Merge branch 'master' into codex/puzzle-clear-template-runtime-fixes

# Conflicts:
#	.hermes/shared-memory/decision-log.md
#	.hermes/shared-memory/project-overview.md
#	docs/【开发运维】本地开发验证与生产运维-2026-05-15.md
#	scripts/dev.test.ts
#	server-rs/crates/api-server/src/creation_entry_config.rs
#	server-rs/crates/api-server/src/wooden_fish.rs
#	server-rs/crates/module-auth/src/lib.rs
#	server-rs/crates/spacetime-client/src/wooden_fish.rs
#	server-rs/crates/spacetime-module/src/auth/procedures.rs
#	src/components/custom-world-home/creationWorkShelf.ts
#	src/components/platform-entry/PlatformEntryFlowShellImpl.tsx
#	src/components/rpg-entry/rpgEntryWorldPresentation.ts
#	src/services/miniGameDraftGenerationProgress.test.ts
#	src/services/miniGameDraftGenerationProgress.ts
This commit is contained in:
2026-06-04 11:24:14 +08:00
451 changed files with 18452 additions and 5266 deletions

View File

@@ -226,7 +226,10 @@ function resolvePuzzleBackendProgressPercent(
state: MiniGameDraftGenerationState,
) {
const progressPercent = state.metadata?.puzzleProgressPercent;
if (typeof progressPercent !== 'number' || !Number.isFinite(progressPercent)) {
if (
typeof progressPercent !== 'number' ||
!Number.isFinite(progressPercent)
) {
return null;
}
@@ -512,6 +515,24 @@ function clampProgress(value: number) {
return Math.max(0, Math.min(100, Math.round(value)));
}
export function resolveMiniGameDraftGenerationStartedAtMs(
startedAt: string | number | null | undefined,
fallbackMs = Date.now(),
) {
if (typeof startedAt === 'number' && Number.isFinite(startedAt)) {
return startedAt;
}
if (typeof startedAt === 'string') {
const parsed = Date.parse(startedAt);
if (Number.isFinite(parsed)) {
return parsed;
}
}
return fallbackMs;
}
function getStepDefinitions(kind: MiniGameDraftGenerationKind) {
if (kind === 'puzzle') {
return buildPuzzleSteps(createMiniGameDraftGenerationState('puzzle'));
@@ -590,6 +611,7 @@ function buildMiniGameProgressSteps(
export function createMiniGameDraftGenerationState(
kind: MiniGameDraftGenerationKind,
startedAtMs = Date.now(),
): MiniGameDraftGenerationState {
return {
kind,
@@ -600,16 +622,16 @@ export function createMiniGameDraftGenerationState(
? 'square-hole-draft'
: kind === 'match3d'
? 'match3d-work-title'
: kind === 'baby-object-match'
? 'baby-object-draft'
: kind === 'jump-hop'
? 'jump-hop-draft'
: kind === 'puzzle-clear'
? 'puzzle-clear-draft'
: kind === 'wooden-fish'
? 'wooden-fish-draft'
: 'compile',
startedAtMs: Date.now(),
: kind === 'baby-object-match'
? 'baby-object-draft'
: kind === 'jump-hop'
? 'jump-hop-draft'
: kind === 'puzzle-clear'
? 'puzzle-clear-draft'
: kind === 'wooden-fish'
? 'wooden-fish-draft'
: 'compile',
startedAtMs,
completedAssetCount: 0,
totalAssetCount: 0,
error: null,
@@ -833,10 +855,7 @@ function resolvePuzzleActiveStepElapsedProgressRatio(
// 中文注释:未收到后端真实里程碑时,跨步骤必须卡住;
// 但当前步骤内的假进度要按整段等待时间继续向前走,避免短步骤几秒后停死。
const fallbackDurationMs = Math.max(1, resolvePuzzleEstimatedWaitMs(state));
return Math.max(
0,
Math.min(0.98, elapsedMs / fallbackDurationMs),
);
return Math.max(0, Math.min(0.98, elapsedMs / fallbackDurationMs));
}
function resolveElapsedActiveStepProgressRatio(
@@ -866,6 +885,7 @@ function resolveElapsedActiveStepProgressRatio(
);
}
/** 计算拼图生成总进度,后端里程碑决定跨步骤,当前步骤内使用平滑假进度。 */
