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This commit is contained in:
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.gitignore
vendored
2
.gitignore
vendored
@@ -8,6 +8,7 @@ coverage/
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/.codex-cargo-home-*/
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/.codex-cache*/
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/.tmp*/
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/.idea/
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.preview.*
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tmp_*
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tmp/
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@@ -27,3 +28,4 @@ temp*build*/
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/public/generated-character-drafts
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/public/generated-characters
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/.codex-temp
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/target/
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34
.idea/Genarrative.iml
generated
34
.idea/Genarrative.iml
generated
@@ -1,34 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="WEB_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$">
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/api-server/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-ai/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-assets/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-auth/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-big-fish/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-combat/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-custom-world/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-inventory/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-npc/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-progression/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-puzzle/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-quest/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime-item/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime-story-compat/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-story/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/platform-auth/src" isTestSource="false" />
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||||
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/platform-llm/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/platform-oss/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/shared-contracts/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/shared-kernel/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/shared-logging/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/spacetime-client/src" isTestSource="false" />
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<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/spacetime-module/src" isTestSource="false" />
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<excludeFolder url="file://$MODULE_DIR$/server-rs/target" />
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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@@ -10,7 +10,7 @@
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- [技术方案](./technical/README.md):动画、服务端、外部产品形态拆解。
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- [规划与优先级](./planning/README.md):当前阶段的迭代排序与落地优先级。
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- [参考目录](./reference/README.md):脚本/Function 速查入口。
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- [PRD](./prd):产品需求与阶段计划。
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- [PRD](./prd):产品需求与阶段计划;新增 RPG 开场动画方案见 [AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md](./prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md)。
