refactor: 收口小游戏生成状态模型

This commit is contained in:
2026-06-04 03:16:32 +08:00
parent 23314e62aa
commit 5114a230ae
7 changed files with 536 additions and 155 deletions

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@@ -1395,6 +1395,14 @@
- 验证方式:`npm run test -- src/components/platform-entry/platformRpgAgentResultPreviewModel.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/platformRpgAgentResultPreviewModel.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】PlatformRpgAgentResultPreviewModel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】PlatformRpgAgentResultPreviewModel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`
## 2026-06-04 Platform Mini Game Draft Generation State Model 收口
- 背景:`PlatformEntryFlowShellImpl.tsx` 内联维护小游戏生成状态恢复、失败 / 完成收尾、展示 rebase、拼图后端进度合并和 ready / generating 判定,壳层同时承担 API / background task 副作用和 `MiniGameDraftGenerationState` 生命周期细节。
- 决策:新增 `src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts`,收口恢复态、失败态、完成态、展示 rebase、拼图 progress phase 阈值和进度 metadata 合并。壳层继续负责 API、后台任务、React state 写入、作品架刷新、URL 和 stage 切换。
- 影响范围:拼图 / 抓大鹅 / 大鱼吃小鱼 / 方洞 / 跳一跳 / 敲木鱼 / 宝贝识物生成状态恢复、完成失败收尾、生成页返回展示和拼图轮询进度合并。
- 验证方式:`npm run test -- src/components/platform-entry/platformMiniGameDraftGenerationStateModel.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】PlatformMiniGameDraftGenerationStateModel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`
## 2026-06-03 Public Work Presentation 收口 ## 2026-06-03 Public Work Presentation 收口
- 背景:作品卡、推荐 runtime meta、排行项、分类项、搜索结果和桌面 hero 共用玩法类型 label 与紧凑计数格式,但规则仍在 `RpgEntryHomeView.tsx` 页面 Implementation 内。 - 背景:作品卡、推荐 runtime meta、排行项、分类项、搜索结果和桌面 hero 共用玩法类型 label 与紧凑计数格式,但规则仍在 `RpgEntryHomeView.tsx` 页面 Implementation 内。

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@@ -57,6 +57,8 @@ AI 文字游戏模板接入以 [AI_NATIVE_TEXT_GAME_TEMPLATE_MOKU_REFERENCE_PRD_
平台壳的拼图 runtime 恢复 work、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、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)。
RPG Agent 结果页发布门禁展示和预览来源 label 收口到 `src/components/platform-entry/platformRpgAgentResultPreviewModel.ts`,壳层只保留 session/profile 编排和结果页 props 传递,规则见 [【前端架构】PlatformRpgAgentResultPreviewModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformRpgAgentResultPreviewModel收口计划-2026-06-04.md)。 RPG Agent 结果页发布门禁展示和预览来源 label 收口到 `src/components/platform-entry/platformRpgAgentResultPreviewModel.ts`,壳层只保留 session/profile 编排和结果页 props 传递,规则见 [【前端架构】PlatformRpgAgentResultPreviewModel收口计划-2026-06-04.md](./technical/【前端架构】PlatformRpgAgentResultPreviewModel收口计划-2026-06-04.md)。
平台入口创作生成通知、pending 作品架占位、失败覆盖、拼图稳定 ID 和草稿 Tab 未读点收口到 `src/components/platform-entry/platformDraftGenerationShelfModel.ts`,规则见 [【前端架构】DraftGenerationShelfModel收口计划-2026-06-03.md](./technical/%E3%80%90%E5%89%8D%E7%AB%AF%E6%9E%B6%E6%9E%84%E3%80%91DraftGenerationShelfModel%E6%94%B6%E5%8F%A3%E8%AE%A1%E5%88%92-2026-06-03.md)。 平台入口创作生成通知、pending 作品架占位、失败覆盖、拼图稳定 ID 和草稿 Tab 未读点收口到 `src/components/platform-entry/platformDraftGenerationShelfModel.ts`,规则见 [【前端架构】DraftGenerationShelfModel收口计划-2026-06-03.md](./technical/%E3%80%90%E5%89%8D%E7%AB%AF%E6%9E%B6%E6%9E%84%E3%80%91DraftGenerationShelfModel%E6%94%B6%E5%8F%A3%E8%AE%A1%E5%88%92-2026-06-03.md)。

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# 【前端架构】Platform Mini Game Draft Generation State Model 收口计划