function resolvePuzzleOverallProgress(
state: MiniGameDraftGenerationState,
activeStepProgressRatio: number,
@@ -918,7 +938,8 @@ export function buildMiniGameDraftGenerationProgress(
}
const effectiveNowMs =
typeof state.finishedAtMs === 'number' && Number.isFinite(state.finishedAtMs)
typeof state.finishedAtMs === 'number' &&
Number.isFinite(state.finishedAtMs)
? state.finishedAtMs
: nowMs;
const elapsedMs = Math.max(0, effectiveNowMs - state.startedAtMs);
@@ -945,34 +966,34 @@ export function buildMiniGameDraftGenerationProgress(
...state,
phase: woodenFishTimeline.phase,
}
: state.kind === 'big-fish' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolveBigFishPhaseByElapsedMs(elapsedMs),
}
: state.kind === 'square-hole' &&
: state.kind === 'big-fish' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolveSquareHolePhaseByElapsedMs(elapsedMs),
phase: resolveBigFishPhaseByElapsedMs(elapsedMs),
}
: state.kind === 'match3d' &&
: state.kind === 'square-hole' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolveMatch3DPhaseByElapsedMs(elapsedMs, state.phase),
phase: resolveSquareHolePhaseByElapsedMs(elapsedMs),
}
: state.kind === 'baby-object-match' &&
: state.kind === 'match3d' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolveBabyObjectMatchPhaseByElapsedMs(elapsedMs),
phase: resolveMatch3DPhaseByElapsedMs(elapsedMs, state.phase),
}
: state.kind === 'baby-object-match' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolveBabyObjectMatchPhaseByElapsedMs(elapsedMs),
}
: state.kind === 'jump-hop' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
@@ -980,14 +1001,14 @@ export function buildMiniGameDraftGenerationProgress(
...state,
phase: resolveJumpHopPhaseByElapsedMs(elapsedMs),
}
: state.kind === 'puzzle-clear' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolvePuzzleClearPhaseByElapsedMs(elapsedMs),
}
: state;
: state.kind === 'puzzle-clear' &&
state.phase !== 'failed' &&
state.phase !== 'ready'
? {
...state,
phase: resolvePuzzleClearPhaseByElapsedMs(elapsedMs),
}
: state;
const puzzleTimedSteps =
normalizedState.kind === 'puzzle'
@@ -1002,22 +1023,23 @@ export function buildMiniGameDraftGenerationProgress(
const activeStepIndex = getActiveStepIndex(steps, normalizedState.phase);
const activeStep = steps[activeStepIndex] ?? steps[0];
const activeStepProgressRatio =
normalizedState.kind === 'puzzle'
normalizedState.phase === 'failed'
? 0
: normalizedState.kind === 'puzzle'
? normalizedState.phase === 'ready'
? 1
: normalizedState.phase === 'failed'
? 0
: resolvePuzzleActiveStepElapsedProgressRatio(
normalizedState,
puzzleTimedSteps ?? buildPuzzleTimedSteps(normalizedState),
activeStepIndex,
elapsedMs,
effectiveNowMs,
)
: resolvePuzzleActiveStepElapsedProgressRatio(
normalizedState,
puzzleTimedSteps ?? buildPuzzleTimedSteps(normalizedState),
activeStepIndex,
elapsedMs,
effectiveNowMs,
)
: normalizedState.totalAssetCount > 0
? Math.min(
1,
normalizedState.completedAssetCount / normalizedState.totalAssetCount,
normalizedState.completedAssetCount /
normalizedState.totalAssetCount,
)
: normalizedState.phase === 'ready'
? 1
@@ -1026,16 +1048,16 @@ export function buildMiniGameDraftGenerationProgress(
normalizedState.kind,
elapsedMs,
)
: normalizedState.kind === 'square-hole'
: normalizedState.kind === 'square-hole'
