feat: add puzzle and big fish draft generation progress
This commit is contained in:
@@ -0,0 +1,18 @@
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# 拼图 Agent 操作回包收口说明
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## 背景
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拼图结果页在执行 `select_puzzle_image` 时,前端先调用 `POST /api/runtime/puzzle/agent/sessions/:sessionId/actions`,随后又调用 `GET /api/runtime/puzzle/agent/sessions/:sessionId` 拉取完整会话。完整会话包含消息、草稿与结果预览,体积明显大于一次选图操作本身,导致选择候选图时出现无意义流量与体感延迟。
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## 落地规则
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- `actions` 接口在服务端本来已经拿到变更后的 session,因此回包必须直接包含 `operation + session`。
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- 前端收到 `actions` 回包后直接用 `session` 更新本地状态,不再为了同步选图、生成图片或编译草稿而补发完整会话 `GET`。
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- `publish_puzzle_work` 发布后仍由服务端重新读取一次最新 session 并放入同一个 action response,前端只保留作品架与广场详情的必要刷新。
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- 该改动只收敛 Rust api-server 与前端 contract,不引入 server-node 兼容逻辑。
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## 验收口径
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1. 选择拼图候选图只产生一次 `POST /actions`,不再紧跟完整 session `GET`。
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2. 选图后结果页仍立即反映选中的正式图。
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3. 发布后仍能跳转到已发布拼图详情。
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@@ -0,0 +1,46 @@
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# 拼图与大鱼吃小鱼草稿生成进度页落地方案(2026-04-25)
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## 背景
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RPG 在点击生成草稿后会离开聊天工作区,进入独立的生成进度页,并在该页展示生成链路的阶段、锚点与最终草稿内容。拼图与大鱼吃小鱼此前点击“生成结果页”后直接跳到结果页,正式图片、动作与背景仍分散在结果页工坊里逐个生成,导致用户无法看到“正在一次性准备完整草稿”的过程。
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## 落地边界
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- 前端只负责展示生成进度与触发已有后端动作,不新增 server-node 或 PostgreSQL 链路。
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- 后端继续沿用 `server-rs` + SpacetimeDB 的会话、草稿与资产写入能力;“一次性生成所有需要的东西”必须由 `server-rs` 的 compile action 承担,前端只发起一次 action 并展示进度页。
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- 拼图生成草稿链路必须包含:结果页草稿、候选图生成、正式图确认。
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- 大鱼吃小鱼生成草稿链路必须包含:玩法草稿、关卡主图、动作素材、场地背景。
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- 生成过程中展示的“角色描述、角色图片、动作”等,统一映射为锚点、草稿蓝图与资产步骤,不把规则说明类文本写成默认 UI 文案。
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## 交互设计
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1. 用户在拼图或大鱼吃小鱼 Agent 工作区点击生成按钮。
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2. 页面立即切换到独立生成进度页,同时只向 `server-rs` 发起一次 compile action,返回按钮在生成中禁用,避免中途回退造成状态漂移。
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3. 进度页左侧展示阶段进度、步骤卡片与错误信息;右侧展示当前锚点与已成形的草稿结构。
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4. 全量生成成功后自动进入对应结果页,结果页直接展示已生成的资产。
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5. 生成失败时停留在进度页,用户可返回工作区补充设定,或点击重试重新执行完整草稿链路。
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## 阶段映射
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### 拼图
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- `compile_puzzle_draft`:在 `server-rs` 内整理主题、主体、构图与标签,写入结果页草稿。
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- `compile_puzzle_draft`:同一次后端 action 内根据草稿摘要生成候选图。
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- `compile_puzzle_draft`:同一次后端 action 内自动选择第一张候选图作为正式图。
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- `ready`:进入拼图结果页。
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### 大鱼吃小鱼
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- `big_fish_compile_draft`:在 `server-rs` 内生成玩法草稿、关卡角色描述、背景蓝图与运行参数。
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- `big_fish_compile_draft`:同一次后端 action 内按每个关卡生成主角色/鱼群图片。
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- `big_fish_compile_draft`:同一次后端 action 内按每个关卡生成 `idle_float` 与 `move_swim` 动作素材。
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- `big_fish_compile_draft`:同一次后端 action 内生成玩法场地背景。
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- `ready`:进入大鱼吃小鱼结果页。
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## 验收点
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- 拼图和大鱼吃小鱼点击生成草稿后不再直接停留在聊天工作区等待。
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- 生成中可看到独立进度页,且进度步骤随 action 完成逐步推进。
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- 拼图结果页打开时已有正式图;大鱼结果页打开时主图、动作和背景资产均已写入 `assetSlots`。
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- 前端点击生成草稿时不串行调用多个资产 action;多阶段业务编排收敛在 `server-rs`。
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- 不新增 server-node 依赖,不复活 legacy public 静态资产路径。
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@@ -5,10 +5,12 @@
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## 文档列表
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- [API_ERROR_DETAILS_MESSAGE_DISPLAY_FIX_2026-04-25.md](./API_ERROR_DETAILS_MESSAGE_DISPLAY_FIX_2026-04-25.md):记录统一 API envelope 错误展示优先读取 `error.details.message` 的修复口径,避免 Big Fish 发布校验等业务错误只显示通用“请求参数不合法”。
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- [PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md](./PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md):冻结拼图与大鱼吃小鱼点击生成草稿后进入独立进度页,并一次性生成草稿、图片与动作资产的前端编排边界。
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- [BIG_FISH_DIRECTION_TOUCH_CONTROL_2026-04-24.md](./BIG_FISH_DIRECTION_TOUCH_CONTROL_2026-04-24.md):记录大鱼吃小鱼从固定摇杆改为屏幕首触点方向控制,并要求本地直达局在未操作时保持对象运动。
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- [RUST_WORKSPACE_DEFAULT_BUILD_SCOPE_FIX_2026-04-25.md](./RUST_WORKSPACE_DEFAULT_BUILD_SCOPE_FIX_2026-04-25.md):记录 `server-rs` 无参数 `cargo build` 链接 `spacetime-module` 失败的根因,并冻结默认只构建原生 `api-server`、模块产物继续走 `spacetime build` 的命令边界。
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- [BIG_FISH_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md](./BIG_FISH_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md):记录 `/big-fish` 大鱼吃小鱼玩法直达入口,明确复用现有 `BigFishRuntimeShell` 和本地占位运行态的调试边界。
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- [PUZZLE_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md](./PUZZLE_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md):记录 `/puzzle` 拼图玩法直达入口,明确复用现有 `PuzzleRuntimeShell` 和本地占位图运行态的调试边界。
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- [PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md](./PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md):记录拼图 Agent `actions` 回包直接携带最新 session,避免选图后额外拉取完整会话大包的接口收口规则。
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- [CREATION_AGENT_PUBLISH_GATE_NORMALIZE_WRITEBACK_FIX_2026-04-24.md](./CREATION_AGENT_PUBLISH_GATE_NORMALIZE_WRITEBACK_FIX_2026-04-24.md):记录结果页 profile 归一化回写丢失顶层 `worldHook / playerPremise` 导致 publish gate 继续误报结构 blocker 的根因,并冻结前端归一化保留发布字段的修复口径。
