Show and configure safe Editor autosave

This commit is contained in:
Emil
2026-09-24 02:25:55 +03:00
parent 77c145fa02
commit 45c5d2d188
6 changed files with 304 additions and 50 deletions
+14
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@@ -67,6 +67,20 @@ resume and single-step process controls; it cannot read or modify game entities.
scenes that have never been saved. Restoring an already open document requires its
current revision. Recovery refuses to overwrite an externally changed scene file.
Long-lived headless and graphical Editor sessions also poll the same autosave
controller. With `editor.autosave` enabled (the default), a named dirty scene is
saved after two seconds idle. `faset_autosave_status {}` reports `enabled` and each
open document's `state`, `revision`, `path`, and `error`. States include `saved`,
`pending`, `saving`, `conflict`, `failed`, `save_as_required`, and `disabled`.
An unnamed scene remains in recovery until you give it an explicit path. An
external disk edit produces `conflict` without overwriting that edit. For scripted
workflows, use `faset_document_save` with `expected_revision` when you need a
definite save boundary instead of waiting for idle autosave. If a conflict occurs,
save to a new project-relative path and compare the two files. Change the
preference through `faset_project_settings_get` and `faset_project_settings_set`
with the returned project revision and `{"editor":{"autosave":false}}`; the
new value applies to the current session and persists for the next Editor launch.
## Single-command CLI
The CLI is useful for scripts that do not need an MCP session:
+22 -6
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@@ -50,6 +50,19 @@ outside the Editor, ordinary Save reports a conflict instead of overwriting it.
Save your in-memory work to a new path and compare the two versions before replacing
anything.
Autosave is enabled by default. After a named scene has been idle for two seconds,
the Editor saves its current revision to that scene file. The status bar shows
**Pending autosave**, **Saving**, or **Saved**. An unnamed scene shows **Save As
required** until you choose its path. The status bar's **Save As...** action opens
an editable, new project-relative path; it never overwrites the conflicting file.
If the disk file changes outside Faset, autosave stops for that revision and shows
**Save conflict**. Use **Save As...** to keep both versions, then compare or reload
the original. **Save failed** preserves the unsaved scene in the recovery journal;
correct the write error or use Save As. Autosave does not clear Undo history or
replace the [recovery journal](#recover-unsaved-work). Recovery still protects
unnamed scenes and edits before the idle deadline.
## Navigate and transform
- **Right drag:** orbit the 3D view; pan in a 2D scene.
@@ -119,13 +132,16 @@ for the C++ iteration loop.
## Project settings
Open **File → Project settings** to change the project name, initial **2D / 3D** type,
and start-scene path. Save a scene first, then choose it from the saved-scene list or
enter its project-relative path. Choose **Save project** to update
`project.faset.json` explicitly. A missing start scene is rejected and the dialog
stays open.
start-scene path, or **Autosave named scenes** preference. Save a scene first, then
choose it from the saved-scene list or enter its project-relative path. Choose
**Save project** to update `project.faset.json` explicitly. A missing start scene is
rejected and the dialog stays open. The Autosave preference applies immediately;
when disabled, the status bar says **Autosave off** and you can still use Ctrl+S or
Save As. The project file stores it as `editor.autosave`; omitting it means enabled.
These settings are used when the project opens again; they do not convert the active
scene, switch its dimension, restart the Player, or add a scene Undo entry.
The project name, default dimension, and start scene are used when the project opens
again; they do not convert the active scene, switch its dimension, restart the Player,
or add a scene Undo entry.