## 背景
`PlatformEntryFlowShellImpl.tsx` 曾内联维护小游戏生成状态的恢复、失败/完成收尾、展示 rebase、拼图后端进度合并和生成中 / ready 判定。壳层因此既要处理 API 回包、React state、后台任务、URL 和 stage又要记住 `MiniGameDraftGenerationState` 的生命周期细节。
这些状态变换不读取 DOM不请求网络也不写 React state它们属于平台层小游戏草稿生成状态 **Module**。壳层只应决定何时调用、把返回值写入对应 state。
## 决策
新增 `src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts` 作为 Platform Mini Game Draft Generation State **Module**。其公开 **Interface** 为:
- `createMiniGameDraftGenerationStateForRestoredDraft(kind, metadata?, startedAtMs?)`:为恢复的草稿重建生成态,并保留后端开始时间作为进度事实源。
- `createFailedMiniGameDraftGenerationStateForRestoredDraft(kind, updatedAt, error, metadata?)`:恢复失败草稿时按后端 `updatedAt` 建立失败态。
- `rebaseMiniGameDraftGenerationStateForDisplay(state)``rebaseMiniGameDraftBackgroundCompileTaskForDisplay(task)`:清理展示用 `finishedAtMs`,避免返回生成页后沿用结束态计时。
- `createPuzzleDraftGenerationStateFromPayload(payload, session?)``resolvePuzzlePhaseFromSessionProgress(state, session)``mergePuzzleSessionProgressIntoGenerationState(state, session)`:集中处理拼图生成的 aiRedraw、后端进度百分比和 phase 推进。
- `resolveFinishedMiniGameDraftGenerationState(state, phase, options?)`:统一完成 / 失败收尾的 `finishedAtMs`、错误与资产计数合并。
- `isMiniGameDraftReady(state)``isMiniGameDraftGenerating(state)`:统一生成态轻量判定。
`PlatformEntryFlowShellImpl.tsx` 仍作为 **Adapter**:它继续负责 API、background task、React state 写入、作品架刷新、URL 与 stage 切换。
## Interface 约束
- 恢复草稿状态必须允许调用方传入 `startedAtMs`;未传时使用当前时间,与旧逻辑一致。
- 恢复失败状态必须通过 `resolveMiniGameDraftGenerationStartedAtMs(updatedAt)` 解析后端时间,并保留传入 metadata。
- `resolveFinishedMiniGameDraftGenerationState` 只覆盖显式传入的 `error``completedAssetCount``totalAssetCount`;未传时沿用原 state。
- 拼图 session 只有在 `draft` 存在且不是 `formDraft` 时才视为后端编译生成中 session才写入 `puzzleProgressPercent` 并推进 phase。
- 拼图进度阈值保持旧值:`>=96``puzzle-select-image``>=94``puzzle-ui-assets``>=88` 时按 `puzzleAiRedraw=false` 进入 `puzzle-level-scene`,否则进入 `puzzle-cover-image`
- phase 变化时 `puzzleActiveStepStartedAtMs` 使用 session `updatedAt` 解析值phase 不变时保留旧值。
- 展示 rebase 只清理 `finishedAtMs`,不得修改 phase、error、资产计数或 metadata。
## Depth / Leverage / Locality
- **Depth**:壳层以状态变换函数表达意图;生成态字段、拼图阈值、时间解析与计数合并藏入 Module Implementation。
- **Leverage**:后续新增小游戏生成恢复或调整拼图后端进度阈值时,先改 Module 与单测,再让壳层 Adapter 保持调用点不变。
- **Locality**:小游戏生成状态规则集中到一个纯测试面,避免在大型壳层的 API callback、background task 和恢复流程中重复推理 `MiniGameDraftGenerationState`
## 验收
- `npm run test -- src/components/platform-entry/platformMiniGameDraftGenerationStateModel.test.ts`
- `npx eslint src/components/platform-entry/platformMiniGameDraftGenerationStateModel.ts src/components/platform-entry/platformMiniGameDraftGenerationStateModel.test.ts src/components/platform-entry/PlatformEntryFlowShellImpl.tsx --quiet`
- `npm run typecheck`
- `npm run check:encoding`

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@@ -14,6 +14,8 @@
拼图 runtime 刷新恢复、跳一跳生成中草稿打开和敲木鱼生成中 / detail 草稿恢复所需的 session / work DTO 映射统一由 `platformMiniGameSessionMappingModel.ts` 构造。平台壳只负责读取后端、写入本地 state、写 URL 和切换 stage不得在壳层重新手写 sessionId 优先级、pending draft 空素材默认值或拼图稳定 ID 映射。 拼图 runtime 刷新恢复、跳一跳生成中草稿打开和敲木鱼生成中 / detail 草稿恢复所需的 session / work DTO 映射统一由 `platformMiniGameSessionMappingModel.ts` 构造。平台壳只负责读取后端、写入本地 state、写 URL 和切换 stage不得在壳层重新手写 sessionId 优先级、pending draft 空素材默认值或拼图稳定 ID 映射。
平台小游戏生成状态的恢复、失败 / 完成收尾、展示 rebase、拼图后端进度合并和 ready / generating 判定统一由 `platformMiniGameDraftGenerationStateModel.ts` 处理。平台壳只决定何时调用并写入对应 React state不得在壳层重新维护 `MiniGameDraftGenerationState` 的 phase 阈值、`finishedAtMs` 清理或拼图进度 metadata 合并规则。