? resolveElapsedActiveStepProgressRatio(
normalizedState.kind,
elapsedMs,
)
: normalizedState.kind === 'match3d'
? resolveElapsedActiveStepProgressRatio(
normalizedState.kind,
elapsedMs,
)
: normalizedState.kind === 'match3d'
? resolveElapsedActiveStepProgressRatio(
normalizedState.kind,
elapsedMs,
)
: normalizedState.kind === 'baby-object-match'
? resolveElapsedActiveStepProgressRatio(
normalizedState.kind,
@@ -1065,20 +1087,11 @@ export function buildMiniGameDraftGenerationProgress(
? Math.max(1, completedWeight)
: normalizedState.phase === 'ready'
? 100
: normalizedState.kind === 'puzzle'
? resolvePuzzleOverallProgress(
normalizedState,
activeStepProgressRatio,
)
: completedWeight + activeStep.weight * activeStepProgressRatio;
: completedWeight + activeStep.weight * activeStepProgressRatio;
const cappedOverallProgress =
normalizedState.phase === 'ready' || normalizedState.phase === 'failed'
? overallProgress
: normalizedState.kind === 'puzzle'
? Math.min(PUZZLE_NON_READY_MAX_PROGRESS, overallProgress)
: normalizedState.kind === 'wooden-fish'
? Math.min(PUZZLE_NON_READY_MAX_PROGRESS, overallProgress)
: overallProgress;
: Math.min(PUZZLE_NON_READY_MAX_PROGRESS, overallProgress);
return {
phaseId: normalizedState.phase,
@@ -1099,11 +1112,11 @@ export function buildMiniGameDraftGenerationProgress(
? '宝贝识物草稿已准备完成,可进入结果页继续发布。'
: normalizedState.kind === 'jump-hop'
? '跳一跳草稿已准备完成,可进入结果页试玩或发布。'
: normalizedState.kind === 'puzzle-clear'
? '拼消消草稿已准备完成,可进入结果页试玩或发布。'
: normalizedState.kind === 'wooden-fish'
? '敲木鱼草稿已准备完成,可进入结果页试玩或发布。'
: '首关草稿与正式图已准备完成,可进入结果页补作品信息。'
: normalizedState.kind === 'puzzle-clear'
? '拼消消草稿已准备完成,可进入结果页试玩或发布。'
: normalizedState.kind === 'wooden-fish'
? '敲木鱼草稿已准备完成,可进入结果页试玩或发布。'
: '首关草稿与正式图已准备完成,可进入结果页补作品信息。'
: activeStep.detail),
batchLabel: activeStep.label,
overallProgress: clampProgress(cappedOverallProgress),
@@ -1111,10 +1124,13 @@ export function buildMiniGameDraftGenerationProgress(
totalWeight: 100,
elapsedMs,
estimatedRemainingMs:
normalizedState.phase === 'ready'
normalizedState.phase === 'ready' || normalizedState.phase === 'failed'
? 0
: normalizedState.kind === 'puzzle'
? Math.max(0, resolvePuzzleEstimatedWaitMs(normalizedState) - elapsedMs)
? Math.max(
0,
resolvePuzzleEstimatedWaitMs(normalizedState) - elapsedMs,
)
: normalizedState.kind === 'big-fish'
? Math.max(0, 7_000 - elapsedMs)
: normalizedState.kind === 'square-hole'
@@ -1122,17 +1138,17 @@ export function buildMiniGameDraftGenerationProgress(
: normalizedState.kind === 'match3d'
? Math.max(0, MATCH3D_ESTIMATED_WAIT_MS - elapsedMs)
: normalizedState.kind === 'baby-object-match'
? Math.max(
0,
BABY_OBJECT_MATCH_ESTIMATED_WAIT_MS - elapsedMs,
)
? Math.max(0, BABY_OBJECT_MATCH_ESTIMATED_WAIT_MS - elapsedMs)
: normalizedState.kind === 'jump-hop'
? Math.max(0, JUMP_HOP_ESTIMATED_WAIT_MS - elapsedMs)
: normalizedState.kind === 'puzzle-clear'
? Math.max(0, PUZZLE_CLEAR_ESTIMATED_WAIT_MS - elapsedMs)
: normalizedState.kind === 'wooden-fish'
? Math.max(0, WOODEN_FISH_ESTIMATED_WAIT_MS - elapsedMs)
: null,
: normalizedState.kind === 'puzzle-clear'
? Math.max(
0,
PUZZLE_CLEAR_ESTIMATED_WAIT_MS - elapsedMs,
)
: normalizedState.kind === 'wooden-fish'
? Math.max(0, WOODEN_FISH_ESTIMATED_WAIT_MS - elapsedMs)
: null,
activeStepIndex,
steps: buildMiniGameProgressSteps(
steps,