**Cancel** or **Escape** discards this form's draft. If another writer changes the
project settings while the dialog is open, Save reports a revision conflict and
keeps your draft. **Reload saved** deliberately discards it and reloads the latest
+68 -4
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@@ -186,6 +186,7 @@ struct EditorUI::Impl {
bool project_settings_open = false;
Json project_settings_state;
int project_settings_dimension = 3;
bool project_settings_autosave = true;
std::string project_settings_error;
bool project_switch_enabled = true, project_switch_requested = false,
project_switch_warning = false;
@@ -601,6 +602,20 @@ struct EditorUI::Impl {
schema_status.visible = false;
schema_status.enabled = false;
schema_status.tooltip = "Choose Build to refresh gameplay fields in Inspector";
auto& autosave_status = statusrow.add(Kind::Label, "autosave-status", "Saved");
autosave_status.layout.width = 160;
autosave_status.enabled = false;
auto& autosave_action = button(statusrow, "autosave-save-as", "Save As...", [this] {
const auto path = current.value("path", std::string());
const auto directory = path.empty() ? std::string("Scenes/")
: path.substr(0, path.find_last_of('/') + 1);
ui.update_text("save-path",
directory + "Recovered-" + new_id().substr(0, 8) + ".scene.json",
true);
menu = "File";
}, 100);
autosave_action.visible = false;
autosave_action.tooltip = "Save this scene to a new project-relative path";
label(statusrow, "renderer-status", "Vulkan", 225);
statusrow.find("renderer-status")->enabled = false;
build_overlays();
@@ -792,12 +807,20 @@ struct EditorUI::Impl {
}
label(project, "project-settings-start-label", "Start scene (saved project-relative path)");
project.add(Kind::TextField, "project-settings-start");
auto& autosave = project.add(Kind::Checkbox, "project-settings-autosave",
"Autosave named scenes after 2 seconds idle");
autosave.layout.height = 30;
autosave.checked = true;
autosave.on_commit = [this](Widget& widget) {
project_settings_autosave = widget.checked;
};
autosave.tooltip = "Unsaved scenes remain in recovery until you choose Save As";
auto& scenes = project.add(Kind::Column, "project-settings-scenes");
scenes.layout.height = 104;
scenes.layout.scroll = true;
scenes.layout.gap = 1;
label(project, "project-settings-note",
"Applies on next project open. Scene Undo is unchanged.");
"Autosave applies now; other settings on next open. Scene Undo is unchanged.");
auto& project_actions = project.add(Kind::Row, "project-settings-actions");
project_actions.layout.height = 32;
button(
@@ -1258,6 +1281,42 @@ struct EditorUI::Impl {
(current.value("dirty", false) ? " *" : "");
ui.find("project-title")->tooltip = project_name + " / " + scene_name;
ui.find("status")->text = status;
const auto autosave = call("faset_autosave_status");
std::string save_state = "saved", save_error;
if (!autosave.is_null()) {
if (!autosave.value("enabled", true))
save_state = "disabled";
for (const auto& entry : autosave.at("documents"))
if (entry.at("id") == document) {
save_state = entry.at("state").get<std::string>();
save_error = entry.value("error", std::string());
break;
}
if (!autosave.value("enabled", true) && save_state == "saved")
save_state = "disabled";
}
auto& save_label = *ui.find("autosave-status");
save_label.text = save_state == "pending" ? "Pending autosave"
: save_state == "saving" ? "Saving"
: save_state == "conflict" ? "Save conflict"
: save_state == "failed" ? "Save failed"
: save_state == "save_as_required" ? "Save As required"
: save_state == "disabled" ? "Autosave off"
: "Saved";
save_label.tooltip = save_state == "conflict"
? "Scene file changed outside Faset. Use Save As to keep both "
"versions, then compare or reload. " + save_error
: save_state == "failed"
? "Scene save failed. Your recovery journal remains available. "
"Use Save As or correct the error. " + save_error
: save_state == "save_as_required"
? "Choose Save As; unnamed scenes remain in recovery only"
: save_state == "disabled"
? "Autosave is off in Project settings; use Save manually"
: "Scene autosave status";
ui.find("autosave-save-as")->visible =
save_state == "conflict" || save_state == "failed" ||
save_state == "save_as_required";
ui.find("renderer-status")->text =
"Vulkan 1.3 | " + std::to_string(resolved.at("entities").size()) + " objects";
}
@@ -2179,7 +2238,7 @@ struct EditorUI::Impl {
refresh_project_settings();
const bool modal = palette || !recovery.empty() || simulation_open ||
project_switch_warning || project_settings_open;
for (const auto* id : {"menubar", "toolbar", "workspace", "bottom_panel"})
