refactor: 收口视觉小说详情 session 映射

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2026-06-04 05:09:49 +08:00
parent 0dc326b79e
commit 20a21ee78b
6 changed files with 183 additions and 24 deletions

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@@ -1405,9 +1405,9 @@
## 2026-06-04 Platform Mini Game Session Mapping Model 收口 ## 2026-06-04 Platform Mini Game Session Mapping Model 收口
- 背景:`PlatformEntryFlowShellImpl.tsx` 顶部仍保留拼图 runtime 恢复、方洞 session draft 转 profile、跳一跳 pending session、敲木鱼 detail 恢复和敲木鱼 pending session 等纯 DTO 映射,壳层需要理解 sessionId 优先级、拼图稳定 ID、方洞草稿 profile 默认值和 pending draft 默认值。 - 背景:`PlatformEntryFlowShellImpl.tsx` 顶部仍保留拼图 runtime 恢复、方洞 session draft 转 profile、视觉小说 work detail 转 Agent session、跳一跳 pending session、敲木鱼 detail 恢复和敲木鱼 pending session 等纯 DTO 映射,壳层需要理解 sessionId 优先级、拼图稳定 ID、方洞草稿 profile 默认值、视觉小说 work/session fallback 和 pending draft 默认值。
- 决策:新增 `src/components/platform-entry/platformMiniGameSessionMappingModel.ts`,收口 `buildPuzzleRuntimeWorkFromSession``buildSquareHoleProfileFromSession``buildJumpHopPendingSession``buildWoodenFishSessionFromWorkDetail``buildWoodenFishPendingSession`。Module 复用 `normalizeCreationUrlValue``platformPuzzleIdentityModel`壳层只保留网络读取、React state、URL 写入和 stage 切换副作用。 - 决策:新增 `src/components/platform-entry/platformMiniGameSessionMappingModel.ts`,收口 `buildPuzzleRuntimeWorkFromSession``buildSquareHoleProfileFromSession``buildVisualNovelSessionFromWorkDetail``buildJumpHopPendingSession``buildWoodenFishSessionFromWorkDetail``buildWoodenFishPendingSession`。Module 复用 `normalizeCreationUrlValue``platformPuzzleIdentityModel`壳层只保留网络读取、React state、URL 写入和 stage 切换副作用。
- 影响范围:拼图 runtime URL 恢复、方洞挑战草稿 profile 构造、跳一跳生成中作品架打开、敲木鱼生成中作品架打开和敲木鱼草稿 detail 恢复。 - 影响范围:拼图 runtime URL 恢复、方洞挑战草稿 profile 构造、视觉小说草稿作品架恢复、跳一跳生成中作品架打开、敲木鱼生成中作品架打开和敲木鱼草稿 detail 恢复。
- 验证方式:`npm run test -- src/components/platform-entry/platformMiniGameSessionMappingModel.test.ts`、针对新 Module 和 `PlatformEntryFlowShellImpl.tsx` 执行 ESLint、`npm run typecheck``npm run check:encoding` - 验证方式:`npm run test -- src/components/platform-entry/platformMiniGameSessionMappingModel.test.ts`、针对新 Module 和 `PlatformEntryFlowShellImpl.tsx` 执行 ESLint、`npm run typecheck``npm run check:encoding`
- 关联文档:`docs/technical/【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md` - 关联文档:`docs/technical/【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`

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@@ -55,7 +55,7 @@ AI 文字游戏模板接入以 [AI_NATIVE_TEXT_GAME_TEMPLATE_MOKU_REFERENCE_PRD_
平台入口生成页进度 tick 的 stage 到生成状态映射、终态判定和视觉小说轻量生成特例收口到 `src/components/platform-entry/platformGenerationProgressTickModel.ts`,壳层只保留 `Date.now()``setInterval` 和 cleanup 副作用,规则见 [【前端架构】PlatformGenerationProgressTickModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformGenerationProgressTickModel收口计划-2026-06-04.md)。 平台入口生成页进度 tick 的 stage 到生成状态映射、终态判定和视觉小说轻量生成特例收口到 `src/components/platform-entry/platformGenerationProgressTickModel.ts`,壳层只保留 `Date.now()``setInterval` 和 cleanup 副作用,规则见 [【前端架构】PlatformGenerationProgressTickModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformGenerationProgressTickModel收口计划-2026-06-04.md)。