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- [CUSTOM_WORLD_RESULT_ENTITY_GENERATION_FIX_2026-04-24.md](./CUSTOM_WORLD_RESULT_ENTITY_GENERATION_FIX_2026-04-24.md):记录世界结果页在 Agent 草稿模式下新增场景、新增 NPC 生成成功但结果页字段不可用的根因,并冻结 `api-server` 生成归一化层补齐 profile 字段的修复口径。
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@@ -1,3 +1,5 @@
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import type { PuzzleAgentSessionSnapshot } from './puzzleAgentSession';
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export type PuzzleAgentSuggestedActionType =
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| 'request_summary'
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| 'compile_puzzle_draft'
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@@ -54,6 +56,10 @@ export type PuzzleAgentActionRequest =
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themeTags?: string[];
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};
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/**
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* 拼图操作接口直接返回最新会话,避免前端在选图等轻操作后再额外 GET 大体积快照。
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*/
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export interface PuzzleAgentActionResponse {
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operation: PuzzleAgentOperationRecord;
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session: PuzzleAgentSessionSnapshot;
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}
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@@ -434,10 +434,13 @@ pub async fn execute_big_fish_action(
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let now = current_utc_micros();
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let session = match payload.action.trim() {
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"big_fish_compile_draft" => {
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state
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.spacetime_client()
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.compile_big_fish_draft(session_id, owner_user_id, now)
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.await
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compile_big_fish_draft_with_all_assets(
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&state,
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session_id,
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owner_user_id,
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now,
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)
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.await
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}
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"big_fish_generate_level_main_image" => {
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let asset_url = generate_big_fish_formal_asset(
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@@ -766,6 +769,98 @@ fn map_big_fish_asset_coverage_response(
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}
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}
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async fn compile_big_fish_draft_with_all_assets(
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state: &AppState,
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session_id: String,
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owner_user_id: String,
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now: i64,
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) -> Result<BigFishSessionRecord, SpacetimeClientError> {
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let session = state
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.spacetime_client()
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.compile_big_fish_draft(session_id.clone(), owner_user_id.clone(), now)
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.await?;
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let draft = session
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.draft
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.clone()
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.ok_or_else(|| SpacetimeClientError::Runtime("大鱼吃小鱼玩法草稿尚未生成".to_string()))?;
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// 点击生成草稿时一次性生成所有首版玩法资产,前端只负责展示进度和最终 session。
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for level in &draft.levels {
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let asset_url = generate_big_fish_formal_asset(
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state,
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&owner_user_id,
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&session_id,
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"level_main_image",
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Some(level.level),
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None,
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current_utc_micros(),
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)
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.await
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.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
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state
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.spacetime_client()
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.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
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session_id: session_id.clone(),
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owner_user_id: owner_user_id.clone(),
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asset_kind: "level_main_image".to_string(),
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level: Some(level.level),
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motion_key: None,
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asset_url: Some(asset_url),
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generated_at_micros: current_utc_micros(),
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})
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.await?;
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}
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for level in &draft.levels {
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for motion_key in ["idle_float", "move_swim"] {
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let asset_url = generate_big_fish_formal_asset(
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state,
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&owner_user_id,
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&session_id,
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"level_motion",
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Some(level.level),
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Some(motion_key),
