Close DDD refactor and remove generated asset proxy

This commit is contained in:
kdletters
2026-05-02 00:27:22 +08:00
parent fd08262bf0
commit 9d9913095d
605 changed files with 11811 additions and 10106 deletions

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@@ -93,18 +93,17 @@ import {
listPuzzleGallery,
} from '../../services/puzzle-gallery';
import {
advanceLocalPuzzleNextLevel,
advancePuzzleNextLevel,
dragPuzzlePieceOrGroup,
startPuzzleRun,
submitPuzzleLeaderboard,
swapPuzzlePieces,
} from '../../services/puzzle-runtime';
import {
dragLocalPuzzlePiece,
isLocalPuzzleRun,
startLocalPuzzleRun,
submitLocalPuzzleLeaderboard,
swapLocalPuzzlePieces,
} from '../../services/puzzle-runtime/puzzleLocalRuntime';
import { deletePuzzleWork, listPuzzleWorks } from '../../services/puzzle-works';
deletePuzzleWork,
listPuzzleWorks,
updatePuzzleWork,
} from '../../services/puzzle-works';
import { deleteRpgCreationAgentSession } from '../../services/rpg-creation';
import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
import {
@@ -1288,55 +1287,53 @@ export function PlatformEntryFlowShellImpl({
[isPuzzleBusy, resolvePuzzleErrorMessage, setSelectionStage],
);
const buildPuzzleTestWork = useCallback(
(draft: PuzzleResultDraft) => {
const profileId =
puzzleSession?.publishedProfileId ??
`draft-${puzzleSession?.sessionId ?? 'puzzle'}-test`;
const now = new Date().toISOString();
return {
workId: `test-${profileId}`,
profileId,
ownerUserId: authUi?.user?.id ?? 'current-user',
sourceSessionId: puzzleSession?.sessionId ?? null,
authorDisplayName: authUi?.user?.displayName ?? '玩家',
levelName: draft.levelName,
summary: draft.summary,
themeTags: draft.themeTags,
coverImageSrc: draft.coverImageSrc,
coverAssetId: draft.coverAssetId,
publicationStatus: 'draft',
updatedAt: now,
publishedAt: null,
playCount: 0,
publishReady: Boolean(puzzleSession?.resultPreview?.publishReady),
} satisfies PuzzleWorkSummary;
},
[
authUi?.user?.displayName,
authUi?.user?.id,
puzzleSession?.publishedProfileId,
puzzleSession?.resultPreview?.publishReady,
puzzleSession?.sessionId,
],
);
const startPuzzleTestRunFromDraft = useCallback(
(draft: PuzzleResultDraft) => {
async (draft: PuzzleResultDraft) => {
if (isPuzzleBusy) {
return;
}
if (!draft.coverImageSrc) {
setPuzzleError('请先选择一张正式拼图图片。');
return;
}
const profileId =
puzzleSession?.publishedProfileId ??
buildPuzzleResultProfileId(puzzleSession?.sessionId);
if (!profileId) {
setPuzzleError('这份拼图草稿缺少会话信息,请重新开始创作。');
return;
}
const testWork = buildPuzzleTestWork(draft);
setSelectedPuzzleDetail(testWork);
setPuzzleRun(startLocalPuzzleRun(testWork));
setPuzzleRuntimeReturnStage('puzzle-result');
setIsPuzzleBusy(true);
setPuzzleError(null);
setSelectionStage('puzzle-runtime');
try {
const { item } = await updatePuzzleWork(profileId, {
levelName: draft.levelName,
summary: draft.summary,
themeTags: draft.themeTags,
coverImageSrc: draft.coverImageSrc,
coverAssetId: draft.coverAssetId,
});
const { run } = await startPuzzleRun({ profileId: item.profileId });
setSelectedPuzzleDetail(item);
setPuzzleRun(run);
setPuzzleRuntimeReturnStage('puzzle-result');
setSelectionStage('puzzle-runtime');
} catch (error) {
setPuzzleError(
resolvePuzzleErrorMessage(error, '启动拼图试玩失败。'),
);
} finally {
setIsPuzzleBusy(false);
}
},
[buildPuzzleTestWork, setSelectionStage],
[
isPuzzleBusy,
puzzleSession?.publishedProfileId,
puzzleSession?.sessionId,
resolvePuzzleErrorMessage,
setSelectionStage,
],
);
const submitBigFishInput = useCallback(
@@ -1387,27 +1384,43 @@ export function PlatformEntryFlowShellImpl({
]);
const swapPuzzlePiecesInRun = useCallback(
(payload: { firstPieceId: string; secondPieceId: string }) => {
async (payload: { firstPieceId: string; secondPieceId: string }) => {
if (!puzzleRun || isPuzzleBusy) {
return;
}
setIsPuzzleBusy(true);
setPuzzleError(null);
setPuzzleRun(swapLocalPuzzlePieces(puzzleRun, payload));
try {
const { run } = await swapPuzzlePieces(puzzleRun.runId, payload);
setPuzzleRun(run);
} catch (error) {
setPuzzleError(resolvePuzzleErrorMessage(error, '交换拼图块失败。'));
} finally {
setIsPuzzleBusy(false);
}
},
[isPuzzleBusy, puzzleRun],
[isPuzzleBusy, puzzleRun, resolvePuzzleErrorMessage],
);
const dragPuzzlePiece = useCallback(
(payload: { pieceId: string; targetRow: number; targetCol: number }) => {
async (payload: { pieceId: string; targetRow: number; targetCol: number }) => {
if (!puzzleRun || isPuzzleBusy) {
return;
}
setIsPuzzleBusy(true);
setPuzzleError(null);
setPuzzleRun(dragLocalPuzzlePiece(puzzleRun, payload));
try {
const { run } = await dragPuzzlePieceOrGroup(puzzleRun.runId, payload);
setPuzzleRun(run);
} catch (error) {
setPuzzleError(resolvePuzzleErrorMessage(error, '拖动拼图块失败。'));
} finally {
setIsPuzzleBusy(false);
}
},
[isPuzzleBusy, puzzleRun],
[isPuzzleBusy, puzzleRun, resolvePuzzleErrorMessage],
);
useEffect(() => {
@@ -1436,12 +1449,6 @@ export function PlatformEntryFlowShellImpl({
nickname: authUi?.user?.displayName?.trim() || '玩家',
};
if (isLocalPuzzleRun(puzzleRun)) {
setPuzzleRun(submitLocalPuzzleLeaderboard(puzzleRun, payload.nickname));
setIsPuzzleLeaderboardBusy(false);
return;
}
void submitPuzzleLeaderboard(puzzleRun.runId, payload)
.then(({ run }) => {
setPuzzleRun(run);
@@ -1477,13 +1484,7 @@ export function PlatformEntryFlowShellImpl({
setPuzzleError(null);
try {
const { run } = await advanceLocalPuzzleNextLevel({
run: puzzleRun,
sourceSessionId:
selectedPuzzleDetail?.sourceSessionId ??
puzzleSession?.sessionId ??
null,
});
const { run } = await advancePuzzleNextLevel(puzzleRun.runId);
setPuzzleRun(run);
} catch (error) {
setPuzzleError(resolvePuzzleErrorMessage(error, '准备下一关失败。'));
@@ -1494,9 +1495,7 @@ export function PlatformEntryFlowShellImpl({
}, [
isPuzzleBusy,
puzzleRun,
puzzleSession,
resolvePuzzleErrorMessage,
selectedPuzzleDetail,
]);
const leaveAgentWorkspace = useCallback(() => {

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@@ -45,7 +45,7 @@ export const CAMP_TRAVEL_HOME_FUNCTION: FunctionDocumentationEntry = {
'它负责把开局同伴营地流程平稳切到角色真正的起始场景正式目标场景、encounter 清理、战斗态清理和镜头残留状态由后端 resolver 写入。',
trigger: '常见于开局同伴营地对话后的跟进选项。',
execution:
'点击后作为服务端 runtime function id 提交到 /api/runtime/story/actions/resolve由后端执行定制场景迁移和历史写入。',
'点击后作为服务端 runtime function id 提交到 /api/story/sessions/{storySessionId}/actions/resolve由后端执行定制场景迁移和历史写入。',
result: '玩家会离开营地进入角色主场景,正式开始该角色的冒险线。',
active: true,
runtime: {
@@ -53,7 +53,7 @@ export const CAMP_TRAVEL_HOME_FUNCTION: FunctionDocumentationEntry = {
uiMode: 'none',
visuals: CAMP_TRAVEL_HOME_OPTION_VISUALS,
executor:
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_camp_travel_home_scene_action',
'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action',
animationNote:
'前端保留 run 视觉元信息;正式状态以服务端 hydrated snapshot 为准。',
storyNote:

View File

@@ -30,7 +30,7 @@ export const STORY_OPENING_CAMP_DIALOGUE_FUNCTION: FunctionDocumentationEntry =
storyMode: 'special_sequence',
uiMode: 'none',
executor:
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action',
'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action',
animationNote: '重点在对白本身,不额外驱动独立战斗/位移动画。',
storyNote: '会把 prompt 切到营地开场对白模式,并要求输出结构化对话行。',
uiNote: '不弹 modal直接进入对白流。',

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@@ -105,7 +105,7 @@ describe('functionCatalog', () => {
expect(campTravelOption.actionText).toBe('前往 竹林古道');
expect(campTravelOption.detailText).toBe('离开营地,前往 竹林古道。');
expect(CAMP_TRAVEL_HOME_FUNCTION.runtime?.executor).toContain(
'server-rs/crates/api-server/src/runtime_story/compat.rs',
'server-rs/crates/module-runtime-story/src/session_action.rs',
);
expect(CAMP_TRAVEL_HOME_FUNCTION.detailedDescription).toContain(
'后端 resolver',

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@@ -8,7 +8,7 @@ import type { FunctionDocumentationEntry } from '../types';
*/
const QUEST_OFFER_SOURCE = 'src/data/functionCatalog/npc/npcChatQuestOffer.ts';
const QUEST_OFFER_EXECUTOR =
'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action';
'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action';
export const NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION: FunctionDocumentationEntry = {
id: 'npc_chat_quest_offer_view',

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@@ -182,7 +182,10 @@ export function buildNpcBattleFormationFromEncounter(params: {
const slots = getSceneActBattleSlots(primaryX);
const resolvedFormation = formationSourceEncounters.map((memberEncounter, index) => {
const slot = slots[index] ?? slots[slots.length - 1];
const slot = slots[index] ?? slots[slots.length - 1] ?? {
xMeters: primaryX,
yOffset: 0,
};
const npcState = getResolvedNpcState(state, memberEncounter);
const battleMonster = createNpcBattleMonster(
memberEncounter,

