refactor: 收口拼图 runtime 状态合并
This commit is contained in:
@@ -1444,6 +1444,14 @@
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- 验证方式:`npm run test -- src/components/platform-entry/platformPuzzleDraftRecoveryModel.test.ts`、针对新 Module 和 `PlatformEntryFlowShellImpl.tsx` 执行 ESLint、`npm run test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "persisted generating puzzle draft"`、`npm run typecheck`、`npm run check:encoding`。
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- 关联文档:`docs/technical/【前端架构】PlatformPuzzleDraftRecoveryModel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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## 2026-06-04 Platform Puzzle Runtime State Model 收口
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- 背景:`PlatformEntryFlowShellImpl.tsx` 在拼图排行榜提交回包后内联合并服务端 run 快照,壳层需要理解 `PuzzleRunSnapshot` 中哪些字段由前端即时裁决、哪些字段只由服务端补齐。
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- 决策:新增 `src/components/platform-entry/platformPuzzleRuntimeStateModel.ts`,以 `mergePuzzleServiceRuntimeState(currentRun, serviceRun)` 收口服务端 run 合并规则。Module 保留当前前端关卡状态、棋盘和计时,只合并服务端 run 身份、`clearedLevelCount` 上限、排行榜与下一关 handoff;任一 run 缺 `currentLevel` 时直接返回当前 run。
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- 影响范围:拼图排行榜提交、推荐 runtime isolated / default 运行态回包合并、下一关同作品 / 相似作品 handoff,以及后续 Puzzle runtime 快照字段调整。
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- 验证方式:`npm run test -- src/components/platform-entry/platformPuzzleRuntimeStateModel.test.ts`、针对新 Module 和 `PlatformEntryFlowShellImpl.tsx` 执行 ESLint、`npm run typecheck`、`npm run check:encoding`。
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- 关联文档:`docs/technical/【前端架构】PlatformPuzzleRuntimeStateModel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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## 2026-06-04 Puzzle Publish Asset Gate 收紧
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- 背景:后端拼图待发布门槛与前端历史恢复逻辑一样偏弱,只要求标题、描述、标签、关卡名和 cover,导致缺关卡画面、UI spritesheet 或关卡背景的半成品可能被标为 `publishReady` / `ready_to_publish`。
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@@ -63,6 +63,8 @@ AI 文字游戏模板接入以 [AI_NATIVE_TEXT_GAME_TEMPLATE_MOKU_REFERENCE_PRD_
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平台拼图生成完成后刷新恢复的草稿归一化与可恢复完成态判定收口到 `src/components/platform-entry/platformPuzzleDraftRecoveryModel.ts`,恢复链路只有在首图、关卡画面、UI spritesheet 与关卡背景资产包完整时才抬为 ready,规则见 [【前端架构】PlatformPuzzleDraftRecoveryModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformPuzzleDraftRecoveryModel收口计划-2026-06-04.md)。
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拼图排行榜提交回包后的服务端 run 快照合并收口到 `src/components/platform-entry/platformPuzzleRuntimeStateModel.ts`,只合并排行榜、run 身份、通关数上限和下一关 handoff,保留前端即时裁决的关卡状态与棋盘,规则见 [【前端架构】PlatformPuzzleRuntimeStateModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformPuzzleRuntimeStateModel收口计划-2026-06-04.md)。
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后端拼图发布 / 待发布门槛收紧到首图、关卡画面、UI spritesheet 与关卡背景资产包完整,`module-puzzle` 的 preview blockers 与 `api-server` 的 session stage 判定保持同一规则,方案见 [【后端架构】PuzzlePublishAssetGate收紧计划-2026-06-04.md](./technical/【后端架构】PuzzlePublishAssetGate收紧计划-2026-06-04.md)。
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平台入口个人钱包本地 delta、dashboard 乐观更新与服务端快照对账规则收口到 `src/components/platform-entry/platformProfileWalletDeltaModel.ts`,平台壳只保留 API、ref 与 state 副作用,规则见 [【前端架构】PlatformProfileWalletDeltaModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformProfileWalletDeltaModel收口计划-2026-06-04.md)。
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@@ -0,0 +1,36 @@
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# 【前端架构】Platform Puzzle Runtime State Model 收口计划
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## 背景
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`PlatformEntryFlowShellImpl.tsx` 曾内联 `mergePuzzleServiceRuntimeState(...)`,在拼图排行榜提交回包后,把服务端 run 快照合并回当前前端 run。此逻辑没有 React state、网络、URL 或弹窗副作用,却需要理解 `PuzzleRunSnapshot` 的局部真相分工:拼块布局、当前关卡状态和计时结果由前端即时裁决;服务端回包只补排行榜、run 身份、通关数上限和下一关 handoff。
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若该合并规则继续留在平台壳,后续调整排行榜来源、相似作品下一关或本地 / 服务端 run 混合策略时,维护者必须翻大型壳层并同时避开大量副作用代码。
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## 决策
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新增 `src/components/platform-entry/platformPuzzleRuntimeStateModel.ts` 作为 Platform Puzzle Runtime State **Module**。公开 **Interface**:
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- `mergePuzzleServiceRuntimeState(currentRun, serviceRun)`:当双方都有 `currentLevel` 时,保留当前前端关卡状态与棋盘,只合并服务端 run 身份、`clearedLevelCount` 上限、排行榜与下一关 handoff;任一方缺 `currentLevel` 时返回当前 run。
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`PlatformEntryFlowShellImpl.tsx` 继续作为 **Adapter**:它负责提交排行榜、读取回包、写 React state、刷新 archive 和错误提示,不再持有拼图 run 快照合并字段清单。
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## Interface 约束
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- 缺少 `currentRun.currentLevel` 或 `serviceRun.currentLevel` 时不得合并,直接返回当前 run。
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- `clearedLevelCount` 取当前 run 与服务端 run 的最大值,避免服务端较旧回包降低本地通关数。
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- 排行榜优先取 `serviceRun.currentLevel.leaderboardEntries`;为空时取 `serviceRun.leaderboardEntries`;两者皆空时保留当前关卡榜单。
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- `currentLevel` 的棋盘、状态、计时和关卡字段来自当前 run,不被服务端回包覆盖。
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- `runId`、`entryProfileId`、`recommendedNextProfileId`、`nextLevelMode`、`nextLevelProfileId`、`nextLevelId`、`recommendedNextWorks` 来自服务端 run。
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## Depth / Leverage / Locality
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- **Depth**:壳层传入当前 run 与服务端 run,即取得合并后的稳定快照;排行榜来源、下一关 handoff 和前端局部真相保留规则藏入 Module Implementation。
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- **Leverage**:排行榜提交、后续相似作品推荐或服务端 run 字段变化时,先改纯 Module 与单测,壳层提交副作用不变。
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- **Locality**:拼图 runtime 快照合并规则集中到一个纯测试面,避免在平台壳中继续散落 `PuzzleRunSnapshot` 字段判断。
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## 验收
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- `npm run test -- src/components/platform-entry/platformPuzzleRuntimeStateModel.test.ts`
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- `npx eslint src/components/platform-entry/platformPuzzleRuntimeStateModel.ts src/components/platform-entry/platformPuzzleRuntimeStateModel.test.ts src/components/platform-entry/PlatformEntryFlowShellImpl.tsx --quiet`
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- `npm run typecheck`
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- `npm run check:encoding`
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@@ -589,6 +589,7 @@ import {
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buildPuzzleResultProfileId,
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buildPuzzleResultWorkId,
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} from './platformPuzzleIdentityModel';
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import { mergePuzzleServiceRuntimeState } from './platformPuzzleRuntimeStateModel';