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## 推荐阅读顺序
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@@ -313,6 +313,8 @@ interface PuzzleAnchorPack {
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1. `api-server` 写入 SpacetimeDB 的候选图 JSON 必须使用 `module-puzzle::PuzzleGeneratedImageCandidate` 持久化结构。
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||||
2. 持久化字段名保持 Rust 侧 `snake_case`,例如 `candidate_id`、`image_src`、`asset_id`、`actual_prompt`、`source_type`。
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3. 面向前端的 HTTP 响应仍由 `shared-contracts` 单独映射为 `camelCase`,不能把响应层字段名直接写入 SpacetimeDB JSON。
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4. 多次生成候选图时必须追加到当前候选池,不能清空已有候选图;已有正式选择保持不变,新追加候选图默认不抢占 `selected` 状态。
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5. 追加生成时 `candidate_id` 必须按当前候选数量续号,避免前端列表 key 与后端选择动作命中旧候选图。
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## 7.6 拼图图片资产要求
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||||
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637
docs/prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md
Normal file
637
docs/prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md
Normal file
@@ -0,0 +1,637 @@
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# AI 原生 RPG 模板开场动画 PRD
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更新时间:`2026-04-25`
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## 0. 文档目的
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这份 PRD 用于把 RPG 模板中的“开场动画”从一张静态封面或一段普通介绍,升级成可由 AI 资产链稳定生成、可保存、可预览、可发布、可在开局自动播放的 `15` 秒视频。
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本次开场动画采用当前 AI 视频生成更稳定的工程化工作流:
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```text
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RPG 世界草稿 / 模板锚点
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-> 生成 4 张首尾关键帧图
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-> 用关键帧 1-2 生成第 1 段 5 秒视频
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-> 用关键帧 2-3 生成第 2 段 5 秒视频
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-> 用关键帧 3-4 生成第 3 段 5 秒视频
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-> 统一规格转码并拼接为 15 秒开场动画
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-> 挂回 RPG 模板与作品资产
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-> 玩家首次进入 RPG 运行态时播放,结束后进入开局场景
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```
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这份文档只做产品、数据、生成链路和落地边界设计,不直接改工程代码。
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||||
---
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||||
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||||
## 1. 在线工作流调研结论
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||||
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||||
### 1.1 为什么不用一次性生成 15 秒长视频
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||||
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||||
当前主流 AI 视频模型已经能直接生成较长视频,但对游戏开场来说,一次性生成 `15` 秒仍有 4 个风险:
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||||
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||||
1. 角色、服装、标志物和世界风格容易在中段漂移。
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||||
2. 镜头容易自发切换,导致关键叙事信息没有按顺序出现。
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||||
3. 第 15 秒无法稳定落到玩家即将进入的开局场景。
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||||
4. 失败后重跑成本高,不能只修某一幕。
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||||
|
||||
因此本项目第一版采用“关键帧定锚 + 分段生成 + 后期拼接”的方式。每段只表达一个镜头目标,失败时只重跑对应片段。
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||||
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||||
### 1.2 可参考的行业能力
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||||
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||||
调研到的主流能力如下:
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||||