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@@ -5,15 +5,15 @@ vi.mock('../../services/aiService', () => ({
}));
const {
isRpgRuntimeServerFunctionIdMock,
isServerRuntimeFunctionIdMock,
runServerRuntimeChoiceActionMock,
} = vi.hoisted(() => ({
isRpgRuntimeServerFunctionIdMock: vi.fn(() => false),
isServerRuntimeFunctionIdMock: vi.fn(() => false),
runServerRuntimeChoiceActionMock: vi.fn(),
}));
vi.mock('../../services/rpg-runtime', () => ({
isRpgRuntimeServerFunctionId: isRpgRuntimeServerFunctionIdMock,
isServerRuntimeFunctionId: isServerRuntimeFunctionIdMock,
}));
import { AnimationState, type Character, type Encounter, type GameState, type StoryMoment, type StoryOption, WorldType } from '../../types';
@@ -164,8 +164,8 @@ const neverNpcEncounter = (
describe('createStoryChoiceActions', () => {
beforeEach(() => {
isRpgRuntimeServerFunctionIdMock.mockReset();
isRpgRuntimeServerFunctionIdMock.mockReturnValue(false);
isServerRuntimeFunctionIdMock.mockReset();
isServerRuntimeFunctionIdMock.mockReturnValue(false);
runServerRuntimeChoiceActionMock.mockReset();
});
@@ -389,7 +389,7 @@ describe('createStoryChoiceActions', () => {
const setCurrentStory = vi.fn();
const handleNpcInteraction = vi.fn(() => true);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: {
@@ -493,7 +493,7 @@ describe('createStoryChoiceActions', () => {
};
const handleNpcInteraction = vi.fn(() => true);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
@@ -575,7 +575,7 @@ describe('createStoryChoiceActions', () => {
}));
const playResolvedChoice = vi.fn().mockResolvedValue(state);
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
@@ -681,7 +681,7 @@ describe('createStoryChoiceActions', () => {
inBattle: true,
});
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
@@ -757,7 +757,7 @@ describe('createStoryChoiceActions', () => {
const buildResolvedChoiceState = vi.fn();
const playResolvedChoice = vi.fn();
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,
@@ -849,7 +849,7 @@ describe('createStoryChoiceActions', () => {
const playResolvedChoice = vi.fn();
const commitGeneratedStateWithEncounterEntry = vi.fn();
isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
isServerRuntimeFunctionIdMock.mockReturnValue(true);
const { handleChoice } = createStoryChoiceActions({
gameState: state,

View File

@@ -4,7 +4,7 @@
} from 'react';
import type { StoryGenerationContext } from '../../services/aiTypes';
import { isRpgRuntimeServerFunctionId } from '../../services/rpg-runtime';
import { isServerRuntimeFunctionId } from '../../services/rpg-runtime';
import {
type Character,
type Encounter,
@@ -191,7 +191,7 @@ export function createStoryChoiceActions({
return;
}
if (isRpgRuntimeServerFunctionId(option.functionId)) {
if (isServerRuntimeFunctionId(option.functionId)) {
await runServerRuntimeChoiceAction({
gameState,
currentStory,

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@@ -2,7 +2,7 @@
import type { RuntimeStoryInventoryActionView } from '../../../packages/shared/src/contracts/rpgRuntimeStoryState';
import {
loadRpgRuntimeInventoryView,
loadRuntimeInventoryView,
type RuntimeStoryChoicePayload,
type RuntimeStoryInventoryView,
} from '../../services/rpg-runtime';
@@ -53,7 +53,7 @@ export function useStoryInventoryActions({
const controller = new AbortController();
void loadRpgRuntimeInventoryView(
void loadRuntimeInventoryView(
{
gameState: {
storySessionId,
@@ -129,7 +129,7 @@ export function useStoryInventoryActions({
setGameState(hydratedSnapshot.gameState);
setCurrentStory(nextStory);
setServerInventoryView(response.viewModel.inventory);
setServerInventoryView(response.inventoryView);
return true;
} catch (error) {
console.error('Failed to resolve inventory runtime action on the server:', error);

View File

@@ -1,13 +1,13 @@
import { rehydrateSavedSnapshot } from '../../persistence/runtimeSnapshot';
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
import {
getRpgRuntimeClientVersion,
getRpgRuntimeSessionId,
getRpgRuntimeStorySessionId,
getRpgStoryRuntimeProjection,
resolveRpgRuntimeStoryAction,
resolveRpgRuntimeStoryProjectionMoment,
resolveRpgRuntimeStoryMoment,
buildRuntimeSnapshotFromProjection,
buildStoryMomentFromRuntimeProjection,
getRuntimeClientVersion,
getRuntimeStorySessionId,
getStoryRuntimeProjection,
resolveRuntimeStoryAction,
resolveRuntimeStoryMoment,
type RuntimeStoryChoicePayload,
} from '../../services/rpg-runtime/rpgRuntimeStoryClient';
import type { GameState, StoryMoment, StoryOption } from '../../types';
@@ -22,11 +22,11 @@ export async function loadServerRuntimeOptionCatalog(params: {
}) {
// 中文注释:状态目录只从服务端持久化 session 读取,
// 前端不再上传本地 GameState 快照参与动作合法性解析。
const response = await getRpgStoryRuntimeProjection({
storySessionId: getRpgRuntimeStorySessionId(params.gameState),
clientVersion: getRpgRuntimeClientVersion(params.gameState),
const response = await getStoryRuntimeProjection({
storySessionId: getRuntimeStorySessionId(params.gameState),
clientVersion: getRuntimeClientVersion(params.gameState),
});
const options = resolveRpgRuntimeStoryProjectionMoment({
const options = buildStoryMomentFromRuntimeProjection({
projection: response,
gameState: params.gameState,
}).options;
@@ -52,25 +52,25 @@ export async function resumeServerRuntimeStory(
// 中文注释:继续游戏后向服务端刷新一次状态,
// 让长期离线的本地快照重新对齐服务端当前 runtime view model。
const response = await getRpgStoryRuntimeProjection({
storySessionId: getRpgRuntimeStorySessionId(hydratedSnapshot.gameState),
const response = await getStoryRuntimeProjection({
storySessionId: getRuntimeStorySessionId(hydratedSnapshot.gameState),
});
const runtimeOptions = response.options;
const nextStory =
response.currentNarrativeText || runtimeOptions.length > 0
? resolveRpgRuntimeStoryProjectionMoment({
? buildStoryMomentFromRuntimeProjection({
projection: response,
gameState: hydratedSnapshot.gameState,
})
: hydratedSnapshot.currentStory;
const projectedSnapshot = buildRuntimeSnapshotFromProjection(
response,
hydratedSnapshot.bottomTab,
);
const resumedSnapshot = {
...hydratedSnapshot,
gameState: {
...hydratedSnapshot.gameState,
runtimeSessionId: response.storySession.runtimeSessionId,
storySessionId: response.storySession.storySessionId,
runtimeActionVersion: response.serverVersion,
},
gameState: projectedSnapshot.gameState,
currentStory: nextStory,
} satisfies HydratedSavedGameSnapshot;
return {
@@ -88,9 +88,9 @@ export async function resolveServerRuntimeChoice(params: {
}) {
// 中文注释:正式动作结算统一先走服务端;
// 前端这里只提交 action/payload并消费后端已经补齐的快照与表现数据。
const response = await resolveRpgRuntimeStoryAction({
sessionId: getRpgRuntimeSessionId(params.gameState),
clientVersion: getRpgRuntimeClientVersion(params.gameState),
const response = await resolveRuntimeStoryAction({
storySessionId: getRuntimeStorySessionId(params.gameState),
clientVersion: getRuntimeClientVersion(params.gameState),
option: params.option,
targetId:
params.option.interaction?.kind === 'npc'
@@ -98,17 +98,17 @@ export async function resolveServerRuntimeChoice(params: {
: undefined,
payload: params.payload,
});
const hydratedSnapshot = rehydrateSavedSnapshot(response.snapshot);
const hydratedSnapshot = response.snapshot;
return {
response,
hydratedSnapshot,
nextStory: resolveRpgRuntimeStoryMoment({
nextStory: resolveRuntimeStoryMoment({
response,
hydratedSnapshot,
fallbackGameState: params.gameState,
fallbackStoryText:
response.presentation.storyText ||
response.presentation?.storyText ||
hydratedSnapshot.currentStory?.text ||
params.option.actionText,
}),