平台壳的拼图 runtime 恢复 work、方洞 session draft 转 profile、跳一跳 pending session、敲木鱼 detail 恢复 session 和敲木鱼 pending session DTO 映射收口到 `src/components/platform-entry/platformMiniGameSessionMappingModel.ts`壳层只保留网络、状态、URL 与 stage 副作用,规则见 [【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md)。 平台壳的拼图 runtime 恢复 work、方洞 session draft 转 profile、视觉小说 work detail 转 Agent session、跳一跳 pending session、敲木鱼 detail 恢复 session 和敲木鱼 pending session DTO 映射收口到 `src/components/platform-entry/platformMiniGameSessionMappingModel.ts`壳层只保留网络、状态、URL 与 stage 副作用,规则见 [【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformMiniGameSessionMappingModel收口计划-2026-06-04.md)。
平台小游戏生成状态的恢复、失败 / 完成收尾、展示 rebase、拼图后端进度合并、抓大鹅生成资产旁路进度合并和 ready / generating 判定收口到 `src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts`,壳层只保留 API、后台任务、React state、URL 与 stage 副作用,规则见 [【前端架构】PlatformMiniGameDraftGenerationStateModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformMiniGameDraftGenerationStateModel收口计划-2026-06-04.md)。 平台小游戏生成状态的恢复、失败 / 完成收尾、展示 rebase、拼图后端进度合并、抓大鹅生成资产旁路进度合并和 ready / generating 判定收口到 `src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts`,壳层只保留 API、后台任务、React state、URL 与 stage 副作用,规则见 [【前端架构】PlatformMiniGameDraftGenerationStateModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformMiniGameDraftGenerationStateModel收口计划-2026-06-04.md)。

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@@ -2,7 +2,7 @@
## 背景 ## 背景
`PlatformEntryFlowShellImpl.tsx` 顶部曾保留拼图 runtime 恢复、方洞挑战 session draft 转 profile、跳一跳 pending session、敲木鱼 work detail 恢复和敲木鱼 pending session 多段纯 DTO 映射。它们没有 React state、网络请求、路由、弹窗或计时副作用却住在大型平台壳内新增或修正生成中草稿恢复时需要在壳层里理解 sessionId 优先级、拼图稳定 ID、方洞 profile 默认值、pending draft 默认值和木鱼 fallback 规则。 `PlatformEntryFlowShellImpl.tsx` 顶部曾保留拼图 runtime 恢复、方洞挑战 session draft 转 profile、视觉小说 work detail 转 Agent session、跳一跳 pending session、敲木鱼 work detail 恢复和敲木鱼 pending session 多段纯 DTO 映射。它们没有 React state、网络请求、路由、弹窗或计时副作用却住在大型平台壳内新增或修正生成中草稿恢复时需要在壳层里理解 sessionId 优先级、拼图稳定 ID、方洞 profile 默认值、视觉小说 work/session fallback、pending draft 默认值和木鱼 fallback 规则。
这些规则属于平台壳 session / work 恢复映射,应成为可测试的 **Module**。壳层只负责调用网络、写 React state、写 URL 和切换 stage。 这些规则属于平台壳 session / work 恢复映射,应成为可测试的 **Module**。壳层只负责调用网络、写 React state、写 URL 和切换 stage。
@@ -12,6 +12,7 @@
- `buildPuzzleRuntimeWorkFromSession(session, owner)`:从拼图 Agent session 构造可进入 runtime 的 draft `PuzzleWorkSummary`,缺草稿、缺 profile 或缺封面时返回 `null` - `buildPuzzleRuntimeWorkFromSession(session, owner)`:从拼图 Agent session 构造可进入 runtime 的 draft `PuzzleWorkSummary`,缺草稿、缺 profile 或缺封面时返回 `null`