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||||
| 来源 | 对本项目有用的结论 |
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||||
| --- | --- |
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||||
| Google Vertex AI Veo | 官方支持上传起始帧与结束帧生成视频,控制视频首尾画面。文档更新时间为 `2026-04-24`。参考:https://docs.cloud.google.com/vertex-ai/generative-ai/docs/video/generate-videos-from-first-and-last-frames |
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| Runway Gen-4 | 官方建议 `5` 或 `10` 秒片段,把每次生成视作单一场景,并强调输入图决定起始视觉、提示词重点写运动。参考:https://help.runwayml.com/hc/en-us/articles/39789879462419-Gen-4-Video-Prompting-Guide |
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| Kling AI | 首尾帧功能用于上传两张图生成过渡视频,并提示两张图主题和构图越接近,`5` 秒内过渡越稳定;差异太大会触发镜头切换。参考:https://kling.ai/quickstart/ai-video-start-end-frames |
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| Luma Ray | 强调关键帧、角色参考和跨镜头连续性,可用于理解“长镜头拆段 + 关键帧控制”的制作方向。参考:https://lumalabs.ai/ray |
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||||
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### 1.3 对本项目的工作流选择
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本项目优先采用如下策略:
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1. 用文本模型先从 RPG 模板锚点生成 `openingAnimationBlueprint`。
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2. 用图片模型一次性生成 `4` 张统一风格关键帧。
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3. 用首尾帧视频模型生成 `3` 个 `5` 秒片段。
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4. 用后端 `ffmpeg` 做统一转码、无缝拼接和封面帧提取。
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5. 用 OSS + `asset_object` + `asset_entity_binding` 保存最终资产。
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6. 前端只展示生成状态、预览视频和开局播放,不承担生成逻辑和视频拼接。
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||||
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||||
第一版模型供应商不写死在产品逻辑中。国内可用主链优先复用当前 Rust 资产生成链中已有的 Ark / DashScope 配置;如后续接入 Veo、Runway、Kling、Luma,只作为 `provider` 扩展,不改变 RPG 模板数据结构。
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||||
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||||
---
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||||
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||||
## 2. 一句话定义
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||||
RPG 模板开场动画是一段由 `4` 张叙事关键帧和 `3` 个 `5` 秒 AI 视频片段组成的 `15` 秒多场景冒险开场演出,用于在玩家首次进入作品时快速建立世界观、核心冲突、目标牵引,并自然衔接到开局场景。
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||||
---
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||||
## 3. 本次目标
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||||
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||||
1. RPG 模板必须新增开场动画蓝图,作为世界草稿和发布作品的一部分。
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2. 开场动画必须固定为 `4` 张关键帧、`3` 个视频片段、总时长 `15` 秒。
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3. 四张关键帧必须分别表达:
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- 第一幕:世界观
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- 第二幕:核心冲突与核心角色出场
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- 第三幕:核心目标
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- 第四幕:衔接开局场景
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4. 三段视频必须分别由相邻关键帧作为首尾帧生成:
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- 视频 1:关键帧 1 -> 关键帧 2
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- 视频 2:关键帧 2 -> 关键帧 3
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- 视频 3:关键帧 3 -> 关键帧 4
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5. 最终成片必须能在 RPG 作品详情、创作结果页和运行时开局链路中复用。
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6. 播放结束后必须进入 RPG 开局场景;如果玩家跳过,也进入同一个开局场景。
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7. 开场动画生成失败不能阻断 RPG 发布和进入游戏,必须允许重新生成和无动画降级。
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8. 所有生成、拼接、资产落库和状态流转都必须在 Rust 后端完成,禁止回到 `server-node`。
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---