View File

@@ -3,13 +3,11 @@
const {
getStoryRuntimeProjectionMock,
resolveRuntimeStoryActionMock,
getRuntimeSessionIdMock,
getRuntimeStorySessionIdMock,
getRuntimeClientVersionMock,
} = vi.hoisted(() => ({
getStoryRuntimeProjectionMock: vi.fn(),
resolveRuntimeStoryActionMock: vi.fn(),
getRuntimeSessionIdMock: vi.fn(() => 'runtime-main'),
getRuntimeStorySessionIdMock: vi.fn(() => 'storysess-main'),
getRuntimeClientVersionMock: vi.fn(() => 0),
}));
@@ -24,14 +22,8 @@ vi.mock('../../services/rpg-runtime/rpgRuntimeStoryClient', async () => {
return {
...actual,
getRpgStoryRuntimeProjection: getStoryRuntimeProjectionMock,
resolveRpgRuntimeStoryAction: resolveRuntimeStoryActionMock,
getRpgRuntimeSessionId: getRuntimeSessionIdMock,
getRpgRuntimeStorySessionId: getRuntimeStorySessionIdMock,
getRpgRuntimeClientVersion: getRuntimeClientVersionMock,
getStoryRuntimeProjection: getStoryRuntimeProjectionMock,
resolveRuntimeStoryAction: resolveRuntimeStoryActionMock,
getRuntimeSessionId: getRuntimeSessionIdMock,
getRuntimeStorySessionId: getRuntimeStorySessionIdMock,
getRuntimeClientVersion: getRuntimeClientVersionMock,
};
@@ -40,12 +32,20 @@ vi.mock('../../services/rpg-runtime/rpgRuntimeStoryClient', async () => {
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
import type { GameState, StoryMoment, StoryOption } from '../../types';
import { WorldType } from '../../types';
import type { StoryRuntimeProjectionResponse } from '../../../packages/shared/src/contracts/story';
import {
loadServerRuntimeOptionCatalog,
resolveServerRuntimeChoice,
resumeServerRuntimeStory,
} from './runtimeStoryCoordinator';
type RuntimeProjectionOverrides = Omit<
Partial<StoryRuntimeProjectionResponse>,
'storySession'
> & {
storySession?: Partial<StoryRuntimeProjectionResponse['storySession']>;
};
function createStory(text: string): StoryMoment {
return {
text,
@@ -61,6 +61,115 @@ function createGameState(): GameState {
} as GameState;
}
function createStorySession(
overrides: Partial<StoryRuntimeProjectionResponse['storySession']> = {},
) {
return {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '服务端故事',
latestChoiceFunctionId: null,
status: 'active',
version: 8,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:01.000Z',
...overrides,
};
}
function createRuntimeProjection(
overrides: RuntimeProjectionOverrides = {},
): StoryRuntimeProjectionResponse {
const storySession = createStorySession(overrides.storySession);
const serverVersion = overrides.serverVersion ?? storySession.version;
return {
storySession,
storyEvents: overrides.storyEvents ?? [],
serverVersion,
gameState: {
runtimeSessionId: storySession.runtimeSessionId,
storySessionId: storySession.storySessionId,
runtimeActionVersion: serverVersion,
currentScene: 'Story',
playerEquipment: { weapon: null, armor: null, relic: null },
...(overrides.gameState ?? {}),
},
actor: overrides.actor ?? {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: overrides.inventory ?? {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: overrides.options ?? [],
status: overrides.status ?? {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
currentNarrativeText:
overrides.currentNarrativeText ?? storySession.latestNarrativeText,
actionResultText: overrides.actionResultText ?? null,
toast: overrides.toast ?? null,
};
}
function createRuntimeResponse(params: {
snapshot: HydratedSavedGameSnapshot;
functionId?: string;
options?: StoryRuntimeProjectionResponse['options'];
presentation?: {
storyText?: string;
resultText?: string;
battle?: {
targetId?: string;
damageDealt?: number;
damageTaken?: number;
outcome?: 'ongoing' | 'victory' | 'spar_complete' | 'defeat' | 'escaped';
} | null;
};
}) {
const projection = createRuntimeProjection({
storySession: {
latestNarrativeText: params.snapshot.currentStory?.text ?? '服务端故事',
latestChoiceFunctionId: params.functionId ?? null,
version: params.snapshot.version,
},
serverVersion: params.snapshot.version,
gameState: params.snapshot.gameState as never,
options: params.options ?? [],
currentNarrativeText: params.snapshot.currentStory?.text ?? '服务端故事',
});
return {
sessionId: projection.storySession.runtimeSessionId,
serverVersion: projection.serverVersion,
projection,
snapshot: params.snapshot,
inventoryView: {
playerCurrency: projection.actor.currency,
currencyText: projection.actor.currencyText,
inBattle: projection.status.inBattle,
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
presentation: params.presentation,
};
}
function createTravelGameState(): GameState {
return {
runtimeSessionId: 'runtime-main',
@@ -258,8 +367,6 @@ describe('runtimeStoryCoordinator', () => {
beforeEach(() => {
getStoryRuntimeProjectionMock.mockReset();
resolveRuntimeStoryActionMock.mockReset();
getRuntimeSessionIdMock.mockReset();
getRuntimeSessionIdMock.mockReturnValue('runtime-main');
getRuntimeStorySessionIdMock.mockReset();
getRuntimeStorySessionIdMock.mockReturnValue('storysess-main');
getRuntimeClientVersionMock.mockReset();
@@ -270,36 +377,12 @@ describe('runtimeStoryCoordinator', () => {
const gameState = createGameState();
const currentStory = createStory('当前故事');
getStoryRuntimeProjectionMock.mockResolvedValue({
getStoryRuntimeProjectionMock.mockResolvedValue(createRuntimeProjection({
storySession: {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '服务端故事',
latestChoiceFunctionId: null,
status: 'active',
version: 3,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 3,
actor: {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: [
{
functionId: 'npc_chat',
@@ -315,9 +398,7 @@ describe('runtimeStoryCoordinator', () => {
currentNpcBattleOutcome: null,
},
currentNarrativeText: '服务端故事',
actionResultText: null,
toast: null,
});
}));
const options = await loadServerRuntimeOptionCatalog({
gameState,
@@ -374,41 +455,22 @@ describe('runtimeStoryCoordinator', () => {
bottomTab: 'adventure',
} as HydratedSavedGameSnapshot;
resolveRuntimeStoryActionMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 8,
viewModel: {
player: {
hp: 96,
maxHp: 100,
mana: 18,
maxMana: 20,
resolveRuntimeStoryActionMock.mockResolvedValue(createRuntimeResponse({
snapshot: hydratedSnapshot,
functionId: 'npc_chat',
options: [
{
functionId: 'npc_help',
actionText: '请求援手',
scope: 'npc',
enabled: true,
},
encounter: null,
companions: [],
availableOptions: [
{
functionId: 'npc_help',
actionText: '请求援手',
scope: 'npc',
},
],
status: {
inBattle: false,
npcInteractionActive: true,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
},
],
presentation: {
actionText: '继续交谈',
resultText: '关系已有变化',
storyText: '',
options: [],
},
patches: [],
snapshot: hydratedSnapshot,
});
}));
const result = await resolveServerRuntimeChoice({
gameState,
@@ -420,7 +482,7 @@ describe('runtimeStoryCoordinator', () => {
});
expect(resolveRuntimeStoryActionMock).toHaveBeenCalledWith({
sessionId: 'runtime-main',
storySessionId: 'storysess-main',
clientVersion: 7,
option,
targetId: 'npc-opponent',
@@ -464,22 +526,11 @@ describe('runtimeStoryCoordinator', () => {
currentStory: createStory('本地快照故事'),
bottomTab: 'inventory' as const,
} as HydratedSavedGameSnapshot;
getStoryRuntimeProjectionMock.mockResolvedValue({
getStoryRuntimeProjectionMock.mockResolvedValue(createRuntimeProjection({
storySession: {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '服务端恢复后的故事',
latestChoiceFunctionId: null,
status: 'active',
version: 8,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 8,
actor: {
hp: 90,
@@ -509,9 +560,7 @@ describe('runtimeStoryCoordinator', () => {
currentNpcBattleOutcome: null,
},
currentNarrativeText: '服务端恢复后的故事',
actionResultText: null,
toast: null,
});
}));
const result = await resumeServerRuntimeStory(localHydratedSnapshot);
@@ -565,7 +614,7 @@ describe('runtimeStoryCoordinator', () => {
expect(result.nextStory).toBe(localHydratedSnapshot.currentStory);
});
it('rehydrates npc_fight server snapshots before returning runtime choices', async () => {
it('uses npc_fight server snapshots before returning runtime choices', async () => {
const gameState = createGameState();
const currentStory = createStory('当前故事');
const option = {
@@ -588,50 +637,22 @@ describe('runtimeStoryCoordinator', () => {
} as StoryOption;
const rawBattleSnapshot = createRuntimeNpcBattleSnapshot();
resolveRuntimeStoryActionMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 8,
viewModel: {
player: {
hp: 42,
maxHp: 50,
mana: 20,
maxMana: 20,
resolveRuntimeStoryActionMock.mockResolvedValue(createRuntimeResponse({
snapshot: rawBattleSnapshot,
functionId: 'npc_fight',
options: [
{
functionId: 'battle_probe_pressure',
actionText: '稳步试探',
scope: 'combat',
enabled: true,
},
encounter: {
id: 'npc-bandit',
kind: 'npc',
npcName: '断桥匪首',
hostile: true,
affinity: -12,
recruited: false,
interactionActive: false,
battleMode: 'fight',
},
companions: [],
availableOptions: [
{
functionId: 'battle_probe_pressure',
actionText: '稳步试探',
scope: 'combat',
},
],
status: {
inBattle: true,
npcInteractionActive: false,
currentNpcBattleMode: 'fight',
currentNpcBattleOutcome: null,
},
},
],
presentation: {
actionText: '直接开战',
resultText: '当前冲突正式转入战斗结算。',
storyText: '断桥匪首已经摆开架势。',
options: [],
},
patches: [],
snapshot: rawBattleSnapshot,
});
}));
const result = await resolveServerRuntimeChoice({
gameState,
@@ -644,11 +665,6 @@ describe('runtimeStoryCoordinator', () => {
id: 'npc-bandit',
hp: 21,
maxHp: 32,
encounter: expect.objectContaining({
kind: 'npc',
id: 'npc-bandit',
npcName: '断桥匪首',
}),
}),
);
expect(result.nextStory.options[0]).toEqual(
@@ -693,48 +709,7 @@ describe('runtimeStoryCoordinator', () => {
},
} as StoryOption;
resolveRuntimeStoryActionMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 8,
viewModel: {
player: {
hp: 42,
maxHp: 50,
mana: 20,
maxMana: 20,
},
encounter: {
id: 'npc-bandit',
kind: 'npc',
npcName: '断桥匪首',
hostile: true,
affinity: -12,
recruited: false,
interactionActive: false,
battleMode: 'fight',
},
companions: [],
availableOptions: [
{
functionId: 'battle_attack_basic',
actionText: '普通攻击',
scope: 'combat',
},
],
status: {
inBattle: true,
npcInteractionActive: false,
currentNpcBattleMode: 'fight',
currentNpcBattleOutcome: null,
},
},
presentation: {
actionText: '直接开战',
resultText: '当前冲突正式转入战斗结算。',
storyText: '断桥匪首已经摆开架势。',
options: [],
},
patches: [],
resolveRuntimeStoryActionMock.mockResolvedValue(createRuntimeResponse({
snapshot: createRuntimeNpcBattleSnapshot({
currentEncounter: {
kind: 'npc',
@@ -750,7 +725,20 @@ describe('runtimeStoryCoordinator', () => {
currentBattleNpcId: 'npc-bandit',
currentNpcBattleMode: 'fight',
}),
});
functionId: 'npc_fight',
options: [
{
functionId: 'battle_attack_basic',
actionText: '普通攻击',
scope: 'combat',
enabled: true,
},
],
presentation: {
resultText: '当前冲突正式转入战斗结算。',
storyText: '断桥匪首已经摆开架势。',
},
}));
const result = await resolveServerRuntimeChoice({
gameState,
@@ -803,41 +791,22 @@ describe('runtimeStoryCoordinator', () => {
},
} as HydratedSavedGameSnapshot;
resolveRuntimeStoryActionMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 8,
viewModel: {
player: {
hp: 38,
maxHp: 40,
mana: 12,
maxMana: 16,
resolveRuntimeStoryActionMock.mockResolvedValue(createRuntimeResponse({
snapshot: serverSnapshot,
functionId: 'idle_travel_next_scene',
options: [
{
functionId: 'idle_observe_signs',
actionText: '观察周围迹象',
scope: 'story',
enabled: true,
},
encounter: null,
companions: [],
availableOptions: [
{
functionId: 'idle_observe_signs',
actionText: '观察周围迹象',
scope: 'story',
},
],
status: {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
},
],
presentation: {
actionText: '前往相邻场景',
resultText: '你收束了这一段遭遇,顺着路线把故事推进到新的场景段落。',
storyText: '',
options: [],
},
patches: [],
snapshot: serverSnapshot,
});
}));
const result = await resolveServerRuntimeChoice({
gameState,
@@ -865,23 +834,16 @@ describe('runtimeStoryCoordinator', () => {
storySessionId: 'storysess-main',
});
getStoryRuntimeProjectionMock.mockResolvedValue({
getStoryRuntimeProjectionMock.mockResolvedValue(createRuntimeProjection({
storySession: {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '断桥匪首还在步步逼近。',
latestChoiceFunctionId: null,
status: 'active',
version: 8,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 8,
gameState: {
...localHydratedSnapshot.gameState,
runtimeActionVersion: 8,
},
actor: {
hp: 39,
maxHp: 50,
@@ -910,9 +872,7 @@ describe('runtimeStoryCoordinator', () => {
currentNpcBattleOutcome: null,
},
currentNarrativeText: '断桥匪首还在步步逼近。',
actionResultText: null,
toast: null,
});
}));
const result = await resumeServerRuntimeStory(localHydratedSnapshot);

