修复拼图文字直创过早完成
修正拼图文字直创 compile 回包未出图时继续保持生成中 补充文字直创无正式图的回归测试 更新玩法链路文档和 Hermes 踩坑记录
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@@ -2620,26 +2620,33 @@ function mergePuzzleSessionProgressIntoGenerationState(
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const isCompiledGenerationSession = Boolean(
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session.draft && !session.draft.formDraft,
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);
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if (!isCompiledGenerationSession) {
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return state;
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}
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const nextPhaseId = isCompiledGenerationSession
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? resolvePuzzlePhaseFromSessionProgress(state, session)
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: state.metadata?.puzzleActivePhaseId;
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const nextPhaseId = resolvePuzzlePhaseFromSessionProgress(state, session);
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const shouldResetActiveStepStart =
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isCompiledGenerationSession &&
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nextPhaseId != null &&
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nextPhaseId !== state.metadata?.puzzleActivePhaseId;
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const nextActiveStepStartedAtMs = shouldResetActiveStepStart
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? resolveMiniGameDraftGenerationStartedAtMs(session.updatedAt)
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: state.metadata?.puzzleActiveStepStartedAtMs;
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if (
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state.metadata?.puzzleActivePhaseId === nextPhaseId &&
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state.metadata?.puzzleActiveStepStartedAtMs === nextActiveStepStartedAtMs &&
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state.metadata?.puzzleProgressPercent === session.progressPercent
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) {
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return state;
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}
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return {
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...state,
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metadata: {
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...state.metadata,
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puzzleActivePhaseId: nextPhaseId,
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puzzleActiveStepStartedAtMs: shouldResetActiveStepStart
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? resolveMiniGameDraftGenerationStartedAtMs(session.updatedAt)
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: state.metadata?.puzzleActiveStepStartedAtMs,
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puzzleProgressPercent: isCompiledGenerationSession
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? session.progressPercent
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: state.metadata?.puzzleProgressPercent,
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puzzleActiveStepStartedAtMs: nextActiveStepStartedAtMs,
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puzzleProgressPercent: session.progressPercent,
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},
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};
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}
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@@ -7977,7 +7984,49 @@ export function PlatformEntryFlowShellImpl({
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actionPayload,
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);
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setPuzzleOperation(response.operation);
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const openResult = isViewingPuzzleGeneration(nextSession.sessionId);
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const openResult =
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isViewingPuzzleGeneration(nextSession.sessionId) ||
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isViewingPuzzleGeneration(response.session.sessionId);
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if (!isPuzzleCompileActionReady(response.session)) {
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// 中文注释:文字直创的同步 action 回包只代表后台生图任务已启动;
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// 未拿到正式图前继续保持生成中,避免误弹完成或启动空草稿试玩。
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const nextGenerationState = mergePuzzleSessionProgressIntoGenerationState(
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generationState,
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response.session,
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);
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activePuzzleGenerationSessionIdRef.current = response.session.sessionId;
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setPuzzleBackgroundCompileTasks((current) => {
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const next = { ...current };
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if (nextSession.sessionId !== response.session.sessionId) {
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delete next[nextSession.sessionId];
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}
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next[response.session.sessionId] = {
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session: response.session,
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payload,
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generationState: nextGenerationState,
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error: null,
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};
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return next;
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});
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puzzleFlow.setSession(response.session);
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if (openResult) {
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setPuzzleGenerationState(nextGenerationState);
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}
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markDraftGenerating('puzzle', [
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response.session.sessionId,
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buildPuzzleResultWorkId(response.session.sessionId),
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response.session.publishedProfileId,
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buildPuzzleResultProfileId(response.session.sessionId),
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]);
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markPendingDraftGenerating(
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'puzzle',
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response.session.sessionId,
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buildPendingPuzzleDraftMetadata(payload),
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);
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void refreshPuzzleShelf();
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return;
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}
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const readyGenerationState =
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resolveFinishedMiniGameDraftGenerationState(
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generationState,
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