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current_utc_micros(),
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)
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.await
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.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
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state
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.spacetime_client()
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.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
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session_id: session_id.clone(),
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owner_user_id: owner_user_id.clone(),
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asset_kind: "level_motion".to_string(),
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level: Some(level.level),
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motion_key: Some(motion_key.to_string()),
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asset_url: Some(asset_url),
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generated_at_micros: current_utc_micros(),
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})
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.await?;
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}
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}
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let asset_url = generate_big_fish_formal_asset(
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state,
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&owner_user_id,
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&session_id,
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"stage_background",
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None,
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None,
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current_utc_micros(),
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)
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.await
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.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
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state
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.spacetime_client()
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.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
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session_id,
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owner_user_id,
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asset_kind: "stage_background".to_string(),
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level: None,
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motion_key: None,
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asset_url: Some(asset_url),
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generated_at_micros: current_utc_micros(),
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})
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.await
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}
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fn map_big_fish_agent_message_response(
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message: BigFishAgentMessageRecord,
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) -> BigFishAgentMessageResponse {
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@@ -435,14 +435,17 @@ pub async fn execute_puzzle_agent_action(
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let (operation_type, phase_label, phase_detail, session) = match payload.action.trim() {
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"compile_puzzle_draft" => {
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let session = state
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.spacetime_client()
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.compile_puzzle_agent_draft(session_id, owner_user_id, now)
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.await;
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let session = compile_puzzle_draft_with_initial_cover(
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&state,
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session_id.clone(),
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owner_user_id.clone(),
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now,
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)
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.await;
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(
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"compile_puzzle_draft",
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"结果页草稿",
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"已根据当前锚点编译结果页草稿。",
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"完整拼图草稿",
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"已编译草稿、生成候选图并应用正式图片。",
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session,
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)
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}
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@@ -572,6 +575,18 @@ pub async fn execute_puzzle_agent_action(
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)
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})?;
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let session = state
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.spacetime_client()
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.get_puzzle_agent_session(session_id.clone(), owner_user_id.clone())
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.await
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.map_err(|error| {
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puzzle_error_response(
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&request_context,
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PUZZLE_AGENT_API_BASE_PROVIDER,
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map_puzzle_client_error(error),
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)
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})?;
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return Ok(json_success_body(
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Some(&request_context),
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PuzzleAgentActionResponse {
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@@ -584,6 +599,7 @@ pub async fn execute_puzzle_agent_action(
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progress: 100,
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error: None,
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},
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session: map_puzzle_agent_session_response(session),
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},