View File

@@ -103,7 +103,11 @@ async function playServerBattlePresentation(params: {
setGameState: (state: GameState) => void;
turnVisualMs: number;
}) {
const battle = params.response.presentation.battle;
const presentation =
params.response && 'presentation' in params.response
? params.response.presentation
: undefined;
const battle = presentation?.battle;
if (!battle || !params.baseState.inBattle) {
return;
}
@@ -138,7 +142,7 @@ async function playServerBattlePresentation(params: {
? {
...hostileNpc,
animation: isRecoveryOrItem ? ('move' as const) : ('attack' as const),
action: params.response.presentation.resultText || hostileNpc.action,
action: presentation?.resultText || hostileNpc.action,
}
: hostileNpc,
),

View File

@@ -21,6 +21,7 @@ export function buildStoryContextFromState(
): StoryGenerationContext {
return {
runtimeSessionId: state.runtimeSessionId ?? null,
storySessionId: state.storySessionId ?? null,
runtimeActionVersion: state.runtimeActionVersion,
playerHp: state.playerHp,
playerMaxHp: state.playerMaxHp,

View File

@@ -2,7 +2,7 @@
StoryGenerationContext,
StoryRequestOptions,
} from '../../services/aiService';
import { shouldUseRpgRuntimeServerOptions } from '../../services/rpg-runtime';
import { shouldUseServerRuntimeOptions } from '../../services/rpg-runtime';
import type {
AIResponse,
Character,
@@ -78,7 +78,7 @@ export async function resolveStoryRequestOptions(params: {
? null
: params.getAvailableOptionsForState(params.state, params.character);
if (optionCatalog || !shouldUseRpgRuntimeServerOptions(availableOptions)) {
if (optionCatalog || !shouldUseServerRuntimeOptions(availableOptions)) {
return {
availableOptions,
optionCatalog,

View File

@@ -9,7 +9,7 @@ import { createEmptyEquipmentLoadout } from '../../data/equipmentEffects';
import { createInitialPlayerProgressionState } from '../../data/playerProgression';
import { createInitialGameRuntimeStats } from '../../data/runtimeStats';
import { getScenePreset } from '../../data/scenePresets';
import { beginRpgRuntimeStorySession } from '../../services/rpg-runtime/rpgRuntimeStoryClient';
import { beginRuntimeStorySession } from '../../services/rpg-runtime/rpgRuntimeStoryClient';
import { createEmptyStoryEngineMemoryState } from '../../services/storyEngine/visibilityEngine';
import {
AnimationState,
@@ -169,7 +169,7 @@ export function useRpgSessionBootstrap() {
return;
}
void beginRpgRuntimeStorySession({
void beginRuntimeStorySession({
worldType: resolvedWorldType,
customWorldProfile: launchState.customWorldProfile,
character,
@@ -199,4 +199,3 @@ export function useRpgSessionBootstrap() {
export type RpgSessionBootstrapResult = ReturnType<
typeof useRpgSessionBootstrap
>;

View File

@@ -3,7 +3,7 @@
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
import { isAbortError } from '../../services/apiClient';
import {
getRpgRuntimeSessionId,
getRuntimeSessionId,
rpgSnapshotClient,
} from '../../services/rpg-runtime';
import type { GameState, StoryMoment } from '../../types';
@@ -223,7 +223,7 @@ export function useRpgSessionPersistence({
const timeoutId = window.setTimeout(() => {
void persistSnapshot({
payload: {
sessionId: getRpgRuntimeSessionId(gameState),
sessionId: getRuntimeSessionId(gameState),
bottomTab,
},
logLabel: 'failed to autosave remote snapshot',
@@ -251,7 +251,7 @@ export function useRpgSessionPersistence({
// 差别只在于调用方可显式覆盖本次 checkpoint 的 session 与 UI tab。
const snapshot = await persistSnapshot({
payload: {
sessionId: getRpgRuntimeSessionId(nextGameState),
sessionId: getRuntimeSessionId(nextGameState),
bottomTab: nextBottomTab,
},
logLabel: 'failed to save remote snapshot',

View File

@@ -23,7 +23,7 @@ vi.mock('../services/rpg-entry', () => ({
}));
vi.mock('../services/rpg-runtime', () => ({
getRpgRuntimeSessionId: (gameState: Pick<GameState, 'runtimeSessionId'>) =>
getRuntimeSessionId: (gameState: Pick<GameState, 'runtimeSessionId'>) =>
gameState.runtimeSessionId?.trim() || 'runtime-main',
rpgSnapshotClient: {
getSnapshot: storageMocks.getSaveSnapshot,

View File

@@ -18,8 +18,8 @@ import { useRpgSessionBootstrap } from './rpg-session';
const aiServiceMocks = vi.hoisted(() => ({
streamNpcChatTurn: vi.fn(),
}));
const rpgRuntimeStoryClientMocks = vi.hoisted(() => ({
beginRpgRuntimeStorySession: vi.fn(),
const runtimeStoryClientMocks = vi.hoisted(() => ({
beginRuntimeStorySession: vi.fn(),
}));
vi.mock('../services/aiService', async () => {
@@ -41,8 +41,8 @@ vi.mock('../services/rpg-runtime/rpgRuntimeStoryClient', async () => {
return {
...actual,
beginRpgRuntimeStorySession:
rpgRuntimeStoryClientMocks.beginRpgRuntimeStorySession,
beginRuntimeStorySession:
runtimeStoryClientMocks.beginRuntimeStorySession,
};
});
@@ -588,7 +588,7 @@ function GameFlowHarness({
);
const selectedCharacter = playableCharacters[0] ?? null;
if (selectedCharacter) {
rpgRuntimeStoryClientMocks.beginRpgRuntimeStorySession.mockResolvedValue(
runtimeStoryClientMocks.beginRuntimeStorySession.mockResolvedValue(
buildRuntimeStoryBootstrapSnapshot({
profile,
character: selectedCharacter,

View File

@@ -10,6 +10,7 @@ import type {
StoryOption,
} from '../types';
import { AnimationState, WorldType } from '../types';
import type { StoryRuntimeProjectionResponse } from '../../packages/shared/src/contracts/story';
const {
connectivityError,
@@ -101,6 +102,7 @@ function createContext(
): StoryGenerationContext {
return {
runtimeSessionId: 'runtime-main',
storySessionId: 'storysess-main',
runtimeActionVersion: 3,
playerHp: 30,
playerMaxHp: 40,
@@ -115,6 +117,8 @@ function createContext(
sceneName: 'Forest Trail',
sceneDescription: 'A quiet mountain path.',
pendingSceneEncounter: false,
observeSignsRequested: false,
recentActionResult: null,
...overrides,
};
}
@@ -424,6 +428,71 @@ function createApiEnvelopeResponse(data: unknown) {
} as Response;
}
type RuntimeProjectionOverrides = Omit<
Partial<StoryRuntimeProjectionResponse>,
'storySession'
> & {
storySession?: Partial<StoryRuntimeProjectionResponse['storySession']>;
};
function createRuntimeProjection(
overrides: RuntimeProjectionOverrides = {},
): StoryRuntimeProjectionResponse {
const storySession = {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-main',
worldProfileId: 'profile-main',
initialPrompt: '进入山路',
openingSummary: null,
latestNarrativeText: '山路尽头传来新的动静。',
latestChoiceFunctionId: null,
status: 'active',
version: 3,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:01.000Z',
...(overrides.storySession ?? {}),
} satisfies StoryRuntimeProjectionResponse['storySession'];
return {
storySession,
storyEvents: overrides.storyEvents ?? [],
serverVersion: overrides.serverVersion ?? storySession.version,
gameState: {
runtimeSessionId: storySession.runtimeSessionId,
storySessionId: storySession.storySessionId,
runtimeActionVersion: overrides.serverVersion ?? storySession.version,
currentScene: 'Story',
playerEquipment: { weapon: null, armor: null, relic: null },
...(overrides.gameState ?? {}),
},
actor: overrides.actor ?? {
hp: 30,
maxHp: 40,
mana: 12,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: overrides.inventory ?? {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: overrides.options ?? [],
status: overrides.status ?? {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
currentNarrativeText:
overrides.currentNarrativeText ?? storySession.latestNarrativeText,
actionResultText: overrides.actionResultText ?? null,
toast: overrides.toast ?? null,
};
}
function createSseResponse(text: string) {
const encoder = new TextEncoder();
const chunks = [
@@ -478,14 +547,26 @@ describe('ai runtime client orchestration', () => {
streamPlainTextCompletionMock.mockReset();
});
it('requests initial story from the runtime api server', async () => {
it('requests initial story from the story session projection', async () => {
const availableOptions = [createStoryOption()];
fetchMock.mockResolvedValue(
createApiEnvelopeResponse({
storyText: '山路尽头传来新的动静。',
options: availableOptions,
encounter: null,
}),
createApiEnvelopeResponse(
createRuntimeProjection({
options: availableOptions.map((option) => ({
functionId: option.functionId,
actionText: option.actionText,
detailText: null,
scope: 'story',
payload: null,
enabled: true,
reason: null,
})),
currentNarrativeText: '山路尽头传来新的动静。',
storySession: {
latestNarrativeText: '山路尽头传来新的动静。',
},
}),
),
);
const response = await generateInitialStory(
@@ -497,21 +578,16 @@ describe('ai runtime client orchestration', () => {
);
expect(fetchMock).toHaveBeenCalledWith(
'/api/runtime/story/initial',
'/api/story/sessions/storysess-main/runtime-projection',
expect.objectContaining({
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
clientVersion: 3,
requestOptions: { availableOptions },
}),
method: 'GET',
}),
);
expect(response.storyText).toBe('山路尽头传来新的动静。');
expect(response.options).toEqual(availableOptions);
});
it('requests next story step from the runtime api server', async () => {
it('requests next story step from the story session action endpoint', async () => {
const availableOptions = [
createStoryOption({
functionId: 'idle_explore_forward',
@@ -521,9 +597,24 @@ describe('ai runtime client orchestration', () => {
];
fetchMock.mockResolvedValue(
createApiEnvelopeResponse({
storyText: '林间重新安静下来,你听见远处的风声。',
encounter: null,
options: availableOptions,
projection: createRuntimeProjection({
serverVersion: 4,
currentNarrativeText: '林间重新安静下来,你听见远处的风声。',
storySession: {
latestNarrativeText: '林间重新安静下来,你听见远处的风声。',
latestChoiceFunctionId: 'idle_explore_forward',
version: 4,
},
options: availableOptions.map((option) => ({
functionId: option.functionId,
actionText: option.actionText,
detailText: null,
scope: 'story',
payload: null,
enabled: true,
reason: null,
})),
}),
}),
);
@@ -533,19 +624,27 @@ describe('ai runtime client orchestration', () => {
monsters,
storyHistory,
'继续向前',
context,
{
...context,
lastFunctionId: 'idle_explore_forward',
},
{ availableOptions },
);
expect(fetchMock).toHaveBeenCalledWith(
'/api/runtime/story/continue',
'/api/story/sessions/storysess-main/actions/resolve',
expect.objectContaining({
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
storySessionId: 'storysess-main',
clientVersion: 3,
choice: '继续向前',
requestOptions: { availableOptions },
functionId: 'idle_explore_forward',
actionText: '继续向前',
payload: {
optionText: '继续向前',
observeSignsRequested: false,
recentActionResult: null,
},
}),
}),
);
@@ -972,11 +1071,11 @@ describe('ai runtime client orchestration', () => {
});
const sceneImageCalls = fetchMock.mock.calls.filter(
([url]) => url === '/api/custom-world/scene-image',
([url]) => url === '/api/runtime/custom-world/scene-image',
);
expect(sceneImageCalls).toHaveLength(1);
expect(sceneImageCalls[0]).toEqual([
'/api/custom-world/scene-image',
'/api/runtime/custom-world/scene-image',
expect.objectContaining({
method: 'POST',
headers: expect.objectContaining({