for (const auto* id : {"menubar", "toolbar", "workspace", "bottom_panel", "statusbar"})
ui.find(id)->enabled = !modal;
const bool file = menu == "File" || menu == "Faset",
edit = menu == "Edit" || menu == "Scene",
@@ -2234,6 +2293,8 @@ struct EditorUI::Impl {
project_settings_state = result;
const auto& settings = result.at("settings");
project_settings_dimension = settings.value("dimension", 3);
project_settings_autosave = settings.at("editor").at("autosave").get<bool>();
ui.find("project-settings-autosave")->checked = project_settings_autosave;
ui.update_text("project-settings-name", settings.value("name", std::string()), true);
ui.update_text("project-settings-start", settings.value("start_scene", std::string()),
true);
@@ -2300,7 +2361,9 @@ struct EditorUI::Impl {
project_settings_error = "Enter a project name.";
return;
}
Json changes = {{"name", name}, {"dimension", project_settings_dimension}};
Json changes = {{"name", name},
{"dimension", project_settings_dimension},
{"editor", {{"autosave", project_settings_autosave}}}};
if (!start.empty() ||
!project_settings_state.at("settings").value("start_scene", std::string()).empty())
changes["start_scene"] = start;
@@ -2314,7 +2377,7 @@ struct EditorUI::Impl {
project_settings_state = result;
project_settings_open = false;
project_settings_error.clear();
status = "Project settings saved for the next project open";
status = "Project settings saved; autosave preference applies now";
}
void refresh_project_settings() {
auto* panel = ui.find("project-settings-panel");
@@ -2325,6 +2388,7 @@ struct EditorUI::Impl {
panel->layout.y = std::max(0.f, (logical_height() - panel->layout.height) * .5f);
ui.find("project-settings-2d")->selected = project_settings_dimension == 2;
ui.find("project-settings-3d")->selected = project_settings_dimension == 3;
ui.find("project-settings-autosave")->checked = project_settings_autosave;
ui.find("project-settings-error")->text = project_settings_error;
for (auto& choice : ui.find("project-settings-scenes")->children)
if (choice->kind == Kind::TreeRow)
+73 -35
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@@ -23,6 +23,52 @@ BuildConfig build_config(const SessionConfig& config) {
result.cache_root = config.project_root / ".faset/cache";
return result;
}
struct ProjectState {
Json value;
std::string revision;
};
ProjectState read_project_state(const std::filesystem::path& project_root) {
const auto path = project_root / "project.faset.json";
if (std::filesystem::exists(path)) {
auto value = read_json(path);
// The revision represents persisted content, including whether a
// default-valued setting was explicitly written by another client.
const auto revision = sha256(value.dump());
require(value.is_object() && value.value("format", "") == "faset.project" &&
value.value("version", 0) == 1,
"project.version", "Unsupported project format or version");
require(value.contains("name") && value.at("name").is_string() &&
!value.at("name").get<std::string>().empty(),
"project.name", "Project name must be a nonempty string");
const auto dimension = value.value("dimension", 3);
require(dimension == 2 || dimension == 3, "project.dimension",
"Project dimension must be 2 or 3");
if (value.contains("start_scene")) {
require(value.at("start_scene").is_string(), "project.start_scene",
"Project start_scene must be a relative path");
const auto scene = value.at("start_scene").get<std::string>();
if (!scene.empty())
project_path(project_root, path_from_utf8(scene));
}
if (value.contains("editor"))
require(value.at("editor").is_object(), "project.editor",
"Project editor settings must be an object");
else
value["editor"] = Json::object();
if (value["editor"].contains("autosave"))
require(value["editor"]["autosave"].is_boolean(), "project.autosave",
"Project autosave setting must be true or false");
else
value["editor"]["autosave"] = true;
return {std::move(value), revision};
}
Json value = {{"format", "faset.project"},
{"version", 1},
{"name", path_to_utf8(project_root.filename())},
{"dimension", 3},
{"editor", {{"autosave", true}}}};
return {value, sha256(value.dump())};
}
Json resolved_or_throw(Commands& commands, const std::string& id) {
const auto resolved = commands.resolved_scene(id);
if (!resolved.at("conflicts").empty())
@@ -56,6 +102,9 @@ Session::Session(SessionConfig config)
autosave_([this](const std::string& document, std::uint64_t revision) {
return authoring_.save(document, {}, revision);
}) {
autosave_enabled_ = project().at("editor").at("autosave").get<bool>();