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));
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}
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@@ -616,6 +632,7 @@ pub async fn execute_puzzle_agent_action(
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progress: 100,
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error: None,
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},
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session: map_puzzle_agent_session_response(session),
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},
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))
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}
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@@ -1336,6 +1353,64 @@ fn build_stable_puzzle_work_ids(session_id: &str) -> (String, String) {
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)
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}
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async fn compile_puzzle_draft_with_initial_cover(
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state: &AppState,
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session_id: String,
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owner_user_id: String,
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now: i64,
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) -> Result<PuzzleAgentSessionRecord, SpacetimeClientError> {
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let compiled_session = state
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.spacetime_client()
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.compile_puzzle_agent_draft(session_id.clone(), owner_user_id.clone(), now)
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.await?;
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let draft = compiled_session
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.draft
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.clone()
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.ok_or_else(|| SpacetimeClientError::Runtime("拼图结果页草稿尚未生成".to_string()))?;
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// 点击生成草稿时一次性完成首图生成与正式图选定,前端只展示进度,不再承担业务编排。
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let candidates = generate_puzzle_image_candidates(
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state,
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owner_user_id.as_str(),
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&compiled_session.session_id,
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&draft.level_name,
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&draft.summary,
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2,
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)
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.await
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.map_err(SpacetimeClientError::Runtime)?;
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let selected_candidate_id = candidates
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.iter()
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.find(|candidate| candidate.selected)
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.or_else(|| candidates.first())
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.map(|candidate| candidate.candidate_id.clone())
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.ok_or_else(|| SpacetimeClientError::Runtime("拼图候选图生成结果为空".to_string()))?;
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let candidates_json = serde_json::to_string(
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&candidates
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.iter()
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.map(to_puzzle_generated_image_candidate)
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.collect::<Vec<_>>(),
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)
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.map_err(|error| SpacetimeClientError::Runtime(format!("拼图候选图序列化失败:{error}")))?;
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state
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.spacetime_client()
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.save_puzzle_generated_images(PuzzleGeneratedImagesSaveRecordInput {
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session_id: compiled_session.session_id.clone(),
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owner_user_id: owner_user_id.clone(),
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||||
candidates_json,
|
||||
saved_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.select_puzzle_cover_image(PuzzleSelectCoverImageRecordInput {
|
||||
session_id,
|
||||
owner_user_id,
|
||||
candidate_id: selected_candidate_id,
|
||||
selected_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await
|
||||
}
|
||||
|
||||
fn ensure_non_empty(
|
||||
request_context: &RequestContext,
|
||||
provider: &str,
|
||||
|
||||
@@ -187,4 +187,6 @@ pub struct PuzzleAgentOperationResponse {
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct PuzzleAgentActionResponse {
|
||||
pub operation: PuzzleAgentOperationResponse,
|
||||
/// 操作完成后的最新会话快照,供前端直接更新界面,避免重复拉取完整 session。
|
||||
pub session: PuzzleAgentSessionSnapshotResponse,
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { AnimatePresence, motion } from 'motion/react';
|
||||
import { Loader2 } from 'lucide-react';
|
||||
import { AnimatePresence, motion } from 'motion/react';
|
||||
import {
|
||||
lazy,
|
||||
Suspense,
|
||||
@@ -9,6 +10,7 @@ import {
|
||||
useState,
|
||||
} from 'react';
|
||||
|
||||
import type { PublicUserSummary } from '../../../packages/shared/src/contracts/auth';
|
||||
import type {
|
||||
BigFishRuntimeSnapshotResponse,
|
||||
BigFishSessionSnapshotResponse,
|
||||
@@ -21,6 +23,7 @@ import type {
|
||||
PuzzleAgentActionRequest,
|
||||
PuzzleAgentOperationRecord,
|
||||
} from '../../../packages/shared/src/contracts/puzzleAgentActions';
|
||||
import type { PuzzleGeneratedImageCandidate } from '../../../packages/shared/src/contracts/puzzleAgentDraft';
|
||||
import type {
|
||||
PuzzleAgentSessionSnapshot,
|
||||
SendPuzzleAgentMessageRequest,
|
||||
@@ -31,7 +34,6 @@ import type {
|
||||
CustomWorldGalleryCard,
|
||||
CustomWorldLibraryEntry,
|
||||
} from '../../../packages/shared/src/contracts/runtime';
|
||||
import type { PublicUserSummary } from '../../../packages/shared/src/contracts/auth';
|
||||
import { buildCustomWorldPlayableCharacters } from '../../data/characterPresets';
|
||||
import {
|
||||
getPublicAuthUserByCode,
|
||||
@@ -43,15 +45,22 @@ import {
|
||||
getBigFishCreationSession,
|
||||
streamBigFishCreationMessage,
|
||||
} from '../../services/big-fish-creation';
|
||||
import {
|
||||
deleteBigFishWork,
|
||||
listBigFishWorks,
|