- `buildSquareHoleProfileFromSession(session)`:从方洞挑战 Agent session draft 构造草稿 `SquareHoleWorkProfile`,缺 session、缺 draft 或缺 profileId 时返回 `null` - `buildSquareHoleProfileFromSession(session)`:从方洞挑战 Agent session draft 构造草稿 `SquareHoleWorkProfile`,缺 session、缺 draft 或缺 profileId 时返回 `null`
- `buildVisualNovelSessionFromWorkDetail(work)`:从视觉小说 work detail 恢复 `VisualNovelAgentSessionSnapshot`,供草稿作品架回到结果页继续编辑。
- `buildJumpHopPendingSession(item)`:从跳一跳作品架 summary 构造生成中 pending session。 - `buildJumpHopPendingSession(item)`:从跳一跳作品架 summary 构造生成中 pending session。
- `buildWoodenFishSessionFromWorkDetail(work, fallbackItem?)`:从敲木鱼 work detail 恢复 session并按 summary / fallback / profileId 决定 sessionId。 - `buildWoodenFishSessionFromWorkDetail(work, fallbackItem?)`:从敲木鱼 work detail 恢复 session并按 summary / fallback / profileId 决定 sessionId。
- `buildWoodenFishPendingSession(item)`:从敲木鱼作品架 summary 构造生成中 pending session。 - `buildWoodenFishPendingSession(item)`:从敲木鱼作品架 summary 构造生成中 pending session。
@@ -25,15 +26,16 @@
- 拼图 owner 缺省为 `current-user` / `玩家``publishReady` 来自 `session.resultPreview?.publishReady` - 拼图 owner 缺省为 `current-user` / `玩家``publishReady` 来自 `session.resultPreview?.publishReady`
- 方洞 profile 的 `workId``profileId` 都来自 draft `profileId`owner 固定为 `current-user``sourceSessionId` 来自 sessionId。 - 方洞 profile 的 `workId``profileId` 都来自 draft `profileId`owner 固定为 `current-user``sourceSessionId` 来自 sessionId。
- 方洞 profile 的 `updatedAt` 优先 session `updatedAt`,缺失时使用当前时间;`publicationStatus='draft'``playCount=0``publishedAt=null``publishReady` 来自 draft。 - 方洞 profile 的 `updatedAt` 优先 session `updatedAt`,缺失时使用当前时间;`publicationStatus='draft'``playCount=0``publishedAt=null``publishReady` 来自 draft。
- 视觉小说恢复 session 的 `sessionId` 优先归一化后的 `sourceSessionId`,为空时回退 `workId``status='ready'``messages=[]``pendingAction=null``sourceMode` 来自 draft`updatedAt` 来自 summary。
- 跳一跳 pending sessionId 优先 `sourceSessionId`,缺失时用 `profileId`;素材、路径和 prompt 维持空值兜底。 - 跳一跳 pending sessionId 优先 `sourceSessionId`,缺失时用 `profileId`;素材、路径和 prompt 维持空值兜底。
- 敲木鱼 detail sessionId 优先级固定为 `work.summary.sourceSessionId > fallbackItem.sourceSessionId > profileId` - 敲木鱼 detail sessionId 优先级固定为 `work.summary.sourceSessionId > fallbackItem.sourceSessionId > profileId`
- 敲木鱼 pending session 保持 `floatingWords=['功德 +1']`、素材 / 音效 / 背景为空的旧默认。 - 敲木鱼 pending session 保持 `floatingWords=['功德 +1']`、素材 / 音效 / 背景为空的旧默认。
## Depth / Leverage / Locality ## Depth / Leverage / Locality
- **Depth**:壳层以少量函数取得恢复用 DTOID 优先级、方洞 profile 默认值和 pending draft 字段藏入 Module Implementation。 - **Depth**:壳层以少量函数取得恢复用 DTOID 优先级、方洞 profile 默认值、视觉小说 session fallback 和 pending draft 字段藏入 Module Implementation。
- **Leverage**:后续新增生成中作品恢复或修改 sessionId 规则时,先改 Module 与单测,再保持壳层 Adapter 副作用不变。 - **Leverage**:后续新增生成中作品恢复或修改 sessionId 规则时,先改 Module 与单测,再保持壳层 Adapter 副作用不变。
- **Locality**:拼图、方洞、跳一跳和敲木鱼的恢复映射集中在一个纯测试面,避免在大型壳层顶部继续堆积 DTO 构造。 - **Locality**:拼图、方洞、视觉小说、跳一跳和敲木鱼的恢复映射集中在一个纯测试面,避免在大型壳层顶部继续堆积 DTO 构造。