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## 4. 明确不做
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1. 不做一次性长视频生成主链。
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2. 不在前端浏览器里拼接视频。
|
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3. 不把功能说明、规则解释默认写进游戏 UI。
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4. 不新增独立的“开场动画系统页面”;入口嵌入现有 RPG 创作结果页和模板配置区。
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5. 不要求第一版生成配音、字幕、音乐和音效。
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6. 不要求运行时根据玩家选择动态改写开场动画。
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7. 不在 SpacetimeDB reducer 内调用外部视频模型、OSS 或文件系统。
|
||||
8. 不兼容 `server-node` 旧生成链;旧实现只允许参考和迁移。
|
||||
|
||||
---
|
||||
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||||
## 5. 叙事设计
|
||||
|
||||
## 5.1 四幕语义
|
||||
|
||||
| 幕 | 关键表达 | 画面职责 | 与 RPG 模板字段关系 |
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||||
| --- | --- | --- | --- |
|
||||
| 第一幕:世界观 | 这个世界是什么样,正在承受什么长期压力 | 展示地貌、文明、时代气质、异常现象或历史伤痕 | 读取 `worldTheme`、`worldHook`、世界线程、主题母题、核心地标 |
|
||||
| 第二幕:核心冲突与核心角色 | 谁被卷入冲突,冲突以什么形式爆发 | 让可扮演角色或核心 NPC 出场,并露出敌对力量、灾变、追捕、仪式或阵营压迫 | 读取主角、核心 NPC、阵营线、明线冲突 |
|
||||
| 第三幕:核心目标 | 玩家为什么要开始冒险 | 展示目标物、禁地、远方地标、失落遗物、必须抵达的地点或必须拯救的人 | 读取主线目标、初始任务、关键物件、章节目标 |
|
||||
| 第四幕:开局衔接 | 玩家即将在哪里醒来、抵达或被迫行动 | 画面落到第一个可操作场景,构图必须可作为游戏开局背景的前导镜头 | 读取开局场景、多幕第一幕背景、初始 NPC |
|
||||
|
||||
### 5.2 镜头节奏
|
||||
|
||||
| 视频片段 | 时长 | 首尾帧 | 镜头目标 |
|
||||
| --- | --- | --- | --- |
|
||||
| `opening_clip_01` | `5s` | 世界观帧 -> 冲突帧 | 从宏观世界推进到冲突爆发,镜头可采用推进、俯冲、穿越云层、掠过地标 |
|
||||
| `opening_clip_02` | `5s` | 冲突帧 -> 目标帧 | 让核心角色带着冲突压力朝目标靠近,镜头可采用跟随、转身、拔剑、奔跑、法阵亮起 |
|
||||
| `opening_clip_03` | `5s` | 目标帧 -> 开局场景帧 | 从目标牵引落回玩家即将进入的地点,镜头可采用推门、坠落、醒来、抵达、火光转场 |
|
||||
|
||||
### 5.3 提示词原则
|
||||
|
||||
生成视频片段时,提示词只描述本段运动,不重复大段设定说明。
|
||||
|
||||
每段提示词必须包含:
|
||||
|
||||
1. 镜头运动:例如缓慢推进、低空掠过、跟随角色、从远景落到近景。
|
||||
2. 主体运动:例如角色转身、队伍穿过遗迹、光芒汇聚、风暴逼近。
|
||||
3. 场景运动:例如云层翻涌、旗帜震动、烛火摇曳、尘土散开。
|
||||
4. 连续性约束:首帧和尾帧中的角色、服装、标志物、色彩基调保持一致。
|
||||
5. 游戏开场质感:多场景冒险 RPG、电影感、清晰主体、可读构图。
|
||||
|
||||
每段提示词禁止:
|
||||
|
||||
1. 同时要求多个互相冲突的镜头切换。
|
||||
2. 用抽象词替代具体运动。
|
||||
3. 使用“不出现 / 不要 / 禁止”作为主要约束;应改写成正向描述。
|
||||
4. 要求模型在 `5` 秒内完成跨时代、跨空间、跨角色的大跳变。
|
||||
|
||||
---
|
||||
|
||||
## 6. 数据结构设计
|
||||
|
||||
## 6.1 RPG 模板新增字段
|
||||
|
||||
在 RPG 模板 / 世界 profile 中新增:
|
||||
|
||||
```ts
|
||||
type RpgOpeningAnimationBlueprint = {
|
||||
id: string;
|
||||
enabled: boolean;
|
||||
status: 'not_started' | 'planning' | 'keyframes_generating' | 'clips_generating' | 'stitching' | 'ready' | 'failed';
|
||||
version: number;
|
||||
provider: string;
|
||||
aspectRatio: '16:9';
|
||||
totalDurationSec: 15;
|
||||
clipDurationSec: 5;
|
||||
keyframes: RpgOpeningAnimationKeyframe[];
|
||||
clips: RpgOpeningAnimationClip[];
|
||||
finalAsset?: RpgOpeningAnimationFinalAsset;
|
||||
fallbackPosterAssetId?: string;
|
||||
error?: RpgOpeningAnimationError;
|
||||
createdAt: string;
|
||||
updatedAt: string;
|
||||
};
|
||||
```
|
||||
|
||||
说明:
|
||||
|
||||
1. `enabled` 控制运行时是否播放。
|
||||
2. `status` 由后端写入,前端只订阅和展示。
|
||||
3. `provider` 表示真实使用的生成供应商,例如 `ark`、`dashscope`、`veo`、`runway`、`kling`、`luma`。
|
||||
4. 第一版只支持 `16:9`,移动端播放时做安全裁切,不生成竖版副本。
|
||||
|
||||
## 6.2 关键帧对象
|
||||
|
||||
```ts
|
||||
type RpgOpeningAnimationKeyframe = {
|
||||
id: string;
|
||||
order: 1 | 2 | 3 | 4;
|
||||
actRole: 'worldview' | 'conflict_and_role' | 'core_goal' | 'opening_scene_bridge';
|
||||
title: string;
|
||||
narrativeIntent: string;
|
||||
prompt: string;
|
||||
negativePrompt?: string;
|
||||
sourceAnchorIds: string[];
|
||||
assetObjectId?: string;
|
||||
previewUrl?: string;
|
||||
generationStatus: 'pending' | 'generating' | 'ready' | 'failed';
|
||||
};
|
||||
```
|
||||
|
||||
字段口径:
|
||||
|
||||
1. `title` 只用于后台调试和创作结果页内部管理,不直接作为游戏 UI 文案。
|
||||