RPG Agent 结果页发布门禁展示由 `platformRpgAgentResultPreviewModel.ts` 判定:平台壳不得重新手写 `CustomWorldProfile` 顶层、`creatorIntent``anchorContent`、章节蓝图与首幕 acts 的结构探测,也不得在壳层内联 result preview source label 映射;壳层只负责 session/profile 编排和结果页 props 传递。 RPG Agent 结果页发布门禁展示由 `platformRpgAgentResultPreviewModel.ts` 判定:平台壳不得重新手写 `CustomWorldProfile` 顶层、`creatorIntent``anchorContent`、章节蓝图与首幕 acts 的结构探测,也不得在壳层内联 result preview source label 映射;壳层只负责 session/profile 编排和结果页 props 传递。
统一创作入口覆盖当前可进入创作链路的已有模板:`rpg``big-fish``puzzle``match3d``jump-hop``wooden-fish``square-hole``bark-battle``visual-novel``baby-object-match``creative-agent``airp` 仍是未开放占位,不作为当前统一创作链路目标。拼图、抓大鹅、跳一跳和敲木鱼在前端继续经过 `UnifiedCreationWorkspace``UnifiedGenerationPage``UnifiedCreationWorkspace` 作为平台壳依赖的统一创作编排层,再内部调用 `src/components/unified-creation/workspaces/` 下的 `PuzzleCreationWorkspace``Match3DCreationWorkspace``JumpHopCreationWorkspace``WoodenFishCreationWorkspace`。其它已有模板由平台壳用 `UnifiedCreationPage` 包住既有工作台,复用统一标题栏、返回入口、页面级纵向滚动和隐藏字段契约,同时保留各玩法自己的表单、草稿恢复和后续编排。创作页字段清单由后端在 `GET /api/creation-entry/config``creationTypes[].unifiedCreationSpec` 下发,前端仅在该扩展位缺失时回退到本地默认 spec字段类型只保留 `text``select``image``audio``UnifiedCreationPage` 不在 UI 中额外展示字段说明 chip也不在右上角显示内部 `playId`、模板 ID 或工作台阶段名;竖屏移动端必须能从标题、表单一路滑到提交按钮。各玩法工作台负责渲染真实输入控件、上传、历史素材、校验和提交,但返回按钮只保留在统一页头,工作台内部不再重复渲染。暗色创作进度卡片位于 `platform-remap-surface` 内时,必须用组件专属 class 覆盖浅色主题 remap确保白字、浅色边框和进度条底色不会被全局规则改成深色不要只依赖通用 `text-white*` 类。敲木鱼的音效和功德词条面板不得放进独立内部滚动容器,移动端应跟随页面自然滚动展开。生成页统一展示阶段、当前步骤、总进度、错误和重试动作。 统一创作入口覆盖当前可进入创作链路的已有模板:`rpg``big-fish``puzzle``match3d``jump-hop``wooden-fish``square-hole``bark-battle``visual-novel``baby-object-match``creative-agent``airp` 仍是未开放占位,不作为当前统一创作链路目标。拼图、抓大鹅、跳一跳和敲木鱼在前端继续经过 `UnifiedCreationWorkspace``UnifiedGenerationPage``UnifiedCreationWorkspace` 作为平台壳依赖的统一创作编排层,再内部调用 `src/components/unified-creation/workspaces/` 下的 `PuzzleCreationWorkspace``Match3DCreationWorkspace``JumpHopCreationWorkspace``WoodenFishCreationWorkspace`。其它已有模板由平台壳用 `UnifiedCreationPage` 包住既有工作台,复用统一标题栏、返回入口、页面级纵向滚动和隐藏字段契约,同时保留各玩法自己的表单、草稿恢复和后续编排。创作页字段清单由后端在 `GET /api/creation-entry/config``creationTypes[].unifiedCreationSpec` 下发,前端仅在该扩展位缺失时回退到本地默认 spec字段类型只保留 `text``select``image``audio``UnifiedCreationPage` 不在 UI 中额外展示字段说明 chip也不在右上角显示内部 `playId`、模板 ID 或工作台阶段名;竖屏移动端必须能从标题、表单一路滑到提交按钮。各玩法工作台负责渲染真实输入控件、上传、历史素材、校验和提交,但返回按钮只保留在统一页头,工作台内部不再重复渲染。暗色创作进度卡片位于 `platform-remap-surface` 内时,必须用组件专属 class 覆盖浅色主题 remap确保白字、浅色边框和进度条底色不会被全局规则改成深色不要只依赖通用 `text-white*` 类。敲木鱼的音效和功德词条面板不得放进独立内部滚动容器,移动端应跟随页面自然滚动展开。生成页统一展示阶段、当前步骤、总进度、错误和重试动作。

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@@ -213,8 +213,6 @@ import {
buildSquareHoleGenerationAnchorEntries, buildSquareHoleGenerationAnchorEntries,
buildWoodenFishGenerationAnchorEntries, buildWoodenFishGenerationAnchorEntries,
createMiniGameDraftGenerationState, createMiniGameDraftGenerationState,
type MiniGameDraftGenerationKind,
type MiniGameDraftGenerationPhase,
type MiniGameDraftGenerationState, type MiniGameDraftGenerationState,
resolveMiniGameDraftGenerationStartedAtMs, resolveMiniGameDraftGenerationStartedAtMs,
} from '../../services/miniGameDraftGenerationProgress'; } from '../../services/miniGameDraftGenerationProgress';
@@ -513,6 +511,17 @@ import {
resolveMatch3DRuntimeGeneratedBackgroundAsset, resolveMatch3DRuntimeGeneratedBackgroundAsset,
resolveMatch3DRuntimeGeneratedItemAssets, resolveMatch3DRuntimeGeneratedItemAssets,
} from './platformMatch3DRuntimeProfile'; } from './platformMatch3DRuntimeProfile';