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import {
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type PlatformPuzzleRuntimeAuthMode,
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resolvePlatformRecommendRuntimeAuthPlan,
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@@ -1250,45 +1251,6 @@ function CreationResultRecoveryPanel({
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);
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}
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function mergePuzzleServiceRuntimeState(
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currentRun: PuzzleRunSnapshot,
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serviceRun: PuzzleRunSnapshot,
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): PuzzleRunSnapshot {
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if (!currentRun.currentLevel || !serviceRun.currentLevel) {
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return currentRun;
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}
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const serviceLevel = serviceRun.currentLevel;
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const leaderboardEntries =
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serviceLevel.leaderboardEntries.length > 0
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? serviceLevel.leaderboardEntries
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: serviceRun.leaderboardEntries;
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// 中文注释:拼块布局和通关状态由前端即时裁决;后端快照只合并榜单与下一关 handoff。
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return {
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...currentRun,
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runId: serviceRun.runId,
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entryProfileId: serviceRun.entryProfileId,
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clearedLevelCount: Math.max(
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currentRun.clearedLevelCount,
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serviceRun.clearedLevelCount,
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),
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recommendedNextProfileId: serviceRun.recommendedNextProfileId,
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nextLevelMode: serviceRun.nextLevelMode,
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nextLevelProfileId: serviceRun.nextLevelProfileId,
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nextLevelId: serviceRun.nextLevelId,
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recommendedNextWorks: serviceRun.recommendedNextWorks,
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leaderboardEntries,
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currentLevel: {
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...currentRun.currentLevel,
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leaderboardEntries:
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leaderboardEntries.length > 0
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? leaderboardEntries
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: currentRun.currentLevel.leaderboardEntries,
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},
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};
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}
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export function PlatformEntryFlowShellImpl({
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selectionStage,
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setSelectionStage,
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@@ -0,0 +1,197 @@
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import { describe, expect, test } from 'vitest';
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import type {
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PuzzleLeaderboardEntry,
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PuzzleRunSnapshot,
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PuzzleRuntimeLevelSnapshot,
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} from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
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import { mergePuzzleServiceRuntimeState } from './platformPuzzleRuntimeStateModel';
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const currentLeaderboard: PuzzleLeaderboardEntry[] = [
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{
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rank: 1,
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nickname: '本地玩家',
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elapsedMs: 12000,
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isCurrentPlayer: true,
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},
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];
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const serviceLevelLeaderboard: PuzzleLeaderboardEntry[] = [
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{
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rank: 1,
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nickname: '服务端玩家',
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elapsedMs: 9000,
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},
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];
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const serviceRunLeaderboard: PuzzleLeaderboardEntry[] = [
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{
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rank: 2,
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nickname: '全局玩家',
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elapsedMs: 15000,
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},
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];
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function buildPuzzleLevel(
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overrides: Partial<PuzzleRuntimeLevelSnapshot> = {},
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): PuzzleRuntimeLevelSnapshot {
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return {
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runId: 'run-current',
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levelIndex: 0,
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levelId: 'level-1',
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gridSize: 3,
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profileId: 'puzzle-profile-current',
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levelName: '星桥机关',
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authorDisplayName: '玩家',
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themeTags: ['星桥'],
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coverImageSrc: '/cover.png',
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board: {
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rows: 3,
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cols: 3,
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pieces: [],