## 验收 ## 验收

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@@ -537,6 +537,7 @@ import {
buildJumpHopPendingSession, buildJumpHopPendingSession,
buildPuzzleRuntimeWorkFromSession, buildPuzzleRuntimeWorkFromSession,
buildSquareHoleProfileFromSession, buildSquareHoleProfileFromSession,
buildVisualNovelSessionFromWorkDetail,
buildWoodenFishPendingSession, buildWoodenFishPendingSession,
buildWoodenFishSessionFromWorkDetail, buildWoodenFishSessionFromWorkDetail,
} from './platformMiniGameSessionMappingModel'; } from './platformMiniGameSessionMappingModel';
@@ -736,22 +737,6 @@ const PUZZLE_DRAFT_GENERATION_POINT_COST = 2;
const MATCH3D_DRAFT_GENERATION_POINT_COST = 10; const MATCH3D_DRAFT_GENERATION_POINT_COST = 10;
const BARK_BATTLE_DRAFT_GENERATION_POINT_COST = 3; const BARK_BATTLE_DRAFT_GENERATION_POINT_COST = 3;
function mapVisualNovelWorkDetailToSession(
work: VisualNovelWorkDetail,
): VisualNovelAgentSessionSnapshot {
return {
sessionId: work.sourceSessionId?.trim() || work.workId,
ownerUserId: work.summary.ownerUserId,
sourceMode: work.draft.sourceMode,
status: 'ready',
messages: [],
draft: work.draft,
pendingAction: null,
createdAt: work.createdAt,
updatedAt: work.summary.updatedAt,
};
}
function mergePuzzleWorkSummary( function mergePuzzleWorkSummary(
current: PuzzleWorkSummary, current: PuzzleWorkSummary,
updated: PuzzleWorkSummary, updated: PuzzleWorkSummary,
@@ -11094,7 +11079,7 @@ export function PlatformEntryFlowShellImpl({
try { try {
const { work } = await getVisualNovelWorkDetail(item.profileId); const { work } = await getVisualNovelWorkDetail(item.profileId);
setVisualNovelWork(work); setVisualNovelWork(work);
setVisualNovelSession(mapVisualNovelWorkDetailToSession(work)); setVisualNovelSession(buildVisualNovelSessionFromWorkDetail(work));
enterCreateTab(); enterCreateTab();
setSelectionStage('visual-novel-result'); setSelectionStage('visual-novel-result');
} catch (error) { } catch (error) {

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@@ -12,6 +12,10 @@ import type {
SquareHoleResultDraft, SquareHoleResultDraft,
SquareHoleSessionSnapshot, SquareHoleSessionSnapshot,
} from '../../../packages/shared/src/contracts/squareHoleAgent'; } from '../../../packages/shared/src/contracts/squareHoleAgent';
import type {
VisualNovelResultDraft,
VisualNovelWorkDetail,
} from '../../../packages/shared/src/contracts/visualNovel';
import type { import type {
WoodenFishAudioAsset, WoodenFishAudioAsset,
WoodenFishImageAsset, WoodenFishImageAsset,
@@ -22,6 +26,7 @@ import {
buildJumpHopPendingSession, buildJumpHopPendingSession,
buildPuzzleRuntimeWorkFromSession, buildPuzzleRuntimeWorkFromSession,
buildSquareHoleProfileFromSession, buildSquareHoleProfileFromSession,
buildVisualNovelSessionFromWorkDetail,
buildWoodenFishPendingSession, buildWoodenFishPendingSession,
buildWoodenFishSessionFromWorkDetail, buildWoodenFishSessionFromWorkDetail,