autosave_.observe(authoring_.documents(), AutosaveController::Clock::now(),
autosave_enabled_);
register_commands();
plugins_ = std::make_unique<PluginManager>(
commands_, [this](std::string message) { log(std::move(message)); });
@@ -86,31 +135,7 @@ void Session::log(std::string value) {
logs_.erase(logs_.begin(), logs_.begin() + 100);
}
Json Session::project() const {
const auto path = config_.project_root / "project.faset.json";
if (std::filesystem::exists(path)) {
const auto value = read_json(path);
require(value.is_object() && value.value("format", "") == "faset.project" &&
value.value("version", 0) == 1,
"project.version", "Unsupported project format or version");
require(value.contains("name") && value.at("name").is_string() &&
!value.at("name").get<std::string>().empty(),
"project.name", "Project name must be a nonempty string");
const auto dimension = value.value("dimension", 3);
require(dimension == 2 || dimension == 3, "project.dimension",
"Project dimension must be 2 or 3");
if (value.contains("start_scene")) {
require(value.at("start_scene").is_string(), "project.start_scene",
"Project start_scene must be a relative path");
const auto scene = value.at("start_scene").get<std::string>();
if (!scene.empty())
project_path(config_.project_root, path_from_utf8(scene));
}
return value;
}
return {{"format", "faset.project"},
{"version", 1},
{"name", path_to_utf8(config_.project_root.filename())},
{"dimension", 3}};
return read_project_state(config_.project_root).value;
}
void Session::scaffold(const std::string& name, int dimension) {
builds_.scaffold(name, dimension);
@@ -346,23 +371,25 @@ void Session::register_commands() {
"faset_project_settings_get", "Read project settings and their content revision.",
schema(Json::object()),
[&](const Json&) {
const auto value = project();
return Json{{"settings", value}, {"revision", sha256(value.dump())}};
const auto state = read_project_state(config_.project_root);
return Json{{"settings", state.value}, {"revision", state.revision}};
},
true);
commands_.add(
"faset_project_settings_set",
"Save project name, initial scene dimension or start scene with an expected content "
"revision. Applies on the next project open; does not change the active scene or its Undo "
"history.",
"Save project name, initial scene dimension, start scene or editor.autosave with an "
"expected content revision. Autosave applies immediately; other settings apply on the "
"next project open without changing scene Undo history.",
schema({{"revision", text}, {"settings", {{"type", "object"}}}}, {"revision", "settings"}),
[&](const Json& args) {
auto value = project();
require(args.at("revision") == sha256(value.dump()), "revision.conflict",
auto state = read_project_state(config_.project_root);
auto value = std::move(state.value);
require(args.at("revision") == state.revision, "revision.conflict",
"Project settings changed; reload them before saving");
const auto& changes = args.at("settings");
for (const auto& [key, field] : changes.items()) {
require(key == "name" || key == "dimension" || key == "start_scene",
require(key == "name" || key == "dimension" || key == "start_scene" ||
key == "editor",
"project.setting", "Unknown editable project setting: " + key);
if (key == "name")
require(field.is_string() && !field.get<std::string>().empty(), "project.name",
@@ -370,7 +397,15 @@ void Session::register_commands() {
else if (key == "dimension")
require(field.is_number_integer() && (field == 2 || field == 3),
"project.dimension", "Initial scene dimension must be 2 or 3");
else {
else if (key == "editor") {
require(field.is_object() && field.size() == 1 &&
field.contains("autosave"),
"project.setting", "Only editor.autosave can be changed here");
require(field.at("autosave").is_boolean(), "project.autosave",
"Autosave must be enabled or disabled");
value["editor"]["autosave"] = field.at("autosave");
continue;
} else {
require(field.is_string() && !field.get<std::string>().empty(),
"project.start_scene", "Choose a saved scene inside the project");
const auto file = project_path(config_.project_root,
@@ -388,7 +423,10 @@ void Session::register_commands() {
if (!value.contains("id"))
value["id"] = new_id();
atomic_write_json(config_.project_root / "project.faset.json", value);
log("Project settings saved; changes apply on next project open");
autosave_enabled_ = value.at("editor").at("autosave").get<bool>();
autosave_.observe(authoring_.documents(), AutosaveController::Clock::now(),
autosave_enabled_);
log("Project settings saved; autosave preference applies immediately");
