 3,500 nodes held the game at a
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+ ## sixth of its frame rate, and its clock, which advances by the frame's delta, lost three quarters
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+ ## of its time, so a wait for a date timed out on a clock that turned a day every thirty seconds.
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+ ## The answer says how many frames the wait spanned and how many looks it took, which is how a
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+ ## caller sees what it cost.
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  func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_hidden: bool) -> Dictionary:
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  var started: int = Time.get_ticks_msec()
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  var words: String = Queries.as_said(said)
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- var found: bool = _anything_says(node_path, words, include_hidden)
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- while not found and Time.get_ticks_msec() - started < timeout_ms:
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+ var frames: int = 0
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+ var looks: int = 0
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+ var next_look: int = 0
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+ var found: bool = false
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+ while true:
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+ if Time.get_ticks_usec() >= next_look:
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+ var looking: int = Time.get_ticks_usec()
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+ found = _anything_says(node_path, words, include_hidden)
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+ looks += 1
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+ next_look = Time.get_ticks_usec() + (Time.get_ticks_usec() - looking) * LOOKS_APART
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+ if found or Time.get_ticks_msec() - started >= timeout_ms:
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+ break
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  await _host.get_tree().process_frame
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+ frames += 1
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+ # One more look at the end, so words that arrived between two paced looks are not answered as
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+ # never having come.
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+ if not found:
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  found = _anything_says(node_path, words, include_hidden)
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+ looks += 1
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  return {
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  "type": "condition",
@@ -247,6 +277,8 @@ func _wait_until_said(node_path: String, said: String, timeout_ms: int, include_
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  "met": found,
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  "include_hidden": include_hidden,
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  "elapsed_ms": Time.get_ticks_msec() - started,
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+ "frames": frames,
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+ "looks": looks,
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  }
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