View File

@@ -5,6 +5,7 @@ import type {
} from '../../packages/shared/src/contracts/runtime';
import { unwrapApiResponse } from '../../packages/shared/src/http';
import { createSceneHostileNpcsFromEncounters } from '../data/hostileNpcs';
import { hasMixedNarrativeLanguage } from './narrativeLanguage';
import {
buildEncounterFromSceneNpc,
getScenePresetById,
@@ -134,7 +135,7 @@ type MergeableCustomWorldRoleEntry = {
};
const CUSTOM_WORLD_SCENE_IMAGE_API_BASE_URL =
ENV.VITE_SCENE_IMAGE_PROXY_BASE_URL || '/api/custom-world/scene-image';
ENV.VITE_SCENE_IMAGE_PROXY_BASE_URL || '/api/runtime/custom-world/scene-image';
const CUSTOM_WORLD_JSON_REPAIR_SYSTEM_PROMPT = `你是 JSON 修复器。
你会收到一段本应为单个 JSON 对象的文本。
你的唯一任务是把它修复成能被 JSON.parse 直接解析的单个 JSON 对象。

View File

@@ -9,7 +9,6 @@ import type {
NpcRecruitDialogueRequest,
PlainTextResponse,
} from '../../packages/shared/src/contracts/rpgRuntimeChat';
import type { RuntimeStoryAiRequest } from '../../packages/shared/src/contracts/rpgRuntimeStoryState';
import type {
CustomWorldGenerationProgress,
GenerateCustomWorldProfileInput,
@@ -35,6 +34,11 @@ import type {
import { fetchWithApiAuth, requestJson } from './apiClient';
import { type CharacterChatTargetStatus } from './rpgRuntimeChatTypes';
import { parseLineListContent } from './llmParsers';
import {
buildStoryMomentFromRuntimeProjection,
getStoryRuntimeProjection,
resolveRuntimeStoryAction,
} from './rpg-runtime/rpgRuntimeStoryClient';
const RUNTIME_API_BASE = '/api/runtime';
@@ -42,6 +46,20 @@ function getRuntimeSessionIdFromContext(context: StoryGenerationContext) {
return context.runtimeSessionId?.trim() || undefined;
}
function getStorySessionIdFromContext(context: StoryGenerationContext) {
return context.storySessionId?.trim() || undefined;
}
function runtimeStoryMomentToAiResponse(
story: StoryMoment | null | undefined,
fallbackText: string,
): AIResponse {
return {
storyText: story?.text?.trim() || fallbackText,
options: story?.options ?? [],
};
}
async function requestPlainText(
url: string,
payload: unknown,
@@ -162,30 +180,22 @@ export async function generateInitialStory(
context: StoryGenerationContext,
requestOptions: StoryRequestOptions = {},
): Promise<AIResponse> {
const sessionId = getRuntimeSessionIdFromContext(context);
const payload: RuntimeStoryAiRequest | Record<string, unknown> = sessionId
? {
sessionId,
clientVersion: context.runtimeActionVersion,
requestOptions,
}
: {
worldType: world,
character,
monsters,
context,
requestOptions,
};
void world;
void character;
void monsters;
void requestOptions;
return requestJson<AIResponse>(
`${RUNTIME_API_BASE}/story/initial`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
},
'剧情开局生成失败',
);
const storySessionId = getStorySessionIdFromContext(context);
if (!storySessionId) {
throw new Error('运行时故事会话不存在,无法生成开局剧情');
}
const projection = await getStoryRuntimeProjection({
storySessionId,
clientVersion: context.runtimeActionVersion,
});
const story = buildStoryMomentFromRuntimeProjection({ projection });
return runtimeStoryMomentToAiResponse(story, '开局剧情已同步。');
}
export async function generateNextStep(
@@ -197,35 +207,36 @@ export async function generateNextStep(
context: StoryGenerationContext,
requestOptions: StoryRequestOptions = {},
): Promise<AIResponse> {
const sessionId = getRuntimeSessionIdFromContext(context);
const payload: RuntimeStoryAiRequest | Record<string, unknown> = sessionId
? {
sessionId,
clientVersion: context.runtimeActionVersion,
choice,
lastFunctionId: context.lastFunctionId,
observeSignsRequested: context.observeSignsRequested,
recentActionResult: context.recentActionResult,
requestOptions,
}
: {
worldType: world,
character,
monsters,
history,
choice,
context,
requestOptions,
};
void world;
void character;
void monsters;
void history;
void requestOptions;
return requestJson<AIResponse>(
`${RUNTIME_API_BASE}/story/continue`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
const storySessionId = getStorySessionIdFromContext(context);
if (!storySessionId) {
throw new Error('运行时故事会话不存在,无法续写剧情');
}
const functionId = context.lastFunctionId?.trim();
if (!functionId) {
throw new Error('运行时动作缺少 functionId无法续写剧情');
}
const response = await resolveRuntimeStoryAction({
storySessionId,
clientVersion: context.runtimeActionVersion,
option: {
functionId,
actionText: choice,
},
'剧情续写失败',
payload: {
observeSignsRequested: context.observeSignsRequested,
recentActionResult: context.recentActionResult,
},
});
return runtimeStoryMomentToAiResponse(
response.snapshot.currentStory,
choice,
);
}

View File

@@ -89,6 +89,7 @@ export interface CustomWorldSceneImageResult {
export interface StoryGenerationContext {
runtimeSessionId?: string | null;
storySessionId?: string | null;
runtimeActionVersion?: number;
playerHp: number;
playerMaxHp: number;

View File

@@ -436,9 +436,9 @@ describe('apiClient', () => {
let capturedError: unknown;
try {
await requestJson(
'/api/runtime/story/initial',
'/api/runtime/protected-error',
{ method: 'POST' },
'剧情生成失败',
'请求失败',
);
} catch (error) {
capturedError = error;

View File

@@ -1,5 +1,4 @@
export {
advanceLocalPuzzleNextLevel,
advancePuzzleNextLevel,
dragPuzzlePieceOrGroup,
getPuzzleRun,

View File

@@ -1,5 +1,4 @@
import type {
AdvanceLocalPuzzleNextLevelRequest,
DragPuzzlePieceRequest,
PuzzleRunResponse,
StartPuzzleRunRequest,
@@ -134,28 +133,7 @@ export async function submitPuzzleLeaderboard(
);
}
/**
* 单机运行态进入下一关,图片来源选择全部由后端裁决。
*/
export async function advanceLocalPuzzleNextLevel(
payload: AdvanceLocalPuzzleNextLevelRequest,
) {
return requestJson<PuzzleRunResponse>(
`${PUZZLE_RUNTIME_API_BASE}/local-next-level`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(payload),
},
'进入下一关失败',
{
retry: PUZZLE_RUNTIME_WRITE_RETRY,
},
);
}
export const puzzleRuntimeClient = {
advanceLocalNextLevel: advanceLocalPuzzleNextLevel,
advanceNextLevel: advancePuzzleNextLevel,
drag: dragPuzzlePieceOrGroup,
getRun: getPuzzleRun,

View File

@@ -0,0 +1,92 @@
/* @vitest-environment jsdom */
import { beforeEach, describe, expect, it, vi } from 'vitest';
const { requestJsonMock } = vi.hoisted(() => ({
requestJsonMock: vi.fn(),
}));
import {
generateRpgWorldLandmark,
generateRpgWorldSceneImage,
generateRpgWorldSceneNpc,
} from './rpgCreationAssetClient';
vi.mock('../apiClient', () => ({
requestJson: requestJsonMock,
}));
describe('rpgCreationAssetClient', () => {
beforeEach(() => {
requestJsonMock.mockReset();
requestJsonMock.mockResolvedValue({
entity: { id: 'landmark-1', name: '雾港' },
imageSrc: '/generated-custom-world-scenes/profile/scene/image.webp',
npc: { id: 'npc-1', name: '守灯人' },
});
});
it('posts scene images to the runtime custom world asset route', async () => {
await generateRpgWorldSceneImage({
profile: {
id: 'profile-1',
name: '雾海群岛',
subtitle: '潮雾旧账',
summary: '雾海群岛上有一座旧港。',
tone: '潮湿、悬疑',
playerGoal: '查明旧港的灯火',
settingText: '海雾与旧账缠在一起。',
},
landmark: {
id: 'scene-1',
name: '旧港',
description: '潮湿旧港的夜景',
},
userPrompt: '潮湿旧港的夜景',
});
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/custom-world/scene-image',
expect.objectContaining({
method: 'POST',
headers: { 'Content-Type': 'application/json' },
}),
'生成自定义世界场景图失败',
);
});
it('posts generated entities to the runtime custom world asset route', async () => {
await generateRpgWorldLandmark({
profile: {
id: 'profile-1',
name: '雾海群岛',
} as never,
});
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/custom-world/entity',
expect.objectContaining({
method: 'POST',
}),
'生成场景失败',
);
});
it('posts scene npcs to the runtime custom world asset route', async () => {
await generateRpgWorldSceneNpc({
profile: {
id: 'profile-1',
name: '雾海群岛',
} as never,
landmarkId: 'scene-1',
});
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/custom-world/scene-npc',
expect.objectContaining({
method: 'POST',
}),
'生成场景 NPC 失败',
);
});
});

View File

@@ -16,7 +16,7 @@ import {
} from '../customWorldCoverAssetService';
import { requestRpgCreationPostJson } from './rpgCreationRequestHelpers';
const RPG_CREATION_ASSET_API_BASE = '/api/custom-world';
const RPG_CREATION_ASSET_API_BASE = '/api/runtime/custom-world';
export type RpgCreationHistoryAssetKind = 'character_visual' | 'scene_image';