import {
createFailedMiniGameDraftGenerationStateForRestoredDraft,
createMiniGameDraftGenerationStateForRestoredDraft,
createPuzzleDraftGenerationStateFromPayload,
isMiniGameDraftGenerating,
isMiniGameDraftReady,
mergePuzzleSessionProgressIntoGenerationState,
rebaseMiniGameDraftBackgroundCompileTaskForDisplay,
rebaseMiniGameDraftGenerationStateForDisplay,
resolveFinishedMiniGameDraftGenerationState,
} from './platformMiniGameDraftGenerationStateModel';
import { import {
buildJumpHopPendingSession, buildJumpHopPendingSession,
buildPuzzleRuntimeWorkFromSession, buildPuzzleRuntimeWorkFromSession,
@@ -1026,35 +1035,6 @@ function openPuzzleRuntimeStage(
writePuzzleRuntimeUrlState(state); writePuzzleRuntimeUrlState(state);
} }
/** 为恢复的小游戏草稿重建生成态,保留后端开始时间作为进度事实源。 */
function createMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
metadata?: MiniGameDraftGenerationState['metadata'],
startedAtMs = Date.now(),
): MiniGameDraftGenerationState {
return {
...createMiniGameDraftGenerationState(kind, startedAtMs),
...(metadata ? { metadata } : {}),
};
}
function createFailedMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
updatedAt: string | null | undefined,
error: string,
metadata?: MiniGameDraftGenerationState['metadata'],
): MiniGameDraftGenerationState {
return resolveFinishedMiniGameDraftGenerationState(
createMiniGameDraftGenerationStateForRestoredDraft(
kind,
metadata,
resolveMiniGameDraftGenerationStartedAtMs(updatedAt),
),
'failed',
{ error },
);
}
function buildPuzzleFormPayloadFromWork( function buildPuzzleFormPayloadFromWork(
item: PuzzleWorkSummary, item: PuzzleWorkSummary,
): CreatePuzzleAgentSessionRequest { ): CreatePuzzleAgentSessionRequest {
@@ -1138,122 +1118,6 @@ function buildMatch3DFormPayloadFromWork(
}; };
} }
/** 清理生成态完成时间,避免返回生成页后继续沿用结束态计时。 */
function rebaseMiniGameDraftGenerationStateForDisplay(
state: MiniGameDraftGenerationState,
): MiniGameDraftGenerationState {
return {
...state,
finishedAtMs: undefined,
};
}
function rebaseMiniGameDraftBackgroundCompileTaskForDisplay<
T extends PuzzleBackgroundCompileTask | Match3DBackgroundCompileTask,
>(task: T): T {
return {
...task,
generationState: rebaseMiniGameDraftGenerationStateForDisplay(
task.generationState,
),
};
}
function createPuzzleDraftGenerationStateFromPayload(
payload: CreatePuzzleAgentSessionRequest | null | undefined,
session: PuzzleAgentSessionSnapshot | null | undefined = null,
): MiniGameDraftGenerationState {
const puzzleProgressPercent =
session?.draft && !session.draft.formDraft
? session.progressPercent
: undefined;
return {
...createMiniGameDraftGenerationState(
'puzzle',
resolveMiniGameDraftGenerationStartedAtMs(session?.updatedAt),
),
metadata: {
puzzleAiRedraw: payload?.aiRedraw ?? true,
puzzleActivePhaseId:
typeof puzzleProgressPercent === 'number' ? 'compile' : undefined,
puzzleActiveStepStartedAtMs:
typeof puzzleProgressPercent === 'number' ? Date.now() : undefined,
puzzleProgressPercent,
},
};
}
function resolvePuzzlePhaseFromSessionProgress(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationPhase {
if (session.progressPercent >= 96) {
return 'puzzle-select-image';
}
if (session.progressPercent >= 94) {
return 'puzzle-ui-assets';
}
if (session.progressPercent >= 88) {
return state.metadata?.puzzleAiRedraw === false
? 'puzzle-level-scene'
: 'puzzle-cover-image';
}
return 'compile';
}