||||
} from '../../services/big-fish-works';
|
||||
import {
|
||||
startBigFishRuntimeRun,
|
||||
submitBigFishRuntimeInput,
|
||||
} from '../../services/big-fish-runtime';
|
||||
import {
|
||||
deleteBigFishWork,
|
||||
listBigFishWorks,
|
||||
} from '../../services/big-fish-works';
|
||||
import { readCustomWorldAgentUiState } from '../../services/customWorldAgentUiState';
|
||||
import {
|
||||
buildBigFishGenerationAnchorEntries,
|
||||
buildMiniGameDraftGenerationProgress,
|
||||
buildPuzzleGenerationAnchorEntries,
|
||||
createMiniGameDraftGenerationState,
|
||||
type MiniGameDraftGenerationState,
|
||||
} from '../../services/miniGameDraftGenerationProgress';
|
||||
import { getPlatformProfileDashboard } from '../../services/platform-entry';
|
||||
import {
|
||||
createPuzzleAgentSession,
|
||||
@@ -59,18 +68,22 @@ import {
|
||||
getPuzzleAgentSession,
|
||||
streamPuzzleAgentMessage,
|
||||
} from '../../services/puzzle-agent';
|
||||
import { getPuzzleGalleryDetail } from '../../services/puzzle-gallery';
|
||||
import {
|
||||
getPuzzleGalleryDetail,
|
||||
listPuzzleGallery,
|
||||
} from '../../services/puzzle-gallery';
|
||||
import {
|
||||
advanceLocalPuzzleLevel,
|
||||
advanceLocalPuzzleLevelWithWork,
|
||||
dragLocalPuzzlePiece,
|
||||
startLocalPuzzleRun,
|
||||
swapLocalPuzzlePieces,
|
||||
} from '../../services/puzzle-runtime/puzzleLocalRuntime';
|
||||
import { deletePuzzleWork, listPuzzleWorks } from '../../services/puzzle-works';
|
||||
import { deleteRpgEntryWorldProfile } from '../../services/rpg-entry';
|
||||
import { getRpgEntryWorldGalleryDetailByCode } from '../../services/rpg-entry/rpgEntryLibraryClient';
|
||||
import { deleteRpgCreationAgentSession } from '../../services/rpg-creation';
|
||||
import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
|
||||
import { deleteRpgEntryWorldProfile } from '../../services/rpg-entry';
|
||||
import { getRpgEntryWorldGalleryDetailByCode } from '../../services/rpg-entry/rpgEntryLibraryClient';
|
||||
import type { CustomWorldProfile } from '../../types';
|
||||
import { useAuthUi } from '../auth/AuthUiContext';
|
||||
import { CustomWorldCreationHub } from '../custom-world-home/CustomWorldCreationHub';
|
||||
@@ -83,13 +96,13 @@ import { useRpgCreationEnterWorld } from '../rpg-entry/useRpgCreationEnterWorld'
|
||||
import { useRpgCreationResultAutosave } from '../rpg-entry/useRpgCreationResultAutosave';
|
||||
import { useRpgCreationSessionController } from '../rpg-entry/useRpgCreationSessionController';
|
||||
import { PlatformEntryCreationTypeModal } from './PlatformEntryCreationTypeModal';
|
||||
import type { PlatformCreationTypeId } from './platformEntryCreationTypes';
|
||||
import { PlatformEntryHomeView } from './PlatformEntryHomeView';
|
||||
import {
|
||||
buildCreationHubFallbackItems,
|
||||
normalizeAgentBackedProfile,
|
||||
resolveRpgCreationErrorMessage,
|
||||
} from './platformEntryShared';
|
||||
import type { PlatformCreationTypeId } from './platformEntryCreationTypes';
|
||||
import type { PlatformEntryFlowShellProps } from './platformEntryTypes';
|
||||
import { PlatformEntryWorldDetailView } from './PlatformEntryWorldDetailView';
|
||||
import { usePlatformEntryBootstrap } from './usePlatformEntryBootstrap';
|
||||
@@ -101,6 +114,53 @@ type AgentResultPublishGateView = {
|
||||
publishReady: boolean;
|
||||
};
|
||||
|
||||
function buildPuzzleCandidateWorkSummary(
|
||||
candidate: PuzzleGeneratedImageCandidate,
|
||||
session: PuzzleAgentSessionSnapshot,
|
||||
levelIndex: number,
|
||||
): PuzzleWorkSummary {
|
||||
const draft = session.draft;
|
||||
const nowIso = new Date().toISOString();
|
||||
return {
|
||||
workId: `${session.sessionId}-${candidate.candidateId}-level-${levelIndex}-runtime-work`,
|
||||
profileId: `${session.sessionId}-${candidate.candidateId}-level-${levelIndex}-runtime-profile`,
|
||||
ownerUserId: 'local-runtime',
|
||||
sourceSessionId: session.sessionId,
|
||||
authorDisplayName: '当前草稿',
|
||||
levelName: draft?.levelName
|
||||
? `${draft.levelName} · 候选 ${levelIndex}`
|
||||
: `候选拼图 ${levelIndex}`,
|
||||
summary: draft?.summary ?? candidate.prompt,
|
||||
themeTags: draft?.themeTags ?? [],
|
||||
coverImageSrc: candidate.imageSrc,
|
||||
coverAssetId: candidate.assetId,
|
||||
publicationStatus: 'published',
|
||||
updatedAt: nowIso,
|
||||
publishedAt: nowIso,
|
||||
playCount: 0,
|
||||
publishReady: true,
|
||||
};
|
||||
}
|
||||
|
||||
function pickPuzzleCandidateForLevel(
|
||||
candidates: PuzzleGeneratedImageCandidate[],
|
||||
playedProfileIds: string[],
|
||||
) {
|
||||
return candidates.find(
|
||||
(candidate) =>
|
||||
candidate.imageSrc &&
|
||||
!playedProfileIds.some((profileId) =>
|
||||
profileId.includes(candidate.candidateId),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
function pickFreshGeneratedPuzzleCandidate(
|
||||
candidates: PuzzleGeneratedImageCandidate[],
|
||||
) {
|
||||
return candidates.find((candidate) => candidate.imageSrc);
|
||||
}
|
||||
|
||||
type AgentResultBlockerView = {
|
||||
code?: string;
|
||||
message: string;
|
||||
@@ -312,6 +372,8 @@ export function PlatformEntryFlowShellImpl({
|
||||
const [bigFishError, setBigFishError] = useState<string | null>(null);
|
||||
const [isBigFishBusy, setIsBigFishBusy] = useState(false);
|
||||
const [isBigFishLoadingLibrary, setIsBigFishLoadingLibrary] = useState(false);
|
||||
const [bigFishGenerationState, setBigFishGenerationState] =
|
||||
useState<MiniGameDraftGenerationState | null>(null);
|
||||
const [streamingBigFishReplyText, setStreamingBigFishReplyText] =
|
||||
useState('');
|
||||
const [isStreamingBigFishReply, setIsStreamingBigFishReply] = useState(false);
|
||||
@@ -327,6 +389,10 @@ export function PlatformEntryFlowShellImpl({
|
||||
const [puzzleError, setPuzzleError] = useState<string | null>(null);
|
||||
const [isPuzzleBusy, setIsPuzzleBusy] = useState(false);
|
||||
const [isPuzzleLoadingLibrary, setIsPuzzleLoadingLibrary] = useState(false);
|
||||
const [puzzleGenerationState, setPuzzleGenerationState] =
|
||||
useState<MiniGameDraftGenerationState | null>(null);
|
||||
const [isPuzzleNextLevelGenerating, setIsPuzzleNextLevelGenerating] =
|
||||
useState(false);
|
||||
const [isSearchingPublicCode, setIsSearchingPublicCode] = useState(false);
|
||||
const [publicSearchError, setPublicSearchError] = useState<string | null>(null);
|
||||
const [searchedPublicUser, setSearchedPublicUser] =
|
||||
@@ -791,6 +857,7 @@ export function PlatformEntryFlowShellImpl({
|
||||
const leaveBigFishFlow = useCallback(() => {
|
||||
setBigFishError(null);
|
||||
setBigFishRun(null);
|
||||
setBigFishGenerationState(null);
|
||||
setStreamingBigFishReplyText('');
|
||||
setIsStreamingBigFishReply(false);
|
||||
enterCreateTab();
|
||||
@@ -801,6 +868,8 @@ export function PlatformEntryFlowShellImpl({
|
||||
setPuzzleError(null);