return Json{{"settings", value}, {"revision", sha256(value.dump())}};
});
commands_.add(
+56 -3
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@@ -4,7 +4,7 @@
#include <iostream>
#include <thread>
int main(int argc, char** argv) {
int test_main(int argc, char** argv) {
using namespace faset;
if (argc >= 3 && std::string_view(argv[1]) == "--editor-probe") {
Json arguments = Json::array();
@@ -36,6 +36,8 @@ int main(int argc, char** argv) {
require(!session.play_pending() && !session.playing(), "test",
"Stop must cancel a pending Play build");
const auto initial = commands.call("faset_project_settings_get", Json::object());
require(initial.at("settings").at("editor").at("autosave") == true, "test",
"Missing autosave setting must read as enabled");
auto changed = commands.call("faset_project_settings_set",
{{"revision", initial.at("revision")},
{"settings",
@@ -75,15 +77,57 @@ int main(int argc, char** argv) {
atomic_write_json(root / "project.faset.json", external);
rejects({{"revision", changed.at("revision")}, {"settings", {{"name", "Race"}}}},
"revision.conflict");
const auto reloaded = commands.call("faset_project_settings_get", Json::object());
auto reloaded = commands.call("faset_project_settings_get", Json::object());
auto explicit_default = external;
explicit_default["editor"]["autosave"] = true;
atomic_write_json(root / "project.faset.json", explicit_default);
rejects({{"revision", reloaded.at("revision")},
{"settings", {{"name", "Lost external write"}}}},
"revision.conflict");
reloaded = commands.call("faset_project_settings_get", Json::object());
changed =
commands.call("faset_project_settings_set", {{"revision", reloaded.at("revision")},
{"settings", {{"name", "Preserved"}}}});
require(changed.at("settings").at("custom_tool").at("keep") == true, "test",
"Saving settings erased unknown project metadata");
require(changed.at("settings").at("scripting") == external.at("scripting") &&
changed.at("settings").at("editor") == external.at("editor"),
changed.at("settings").at("editor").at("script_editor") ==
external.at("editor").at("script_editor"),
"test", "Project settings erased Lua configuration or external editor command");
const auto autosave_off = commands.call(
"faset_project_settings_set",
{{"revision", changed.at("revision")},
{"settings", {{"editor", {{"autosave", false}}}}}});
require(autosave_off.at("settings").at("editor").at("autosave") == false &&
session.project().at("editor").at("script_editor") ==
external.at("editor").at("script_editor"),
"test", "Autosave setting must merge without erasing the editor command");
session.poll();
require(commands.call("faset_autosave_status", Json::object()).at("enabled") == false,
"test", "Autosave disable must take effect in the current session");
{
editor::Session reopened({root, path_from_utf8(FASET_TEST_ENGINE), {}});
reopened.poll();
require(reopened.commands()
.call("faset_autosave_status", Json::object())
.at("enabled") == false,
"test", "Autosave setting must survive Editor reopen");
}
rejects({{"revision", changed.at("revision")},
{"settings", {{"editor", {{"autosave", true}}}}}},
"revision.conflict");
rejects({{"revision", autosave_off.at("revision")},
{"settings", {{"editor", {{"autosave", "sometimes"}}}}}},
"project.autosave");
rejects({{"revision", autosave_off.at("revision")},
{"settings", {{"editor", {{"script_editor", {"other"}}}}}}},
"project.setting");
changed = commands.call("faset_project_settings_set",
{{"revision", autosave_off.at("revision")},
{"settings", {{"editor", {{"autosave", true}}}}}});
session.poll();
require(commands.call("faset_autosave_status", Json::object()).at("enabled") == true,
"test", "Autosave enable must take effect in the current session");
const auto setup = commands.call("faset_lua_setup", Json::object());
require(setup.at("configuration_created") == true &&
setup.at("scripts_configuration_created") == true &&
@@ -193,3 +237,12 @@ int main(int argc, char** argv) {
return 1;
}
}
#ifdef _WIN32
int wmain(int argc, wchar_t** argv) {
return run_utf8_main(argc, argv, test_main);
}
#else
int main(int argc, char** argv) {
return test_main(argc, argv);
}
#endif
+71 -2
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@@ -1,6 +1,8 @@
#include <faset/core/io.hpp>
#include <faset/editor/editor_ui.hpp>
#include <chrono>
#include <iostream>
#include <thread>
using namespace faset;
namespace {
void check(bool value, const std::string& message) {
@@ -50,6 +52,7 @@ int main() {
{"id", new_id()},
{"name", "Original project"},
{"dimension", 3},
{"editor", {{"script_editor", {"zed", "{file}"}}}},