View File

@@ -8,21 +8,23 @@ export {
streamRpgNpcRecruitDialogue,
} from './rpgRuntimeChatClient';
export {
beginRpgStorySession,
getRpgRuntimeActionSnapshot,
getRpgRuntimeClientVersion,
getRpgRuntimeSessionId,
getRpgRuntimeStorySessionId,
getRpgRuntimeStoryState,
continueRpgStorySession,
getRpgStoryRuntimeProjection,
getRpgStorySessionState,
isRpgRuntimeServerFunctionId,
isRpgRuntimeTaskFunctionId,
loadRpgRuntimeInventoryView,
resolveRpgRuntimeStoryAction,
resolveRpgRuntimeStoryMoment,
rpgRuntimeStoryClient,
beginRuntimeStorySession,
beginStorySession,
continueStorySession,
getRuntimeActionSnapshot,
getRuntimeClientVersion,
getRuntimeSessionId,
getRuntimeStorySessionId,
getRuntimeStoryState,
getStoryRuntimeProjection,
getStorySessionState,
isServerRuntimeFunctionId,
isTask5RuntimeFunctionId,
buildRuntimeSnapshotFromProjection,
loadRuntimeInventoryView,
resolveRuntimeStoryAction,
resolveRuntimeStoryMoment,
buildStoryMomentFromRuntimeProjection,
type RpgRuntimeStoryClientOptions,
type RuntimeStoryChoicePayload,
type RuntimeStoryInventoryView,
@@ -30,7 +32,7 @@ export {
type RuntimeStoryResponse,
type StorySessionMutationResult,
type StorySessionStateResult,
shouldUseRpgRuntimeServerOptions,
shouldUseServerRuntimeOptions,
} from './rpgRuntimeStoryClient';
export {
deleteRpgSaveSnapshot,

