fix: 失败草稿重试复用原会话
This commit is contained in:
@@ -9449,20 +9449,26 @@ export function PlatformEntryFlowShellImpl({
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const executeSquareHoleAction = squareHoleFlow.executeAction;
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const retryMatch3DDraftGeneration = useCallback(() => {
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if (match3dFormDraftPayload && !match3dSession?.draft?.profileId) {
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void createMatch3DDraftFromForm(match3dFormDraftPayload);
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if (match3dSession?.sessionId) {
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const retryPayload =
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match3dFormDraftPayload ??
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buildMatch3DFormPayloadFromSession(match3dSession);
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void executeMatch3DAction({
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action: 'match3d_compile_draft',
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generateClickSound: retryPayload.generateClickSound,
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});
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return;
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}
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void executeMatch3DAction({
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action: 'match3d_compile_draft',
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generateClickSound: match3dFormDraftPayload?.generateClickSound,
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});
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if (match3dFormDraftPayload) {
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void createMatch3DDraftFromForm(match3dFormDraftPayload);
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return;
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}
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}, [
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createMatch3DDraftFromForm,
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executeMatch3DAction,
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match3dFormDraftPayload,
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match3dSession?.draft?.profileId,
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match3dSession,
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]);
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const retrySquareHoleAssetGeneration = useCallback(() => {
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@@ -10336,15 +10342,25 @@ export function PlatformEntryFlowShellImpl({
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);
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const retryPuzzleDraftGeneration = useCallback(() => {
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if (puzzleFormDraftPayload) {
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void createPuzzleDraftFromForm(puzzleFormDraftPayload);
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if (puzzleSession?.sessionId) {
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const retryPayload =
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puzzleFormDraftPayload ??
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buildPuzzleFormPayloadFromSession(puzzleSession);
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void executePuzzleAction(
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buildPuzzleCompileActionFromFormPayload(retryPayload),
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);
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return;
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}
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void executePuzzleAction(
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buildPuzzleCompileActionFromFormPayload(puzzleFormDraftPayload),
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);
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}, [createPuzzleDraftFromForm, executePuzzleAction, puzzleFormDraftPayload]);
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if (puzzleFormDraftPayload) {
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void createPuzzleDraftFromForm(puzzleFormDraftPayload);
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}
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}, [
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createPuzzleDraftFromForm,
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executePuzzleAction,
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puzzleFormDraftPayload,
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puzzleSession,
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]);
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const retryVisualNovelDraftGeneration = useCallback(() => {
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if (!visualNovelFormDraftPayload) {
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@@ -4228,6 +4228,115 @@ test('background match3d draft failure notifies and reopens failed retry page',
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expect(match3dCreationClient.executeAction).toHaveBeenCalledTimes(1);
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});
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test('failed match3d draft retry reuses current session instead of creating another draft', async () => {
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const user = userEvent.setup();
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const failedSession = buildMockMatch3DAgentSession({
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sessionId: 'match3d-retry-failed-session',
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draft: null,
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stage: 'collecting_config',
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updatedAt: '2026-05-18T12:05:00.000Z',
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});
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const persistedFailedWork: Match3DWorkSummary = {
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workId: 'match3d-retry-failed-work',
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profileId: 'match3d-retry-failed-profile',
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ownerUserId: 'user-1',
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sourceSessionId: failedSession.sessionId,
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gameName: '重试抓鹅',
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themeText: '霓虹水果摊',
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summary: '抓大鹅素材生成失败,可重新打开处理。',
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tags: ['水果', '抓大鹅'],
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coverImageSrc: null,
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referenceImageSrc: null,
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clearCount: 12,
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difficulty: 4,
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publicationStatus: 'draft',
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playCount: 0,
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updatedAt: '2026-05-18T12:05:00.000Z',
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publishedAt: null,
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publishReady: false,
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generationStatus: 'generating',
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generatedItemAssets: [],
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};
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let rejectCompile!: (reason?: unknown) => void;
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vi.mocked(match3dCreationClient.createSession).mockResolvedValue({
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session: failedSession,
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});
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vi.mocked(match3dCreationClient.executeAction).mockReturnValueOnce(
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new Promise((_, reject) => {
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rejectCompile = reject;
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}),
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);
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vi.mocked(match3dCreationClient.getSession).mockResolvedValue({
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session: failedSession,
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});
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render(<TestWrapper withAuth />);
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await openCreateTemplateHub(user);
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await user.click(await findCreationTypeButton('抓大鹅'));
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await user.click(
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await screen.findByRole('button', { name: '生成抓大鹅草稿' }),
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);
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await screen.findByRole('progressbar', { name: '抓大鹅草稿生成进度' });
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await user.click(screen.getByRole('button', { name: '返回创作中心' }));
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await openDraftHub(user);
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vi.mocked(listMatch3DWorks).mockResolvedValue({
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items: [persistedFailedWork],
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});
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await act(async () => {
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rejectCompile(new Error('抓大鹅素材服务失败'));
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await Promise.resolve();
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});
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const failureDialog = await screen.findByRole('dialog', {
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name: '发生错误',
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});
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await user.click(within(failureDialog).getByRole('button', { name: '关闭' }));
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const draftPanel = getPlatformTabPanel('saves');
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await user.click(
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await within(draftPanel).findByRole('button', {
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name: /继续创作《(?:重试抓鹅|抓大鹅草稿)》/u,
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}),
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);
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const reopenedFailureDialog = await screen.findByRole('dialog', {
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name: '发生错误',
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});
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await user.click(
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within(reopenedFailureDialog).getByRole('button', { name: '关闭' }),
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);
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vi.mocked(match3dCreationClient.executeAction).mockResolvedValueOnce({
