Puzzle: support history images & partial generation
Allow history-generated image paths to be submitted where Data URLs were previously required and avoid treating partial/result-page generations as blocking the whole draft. Backend: resolve history /generated-* references via resolve_puzzle_reference_image_as_data_url and convert to PuzzleDownloadedImage; add PuzzleDownloadedImage::from_resolved_reference_image; extend draft handling to apply generated level metadata (auto-naming) and normalize generation_status to treat levels with images as ready. API: add shouldAutoNameLevel to action contracts and use it to request/refine generated level names. Spacetime/module and mappers: normalize completed level statuses when saving/reading so result-page background or per-level generation doesn't mask completed drafts. Frontend: expose resolver helpers, only mark a work as generating when no usable cover or ready level exists, keep level controls enabled during UI-background regeneration, and add tests covering history-image submission, auto-naming, and UI-background/partial-generation behaviors.
This commit is contained in:
@@ -317,6 +317,7 @@ describe('PuzzleResultView', () => {
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imageModel: 'gpt-image-2',
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aiRedraw: true,
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candidateCount: 1,
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shouldAutoNameLevel: false,
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workTitle: '暖灯猫街作品',
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workDescription: '一套雨夜猫街主题拼图。',
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summary: '一套雨夜猫街主题拼图。',
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@@ -466,6 +467,7 @@ describe('PuzzleResultView', () => {
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imageModel: 'gpt-image-2',
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aiRedraw: true,
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candidateCount: 1,
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shouldAutoNameLevel: true,
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workTitle: '暖灯猫街作品',
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workDescription: '一套雨夜猫街主题拼图。',
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summary: '一套雨夜猫街主题拼图。',
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@@ -485,6 +487,42 @@ describe('PuzzleResultView', () => {
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]);
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});
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test('requests automatic level naming when generating an unnamed level image', () => {
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vi.spyOn(Date, 'now').mockReturnValue(1_775_000_000_000);
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const onExecuteAction = vi.fn();
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render(
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<PuzzleResultView
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session={createSession()}
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onBack={() => {}}
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onExecuteAction={onExecuteAction}
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/>,
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);
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openPuzzleLevelsTab();
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fireEvent.click(screen.getByRole('button', { name: /新增关卡/u }));
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const dialog = screen.getByRole('dialog', { name: '关卡详情' });
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fireEvent.change(within(dialog).getByLabelText('画面描述'), {
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target: { value: '新关卡里有一座发光钟楼。' },
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});
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fireEvent.click(within(dialog).getByRole('button', { name: /生成画面/u }));
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fireEvent.click(
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within(screen.getByRole('dialog', { name: '确认消耗泥点' })).getByRole(
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'button',
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{ name: '确定' },
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),
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);
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expect(onExecuteAction).toHaveBeenCalledWith(
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expect.objectContaining({
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action: 'generate_puzzle_images',
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levelId: 'puzzle-level-1775000000000-2',
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promptText: '新关卡里有一座发光钟楼。',
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shouldAutoNameLevel: true,
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}),
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);
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});
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test('keeps generation progress visible after closing and reopening level dialog', () => {
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const onExecuteAction = vi.fn();
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@@ -567,6 +605,90 @@ describe('PuzzleResultView', () => {
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).toHaveProperty('disabled', true);
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});
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test('keeps level controls enabled while regenerating the UI background', () => {
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const onExecuteAction = vi.fn();
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render(
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<PuzzleResultView
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session={createSession()}
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onBack={() => {}}
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onExecuteAction={onExecuteAction}
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isBusy={false}
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/>,
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);
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fireEvent.click(screen.getByRole('button', { name: '素材配置' }));
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fireEvent.change(screen.getByLabelText('拼图UI背景提示词'), {
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target: { value: '雨夜猫街竖屏拼图UI背景' },
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});
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fireEvent.click(screen.getByRole('button', { name: /生成UI背景/u }));
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fireEvent.click(
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within(screen.getByRole('dialog', { name: /确认消耗泥点/u })).getByRole(
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'button',
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{ name: '确定' },
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),
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);
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expect(onExecuteAction).toHaveBeenCalledWith(
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expect.objectContaining({
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action: 'generate_puzzle_ui_background',
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promptText: '雨夜猫街竖屏拼图UI背景',
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}),
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);
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expect(
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screen.getByRole('button', { name: /生成中/u }),
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).toHaveProperty('disabled', true);
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openPuzzleLevelsTab();
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const addLevelButton = screen.getByRole('button', { name: /新增关卡/u });
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expect(addLevelButton).toHaveProperty('disabled', false);
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fireEvent.click(addLevelButton);
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expect(screen.getByRole('dialog', { name: '关卡详情' })).toBeTruthy();
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});
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test('restores UI background generate button when background generation fails', () => {
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const onExecuteAction = vi.fn();
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const { rerender } = render(
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<PuzzleResultView
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session={createSession()}
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onBack={() => {}}
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onExecuteAction={onExecuteAction}
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isBusy={false}
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/>,
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);
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fireEvent.click(screen.getByRole('button', { name: '素材配置' }));
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fireEvent.change(screen.getByLabelText('拼图UI背景提示词'), {
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target: { value: '雨夜猫街竖屏拼图UI背景' },
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});
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fireEvent.click(screen.getByRole('button', { name: /生成UI背景/u }));
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fireEvent.click(
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within(screen.getByRole('dialog', { name: /确认消耗泥点/u })).getByRole(
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'button',
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{ name: '确定' },
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),
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);
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expect(screen.getByRole('button', { name: /生成中/u })).toHaveProperty(
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'disabled',
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true,
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);
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rerender(
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<PuzzleResultView
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session={createSession()}
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error="UI背景生成失败"
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onBack={() => {}}
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onExecuteAction={onExecuteAction}
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isBusy={false}
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/>,
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);
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const generateButton = screen.getByRole('button', { name: /生成UI背景/u });
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expect(generateButton).toHaveProperty('disabled', false);
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expect(screen.queryByRole('button', { name: /生成中/u })).toBeNull();
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});
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test('keeps the current level dialog open when another level generation completes', () => {
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const base = createSession();
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const firstLevel = base.draft!.levels![0]!;
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@@ -1143,6 +1265,7 @@ describe('PuzzleResultView', () => {
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imageModel: 'gpt-image-2',
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aiRedraw: true,
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candidateCount: 1,
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shouldAutoNameLevel: false,
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workTitle: '暖灯猫街作品',
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workDescription: '一套雨夜猫街主题拼图。',
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summary: '一套雨夜猫街主题拼图。',
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