|
||||
setPuzzleOperation(null);
|
||||
setPuzzleRun(null);
|
||||
setPuzzleGenerationState(null);
|
||||
setIsPuzzleNextLevelGenerating(false);
|
||||
setStreamingPuzzleReplyText('');
|
||||
setIsStreamingPuzzleReply(false);
|
||||
enterCreateTab();
|
||||
@@ -913,15 +982,45 @@ export function PlatformEntryFlowShellImpl({
|
||||
setBigFishError(null);
|
||||
|
||||
try {
|
||||
if (payload.action === 'big_fish_compile_draft') {
|
||||
setSelectionStage('big-fish-generating');
|
||||
setBigFishGenerationState(createMiniGameDraftGenerationState('big-fish'));
|
||||
const { session } = await executeBigFishCreationAction(
|
||||
bigFishSession.sessionId,
|
||||
payload,
|
||||
);
|
||||
setBigFishSession(session);
|
||||
setBigFishGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'ready',
|
||||
completedAssetCount: session.assetSlots.filter(
|
||||
(slot) => slot.status === 'ready',
|
||||
).length,
|
||||
totalAssetCount: session.assetSlots.length,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
setSelectionStage('big-fish-result');
|
||||
return;
|
||||
}
|
||||
|
||||
const { session } = await executeBigFishCreationAction(
|
||||
bigFishSession.sessionId,
|
||||
payload,
|
||||
);
|
||||
setBigFishSession(session);
|
||||
if (payload.action === 'big_fish_compile_draft') {
|
||||
setSelectionStage('big-fish-result');
|
||||
}
|
||||
} catch (error) {
|
||||
setBigFishGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'failed',
|
||||
error: resolveBigFishErrorMessage(error, '执行大鱼吃小鱼操作失败。'),
|
||||
}
|
||||
: current,
|
||||
);
|
||||
setBigFishError(
|
||||
resolveBigFishErrorMessage(error, '执行大鱼吃小鱼操作失败。'),
|
||||
);
|
||||
@@ -947,7 +1046,30 @@ export function PlatformEntryFlowShellImpl({
|
||||
setPuzzleError(null);
|
||||
|
||||
try {
|
||||
const { operation } = await executePuzzleAgentAction(
|
||||
if (payload.action === 'compile_puzzle_draft') {
|
||||
setSelectionStage('puzzle-generating');
|
||||
setPuzzleGenerationState(createMiniGameDraftGenerationState('puzzle'));
|
||||
const { operation, session } = await executePuzzleAgentAction(
|
||||
puzzleSession.sessionId,
|
||||
payload,
|
||||
);
|
||||
setPuzzleOperation(operation);
|
||||
setPuzzleSession(session);
|
||||
setPuzzleGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'ready',
|
||||
completedAssetCount: 1,
|
||||
totalAssetCount: 1,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
setSelectionStage('puzzle-result');
|
||||
return;
|
||||
}
|
||||
|
||||
const { operation, session } = await executePuzzleAgentAction(
|
||||
puzzleSession.sessionId,
|
||||
payload,
|
||||
);
|
||||
@@ -957,14 +1079,8 @@ export function PlatformEntryFlowShellImpl({
|
||||
await refreshPuzzleShelf();
|
||||
}
|
||||
|
||||
const { session } = await getPuzzleAgentSession(
|
||||
puzzleSession.sessionId,
|
||||
);
|
||||
setPuzzleSession(session);
|
||||
|
||||
if (payload.action === 'compile_puzzle_draft') {
|
||||
setSelectionStage('puzzle-result');
|
||||
}
|
||||
if (
|
||||
payload.action === 'publish_puzzle_work' &&
|
||||
session.publishedProfileId
|
||||
@@ -976,6 +1092,15 @@ export function PlatformEntryFlowShellImpl({
|
||||
setSelectionStage('puzzle-gallery-detail');
|
||||
}
|
||||
} catch (error) {
|
||||
setPuzzleGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'failed',
|
||||
error: resolvePuzzleErrorMessage(error, '执行拼图操作失败。'),
|
||||
}
|
||||
: current,
|
||||
);
|
||||
setPuzzleError(resolvePuzzleErrorMessage(error, '执行拼图操作失败。'));
|
||||
} finally {
|
||||
setIsPuzzleBusy(false);
|
||||
@@ -1095,9 +1220,123 @@ export function PlatformEntryFlowShellImpl({
|
||||
return;
|
||||
}
|
||||
|
||||
const currentLevel = puzzleRun.currentLevel;
|
||||
if (!currentLevel || currentLevel.status !== 'cleared') {
|
||||
return;
|
||||
}
|
||||
|
||||
setIsPuzzleBusy(true);
|
||||
setPuzzleError(null);
|
||||
setPuzzleRun(advanceLocalPuzzleLevel(puzzleRun));
|
||||
}, [isPuzzleBusy, puzzleRun]);
|
||||
|
||||
try {
|
||||
const galleryResponse = await listPuzzleGallery();
|
||||
setPuzzleWorks(galleryResponse.items);
|
||||
const galleryNext = galleryResponse.items.find(
|
||||
(item) =>
|
||||
item.publicationStatus === 'published' &&
|
||||
item.coverImageSrc &&
|
||||
!puzzleRun.playedProfileIds.includes(item.profileId),
|
||||
);
|
||||
if (galleryNext) {
|
||||
const { item } = await getPuzzleGalleryDetail(galleryNext.profileId);
|
||||
setSelectedPuzzleDetail(item);
|
||||
setPuzzleRun(advanceLocalPuzzleLevelWithWork(puzzleRun, item));
|
||||
return;
|
||||
}
|
||||
|
||||
const existingCandidate = pickPuzzleCandidateForLevel(
|
||||
puzzleSession?.draft?.candidates ?? [],
|
||||
puzzleRun.playedProfileIds,
|
||||
);
|
||||
if (existingCandidate && puzzleSession) {
|
||||
setPuzzleRun(
|
||||
advanceLocalPuzzleLevelWithWork(
|
||||
puzzleRun,
|
||||
buildPuzzleCandidateWorkSummary(
|
||||
existingCandidate,
|
||||
puzzleSession,
|
||||
puzzleRun.currentLevelIndex + 1,
|
||||
),
|
||||
),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!puzzleSession?.draft) {
|
||||
const sourceSessionId = selectedPuzzleDetail?.sourceSessionId?.trim();
|
||||
if (sourceSessionId) {
|
||||
const { session } = await getPuzzleAgentSession(sourceSessionId);
|
||||
setPuzzleSession(session);
|
||||
if (session.draft) {
|
||||
setIsPuzzleNextLevelGenerating(true);
|
||||
const response = await executePuzzleAgentAction(session.sessionId, {
|
||||
action: 'generate_puzzle_images',
|
||||
candidateCount: 2,
|
||||
});
|
||||
setPuzzleOperation(response.operation);
|
||||
setPuzzleSession(response.session);
|
||||
const sourceSessionCandidate = pickPuzzleCandidateForLevel(
|
||||
response.session.draft?.candidates ?? [],
|
||||
puzzleRun.playedProfileIds,
|
||||
);
|
||||
if (sourceSessionCandidate) {
|
||||
setPuzzleRun(
|
||||
advanceLocalPuzzleLevelWithWork(
|
||||
puzzleRun,
|
||||
buildPuzzleCandidateWorkSummary(
|
||||
sourceSessionCandidate,
|
||||
response.session,
|
||||
puzzleRun.currentLevelIndex + 1,
|
||||
),
|
||||
),
|
||||
);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
throw new Error('当前拼图缺少可用于生成下一关的草稿会话。');
|
||||
}
|
||||
|
||||
setIsPuzzleNextLevelGenerating(true);
|
||||
const response = await executePuzzleAgentAction(puzzleSession.sessionId, {
|
||||
action: 'generate_puzzle_images',
|
||||
candidateCount: 2,
|
||||
});
|
||||
setPuzzleOperation(response.operation);
|
||||
setPuzzleSession(response.session);
|
||||
|
||||
const generatedCandidate = pickPuzzleCandidateForLevel(
|
||||
response.session.draft?.candidates ?? [],
|
||||
puzzleRun.playedProfileIds,
|
||||
);
|
||||
if (generatedCandidate) {
|
||||
setPuzzleRun(
|
||||
advanceLocalPuzzleLevelWithWork(
|
||||
puzzleRun,
|
||||
buildPuzzleCandidateWorkSummary(
|
||||
generatedCandidate,
|
||||
response.session,
|
||||
puzzleRun.currentLevelIndex + 1,
|
||||
),
|
||||
),
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