function mergePuzzleSessionProgressIntoGenerationState(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationState {
const isCompiledGenerationSession = Boolean(
session.draft && !session.draft.formDraft,
);
const nextPhaseId = isCompiledGenerationSession
? resolvePuzzlePhaseFromSessionProgress(state, session)
: state.metadata?.puzzleActivePhaseId;
const shouldResetActiveStepStart =
isCompiledGenerationSession &&
nextPhaseId != null &&
nextPhaseId !== state.metadata?.puzzleActivePhaseId;
return {
...state,
metadata: {
...state.metadata,
puzzleActivePhaseId: nextPhaseId,
puzzleActiveStepStartedAtMs: shouldResetActiveStepStart
? resolveMiniGameDraftGenerationStartedAtMs(session.updatedAt)
: state.metadata?.puzzleActiveStepStartedAtMs,
puzzleProgressPercent: isCompiledGenerationSession
? session.progressPercent
: state.metadata?.puzzleProgressPercent,
},
};
}
function resolveFinishedMiniGameDraftGenerationState(
state: MiniGameDraftGenerationState,
phase: 'ready' | 'failed',
options: {
error?: string | null;
completedAssetCount?: number;
totalAssetCount?: number;
} = {},
): MiniGameDraftGenerationState {
return {
...state,
phase,
finishedAtMs: Date.now(),
error: options.error ?? state.error,
completedAssetCount:
options.completedAssetCount ?? state.completedAssetCount,
totalAssetCount: options.totalAssetCount ?? state.totalAssetCount,
};
}
function normalizeRecoveredPuzzleDraftSession( function normalizeRecoveredPuzzleDraftSession(
session: PuzzleAgentSessionSnapshot, session: PuzzleAgentSessionSnapshot,
): PuzzleAgentSessionSnapshot { ): PuzzleAgentSessionSnapshot {
@@ -1325,14 +1189,6 @@ function hasRecoverableGeneratedPuzzleDraft(
); );
} }
function isMiniGameDraftReady(state: MiniGameDraftGenerationState | null) {
return state?.phase === 'ready';
}
function isMiniGameDraftGenerating(state: MiniGameDraftGenerationState | null) {
return Boolean(state && state.phase !== 'ready' && state.phase !== 'failed');
}
function resolveProfileWalletBalance( function resolveProfileWalletBalance(
dashboard: { walletBalance?: number | null } | null | undefined, dashboard: { walletBalance?: number | null } | null | undefined,
) { ) {

View File

@@ -0,0 +1,303 @@
import { afterEach, beforeEach, describe, expect, test, vi } from 'vitest';
import type { PuzzleAnchorPack } from '../../../packages/shared/src/contracts/puzzleAgentDraft';
import type {
CreatePuzzleAgentSessionRequest,
PuzzleAgentSessionSnapshot,
} from '../../../packages/shared/src/contracts/puzzleAgentSession';
import type { MiniGameDraftGenerationState } from '../../services/miniGameDraftGenerationProgress';
import {
createFailedMiniGameDraftGenerationStateForRestoredDraft,
createMiniGameDraftGenerationStateForRestoredDraft,
createPuzzleDraftGenerationStateFromPayload,
isMiniGameDraftGenerating,
isMiniGameDraftReady,
mergePuzzleSessionProgressIntoGenerationState,
rebaseMiniGameDraftBackgroundCompileTaskForDisplay,
rebaseMiniGameDraftGenerationStateForDisplay,
resolveFinishedMiniGameDraftGenerationState,
resolvePuzzlePhaseFromSessionProgress,
} from './platformMiniGameDraftGenerationStateModel';
const NOW = Date.parse('2026-06-04T03:00:00.000Z');
const SESSION_UPDATED_AT = '2026-06-01T10:00:00.000Z';
const SESSION_UPDATED_AT_MS = Date.parse(SESSION_UPDATED_AT);
function buildAnchorPack(): PuzzleAnchorPack {
const item = {
key: 'theme',
label: '主题',
value: '星桥机关',
status: 'confirmed' as const,