} from './platformMiniGameSessionMappingModel'; } from './platformMiniGameSessionMappingModel';
@@ -222,6 +227,126 @@ function buildSquareHoleSession(
}; };
} }
function buildVisualNovelDraft(
overrides: Partial<VisualNovelResultDraft> = {},
): VisualNovelResultDraft {
return {
profileId: 'visual-novel-profile-1',
workTitle: '雪线电台',
workDescription: '旧电台牵出雪夜列车谜案。',
workTags: ['雪夜', '电台'],
coverImageSrc: '/visual-novel-cover.png',
sourceMode: 'idea',
sourceAssetIds: ['asset-source-1'],
world: {
title: '北境终点线',
summary: '边境小城与旧电台。',
background: '十二年前的雪崩留下夜间广播。',
premise: '玩家需要在日出前找出列车停摆的原因。',
literaryStyle: '克制冷光感。',
playerRole: '临时广播员',
defaultTone: '安静紧张',
},
characters: [
{
characterId: 'vn-char-1',
name: '林遥',
gender: '女',
role: 'main',
appearance: '灰色长外套。',
personality: '谨慎敏锐。',
tone: '短句多。',
background: '旧电台夜班实习生。',
relationshipToPlayer: '临时搭档',
imageAssets: [],
defaultExpression: 'calm',
isPlayerVisible: false,
},
],
scenes: [
{
sceneId: 'vn-scene-1',
name: '风雪站台',
description: '站灯忽明忽暗。',
backgroundImageSrc: null,
musicSrc: null,
ambientSoundSrc: null,
availability: 'opening',
phaseIds: ['vn-phase-1'],
},
],
storyPhases: [
{
phaseId: 'vn-phase-1',
title: '重启站台',
goal: '确认列车为何停在废弃站台。',
summary: '玩家抵达风雪站台。',
entryCondition: '开场进入',
exitCondition: '找到车长日志',
sceneIds: ['vn-scene-1'],
characterIds: ['vn-char-1'],
suggestedChoices: ['检查广播柜'],
},
],
opening: {
sceneId: 'vn-scene-1',
narration: '雪落得很慢。',
speakerCharacterId: 'vn-char-1',
firstDialogue: '你听见了吗?',
initialChoices: [
{
choiceId: 'vn-choice-1',
text: '靠近广播柜。',
actionHint: 'inspect_radio',
},
],
},
runtimeConfig: {
textModeEnabled: true,
defaultTextMode: false,
maxHistoryEntries: 80,
maxAssistantStepCountPerTurn: 8,
allowFreeTextAction: true,
allowHistoryRegeneration: true,
attributePanelMode: 'template_config',
saveArchiveEnabled: true,
},
publishReady: true,
validationIssues: [],
updatedAt: '2026-06-01T13:00:00.000Z',
...overrides,
};
}
function buildVisualNovelWorkDetail(
overrides: Partial<VisualNovelWorkDetail> = {},
): VisualNovelWorkDetail {
const draft = buildVisualNovelDraft();
return {
workId: 'visual-novel-work-1',
summary: {
runtimeKind: 'visual-novel',
profileId: 'visual-novel-profile-1',
ownerUserId: 'user-visual-novel-1',
title: draft.workTitle,
description: draft.workDescription,
coverImageSrc: draft.coverImageSrc,
tags: draft.workTags,
publishStatus: 'draft',
publishReady: draft.publishReady,
playCount: 0,
updatedAt: '2026-06-01T13:30:00.000Z',
publishedAt: null,
},
sourceSessionId: ' visual-novel-session-1 ',
authorDisplayName: '视觉小说作者',
sourceAssetIds: draft.sourceAssetIds,
draft,
createdAt: '2026-06-01T12:50:00.000Z',
...overrides,
};
}
const woodenFishImageAsset: WoodenFishImageAsset = { const woodenFishImageAsset: WoodenFishImageAsset = {
assetId: 'asset-hit', assetId: 'asset-hit',
imageSrc: '/hit.png', imageSrc: '/hit.png',
@@ -427,6 +552,33 @@ describe('platformMiniGameSessionMappingModel', () => {
