Persist custom world asset configs in runtime snapshots

This commit is contained in:
2026-04-18 17:00:46 +08:00
parent 7ce61e9879
commit ac801fe05f
29 changed files with 3397 additions and 400 deletions

View File

@@ -2,6 +2,7 @@
import { render, screen, waitFor } from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { useState } from 'react';
import { expect, test, vi } from 'vitest';
import type {
@@ -9,12 +10,32 @@ import type {
CustomWorldPlayableNpc,
CustomWorldProfile,
} from '../types';
import { CustomWorldEntityEditorModal } from './CustomWorldEntityEditorModal';
import { CustomWorldEntityCatalog } from './CustomWorldEntityCatalog';
import {
CustomWorldEntityEditorModal,
type CustomWorldEditorTarget,
} from './CustomWorldEntityEditorModal';
vi.mock('../data/characterPresets', async () => {
const actual = await vi.importActual<typeof import('../data/characterPresets')>(
'../data/characterPresets',
);
return {
...actual,
buildCustomWorldPlayableCharacters: vi.fn(() => []),
};
});
vi.mock('./CharacterAnimator', () => ({
CharacterAnimator: () => <div></div>,
}));
vi.mock('../services/aiService', () => ({
generateCustomWorldSceneImage: vi.fn(),
generateCustomWorldSceneNpc: vi.fn(),
}));
vi.mock('./CustomWorldNpcVisualEditor', () => ({
CustomWorldNpcPortrait: ({ npc }: { npc: { name: string } }) => (
<div>{npc.name}</div>
@@ -136,6 +157,94 @@ function createProfile(): CustomWorldProfile {
} as unknown as CustomWorldProfile;
}
function createProfileWithLandmark(): CustomWorldProfile {
return {
...createProfile(),
storyNpcs: [
createStoryRole('story-1', '顾潮音'),
createStoryRole('story-2', '闻雪汀'),
createStoryRole('story-3', '谢孤灯'),
],
landmarks: [
{
id: 'landmark-1',
name: '沉钟栈桥',
description: '旧钟与潮声常年相撞的码头栈桥。',
dangerLevel: 'medium',
imageSrc: '/generated-custom-world-scenes/original-scene.png',
sceneNpcIds: ['story-1', 'story-2', 'story-3'],
connections: [],
},
],
} as unknown as CustomWorldProfile;
}
function LandmarkEditorFlowHarness() {
const [profile, setProfile] = useState(createProfileWithLandmark());
const [target, setTarget] = useState<CustomWorldEditorTarget | null>({
kind: 'landmark',
mode: 'edit',
id: 'landmark-1',
});
return (
<>
<CustomWorldEntityCatalog
profile={profile}
previewCharacters={[]}
activeTab="landmarks"
onActiveTabChange={() => {}}
onEditTarget={setTarget}
onProfileChange={setProfile}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>
<CustomWorldEntityEditorModal
profile={profile}
target={target}
onClose={() => setTarget(null)}
onProfileChange={setProfile}
/>
</>
);
}
function CampEditorFlowHarness() {
const [profile, setProfile] = useState({
...createProfileWithLandmark(),
camp: {
name: '潮灯居',
description: '玩家最初落脚的旧灯塔内院。',
dangerLevel: 'medium',
imageSrc: '/generated-custom-world-scenes/original-camp.png',
},
});
const [target, setTarget] = useState<CustomWorldEditorTarget | null>({
kind: 'camp',
});
return (
<>
<CustomWorldEntityCatalog
profile={profile}
previewCharacters={[]}
activeTab="landmarks"
onActiveTabChange={() => {}}
onEditTarget={setTarget}
onProfileChange={setProfile}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>
<CustomWorldEntityEditorModal
profile={profile}
target={target}
onClose={() => setTarget(null)}
onProfileChange={setProfile}
/>
</>
);
}
test('playable角色打开AI工坊后不会自动关闭', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
@@ -179,3 +288,263 @@ test('场景角色打开AI工坊后不会自动关闭', async () => {
expect(handleClose).not.toHaveBeenCalled();
});
test('可扮演角色未修改时右上角关闭不会弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).toHaveBeenCalledTimes(1);
expect(screen.queryByText('确认关闭')).toBeNull();
});
test('可扮演角色修改后右上角关闭才弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'playable', mode: 'edit', id: 'playable-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
const nameInput = screen.getByDisplayValue('沈砺');
await user.clear(nameInput);
await user.type(nameInput, '沈砺·改');
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).not.toHaveBeenCalled();
expect(screen.getAllByText('确认关闭').length).toBeGreaterThan(0);
});
test('场景角色未修改时右上角关闭不会弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).toHaveBeenCalledTimes(1);
expect(screen.queryByText('确认关闭')).toBeNull();
});
test('场景角色修改后右上角关闭才弹确认', async () => {
const user = userEvent.setup();
const handleClose = vi.fn();
render(
<CustomWorldEntityEditorModal
profile={createProfile()}
target={{ kind: 'story', mode: 'edit', id: 'story-1' }}
onClose={handleClose}
onProfileChange={vi.fn()}
/>,
);
const nameInput = screen.getByDisplayValue('顾潮音');