setPuzzleRun(advanceLocalPuzzleLevel(puzzleRun));
|
||||
} catch (error) {
|
||||
setPuzzleError(resolvePuzzleErrorMessage(error, '准备下一关失败。'));
|
||||
} finally {
|
||||
setIsPuzzleNextLevelGenerating(false);
|
||||
setIsPuzzleBusy(false);
|
||||
}
|
||||
}, [
|
||||
isPuzzleBusy,
|
||||
puzzleRun,
|
||||
puzzleSession,
|
||||
resolvePuzzleErrorMessage,
|
||||
selectedPuzzleDetail,
|
||||
]);
|
||||
|
||||
const leaveAgentWorkspace = useCallback(() => {
|
||||
enterCreateTab();
|
||||
@@ -1802,6 +2041,49 @@ export function PlatformEntryFlowShellImpl({
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'big-fish-generating' && (
|
||||
<motion.div
|
||||
key="big-fish-generating"
|
||||
initial={{ opacity: 0, y: 12 }}
|
||||
animate={{ opacity: 1, y: 0 }}
|
||||
exit={{ opacity: 0, y: -12 }}
|
||||
className="flex h-full min-h-0 flex-col"
|
||||
>
|
||||
<Suspense
|
||||
fallback={<LazyPanelFallback label="正在加载大鱼吃小鱼生成面板..." />}
|
||||
>
|
||||
<CustomWorldGenerationView
|
||||
settingText={
|
||||
bigFishSession?.lastAssistantReply ?? '正在整理当前玩法草稿。'
|
||||
}
|
||||
anchorEntries={buildBigFishGenerationAnchorEntries(bigFishSession)}
|
||||
progress={buildMiniGameDraftGenerationProgress(
|
||||
bigFishGenerationState,
|
||||
)}
|
||||
isGenerating={isBigFishBusy}
|
||||
error={bigFishError}
|
||||
onBack={leaveBigFishFlow}
|
||||
onEditSetting={() => {
|
||||
setSelectionStage('big-fish-agent-workspace');
|
||||
}}
|
||||
onRetry={() => {
|
||||
void executeBigFishAction({ action: 'big_fish_compile_draft' });
|
||||
}}
|
||||
onInterrupt={undefined}
|
||||
backLabel="返回创作中心"
|
||||
settingActionLabel={null}
|
||||
retryLabel="重新生成草稿"
|
||||
settingTitle="当前玩法信息"
|
||||
settingDescription={null}
|
||||
progressTitle="大鱼吃小鱼草稿生成进度"
|
||||
activeBadgeLabel="草稿生成中"
|
||||
pausedBadgeLabel="草稿生成已暂停"
|
||||
idleBadgeLabel="等待返回工作区"
|
||||
/>
|
||||
</Suspense>
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'big-fish-result' && bigFishSession?.draft && (
|
||||
<motion.div
|
||||
key="big-fish-result"
|
||||
@@ -1884,6 +2166,49 @@ export function PlatformEntryFlowShellImpl({
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'puzzle-generating' && (
|
||||
<motion.div
|
||||
key="puzzle-generating"
|
||||
initial={{ opacity: 0, y: 12 }}
|
||||
animate={{ opacity: 1, y: 0 }}
|
||||
exit={{ opacity: 0, y: -12 }}
|
||||
className="flex h-full min-h-0 flex-col"
|
||||
>
|
||||
<Suspense
|
||||
fallback={<LazyPanelFallback label="正在加载拼图生成面板..." />}
|
||||
>
|
||||
<CustomWorldGenerationView
|
||||
settingText={
|
||||
puzzleSession?.lastAssistantReply ?? '正在整理当前拼图草稿。'
|
||||
}
|
||||
anchorEntries={buildPuzzleGenerationAnchorEntries(puzzleSession)}
|
||||
progress={buildMiniGameDraftGenerationProgress(
|
||||
puzzleGenerationState,
|
||||
)}
|
||||
isGenerating={isPuzzleBusy}
|
||||
error={puzzleError}
|
||||
onBack={leavePuzzleFlow}
|
||||
onEditSetting={() => {
|
||||
setSelectionStage('puzzle-agent-workspace');
|
||||
}}
|
||||
onRetry={() => {
|
||||
void executePuzzleAction({ action: 'compile_puzzle_draft' });
|
||||
}}
|
||||
onInterrupt={undefined}
|
||||
backLabel="返回创作中心"
|
||||
settingActionLabel={null}
|
||||
retryLabel="重新生成草稿"
|
||||
settingTitle="当前拼图信息"
|
||||
settingDescription={null}
|
||||
progressTitle="拼图草稿生成进度"
|
||||
activeBadgeLabel="草稿生成中"
|
||||
pausedBadgeLabel="草稿生成已暂停"
|
||||
idleBadgeLabel="等待返回工作区"
|
||||
/>
|
||||
</Suspense>
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'puzzle-result' && puzzleSession?.draft && (
|
||||
<motion.div
|
||||
key="puzzle-result"
|
||||
@@ -1940,7 +2265,7 @@ export function PlatformEntryFlowShellImpl({
|
||||
>
|
||||
<PuzzleRuntimeShell
|
||||
run={puzzleRun}
|
||||
isBusy={isPuzzleBusy}
|
||||
isBusy={isPuzzleBusy || isPuzzleNextLevelGenerating}
|
||||
error={puzzleError}
|
||||
onBack={() => {
|
||||
setSelectionStage('puzzle-gallery-detail');
|
||||
@@ -1955,6 +2280,17 @@ export function PlatformEntryFlowShellImpl({
|
||||
void advancePuzzleLevel();
|
||||
}}
|
||||
/>
|
||||
{isPuzzleNextLevelGenerating ? (
|
||||
<div className="fixed inset-0 z-[120] flex items-center justify-center bg-slate-950/62 px-5 backdrop-blur-sm">
|
||||
<div className="flex max-w-[18rem] flex-col items-center gap-3 rounded-[1.5rem] border border-white/12 bg-slate-950/92 px-6 py-5 text-center text-white shadow-[0_28px_80px_rgba(0,0,0,0.35)]">
|
||||
<Loader2 className="h-6 w-6 animate-spin text-amber-200" />
|
||||
<div className="text-sm font-bold">正在准备下一关</div>
|
||||
<div className="text-xs leading-5 text-white/68">
|
||||
广场暂无可接续作品,正在生成新的候选图。
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
) : null}
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
|
||||
@@ -9,9 +9,11 @@ export type SelectionStage =
|
||||
| 'detail'
|
||||
| 'agent-workspace'
|
||||
| 'big-fish-agent-workspace'
|
||||
| 'big-fish-generating'
|
||||
| 'big-fish-result'
|
||||
| 'big-fish-runtime'
|
||||
| 'puzzle-agent-workspace'
|
||||
| 'puzzle-generating'
|
||||
| 'puzzle-result'
|
||||
| 'puzzle-gallery-detail'
|
||||
| 'puzzle-runtime'
|
||||
|
||||
283
src/services/miniGameDraftGenerationProgress.ts
Normal file
283
src/services/miniGameDraftGenerationProgress.ts
Normal file
@@ -0,0 +1,283 @@
|
||||
import type { BigFishSessionSnapshotResponse } from '../../packages/shared/src/contracts/bigFish';
|
||||
import type { PuzzleAgentSessionSnapshot } from '../../packages/shared/src/contracts/puzzleAgentSession';
|
||||
import type {
|
||||
CustomWorldGenerationProgress,
|
||||
CustomWorldGenerationStep,
|
||||
} from '../../packages/shared/src/contracts/runtime';
|
||||
import type { CustomWorldStructuredAnchorEntry } from './customWorldAgentGenerationProgress';
|
||||
|
||||
export type MiniGameDraftGenerationKind = 'puzzle' | 'big-fish';
|
||||
|
||||
export type MiniGameDraftGenerationPhase =
|
||||
| 'idle'
|
||||
| 'compile'
|
||||
| 'puzzle-images'
|
||||
| 'puzzle-select-image'
|
||||
| 'big-fish-main-images'
|
||||
| 'big-fish-motions'
|
||||
| 'big-fish-background'
|
||||
| 'ready'
|
||||
| 'failed';
|
||||
|
||||
export type MiniGameDraftGenerationState = {
|
||||
kind: MiniGameDraftGenerationKind;
|
||||
phase: MiniGameDraftGenerationPhase;
|
||||
startedAtMs: number;
|
||||
completedAssetCount: number;
|
||||
totalAssetCount: number;
|
||||
error: string | null;
|
||||
};
|
||||
|
||||
type MiniGameStepDefinition = {
|
||||
id: MiniGameDraftGenerationPhase;
|
||||
label: string;
|
||||
detail: string;
|
||||
weight: number;
|
||||
};
|
||||
|
||||
type MiniGameAnchorSource = {
|
||||
key: string;
|
||||
label: string;
|
||||
value: string;
|
||||
};
|
||||
|
||||
const PUZZLE_STEPS = [
|
||||
{
|
||||
id: 'compile',
|
||||
label: '编译拼图草稿',
|
||||
detail: '整理主题、主体、构图与标签。',
|
||||
weight: 34,
|
||||
},
|
||||
{
|
||||
id: 'puzzle-images',
|
||||
label: '生成拼图图片',
|
||||
detail: '根据草稿生成候选图。',
|
||||
weight: 33,