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mergedGroups: [],
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selectedPieceId: null,
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allTilesResolved: true,
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},
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status: 'cleared',
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startedAtMs: 1000,
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clearedAtMs: 13000,
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elapsedMs: 12000,
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timeLimitMs: 120000,
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remainingMs: 108000,
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pausedAccumulatedMs: 0,
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pauseStartedAtMs: null,
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freezeAccumulatedMs: 0,
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freezeStartedAtMs: null,
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freezeUntilMs: null,
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leaderboardEntries: currentLeaderboard,
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...overrides,
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};
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}
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function buildPuzzleRun(
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overrides: Partial<PuzzleRunSnapshot> = {},
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): PuzzleRunSnapshot {
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return {
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runId: 'run-current',
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entryProfileId: 'puzzle-profile-current',
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clearedLevelCount: 1,
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currentLevelIndex: 0,
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currentGridSize: 3,
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playedProfileIds: ['puzzle-profile-current'],
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previousLevelTags: ['星桥'],
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currentLevel: buildPuzzleLevel(),
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recommendedNextProfileId: null,
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nextLevelMode: 'sameWork',
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nextLevelProfileId: null,
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nextLevelId: null,
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recommendedNextWorks: [],
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leaderboardEntries: currentLeaderboard,
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...overrides,
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};
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}
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describe('platformPuzzleRuntimeStateModel', () => {
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test('keeps current run when either current level is missing', () => {
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const currentRun = buildPuzzleRun({ currentLevel: null });
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expect(
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mergePuzzleServiceRuntimeState(currentRun, buildPuzzleRun()),
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).toBe(currentRun);
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const serviceRun = buildPuzzleRun({ currentLevel: null });
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const playableCurrentRun = buildPuzzleRun();
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expect(
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mergePuzzleServiceRuntimeState(playableCurrentRun, serviceRun),
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).toBe(playableCurrentRun);
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});
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test('merges service leaderboard and next-level handoff without replacing local level state', () => {
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const currentRun = buildPuzzleRun({
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clearedLevelCount: 2,
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currentLevel: buildPuzzleLevel({
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runId: 'run-current',
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status: 'cleared',
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board: {
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rows: 3,
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cols: 3,
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pieces: [
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{
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pieceId: 'piece-local',
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correctRow: 0,
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correctCol: 0,
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currentRow: 0,
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currentCol: 0,
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mergedGroupId: null,
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},
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],
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mergedGroups: [],
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selectedPieceId: 'piece-local',
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allTilesResolved: true,
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},
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}),
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});
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const serviceRun = buildPuzzleRun({
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runId: 'run-service',
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entryProfileId: 'puzzle-profile-service',
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clearedLevelCount: 1,
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recommendedNextProfileId: 'next-recommended',
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nextLevelMode: 'similarWorks',
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nextLevelProfileId: 'next-profile',
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nextLevelId: 'next-level',
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recommendedNextWorks: [
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{
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profileId: 'next-profile',
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levelName: '月桥机关',
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authorDisplayName: '推荐作者',
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themeTags: ['月桥'],
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coverImageSrc: '/next-cover.png',
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similarityScore: 0.91,