await user.clear(nameInput);
await user.type(nameInput, '顾潮音·改');
await user.click(screen.getByRole('button', { name: '关闭' }));
expect(handleClose).not.toHaveBeenCalled();
expect(screen.getAllByText('确认关闭').length).toBeGreaterThan(0);
});
test('可扮演角色列表使用缩略卡片并点击进入编辑', async () => {
const user = userEvent.setup();
const handleEditTarget = vi.fn();
render(
<CustomWorldEntityCatalog
profile={createProfile()}
previewCharacters={[]}
activeTab="playable"
onActiveTabChange={() => {}}
onEditTarget={handleEditTarget}
onProfileChange={vi.fn()}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>,
);
expect(screen.queryByText(//u)).toBeNull();
await user.click(screen.getByRole('button', { name: //u }));
expect(handleEditTarget).toHaveBeenCalledWith({
kind: 'playable',
mode: 'edit',
id: 'playable-1',
});
});
test('实体目录在空 id 列表项下不会触发重复 key 警告', () => {
const consoleErrorSpy = vi
.spyOn(console, 'error')
.mockImplementation(() => undefined);
render(
<CustomWorldEntityCatalog
profile={{
...createProfile(),
playableNpcs: [
createPlayableRole('', '沈砺'),
createPlayableRole('', '闻潮'),
],
}}
previewCharacters={[]}
activeTab="playable"
onActiveTabChange={() => {}}
onEditTarget={() => {}}
onProfileChange={vi.fn()}
onDeleteStoryNpcs={() => {}}
onDeleteLandmarks={() => {}}
/>,
);
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
const duplicateKeyCalls = consoleErrorSpy.mock.calls.filter((call) =>
call.some(
(arg) =>
typeof arg === 'string' &&
arg.includes('Encountered two children with the same key'),
),
);
expect(duplicateKeyCalls).toHaveLength(0);
});
test('场景图片保存后会同步更新编辑页和场景列表', async () => {
const aiService = await import('../services/aiService');
vi.mocked(aiService.generateCustomWorldSceneImage).mockClear();
vi.mocked(aiService.generateCustomWorldSceneImage).mockResolvedValue({
imageSrc: '/generated-custom-world-scenes/updated-scene.png',
assetId: 'asset-1',
model: 'wan2.2-t2i-flash',
size: '1280*720',
taskId: 'task-1',
prompt: '更新后的场景图',
});
const user = userEvent.setup();
render(<LandmarkEditorFlowHarness />);
const initialListImage = screen.getByRole('img', { name: '沉钟栈桥' });
expect(initialListImage.getAttribute('src')).toBe(
'/generated-custom-world-scenes/original-scene.png',
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('智能生成:沉钟栈桥')).toBeTruthy();
});
await user.click(screen.getByRole('button', { name: '开始生成' }));
await waitFor(() => {
expect(aiService.generateCustomWorldSceneImage).toHaveBeenCalledTimes(1);
});
await user.click(screen.getByRole('button', { name: '保存' }));
await waitFor(() => {
expect(screen.queryByText('智能生成:沉钟栈桥')).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '场景图片' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-scene.png',
);
});
await user.click(screen.getByRole('button', { name: //u }));
await waitFor(() => {
expect(screen.queryByRole('img', { name: '场景图片' })).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '沉钟栈桥' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-scene.png',
);
});
});
test('开局场景图片保存后会同步更新编辑页和场景列表', async () => {
const aiService = await import('../services/aiService');
vi.mocked(aiService.generateCustomWorldSceneImage).mockClear();
vi.mocked(aiService.generateCustomWorldSceneImage).mockResolvedValue({
imageSrc: '/generated-custom-world-scenes/updated-camp.png',
assetId: 'asset-camp-1',
model: 'wan2.2-t2i-flash',
size: '1280*720',
taskId: 'task-camp-1',
prompt: '更新后的开局场景图',
});
const user = userEvent.setup();
render(<CampEditorFlowHarness />);
const initialListImage = screen.getByRole('img', { name: '潮灯居' });
expect(initialListImage.getAttribute('src')).toBe(
'/generated-custom-world-scenes/original-camp.png',
);
await user.click(screen.getByRole('button', { name: 'AI生成' }));
await waitFor(() => {
expect(screen.getByText('智能生成:潮灯居')).toBeTruthy();
});
await user.click(screen.getByRole('button', { name: '开始生成' }));
await waitFor(() => {
expect(aiService.generateCustomWorldSceneImage).toHaveBeenCalledTimes(1);
});
await user.click(screen.getByRole('button', { name: '保存' }));
await waitFor(() => {
expect(screen.queryByText('智能生成:潮灯居')).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '场景图片' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-camp.png',
);
});
await user.click(screen.getByRole('button', { name: //u }));
await waitFor(() => {
expect(screen.queryByRole('img', { name: '场景图片' })).toBeNull();
});
await waitFor(() => {
expect(screen.getByRole('img', { name: '潮灯居' }).getAttribute('src')).toBe(
'/generated-custom-world-scenes/updated-camp.png',
);
});
});