{"custom_metadata", {{"preserve", true}}}});
editor::Session session({root, path_from_utf8(FASET_TEST_ENGINE), root});
render::Renderer renderer({1280, 800, "Project settings acceptance", true, true});
@@ -73,6 +76,13 @@ int main() {
open(ui);
check(ui.widgets().find("project-settings-name")->text == "Original project",
"Opening settings reloads current saved values");
check(ui.widgets().find("project-settings-autosave")->checked,
"Missing autosave setting appears enabled in Project settings");
check(ui.widgets().focus("project-settings-autosave"),
"Keyboard focus reaches the Autosave toggle");
ui.frame({key("Space")});
check(!ui.widgets().find("project-settings-autosave")->checked,
"Space toggles Autosave from the keyboard");
text(ui, "project-settings-name", "Новый проект");
click(ui, "project-settings-2d");
click(ui, "project-scene-choice-1");
@@ -81,11 +91,25 @@ int main() {
click(ui, "project-settings-save");
auto saved = read_json(project_file);
check(saved["name"] == "Новый проект" && saved["dimension"] == 2 &&
saved["start_scene"] == "Scenes/Другая.scene.json",
saved["start_scene"] == "Scenes/Другая.scene.json" &&
saved["editor"]["autosave"] == false,
"Explicit Save project persists typed settings");
check(saved["custom_metadata"] == project_before["custom_metadata"] &&
saved["id"] == project_before["id"],
saved["id"] == project_before["id"] &&
saved["editor"]["script_editor"] ==
project_before["editor"]["script_editor"],
"Project settings preserve unknown metadata and project identity");
ui.frame({});
check(ui.widgets().find("autosave-status")->text == "Autosave off",
"Disabling Autosave is visible in the Editor status bar");
open(ui);
check(!ui.widgets().find("project-settings-autosave")->checked,
"Autosave preference is restored when reopening Project settings");
click(ui, "project-settings-autosave");
click(ui, "project-settings-save");
saved = read_json(project_file);
check(saved["editor"]["autosave"] == true,
"Autosave can be enabled again through Project settings");
check(session.authoring().query(ui.current_document()) == document_before,
"Project settings do not change current document, dimension, revision or Undo");
open(ui);
@@ -118,6 +142,51 @@ int main() {
"Save after explicit reload uses new content revision");
check(session.authoring().query(ui.current_document()) == document_before,
"Project settings remain outside scene Undo throughout conflicts");
const auto original_document = ui.current_document();
const auto revision =
session.authoring().query(original_document).at("revision").get<std::uint64_t>();
session.authoring().transact(
original_document, revision,
Json::array({{{"op", "scene.rename"}, {"name", "Pending autosave"}}}));
ui.frame({});
check(ui.widgets().find("autosave-status")->text == "Pending autosave",
"Status bar shows pending scene save after edit");
session.authoring().save(original_document);
ui.frame({});
check(ui.widgets().find("autosave-status")->text == "Saved",
"Status bar returns to Saved after the scene reaches disk");
session.authoring().transact(
original_document,
session.authoring().query(original_document).at("revision"),
Json::array({{{"op", "scene.rename"}, {"name", "Conflicting autosave"}}}));
ui.frame({});
auto disk_scene = read_json(root / "Scenes/Главная.scene.json");
disk_scene["name"] = "External scene edit";
atomic_write_json(root / "Scenes/Главная.scene.json", disk_scene);
std::this_thread::sleep_for(std::chrono::milliseconds(2100));
ui.frame({});
check(ui.widgets().find("autosave-status")->text == "Save conflict" &&
ui.widgets().find("autosave-status")->tooltip.find("Save As") !=
std::string::npos,
"Disk conflict remains visible with Save As guidance");
renderer.render(ui.snapshot());
renderer.capture(root / "autosave-conflict.ppm");
check(ui.widgets().focus("autosave-save-as"),
"Keyboard focus reaches the recovery Save As action");
ui.frame({key("Return")});
check(ui.widgets().find("menu-popup")->visible &&
ui.widgets().find("save-path")->visible,
"Recovery action opens an editable Save As path");
ui.frame({key("Escape")});
const auto unnamed = session.authoring().create("Unsaved", 2);
session.authoring().transact(
unnamed.at("id"), unnamed.at("revision"),
Json::array({{{"op", "scene.rename"}, {"name", "Needs a path"}}}));
ui.select_document(unnamed.at("id"));
ui.frame({});
check(ui.widgets().find("autosave-status")->text == "Save As required" &&
ui.widgets().find("autosave-save-as")->visible,
"Unnamed dirty scene is never assigned an implicit path");
open(ui);
renderer.render(ui.snapshot());
renderer.capture(root / "project-settings.ppm");