};
return {
themePromise: item,
visualSubject: item,
visualMood: item,
compositionHooks: item,
tagsAndForbidden: item,
};
}
function buildPuzzleSession(
overrides: Partial<PuzzleAgentSessionSnapshot> = {},
): PuzzleAgentSessionSnapshot {
const anchorPack = buildAnchorPack();
return {
sessionId: 'puzzle-session-1',
seedText: '星桥',
currentTurn: 1,
progressPercent: 90,
stage: 'draft_ready',
anchorPack,
draft: {
workTitle: '星桥拼图',
workDescription: '修复星桥机关。',
levelName: '星桥机关',
summary: '把星桥碎片拼回原位。',
themeTags: ['星桥'],
forbiddenDirectives: [],
creatorIntent: null,
anchorPack,
candidates: [],
selectedCandidateId: null,
coverImageSrc: null,
coverAssetId: null,
generationStatus: 'generating',
levels: [],
},
messages: [],
lastAssistantReply: null,
publishedProfileId: null,
suggestedActions: [],
resultPreview: null,
updatedAt: SESSION_UPDATED_AT,
...overrides,
};
}
function buildState(
overrides: Partial<MiniGameDraftGenerationState> = {},
): MiniGameDraftGenerationState {
return {
kind: 'puzzle',
phase: 'compile',
startedAtMs: 100,
completedAssetCount: 0,
totalAssetCount: 0,
error: null,
metadata: {
puzzleAiRedraw: true,
puzzleActivePhaseId: 'compile',
puzzleActiveStepStartedAtMs: 200,
puzzleProgressPercent: 20,
},
...overrides,
};
}
beforeEach(() => {
vi.useFakeTimers();
vi.setSystemTime(NOW);
});
afterEach(() => {
vi.useRealTimers();
});
describe('platformMiniGameDraftGenerationStateModel', () => {
test('creates restored generation state with metadata and explicit start time', () => {
expect(
createMiniGameDraftGenerationStateForRestoredDraft(
'match3d',
{ puzzleAiRedraw: false },
123,
),
).toMatchObject({
kind: 'match3d',
phase: 'match3d-work-title',
startedAtMs: 123,
metadata: {
puzzleAiRedraw: false,
},
});
});
test('creates failed restored state from backend updated time', () => {
expect(
createFailedMiniGameDraftGenerationStateForRestoredDraft(
'puzzle',
SESSION_UPDATED_AT,
'生成失败',
{ puzzleAiRedraw: true },
),
).toMatchObject({
kind: 'puzzle',
phase: 'failed',
startedAtMs: SESSION_UPDATED_AT_MS,
finishedAtMs: NOW,
error: '生成失败',
metadata: {
puzzleAiRedraw: true,
},
});
});
test('rebases finished state for display without changing other fields', () => {
const state = buildState({
phase: 'ready',
finishedAtMs: 300,
completedAssetCount: 2,
totalAssetCount: 3,
});
expect(rebaseMiniGameDraftGenerationStateForDisplay(state)).toEqual({
...state,
finishedAtMs: undefined,
});
expect(
rebaseMiniGameDraftBackgroundCompileTaskForDisplay({
sessionId: 'task-1',
generationState: state,
}),
).toEqual({
sessionId: 'task-1',
generationState: {
...state,
finishedAtMs: undefined,
},
});
});
test('creates puzzle generation state from payload and compiled session', () => {
const payload: CreatePuzzleAgentSessionRequest = {
seedText: '星桥',
aiRedraw: false,
};
expect(createPuzzleDraftGenerationStateFromPayload(payload)).toMatchObject({
kind: 'puzzle',
phase: 'compile',
startedAtMs: NOW,
metadata: {
puzzleAiRedraw: false,
puzzleActivePhaseId: undefined,
puzzleActiveStepStartedAtMs: undefined,
puzzleProgressPercent: undefined,
},
});
expect(
createPuzzleDraftGenerationStateFromPayload(payload, buildPuzzleSession()),
).toMatchObject({
kind: 'puzzle',
phase: 'compile',
startedAtMs: SESSION_UPDATED_AT_MS,
metadata: {
puzzleAiRedraw: false,
puzzleActivePhaseId: 'compile',
puzzleActiveStepStartedAtMs: NOW,
puzzleProgressPercent: 90,
},
});
});