View File

@@ -1,4 +1,4 @@
import { beforeEach, describe, expect, it, vi } from 'vitest';
import { beforeEach, describe, expect, it, vi } from 'vitest';
const { requestJsonMock } = vi.hoisted(() => ({
requestJsonMock: vi.fn(),
@@ -14,25 +14,106 @@ vi.mock('../apiClient', async () => {
});
import { AnimationState } from '../../types';
import type { StoryRuntimeProjectionResponse } from '../../../packages/shared/src/contracts/story';
import {
beginRpgStorySession,
beginRpgRuntimeStorySession,
beginStorySession,
beginRuntimeStorySession,
buildStoryMomentFromRuntimeOptions,
continueRpgStorySession,
getRpgStorySessionState,
getRpgRuntimeClientVersion,
getRpgRuntimeSessionId,
getRpgRuntimeStorySessionId,
getRpgRuntimeStoryState,
isRpgRuntimeServerFunctionId,
isRpgRuntimeTaskFunctionId,
loadRpgRuntimeInventoryView,
resolveRpgRuntimeStoryProjectionMoment,
resolveRpgRuntimeStoryAction,
resolveRpgRuntimeStoryMoment,
shouldUseRpgRuntimeServerOptions,
continueStorySession,
getStorySessionState,
getRuntimeClientVersion,
getRuntimeSessionId,
getRuntimeStorySessionId,
getRuntimeStoryState,
isServerRuntimeFunctionId,
isTask5RuntimeFunctionId,
loadRuntimeInventoryView,
buildStoryMomentFromRuntimeProjection,
resolveRuntimeStoryAction,
resolveRuntimeStoryMoment,
shouldUseServerRuntimeOptions,
} from './rpgRuntimeStoryClient';
type RuntimeProjectionOverrides = Omit<
Partial<StoryRuntimeProjectionResponse>,
'storySession'
> & {
storySession?: Partial<StoryRuntimeProjectionResponse['storySession']>;
};
function createStorySession(
overrides: Partial<StoryRuntimeProjectionResponse['storySession']> = {},
): StoryRuntimeProjectionResponse['storySession'] {
return {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '服务端故事',
latestChoiceFunctionId: null,
status: 'active',
version: 1,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:01.000Z',
...overrides,
};
}
function createRuntimeProjection(
overrides: RuntimeProjectionOverrides = {},
): StoryRuntimeProjectionResponse {
const storySession = createStorySession(overrides.storySession);
const serverVersion = overrides.serverVersion ?? storySession.version;
return {
storySession,
storyEvents: overrides.storyEvents ?? [],
serverVersion,
gameState: {
runtimeSessionId: storySession.runtimeSessionId,
storySessionId: storySession.storySessionId,
runtimeActionVersion: serverVersion,
currentScene: 'Story',
playerEquipment: { weapon: null, armor: null, relic: null },
...(overrides.gameState ?? {}),
},
actor: overrides.actor ?? {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: overrides.inventory ?? {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: overrides.options ?? [],
status: overrides.status ?? {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
currentNarrativeText:
overrides.currentNarrativeText ?? storySession.latestNarrativeText,
actionResultText: overrides.actionResultText ?? null,
toast: overrides.toast ?? null,
};
}
function createRuntimeMutationResponse(
overrides: RuntimeProjectionOverrides = {},
) {
return {
projection: createRuntimeProjection(overrides),
};
}
describe('rpgRuntimeStoryClient', () => {
beforeEach(() => {
requestJsonMock.mockReset();
@@ -64,7 +145,7 @@ describe('rpgRuntimeStoryClient', () => {
},
});
const result = await beginRpgStorySession({
const result = await beginStorySession({
runtimeSessionId: 'runtime-main',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
@@ -114,7 +195,7 @@ describe('rpgRuntimeStoryClient', () => {
},
});
await continueRpgStorySession({
await continueStorySession({
storySessionId: ' storysess-main ',
narrativeText: '你继续向前。',
choiceFunctionId: 'story_continue',
@@ -154,7 +235,7 @@ describe('rpgRuntimeStoryClient', () => {
storyEvents: [],
});
await getRpgStorySessionState({ storySessionId: ' storysess-main ' });
await getStorySessionState({ storySessionId: ' storysess-main ' });
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/story/sessions/storysess-main/state',
@@ -166,25 +247,31 @@ describe('rpgRuntimeStoryClient', () => {
);
});
it('starts runtime sessions through the backend bootstrap endpoint', async () => {
requestJsonMock.mockResolvedValue({
sessionId: 'runtime-server-1',
serverVersion: 1,
snapshot: {
version: 2,
savedAt: '2026-04-28T00:00:00.000Z',
bottomTab: 'adventure',
it('starts runtime sessions through the backend runtime endpoint', async () => {
requestJsonMock.mockResolvedValue(
createRuntimeMutationResponse({
storySession: {
storySessionId: 'storysess-server-1',
runtimeSessionId: 'runtime-server-1',
worldProfileId: 'profile-1',
latestNarrativeText: '营地开场',
openingSummary: '营地开场',
version: 2,
updatedAt: '2026-04-28T00:00:00.000Z',
},
serverVersion: 2,
gameState: {
runtimeSessionId: 'runtime-server-1',
storySessionId: 'storysess-server-1',
currentScene: 'Story',
playerCharacter: { id: 'role-1', name: '沈砺' },
playerEquipment: { weapon: null, armor: null, relic: null },
},
currentStory: null,
},
});
currentNarrativeText: '营地开场',
}),
);
const result = await beginRpgRuntimeStorySession({
const result = await beginRuntimeStorySession({
worldType: 'CUSTOM',
customWorldProfile: { id: 'profile-1' } as never,
character: { id: 'role-1', name: '沈砺' } as never,
@@ -195,8 +282,11 @@ describe('rpgRuntimeStoryClient', () => {
expect(result.snapshot.gameState.runtimeSessionId).toBe(
'runtime-server-1',
);
expect(result.snapshot.gameState.storySessionId).toBe(
'storysess-server-1',
);
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/story/sessions',
'/api/story/sessions/runtime',
expect.objectContaining({
method: 'POST',
body: JSON.stringify({
@@ -213,28 +303,35 @@ describe('rpgRuntimeStoryClient', () => {
});
it('builds runtime action requests against the dedicated story endpoint', async () => {
requestJsonMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 2,
viewModel: {},
presentation: {
actionText: '继续交谈',
resultText: '后端已结算',
storyText: '后端已结算',
options: [],
},
patches: [],
snapshot: {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {},
currentStory: null,
},
});
requestJsonMock.mockResolvedValue(
createRuntimeMutationResponse({
storySession: {
storySessionId: 'storysess-custom',
latestNarrativeText: '后端已结算',
latestChoiceFunctionId: 'npc_chat',
version: 2,
},
serverVersion: 2,
gameState: {
storySessionId: 'storysess-custom',
runtimeSessionId: 'runtime-main',
},
storyEvents: [
{
eventId: 'storyevt-2',
storySessionId: 'storysess-custom',
eventKind: 'story_continued',
narrativeText: '后端已结算',
choiceFunctionId: 'npc_chat',
createdAt: '2026-04-08T00:00:01.000Z',
},
],
currentNarrativeText: '后端已结算',
}),
);
await resolveRpgRuntimeStoryAction({
sessionId: 'runtime-custom',
await resolveRuntimeStoryAction({
storySessionId: 'storysess-custom',
clientVersion: 9,
option: {
functionId: 'npc_chat',
@@ -243,19 +340,17 @@ describe('rpgRuntimeStoryClient', () => {
});
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/story/actions/resolve',
'/api/story/sessions/storysess-custom/actions/resolve',
expect.objectContaining({
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-custom',
storySessionId: 'storysess-custom',
clientVersion: 9,
action: {
type: 'story_choice',
functionId: 'npc_chat',
targetId: undefined,
payload: {
optionText: '继续交谈',
},
functionId: 'npc_chat',
actionText: '继续交谈',
targetId: undefined,
payload: {
optionText: '继续交谈',
},
}),
}),
@@ -265,27 +360,20 @@ describe('rpgRuntimeStoryClient', () => {
});
it('merges custom runtime payload fields into the action request body', async () => {
requestJsonMock.mockResolvedValue({
sessionId: 'runtime-main',
serverVersion: 3,
viewModel: {},
presentation: {
actionText: '使用凝神灵液',
resultText: '后端已结算物品使用',
storyText: '后端已结算物品使用',
options: [],
},
patches: [],
snapshot: {
version: 3,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {},
currentStory: null,
},
});
requestJsonMock.mockResolvedValue(
createRuntimeMutationResponse({
storySession: {
latestNarrativeText: '后端已结算物品使用',
latestChoiceFunctionId: 'inventory_use',
version: 3,
},
serverVersion: 3,
currentNarrativeText: '后端已结算物品使用',
}),
);
await resolveRpgRuntimeStoryAction({
await resolveRuntimeStoryAction({
storySessionId: 'storysess-main',
option: {
functionId: 'inventory_use',
actionText: '使用凝神灵液',
@@ -296,20 +384,18 @@ describe('rpgRuntimeStoryClient', () => {
});
expect(requestJsonMock).toHaveBeenCalledWith(
'/api/runtime/story/actions/resolve',
'/api/story/sessions/storysess-main/actions/resolve',
expect.objectContaining({
method: 'POST',
body: JSON.stringify({
sessionId: 'runtime-main',
storySessionId: 'storysess-main',
clientVersion: undefined,
action: {
type: 'story_choice',
functionId: 'inventory_use',
targetId: undefined,
payload: {
optionText: '使用凝神灵液',
itemId: 'focus-tonic',
},
functionId: 'inventory_use',
actionText: '使用凝神灵液',
targetId: undefined,
payload: {
optionText: '使用凝神灵液',
itemId: 'focus-tonic',
},
}),
}),
@@ -319,49 +405,18 @@ describe('rpgRuntimeStoryClient', () => {
});
it('reads runtime story state by story session id', async () => {
requestJsonMock.mockResolvedValue({
storySession: {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '服务端故事',
latestChoiceFunctionId: null,
status: 'active',
version: 4,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 4,
actor: {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: [],
status: {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
currentNarrativeText: '服务端故事',
actionResultText: null,
toast: null,
});
requestJsonMock.mockResolvedValue(
createRuntimeProjection({
storySession: {
latestNarrativeText: '服务端故事',
version: 4,
},
serverVersion: 4,
currentNarrativeText: '服务端故事',
}),
);
await getRpgRuntimeStoryState({
await getRuntimeStoryState({
storySessionId: 'storysess-main',
clientVersion: 7,
});
@@ -378,13 +433,13 @@ describe('rpgRuntimeStoryClient', () => {
it('rejects missing story session id instead of falling back to runtime id', async () => {
expect(() =>
getRpgRuntimeStorySessionId({
getRuntimeStorySessionId({
storySessionId: '',
}),
).toThrow('运行时故事会话不存在,无法读取服务端投影');
await expect(
loadRpgRuntimeInventoryView({
loadRuntimeInventoryView({
gameState: {
runtimeSessionId: 'runtime-inventory',
storySessionId: null,
@@ -394,14 +449,14 @@ describe('rpgRuntimeStoryClient', () => {
).rejects.toThrow('运行时故事会话不存在,无法读取服务端投影');
await expect(
continueRpgStorySession({
continueStorySession({
storySessionId: '',
narrativeText: '继续',
}),
).rejects.toThrow('故事会话不存在,无法继续故事');
await expect(
getRpgStorySessionState({
getStorySessionState({
storySessionId: '',
}),
).rejects.toThrow('故事会话不存在,无法读取故事会话状态');
@@ -410,74 +465,62 @@ describe('rpgRuntimeStoryClient', () => {
});
it('loads backend inventory view from story runtime projection', async () => {
requestJsonMock.mockResolvedValue({
storySession: {
storySessionId: 'storysess-inventory',
runtimeSessionId: 'runtime-inventory',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '背包状态',
latestChoiceFunctionId: null,
status: 'active',
version: 5,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 5,
actor: {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 90,
currencyText: '90 铜钱',
},
inventory: {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [
{
id: 'synthesis-refined-ingot',
name: '压炼锭材',
kind: 'synthesis',
description: '把零散残片和基础材料压成稳定可用的金属锭材。',
resultLabel: '精炼锭材',
currencyCost: 18,
currencyText: '18 铜钱',
requirements: [
{
id: 'material:any',
label: '任意材料',
quantity: 3,
owned: 3,
requestJsonMock.mockResolvedValue(
createRuntimeProjection({
storySession: {
storySessionId: 'storysess-inventory',
runtimeSessionId: 'runtime-inventory',
latestNarrativeText: '背包状态',
version: 5,
},
serverVersion: 5,
gameState: {
storySessionId: 'storysess-inventory',
runtimeSessionId: 'runtime-inventory',
},
actor: {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 90,
currencyText: '90 铜钱',
},
inventory: {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [
{
id: 'synthesis-refined-ingot',
name: '压炼锭材',
kind: 'synthesis',
description: '把零散残片和基础材料压成稳定可用的金属锭材。',
resultLabel: '精炼锭材',
currencyCost: 18,
currencyText: '18 铜钱',
requirements: [
{
id: 'material:any',
label: '任意材料',
quantity: 3,
owned: 3,
},
],
canCraft: true,
action: {
functionId: 'forge_craft',
actionText: '制作精炼锭材',
payload: { recipeId: 'synthesis-refined-ingot' },
enabled: true,
},
],
canCraft: true,
action: {
functionId: 'forge_craft',
actionText: '制作精炼锭材',
payload: { recipeId: 'synthesis-refined-ingot' },
enabled: true,
},
},
],
},
options: [],
status: {
inBattle: false,
npcInteractionActive: false,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
},
currentNarrativeText: '',
actionResultText: null,
toast: null,
});
],
},
currentNarrativeText: '',
}),
);
const view = await loadRpgRuntimeInventoryView({
const view = await loadRuntimeInventoryView({
gameState: {
storySessionId: 'storysess-inventory',
runtimeActionVersion: 5,
@@ -524,13 +567,13 @@ describe('rpgRuntimeStoryClient', () => {
});
it('recognizes server-runtime option pools for server-side legality checks', () => {
expect(isRpgRuntimeTaskFunctionId('npc_chat')).toBe(true);
expect(isRpgRuntimeTaskFunctionId('battle_attack_basic')).toBe(true);
expect(isRpgRuntimeTaskFunctionId('npc_trade')).toBe(false);
expect(isRpgRuntimeServerFunctionId('npc_trade')).toBe(true);
expect(isRpgRuntimeServerFunctionId('unknown_action')).toBe(false);
expect(isTask5RuntimeFunctionId('npc_chat')).toBe(true);
expect(isTask5RuntimeFunctionId('battle_attack_basic')).toBe(true);
expect(isTask5RuntimeFunctionId('npc_trade')).toBe(false);
expect(isServerRuntimeFunctionId('npc_trade')).toBe(true);
expect(isServerRuntimeFunctionId('unknown_action')).toBe(false);
expect(
shouldUseRpgRuntimeServerOptions([
shouldUseServerRuntimeOptions([
{
functionId: 'npc_chat',
actionText: '继续交谈',
@@ -547,7 +590,7 @@ describe('rpgRuntimeStoryClient', () => {
]),
).toBe(true);
expect(
shouldUseRpgRuntimeServerOptions([
shouldUseServerRuntimeOptions([
{
functionId: 'npc_trade',
actionText: '交易',
@@ -564,7 +607,7 @@ describe('rpgRuntimeStoryClient', () => {
]),
).toBe(true);
expect(
shouldUseRpgRuntimeServerOptions([
shouldUseServerRuntimeOptions([
{
functionId: 'unknown_action',
actionText: '未知动作',
@@ -580,47 +623,25 @@ describe('rpgRuntimeStoryClient', () => {
},
]),
).toBe(false);
expect(getRpgRuntimeSessionId({ runtimeSessionId: '' })).toBe(
expect(getRuntimeSessionId({ runtimeSessionId: '' })).toBe(
'runtime-main',
);
expect(getRpgRuntimeStorySessionId({ storySessionId: ' storysess-1 ' })).toBe(
expect(getRuntimeStorySessionId({ storySessionId: ' storysess-1 ' })).toBe(
'storysess-1',
);
expect(getRpgRuntimeClientVersion({ runtimeActionVersion: 3 })).toBe(3);
expect(getRuntimeClientVersion({ runtimeActionVersion: 3 })).toBe(3);
});
it('builds story moments from story runtime projection options', () => {
const story = resolveRpgRuntimeStoryProjectionMoment({
projection: {
const story = buildStoryMomentFromRuntimeProjection({
projection: createRuntimeProjection({
storySession: {
storySessionId: 'storysess-main',
runtimeSessionId: 'runtime-main',
actorUserId: 'user-1',
worldProfileId: 'profile-1',
initialPrompt: '进入营地',
openingSummary: null,
latestNarrativeText: '兜底故事',
latestChoiceFunctionId: null,
status: 'active',
version: 5,
createdAt: '2026-04-08T00:00:00.000Z',
updatedAt: '2026-04-08T00:00:00.000Z',
},
storyEvents: [],
serverVersion: 5,
actor: {
hp: 100,
maxHp: 100,
mana: 20,
maxMana: 20,
currency: 0,
currencyText: '0 铜钱',
},
inventory: {
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
options: [
{
functionId: 'npc_chat',
@@ -639,9 +660,7 @@ describe('rpgRuntimeStoryClient', () => {
currentNpcBattleOutcome: null,
},
currentNarrativeText: '服务端投影故事',
actionResultText: null,
toast: null,
},
}),
});
expect(story.text).toBe('服务端投影故事');
@@ -680,100 +699,65 @@ describe('rpgRuntimeStoryClient', () => {
});
it('prefers the richer snapshot story when the server persisted dialogue mode', () => {
const story = resolveRpgRuntimeStoryMoment({
const hydratedSnapshot = {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {} as never,
currentStory: {
text: '你:先把话说开。\n梁伯那我就直说了。',
options: [],
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '先把话说开。' },
{ speaker: 'npc', speakerName: '梁伯', text: '那我就直说了。' },
],
deferredOptions: [
{
functionId: 'npc_chat',
actionText: '继续交谈',
text: '继续交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
},
} as never;
const story = resolveRuntimeStoryMoment({
response: {
sessionId: 'runtime-main',
serverVersion: 4,
viewModel: {
player: { hp: 10, maxHp: 10, mana: 5, maxMana: 5 },
encounter: null,
companions: [],
inventory: {
playerCurrency: 0,
currencyText: '0 铜钱',
inBattle: false,
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
availableOptions: [],
status: {
inBattle: false,
npcInteractionActive: true,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
projection: createRuntimeProjection({
storySession: {
latestNarrativeText: '普通文本',
latestChoiceFunctionId: 'npc_chat',
version: 4,
},
serverVersion: 4,
currentNarrativeText: '普通文本',
}),
snapshot: hydratedSnapshot,
inventoryView: {
playerCurrency: 0,
currencyText: '0 铜钱',
inBattle: false,
backpackItems: [],
equipmentSlots: [],
forgeRecipes: [],
},
presentation: {
actionText: '继续交谈',
resultText: '后端已结算',
storyText: '普通文本',
options: [],
battle: null,
toast: null,
},
patches: [],
snapshot: {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {} as never,
currentStory: {
text: '你:先把话说开。\n梁伯那我就直说了。',
options: [],
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '先把话说开。' },
{ speaker: 'npc', speakerName: '梁伯', text: '那我就直说了。' },
],
deferredOptions: [
{
functionId: 'npc_chat',
actionText: '继续交谈',
text: '继续交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
},
} as never,
},
hydratedSnapshot: {
version: 2,
savedAt: '2026-04-08T00:00:00.000Z',
bottomTab: 'adventure',
gameState: {} as never,
currentStory: {
text: '你:先把话说开。\n梁伯那我就直说了。',
options: [],
displayMode: 'dialogue',
dialogue: [
{ speaker: 'player', text: '先把话说开。' },
{ speaker: 'npc', speakerName: '梁伯', text: '那我就直说了。' },
],
deferredOptions: [
{
functionId: 'npc_chat',
actionText: '继续交谈',
text: '继续交谈',
visuals: {
playerAnimation: AnimationState.IDLE,
playerMoveMeters: 0,
playerOffsetY: 0,
playerFacing: 'right',
scrollWorld: false,
monsterChanges: [],
},
},
],
},
} as never,
hydratedSnapshot,
fallbackStoryText: '普通文本',
});