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session: buildMockMatch3DAgentSession({
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sessionId: failedSession.sessionId,
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stage: 'draft_ready',
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draft: {
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profileId: persistedFailedWork.profileId,
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gameName: persistedFailedWork.gameName,
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themeText: persistedFailedWork.themeText,
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summary: persistedFailedWork.summary,
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tags: persistedFailedWork.tags,
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coverImageSrc: null,
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referenceImageSrc: null,
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clearCount: persistedFailedWork.clearCount,
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difficulty: persistedFailedWork.difficulty,
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generatedItemAssets: [],
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},
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}),
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});
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await user.click(await screen.findByRole('button', { name: '重新生成草稿' }));
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await waitFor(() => {
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expect(match3dCreationClient.executeAction).toHaveBeenCalledTimes(2);
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});
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expect(match3dCreationClient.createSession).toHaveBeenCalledTimes(1);
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expect(match3dCreationClient.executeAction).toHaveBeenNthCalledWith(
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2,
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failedSession.sessionId,
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expect.objectContaining({ action: 'match3d_compile_draft' }),
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);
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});
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test('running match3d persisted draft reopens progress instead of unfinished result', async () => {
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const user = userEvent.setup();
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const runningSession = buildMockMatch3DAgentSession({
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@@ -4921,6 +5030,113 @@ test('failed parallel puzzle generations stay as separate non-generating drafts'
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.toBeTruthy();
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});
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test('failed puzzle draft retry reuses current session instead of creating another draft', async () => {
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const user = userEvent.setup();
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const failedSession = buildMockPuzzleAgentSession({
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sessionId: 'puzzle-retry-failed-session',
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draft: null,
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stage: 'collecting_anchors',
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updatedAt: '2026-05-18T12:00:00.000Z',
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});
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const persistedFailedWork: PuzzleWorkSummary = {
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workId: `puzzle-work-${failedSession.sessionId}`,
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profileId: `puzzle-profile-${failedSession.sessionId}`,
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ownerUserId: 'user-1',
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sourceSessionId: failedSession.sessionId,
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authorDisplayName: '测试玩家',
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workTitle: '',
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workDescription: '一套雨夜猫街主题拼图。',
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levelName: '第1关',
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summary: '一套雨夜猫街主题拼图。',
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themeTags: [],
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coverImageSrc: null,
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coverAssetId: null,
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publicationStatus: 'draft',
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updatedAt: '2026-05-18T12:00:00.000Z',
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publishedAt: null,
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playCount: 0,
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remixCount: 0,
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likeCount: 0,
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publishReady: false,
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generationStatus: 'failed',
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levels: [],
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};
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let rejectCompile!: (reason?: unknown) => void;
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vi.mocked(createPuzzleAgentSession).mockResolvedValue({
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session: failedSession,
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});
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vi.mocked(getPuzzleAgentSession).mockResolvedValue({
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session: failedSession,
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});
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vi.mocked(executePuzzleAgentAction).mockReturnValueOnce(
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new Promise((_, reject) => {
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rejectCompile = reject;
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}),
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);
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render(<TestWrapper withAuth />);
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await openCreateTemplateHub(user);
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await user.click(await findCreationTypeButton('拼图'));
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await user.click(await screen.findByRole('button', { name: '生成草稿' }));
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await screen.findByRole('progressbar', { name: '拼图图片生成进度' });
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await user.click(screen.getByRole('button', { name: '返回创作中心' }));
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await openDraftHub(user);
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vi.mocked(listPuzzleWorks).mockResolvedValue({
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items: [persistedFailedWork],
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});
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await act(async () => {
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rejectCompile(new Error('拼图图片生成失败'));
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await Promise.resolve();
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});
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const failureDialog = await screen.findByRole('dialog', {
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name: '发生错误',
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});
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await user.click(within(failureDialog).getByRole('button', { name: '关闭' }));
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const draftPanel = getPlatformTabPanel('saves');
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await user.click(
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await within(draftPanel).findByRole('button', {
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name: /继续创作《[^》]+》/u,
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}),
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);
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const reopenedFailureDialog = await screen.findByRole('dialog', {
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name: '发生错误',
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});
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await user.click(
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within(reopenedFailureDialog).getByRole('button', { name: '关闭' }),
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);
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vi.mocked(executePuzzleAgentAction).mockResolvedValueOnce({
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operation: {
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operationId: 'compile-puzzle-retry',
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type: 'compile_puzzle_draft',
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status: 'completed',
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phaseLabel: '已完成',
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phaseDetail: '草稿已生成',
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progress: 1,
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},
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session: buildMockPuzzleAgentSession({
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sessionId: failedSession.sessionId,
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stage: 'ready_to_publish',
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progressPercent: 100,
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draft: buildReadyPuzzleDraft(),
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}),
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});
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await user.click(await screen.findByRole('button', { name: '重新生成图片' }));
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await waitFor(() => {
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expect(executePuzzleAgentAction).toHaveBeenCalledTimes(2);
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});
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expect(createPuzzleAgentSession).toHaveBeenCalledTimes(1);
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expect(executePuzzleAgentAction).toHaveBeenNthCalledWith(
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2,
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failedSession.sessionId,
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expect.objectContaining({ action: 'compile_puzzle_draft' }),
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);
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});
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test('running puzzle draft opens generation progress from draft tab', async () => {
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const user = userEvent.setup();
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const runningSession = buildMockPuzzleAgentSession({
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