test('resolves puzzle phase from backend progress thresholds', () => {
const state = buildState();
expect(
resolvePuzzlePhaseFromSessionProgress(
state,
buildPuzzleSession({ progressPercent: 96 }),
),
).toBe('puzzle-select-image');
expect(
resolvePuzzlePhaseFromSessionProgress(
state,
buildPuzzleSession({ progressPercent: 94 }),
),
).toBe('puzzle-ui-assets');
expect(
resolvePuzzlePhaseFromSessionProgress(
buildState({ metadata: { puzzleAiRedraw: false } }),
buildPuzzleSession({ progressPercent: 88 }),
),
).toBe('puzzle-level-scene');
expect(
resolvePuzzlePhaseFromSessionProgress(
state,
buildPuzzleSession({ progressPercent: 88 }),
),
).toBe('puzzle-cover-image');
expect(
resolvePuzzlePhaseFromSessionProgress(
state,
buildPuzzleSession({ progressPercent: 20 }),
),
).toBe('compile');
});
test('merges compiled puzzle session progress into generation state', () => {
expect(
mergePuzzleSessionProgressIntoGenerationState(
buildState({
metadata: {
puzzleAiRedraw: false,
puzzleActivePhaseId: 'compile',
puzzleActiveStepStartedAtMs: 200,
puzzleProgressPercent: 20,
},
}),
buildPuzzleSession({ progressPercent: 90 }),
),
).toMatchObject({
metadata: {
puzzleAiRedraw: false,
puzzleActivePhaseId: 'puzzle-level-scene',
puzzleActiveStepStartedAtMs: SESSION_UPDATED_AT_MS,
puzzleProgressPercent: 90,
},
});
expect(
mergePuzzleSessionProgressIntoGenerationState(
buildState(),
buildPuzzleSession({
draft: {
...buildPuzzleSession().draft!,
formDraft: {
pictureDescription: '星桥',
},
},
}),
).metadata,
).toMatchObject({
puzzleActivePhaseId: 'compile',
puzzleActiveStepStartedAtMs: 200,
puzzleProgressPercent: 20,
});
});
test('finishes generation state and resolves ready/generating flags', () => {
const failedState = resolveFinishedMiniGameDraftGenerationState(
buildState({ error: '旧错误' }),
'failed',
{
completedAssetCount: 1,
totalAssetCount: 2,
},
);
expect(failedState).toMatchObject({
phase: 'failed',
finishedAtMs: NOW,
error: '旧错误',
completedAssetCount: 1,
totalAssetCount: 2,
});
expect(isMiniGameDraftReady(failedState)).toBe(false);
expect(isMiniGameDraftGenerating(failedState)).toBe(false);
expect(isMiniGameDraftReady({ ...failedState, phase: 'ready' })).toBe(true);
expect(isMiniGameDraftGenerating(buildState())).toBe(true);
expect(isMiniGameDraftGenerating(null)).toBe(false);
});
});

View File

@@ -0,0 +1,167 @@
import type {
CreatePuzzleAgentSessionRequest,
PuzzleAgentSessionSnapshot,
} from '../../../packages/shared/src/contracts/puzzleAgentSession';
import {
createMiniGameDraftGenerationState,
type MiniGameDraftGenerationKind,
type MiniGameDraftGenerationPhase,
type MiniGameDraftGenerationState,
resolveMiniGameDraftGenerationStartedAtMs,
} from '../../services/miniGameDraftGenerationProgress';
export function createMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
metadata?: MiniGameDraftGenerationState['metadata'],
startedAtMs = Date.now(),
): MiniGameDraftGenerationState {
return {
...createMiniGameDraftGenerationState(kind, startedAtMs),
...(metadata ? { metadata } : {}),
};
}
export function createFailedMiniGameDraftGenerationStateForRestoredDraft(
kind: MiniGameDraftGenerationKind,
updatedAt: string | null | undefined,
error: string,
metadata?: MiniGameDraftGenerationState['metadata'],
): MiniGameDraftGenerationState {
return resolveFinishedMiniGameDraftGenerationState(
createMiniGameDraftGenerationStateForRestoredDraft(
kind,
metadata,