View File

@@ -8,15 +8,16 @@ import {
TASK5_RUNTIME_FUNCTION_IDS,
} from '../../../packages/shared/src/contracts/rpgRuntimeStoryAction';
import type {
RuntimeStoryActionRequest,
RuntimeStoryActionResponse,
RuntimeStoryBootstrapRequest,
RuntimeStoryBootstrapResponse,
RuntimeStoryOptionView,
RuntimeBattlePresentation,
RuntimeStoryInventoryViewModel,
} from '../../../packages/shared/src/contracts/rpgRuntimeStoryState';
import type {
BeginStoryRuntimeSessionRequest,
BeginStorySessionRequest,
ContinueStoryRequest,
ResolveStoryRuntimeActionRequest,
StoryRuntimeMutationResponse,
StorySessionMutationResponse,
StorySessionStateResponse,
StoryRuntimeOptionProjection,
@@ -28,7 +29,6 @@ import type { GameState, StoryMoment, StoryOption } from '../../types';
import { AnimationState } from '../../types';
import { type ApiRetryOptions, requestJson } from '../apiClient';
const RUNTIME_STORY_API_BASE = '/api/runtime/story';
const STORY_SESSIONS_API_BASE = '/api/story/sessions';
const DEFAULT_SESSION_ID = 'runtime-main';
const RUNTIME_STORY_RETRY: ApiRetryOptions = {
@@ -50,40 +50,25 @@ export type RpgRuntimeStoryClientOptions = {
retry?: ApiRetryOptions;
};
export type RuntimeStoryResponse = RuntimeStoryActionResponse<
GameState,
StoryMoment
>;
export type RuntimeStoryBootstrapResult = RuntimeStoryBootstrapResponse<
GameState,
StoryMoment
>;
export type RuntimeStoryActionPresentation = {
battle?: RuntimeBattlePresentation | null;
resultText?: string;
storyText?: string;
};
export type RuntimeStoryInventoryView = RuntimeStoryInventoryViewModel;
export type RuntimeStoryResponse = {
sessionId: string;
serverVersion: number;
projection: StoryRuntimeProjectionResponse;
snapshot: HydratedSavedGameSnapshot;
inventoryView: RuntimeStoryInventoryView;
presentation?: RuntimeStoryActionPresentation;
};
export type StorySessionMutationResult = StorySessionMutationResponse;
export type StorySessionStateResult = StorySessionStateResponse;
export type RuntimeStoryProjectionResult = StoryRuntimeProjectionResponse;
export type RuntimeStoryInventoryView =
RuntimeStoryResponse['viewModel']['inventory'];
export type { RuntimeStoryChoicePayload };
function requestRuntimeStoryJson<T>(
path: string,
init: RequestInit,
fallbackMessage: string,
options: RpgRuntimeStoryClientOptions = {},
) {
// 中文注释runtime story 请求默认带一层轻量重试,
// 因为这里既有 state 拉取,也有动作结算,请求失败会直接影响当前回合体验。
return requestJson<T>(
`${RUNTIME_STORY_API_BASE}${path}`,
{
...init,
signal: options.signal,
},
fallbackMessage,
{ retry: options.retry ?? RUNTIME_STORY_RETRY },
);
}
function requestStorySessionJson<T>(
path: string,
init: RequestInit,
@@ -105,7 +90,7 @@ function createRuntimeStoryOption(
option: RuntimeStoryOptionView,
_gameState?: Pick<GameState, 'currentEncounter'>,
): StoryOption {
// 中文注释:服务端 viewModel 当前只返回动作层字段,
// 中文注释:服务端投影当前只返回动作层字段,
// 前端在这里补齐 StoryOption 所需的基础表现字段,保持冒险面板消费接口稳定。
return {
functionId: option.functionId,
@@ -178,6 +163,47 @@ function getRuntimeProjectionStoryText(
);
}
export function buildRuntimeSnapshotFromProjection(
projection: StoryRuntimeProjectionResponse,
bottomTab: HydratedSavedGameSnapshot['bottomTab'] = 'adventure',
): HydratedSavedGameSnapshot {
const gameState = {
...(projection.gameState as unknown as GameState),
runtimeSessionId: projection.storySession.runtimeSessionId,
storySessionId: projection.storySession.storySessionId,
runtimeActionVersion: projection.serverVersion,
} satisfies GameState;
const currentStory = buildStoryMomentFromRuntimeProjection({
projection,
gameState,
});
// 中文注释:新写入接口只返回 story runtime 投影,前端在边界层
// 还原为已有运行时快照格式,避免下游 hooks 继续认识旧 action response。
return rehydrateSavedSnapshot({
version: projection.serverVersion,
savedAt: projection.storySession.updatedAt,
bottomTab,
gameState,
currentStory,
} as HydratedSavedGameSnapshot);
}
function normalizeRuntimeMutationResponse(
response: StoryRuntimeMutationResponse,
): RuntimeStoryResponse {
const { projection } = response;
const snapshot = buildRuntimeSnapshotFromProjection(projection);
return {
sessionId: projection.storySession.runtimeSessionId,
serverVersion: projection.serverVersion,
projection,
snapshot,
inventoryView: mapRuntimeProjectionInventory(projection),
};
}
export function getRuntimeSessionId(
gameState: Pick<GameState, 'runtimeSessionId'>,
) {
@@ -279,18 +305,13 @@ export function resolveRuntimeStoryMoment(params: {
return params.hydratedSnapshot.currentStory!;
}
const options =
params.response.viewModel.availableOptions.length > 0
? params.response.viewModel.availableOptions
: params.response.presentation.options;
return buildStoryMomentFromRuntimeOptions({
storyText:
params.response.presentation.storyText ||
params.response.presentation?.storyText ||
params.hydratedSnapshot.currentStory?.text ||
params.fallbackStoryText ||
'',
options,
options: params.response.projection.options.map(mapRuntimeProjectionOption),
gameState: params.hydratedSnapshot.gameState.currentEncounter
? params.hydratedSnapshot.gameState
: params.fallbackGameState,
@@ -408,14 +429,14 @@ export async function loadRuntimeInventoryView(
}
export async function beginRuntimeStorySession(
params: RuntimeStoryBootstrapRequest<
params: BeginStoryRuntimeSessionRequest<
GameState['customWorldProfile'],
NonNullable<GameState['playerCharacter']>
>,
options: RpgRuntimeStoryClientOptions = {},
) {
const response = await requestRuntimeStoryJson<RuntimeStoryBootstrapResult>(
'/sessions',
const response = await requestStorySessionJson<StoryRuntimeMutationResponse>(
'/runtime',
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
@@ -425,17 +446,12 @@ export async function beginRuntimeStorySession(
options,
);
return {
...response,
snapshot: rehydrateSavedSnapshot(
response.snapshot as HydratedSavedGameSnapshot,
),
} satisfies RuntimeStoryBootstrapResult;
return normalizeRuntimeMutationResponse(response);
}
export async function resolveRuntimeStoryAction(
params: {
sessionId?: string;
storySessionId: string;
clientVersion?: number;
option: Pick<StoryOption, 'functionId' | 'actionText'>;
targetId?: string;
@@ -443,76 +459,36 @@ export async function resolveRuntimeStoryAction(
},
options: RpgRuntimeStoryClientOptions = {},
) {
// 中文注释story_choice 是当前前端统一提交给服务端的动作包裹格式,
// optionText 会一起带上,方便服务端日志、提示词和调试链查看用户当轮选择。
const response = await requestRuntimeStoryJson<RuntimeStoryResponse>(
'/actions/resolve',
const storySessionId = normalizeStorySessionId(
params.storySessionId,
'故事会话不存在,无法执行运行时动作',
);
// 中文注释:写入 DTO 采用 story session scoped 扁平字段;
// optionText 仍放进 payload方便服务端日志、提示词和调试链查看用户当轮选择。
const response = await requestStorySessionJson<StoryRuntimeMutationResponse>(
`/${encodeURIComponent(storySessionId)}/actions/resolve`,
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
sessionId: params.sessionId || DEFAULT_SESSION_ID,
storySessionId,
clientVersion: params.clientVersion,
action: {
type: 'story_choice',
functionId: params.option.functionId,
targetId: params.targetId,
payload: {
optionText: params.option.actionText,
...(params.payload ?? {}),
},
functionId: params.option.functionId,
actionText: params.option.actionText,
targetId: params.targetId,
payload: {
optionText: params.option.actionText,
...(params.payload ?? {}),
},
} satisfies RuntimeStoryActionRequest),
} satisfies ResolveStoryRuntimeActionRequest),
},
'执行运行时动作失败',
options,
);
return {
...response,
snapshot: rehydrateSavedSnapshot(
response.snapshot as HydratedSavedGameSnapshot,
),
} satisfies RuntimeStoryResponse;
return normalizeRuntimeMutationResponse(response);
}
export function getRuntimeActionSnapshot(response: RuntimeStoryResponse) {
return rehydrateSavedSnapshot(response.snapshot as HydratedSavedGameSnapshot);
return response.snapshot;
}
export const beginRpgRuntimeStorySession = beginRuntimeStorySession;
export const beginRpgStorySession = beginStorySession;
export const continueRpgStorySession = continueStorySession;
export const getRpgStoryRuntimeProjection = getStoryRuntimeProjection;
export const getRpgStorySessionState = getStorySessionState;
export const getRpgRuntimeActionSnapshot = getRuntimeActionSnapshot;
export const getRpgRuntimeClientVersion = getRuntimeClientVersion;
export const getRpgRuntimeSessionId = getRuntimeSessionId;
export const getRpgRuntimeStorySessionId = getRuntimeStorySessionId;
export const getRpgRuntimeStoryState = getRuntimeStoryState;
export const isRpgRuntimeServerFunctionId = isServerRuntimeFunctionId;
export const isRpgRuntimeTaskFunctionId = isTask5RuntimeFunctionId;
export const loadRpgRuntimeInventoryView = loadRuntimeInventoryView;
export const resolveRpgRuntimeStoryAction = resolveRuntimeStoryAction;
export const resolveRpgRuntimeStoryProjectionMoment =
buildStoryMomentFromRuntimeProjection;
export const resolveRpgRuntimeStoryMoment = resolveRuntimeStoryMoment;
export const shouldUseRpgRuntimeServerOptions = shouldUseServerRuntimeOptions;
export const rpgRuntimeStoryClient = {
beginSession: beginRpgRuntimeStorySession,
beginStorySession: beginRpgStorySession,
continueStorySession: continueRpgStorySession,
getActionSnapshot: getRpgRuntimeActionSnapshot,
getClientVersion: getRpgRuntimeClientVersion,
getInventoryView: loadRpgRuntimeInventoryView,
getSessionId: getRpgRuntimeSessionId,
getStoryRuntimeProjection: getRpgStoryRuntimeProjection,
getStorySessionId: getRpgRuntimeStorySessionId,
getStorySessionState: getRpgStorySessionState,
getState: getRpgRuntimeStoryState,
resolveAction: resolveRpgRuntimeStoryAction,
resolveProjectionMoment: resolveRpgRuntimeStoryProjectionMoment,
resolveMoment: resolveRpgRuntimeStoryMoment,
shouldUseServerOptions: shouldUseRpgRuntimeServerOptions,
};