|
||||
},
|
||||
{
|
||||
id: 'puzzle-select-image',
|
||||
label: '确认正式图片',
|
||||
detail: '选择候选图写入结果页。',
|
||||
weight: 33,
|
||||
},
|
||||
] as const satisfies ReadonlyArray<MiniGameStepDefinition>;
|
||||
|
||||
const BIG_FISH_STEPS = [
|
||||
{
|
||||
id: 'compile',
|
||||
label: '编译玩法草稿',
|
||||
detail: '生成关卡角色描述、生态背景与运行参数。',
|
||||
weight: 25,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-main-images',
|
||||
label: '生成角色图片',
|
||||
detail: '为每个成长阶段生成主形象。',
|
||||
weight: 30,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-motions',
|
||||
label: '生成动作素材',
|
||||
detail: '补齐漂浮与游动动作素材。',
|
||||
weight: 30,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-background',
|
||||
label: '生成场地背景',
|
||||
detail: '生成玩法场地背景图。',
|
||||
weight: 15,
|
||||
},
|
||||
] as const satisfies ReadonlyArray<MiniGameStepDefinition>;
|
||||
|
||||
function clampProgress(value: number) {
|
||||
return Math.max(0, Math.min(100, Math.round(value)));
|
||||
}
|
||||
|
||||
function getStepDefinitions(kind: MiniGameDraftGenerationKind) {
|
||||
return kind === 'puzzle' ? PUZZLE_STEPS : BIG_FISH_STEPS;
|
||||
}
|
||||
|
||||
function getActiveStepIndex(
|
||||
steps: ReadonlyArray<MiniGameStepDefinition>,
|
||||
phase: MiniGameDraftGenerationPhase,
|
||||
) {
|
||||
if (phase === 'ready') {
|
||||
return steps.length - 1;
|
||||
}
|
||||
const index = steps.findIndex((step) => step.id === phase);
|
||||
return index >= 0 ? index : 0;
|
||||
}
|
||||
|
||||
function buildMiniGameProgressSteps(
|
||||
steps: ReadonlyArray<MiniGameStepDefinition>,
|
||||
activeStepIndex: number,
|
||||
state: MiniGameDraftGenerationState,
|
||||
) {
|
||||
return steps.map((step, index) => {
|
||||
const isCompleted = state.phase === 'ready' || index < activeStepIndex;
|
||||
const isActive = state.phase !== 'failed' && !isCompleted && index === activeStepIndex;
|
||||
const isAssetStep = step.id === state.phase && state.totalAssetCount > 0;
|
||||
|
||||
return {
|
||||
id: step.id,
|
||||
label: step.label,
|
||||
detail: step.detail,
|
||||
completed: isCompleted
|
||||
? 1
|
||||
: isAssetStep
|
||||
? state.completedAssetCount
|
||||
: 0,
|
||||
total: isAssetStep ? state.totalAssetCount : 1,
|
||||
status: isCompleted ? 'completed' : isActive ? 'active' : 'pending',
|
||||
} satisfies CustomWorldGenerationStep;
|
||||
});
|
||||
}
|
||||
|
||||
export function createMiniGameDraftGenerationState(
|
||||
kind: MiniGameDraftGenerationKind,
|
||||
): MiniGameDraftGenerationState {
|
||||
return {
|
||||
kind,
|
||||
phase: 'compile',
|
||||
startedAtMs: Date.now(),
|
||||
completedAssetCount: 0,
|
||||
totalAssetCount: 0,
|
||||
error: null,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildMiniGameDraftGenerationProgress(
|
||||
state: MiniGameDraftGenerationState | null,
|
||||
nowMs = Date.now(),
|
||||
): CustomWorldGenerationProgress | null {
|
||||
if (!state) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const steps = getStepDefinitions(state.kind);
|
||||
const activeStepIndex = getActiveStepIndex(steps, state.phase);
|
||||
const completedWeight = steps
|
||||
.slice(0, state.phase === 'ready' ? steps.length : activeStepIndex)
|
||||
.reduce((sum, step) => sum + step.weight, 0);
|
||||
const activeStep = steps[activeStepIndex] ?? steps[0];
|
||||
const assetRatio =
|
||||
state.totalAssetCount > 0
|
||||
? Math.min(1, state.completedAssetCount / state.totalAssetCount)
|
||||
: state.phase === 'ready'
|
||||
? 1
|
||||
: 0;
|
||||
const overallProgress =
|
||||
state.phase === 'failed'
|
||||
? Math.max(1, completedWeight)
|
||||
: state.phase === 'ready'
|
||||
? 100
|
||||
: completedWeight + activeStep.weight * assetRatio;
|
||||
|
||||
return {
|
||||
phaseId: state.phase,
|
||||
phaseLabel:
|
||||
state.phase === 'failed'
|
||||
? '生成失败'
|
||||
: state.phase === 'ready'
|
||||
? '生成完成'
|
||||
: activeStep.label,
|
||||
phaseDetail:
|
||||
state.error ??
|
||||
(state.phase === 'ready'
|
||||
? '完整草稿与资产已准备完成。'
|
||||
: activeStep.detail),
|
||||
batchLabel: activeStep.label,
|
||||
overallProgress: clampProgress(overallProgress),
|
||||
completedWeight: clampProgress(overallProgress),
|
||||
totalWeight: 100,
|
||||
elapsedMs: Math.max(0, nowMs - state.startedAtMs),
|
||||
estimatedRemainingMs: state.phase === 'ready' ? 0 : null,
|
||||
activeStepIndex,
|
||||
steps: buildMiniGameProgressSteps(steps, activeStepIndex, state),
|
||||
};
|
||||
}
|
||||
|
||||
export function buildPuzzleGenerationAnchorEntries(
|
||||
session: PuzzleAgentSessionSnapshot | null | undefined,
|
||||
): CustomWorldStructuredAnchorEntry[] {
|
||||
if (!session) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const draft = session.draft;
|
||||
const entries: Array<MiniGameAnchorSource | null> = [
|
||||
session.anchorPack.themePromise,
|
||||
session.anchorPack.visualSubject,
|
||||
session.anchorPack.visualMood,
|
||||
session.anchorPack.compositionHooks,
|
||||
session.anchorPack.tagsAndForbidden,
|
||||
draft
|
||||
? {
|
||||
key: 'draft-summary',
|
||||
label: '草稿摘要',
|
||||
value: draft.summary,
|
||||
}
|
||||
: null,
|
||||
draft?.coverImageSrc
|
||||
? {
|
||||
key: 'cover-image',
|
||||
label: '正式图片',
|
||||
value: '已生成并应用',
|
||||
}
|
||||
: null,
|
||||
];
|
||||
|
||||
return entries
|
||||
.filter((entry): entry is MiniGameAnchorSource => Boolean(entry))
|
||||
.map((entry) => ({
|
||||
id: entry.key,
|
||||
label: entry.label,
|
||||
value: entry.value,
|
||||
}))
|
||||
.filter((entry) => entry.value.trim());
|
||||
}
|
||||
|
||||
export function buildBigFishGenerationAnchorEntries(
|
||||
session: BigFishSessionSnapshotResponse | null | undefined,
|
||||
): CustomWorldStructuredAnchorEntry[] {
|
||||
if (!session) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const draft = session.draft;
|
||||
const assetReadyCount = session.assetSlots.filter(
|
||||
(slot) => slot.status === 'ready',
|
||||
).length;
|
||||
|
||||
const entries: Array<MiniGameAnchorSource | null> = [
|
||||
session.anchorPack.gameplayPromise,
|
||||
session.anchorPack.ecologyVisualTheme,
|
||||
session.anchorPack.growthLadder,
|
||||
session.anchorPack.riskTempo,
|
||||
draft
|
||||
? {
|
||||
key: 'level-characters',
|
||||
label: '角色描述',
|
||||
value: draft.levels
|
||||
.map((level) => `Lv.${level.level} ${level.name}:${level.oneLineFantasy}`)
|
||||
.join('\n'),
|
||||
}
|
||||
: null,
|
||||
draft
|
||||
? {
|
||||
key: 'asset-coverage',
|
||||
label: '图片与动作',
|
||||
value: `已生成 ${assetReadyCount}/${session.assetSlots.length} 个资产`,
|
||||
}
|
||||
: null,
|
||||
];
|
||||
|
||||
return entries
|
||||
.filter((entry): entry is MiniGameAnchorSource => Boolean(entry))
|
||||
.map((entry) => ({
|
||||
id: entry.key,
|
||||
label: entry.label,
|
||||
value: entry.value,
|
||||
}))
|
||||
.filter((entry) => entry.value.trim());
|
||||
}
|
||||
Reference in New Issue
Block a user