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},
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],
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currentLevel: buildPuzzleLevel({
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runId: 'run-service-level',
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status: 'playing',
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leaderboardEntries: serviceLevelLeaderboard,
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}),
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});
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const merged = mergePuzzleServiceRuntimeState(currentRun, serviceRun);
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expect(merged.runId).toBe('run-service');
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expect(merged.entryProfileId).toBe('puzzle-profile-service');
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expect(merged.clearedLevelCount).toBe(2);
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expect(merged.recommendedNextProfileId).toBe('next-recommended');
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expect(merged.nextLevelMode).toBe('similarWorks');
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expect(merged.nextLevelProfileId).toBe('next-profile');
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expect(merged.nextLevelId).toBe('next-level');
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expect(merged.recommendedNextWorks).toEqual(serviceRun.recommendedNextWorks);
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expect(merged.leaderboardEntries).toEqual(serviceLevelLeaderboard);
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expect(merged.currentLevel?.status).toBe('cleared');
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expect(merged.currentLevel?.board.pieces).toEqual(
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currentRun.currentLevel?.board.pieces,
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);
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expect(merged.currentLevel?.leaderboardEntries).toEqual(
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serviceLevelLeaderboard,
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);
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});
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test('falls back to service run leaderboard, then current level leaderboard', () => {
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const currentRun = buildPuzzleRun();
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const serviceRun = buildPuzzleRun({
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currentLevel: buildPuzzleLevel({ leaderboardEntries: [] }),
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leaderboardEntries: serviceRunLeaderboard,
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});
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expect(
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mergePuzzleServiceRuntimeState(currentRun, serviceRun).currentLevel
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?.leaderboardEntries,
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).toEqual(serviceRunLeaderboard);
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expect(
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mergePuzzleServiceRuntimeState(currentRun, {
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...serviceRun,
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leaderboardEntries: [],
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}).currentLevel?.leaderboardEntries,
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).toEqual(currentLeaderboard);
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});
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});
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@@ -0,0 +1,40 @@
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import type { PuzzleRunSnapshot } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
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export function mergePuzzleServiceRuntimeState(
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currentRun: PuzzleRunSnapshot,
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serviceRun: PuzzleRunSnapshot,
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): PuzzleRunSnapshot {
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if (!currentRun.currentLevel || !serviceRun.currentLevel) {
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return currentRun;
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}
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const serviceLevel = serviceRun.currentLevel;
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const leaderboardEntries =
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serviceLevel.leaderboardEntries.length > 0
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? serviceLevel.leaderboardEntries
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: serviceRun.leaderboardEntries;
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// 中文注释:拼块布局和通关状态由前端即时裁决;后端快照只合并榜单与下一关 handoff。
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return {
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...currentRun,
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runId: serviceRun.runId,
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entryProfileId: serviceRun.entryProfileId,
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clearedLevelCount: Math.max(
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currentRun.clearedLevelCount,
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serviceRun.clearedLevelCount,
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),
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recommendedNextProfileId: serviceRun.recommendedNextProfileId,
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nextLevelMode: serviceRun.nextLevelMode,
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nextLevelProfileId: serviceRun.nextLevelProfileId,
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nextLevelId: serviceRun.nextLevelId,
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recommendedNextWorks: serviceRun.recommendedNextWorks,
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leaderboardEntries,
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currentLevel: {
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...currentRun.currentLevel,
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leaderboardEntries:
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leaderboardEntries.length > 0
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? leaderboardEntries
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: currentRun.currentLevel.leaderboardEntries,
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},
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};
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}
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Reference in New Issue
Block a user