resolveMiniGameDraftGenerationStartedAtMs(updatedAt),
),
'failed',
{ error },
);
}
/** 清理生成态完成时间,避免返回生成页后继续沿用结束态计时。 */
export function rebaseMiniGameDraftGenerationStateForDisplay(
state: MiniGameDraftGenerationState,
): MiniGameDraftGenerationState {
return {
...state,
finishedAtMs: undefined,
};
}
export function rebaseMiniGameDraftBackgroundCompileTaskForDisplay<
T extends { generationState: MiniGameDraftGenerationState },
>(task: T): T {
return {
...task,
generationState: rebaseMiniGameDraftGenerationStateForDisplay(
task.generationState,
),
};
}
export function createPuzzleDraftGenerationStateFromPayload(
payload: CreatePuzzleAgentSessionRequest | null | undefined,
session: PuzzleAgentSessionSnapshot | null | undefined = null,
): MiniGameDraftGenerationState {
const puzzleProgressPercent =
session?.draft && !session.draft.formDraft
? session.progressPercent
: undefined;
return {
...createMiniGameDraftGenerationState(
'puzzle',
resolveMiniGameDraftGenerationStartedAtMs(session?.updatedAt),
),
metadata: {
puzzleAiRedraw: payload?.aiRedraw ?? true,
puzzleActivePhaseId:
typeof puzzleProgressPercent === 'number' ? 'compile' : undefined,
puzzleActiveStepStartedAtMs:
typeof puzzleProgressPercent === 'number' ? Date.now() : undefined,
puzzleProgressPercent,
},
};
}
export function resolvePuzzlePhaseFromSessionProgress(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationPhase {
if (session.progressPercent >= 96) {
return 'puzzle-select-image';
}
if (session.progressPercent >= 94) {
return 'puzzle-ui-assets';
}
if (session.progressPercent >= 88) {
return state.metadata?.puzzleAiRedraw === false
? 'puzzle-level-scene'
: 'puzzle-cover-image';
}
return 'compile';
}
export function mergePuzzleSessionProgressIntoGenerationState(
state: MiniGameDraftGenerationState,
session: PuzzleAgentSessionSnapshot,
): MiniGameDraftGenerationState {
const isCompiledGenerationSession = Boolean(
session.draft && !session.draft.formDraft,
);
const nextPhaseId = isCompiledGenerationSession
? resolvePuzzlePhaseFromSessionProgress(state, session)
: state.metadata?.puzzleActivePhaseId;
const shouldResetActiveStepStart =
isCompiledGenerationSession &&
nextPhaseId != null &&
nextPhaseId !== state.metadata?.puzzleActivePhaseId;
return {
...state,
metadata: {
...state.metadata,
puzzleActivePhaseId: nextPhaseId,
puzzleActiveStepStartedAtMs: shouldResetActiveStepStart
? resolveMiniGameDraftGenerationStartedAtMs(session.updatedAt)
: state.metadata?.puzzleActiveStepStartedAtMs,
puzzleProgressPercent: isCompiledGenerationSession
? session.progressPercent
: state.metadata?.puzzleProgressPercent,
},
};
}
export function resolveFinishedMiniGameDraftGenerationState(
state: MiniGameDraftGenerationState,
phase: 'ready' | 'failed',
options: {
error?: string | null;
completedAssetCount?: number;
totalAssetCount?: number;
} = {},
): MiniGameDraftGenerationState {
return {
...state,
phase,
finishedAtMs: Date.now(),
error: options.error ?? state.error,
completedAssetCount:
options.completedAssetCount ?? state.completedAssetCount,
totalAssetCount: options.totalAssetCount ?? state.totalAssetCount,
};
}
export function isMiniGameDraftReady(
state: MiniGameDraftGenerationState | null,
) {
return state?.phase === 'ready';
}
export function isMiniGameDraftGenerating(
state: MiniGameDraftGenerationState | null,
) {
return Boolean(state && state.phase !== 'ready' && state.phase !== 'failed');
}