).toBeNull(); ).toBeNull();
}); });
test('builds visual novel recovered session from work detail', () => {
const work = buildVisualNovelWorkDetail();
expect(buildVisualNovelSessionFromWorkDetail(work)).toEqual({
sessionId: 'visual-novel-session-1',
ownerUserId: 'user-visual-novel-1',
sourceMode: 'idea',
status: 'ready',
messages: [],
draft: work.draft,
pendingAction: null,
createdAt: '2026-06-01T12:50:00.000Z',
updatedAt: '2026-06-01T13:30:00.000Z',
});
});
test('falls back visual novel recovered session id to work id', () => {
expect(
buildVisualNovelSessionFromWorkDetail(
buildVisualNovelWorkDetail({
sourceSessionId: ' ',
workId: 'visual-novel-work-fallback',
}),
).sessionId,
).toBe('visual-novel-work-fallback');
});
test('builds wooden fish pending session from work summary', () => { test('builds wooden fish pending session from work summary', () => {
expect(buildWoodenFishPendingSession(buildWoodenFishSummary())).toEqual({ expect(buildWoodenFishPendingSession(buildWoodenFishSummary())).toEqual({
sessionId: 'wooden-fish-session-1', sessionId: 'wooden-fish-session-1',

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@@ -3,6 +3,10 @@ import type { PuzzleAgentSessionSnapshot } from '../../../packages/shared/src/co
import type { PuzzleWorkSummary } from '../../../packages/shared/src/contracts/puzzleWorkSummary'; import type { PuzzleWorkSummary } from '../../../packages/shared/src/contracts/puzzleWorkSummary';
import type { SquareHoleSessionSnapshot } from '../../../packages/shared/src/contracts/squareHoleAgent'; import type { SquareHoleSessionSnapshot } from '../../../packages/shared/src/contracts/squareHoleAgent';
import type { SquareHoleWorkProfile } from '../../../packages/shared/src/contracts/squareHoleWorks'; import type { SquareHoleWorkProfile } from '../../../packages/shared/src/contracts/squareHoleWorks';
import type {
VisualNovelAgentSessionSnapshot,
VisualNovelWorkDetail,
} from '../../../packages/shared/src/contracts/visualNovel';
import type { import type {
WoodenFishSessionSnapshotResponse, WoodenFishSessionSnapshotResponse,
WoodenFishWorkProfileResponse, WoodenFishWorkProfileResponse,
@@ -88,6 +92,22 @@ export function buildSquareHoleProfileFromSession(
}; };
} }
export function buildVisualNovelSessionFromWorkDetail(
work: VisualNovelWorkDetail,
): VisualNovelAgentSessionSnapshot {
return {
sessionId: normalizeCreationUrlValue(work.sourceSessionId) ?? work.workId,
ownerUserId: work.summary.ownerUserId,
sourceMode: work.draft.sourceMode,
status: 'ready',
messages: [],
draft: work.draft,
pendingAction: null,
createdAt: work.createdAt,
updatedAt: work.summary.updatedAt,
};
}
export function buildJumpHopPendingSession( export function buildJumpHopPendingSession(
item: JumpHopWorkSummaryResponse, item: JumpHopWorkSummaryResponse,
): JumpHopSessionSnapshotResponse { ): JumpHopSessionSnapshotResponse {