2. `narrativeIntent` 必须写清该帧承担的剧情功能。
|
||||
3. `sourceAnchorIds` 记录本帧来自哪些模板锚点,便于后续重新生成时保持语义。
|
||||
|
||||
## 6.3 视频片段对象
|
||||
|
||||
```ts
|
||||
type RpgOpeningAnimationClip = {
|
||||
id: string;
|
||||
order: 1 | 2 | 3;
|
||||
fromKeyframeId: string;
|
||||
toKeyframeId: string;
|
||||
durationSec: 5;
|
||||
prompt: string;
|
||||
providerTaskId?: string;
|
||||
assetObjectId?: string;
|
||||
previewUrl?: string;
|
||||
generationStatus: 'pending' | 'generating' | 'ready' | 'failed';
|
||||
technicalProfile: {
|
||||
width: number;
|
||||
height: number;
|
||||
fps: 24 | 25 | 30;
|
||||
codec: 'h264';
|
||||
container: 'mp4';
|
||||
};
|
||||
};
|
||||
```
|
||||
|
||||
## 6.4 最终资产对象
|
||||
|
||||
```ts
|
||||
type RpgOpeningAnimationFinalAsset = {
|
||||
assetObjectId: string;
|
||||
playbackUrl: string;
|
||||
posterAssetObjectId: string;
|
||||
posterUrl: string;
|
||||
durationSec: 15;
|
||||
width: number;
|
||||
height: number;
|
||||
fps: 24 | 25 | 30;
|
||||
codec: 'h264';
|
||||
container: 'mp4';
|
||||
clips: string[];
|
||||
generatedAt: string;
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 7. 后端生成流程
|
||||
|
||||
## 7.1 总流程
|
||||
|
||||
```text
|
||||
POST /api/custom-world/:profileId/opening-animation/generate
|
||||
-> 校验作品归属与 RPG 类型
|
||||
-> 读取世界 profile / 模板锚点 / 开局场景 / 角色视觉描述
|
||||
-> 生成 openingAnimationBlueprint 文本计划
|
||||
-> 生成 4 张关键帧图
|
||||
-> 生成 3 个首尾帧视频片段
|
||||
-> 下载远端视频
|
||||
-> 统一转码为同规格 mp4
|
||||
-> 拼接为 final opening mp4
|
||||
-> 提取 poster
|
||||
-> 上传 OSS
|
||||
-> 确认 asset_object
|
||||
-> 绑定到 RPG profile 的 opening-animation 槽位
|
||||
-> 写回状态 ready
|
||||
```
|
||||
|
||||
## 7.2 生成计划阶段
|
||||
|
||||
生成计划由 `api-server` 调用 `platform-llm` 完成,不进入 SpacetimeDB reducer。
|
||||
|
||||
输入上下文最少包含:
|
||||
|
||||
1. 世界一句话钩子。
|
||||
2. 主题母题。
|
||||
3. 明线冲突。
|
||||
4. 暗线冲突的非剧透摘要。
|
||||
5. 主角 / 核心 NPC 的视觉描述。
|
||||
6. 第一个场景章节和开局场景。
|
||||
7. 初始任务目标。
|
||||
8. 已有场景图 / 角色图资产 URL。
|
||||
|
||||
输出必须是结构化 JSON,至少包含:
|
||||
|
||||
1. 四幕 `narrativeIntent`。
|
||||
2. 四张关键帧图片 prompt。
|
||||
3. 三段视频 motion prompt。
|
||||
4. 风格统一约束。
|
||||
5. 关键角色和标志物连续性约束。
|
||||
|
||||
## 7.3 关键帧生成阶段
|
||||
|
||||
关键帧生成必须优先复用已有图片生成链:
|
||||
|
||||
1. 统一走 Rust `api-server`。
|
||||
2. 真实请求外部图片服务。
|
||||
3. 结果落 OSS。
|
||||
4. 确认 `asset_object`。
|
||||
5. 绑定槽位:
|
||||
- `rpg-opening-keyframe-1`
|
||||
- `rpg-opening-keyframe-2`
|
||||
- `rpg-opening-keyframe-3`
|
||||
- `rpg-opening-keyframe-4`
|
||||
|
||||
关键帧生成要求:
|
||||
|
||||
1. 分辨率首版固定 `1280x720` 或供应商最接近的 `16:9` 输出。
|
||||
2. 四张图必须共享同一 `styleSeed / visualBible`。
|
||||
3. 核心角色在第二幕和第三幕必须保持同一服装、轮廓、武器或标志物。
|
||||
4. 第四幕必须与开局场景背景语义一致,必要时使用开局场景图作为参考图。
|
||||
|
||||
## 7.4 视频片段生成阶段
|
||||
|
||||
每段视频生成请求必须显式传入:
|
||||
|
||||
1. 首帧图片。
|
||||
2. 尾帧图片。
|
||||
3. `5` 秒时长。
|
||||
4. `16:9` 比例。
|
||||
5. 本段 motion prompt。
|
||||
6. 连续性约束。
|
||||
|
||||
视频片段槽位:
|
||||
|
||||
1. `rpg-opening-clip-1`
|
||||
2. `rpg-opening-clip-2`
|
||||
3. `rpg-opening-clip-3`
|
||||
|
||||
如果供应商不支持首尾帧:
|
||||
|
||||
1. 该供应商不能作为首选主链。
|
||||
2. 只允许作为内部实验 provider。
|
||||
3. 不允许把只支持单首帧的结果标记为正式通过。
|
||||
|
||||
## 7.5 拼接与转码
|
||||
|
||||
后端必须在拼接前统一三段视频规格:
|
||||
|
||||
1. 容器:`mp4`
|
||||
2. 编码:`h264`
|
||||
3. 像素格式:`yuv420p`
|
||||
4. 分辨率:`1280x720`
|
||||
5. 帧率:优先 `24fps`,若供应商固定 `25fps` 或 `30fps`,三段必须统一。
|
||||
6. 音频:第一版默认无音轨;如供应商返回音频,拼接前静音或统一移除。
|
||||
|
||||
拼接后必须提取:
|
||||
|
||||
1. `poster`:第 `0.5` 秒或第一张关键帧。
|
||||
2. `endPoster`:第 `14.5` 秒,用于确认衔接开局场景。
|
||||
3. `duration`:必须在 `14.5s ~ 15.5s`。
|
||||
|
||||
---
|
||||
|
||||
## 8. SpacetimeDB 与 Rust 边界
|
||||
|
||||
### 8.1 SpacetimeDB 负责
|
||||
|
||||
1. 保存 RPG profile 中的开场动画蓝图状态。
|
||||
2. 保存资产对象与业务槽位绑定关系。
|
||||
3. 通过 reducer / procedure 更新可订阅状态。
|
||||
4. 让前端通过订阅或查询拿到当前 `openingAnimationBlueprint`。
|
||||
|
||||
### 8.2 SpacetimeDB 不负责
|
||||
|
||||
1. 不调用外部模型。
|
||||
2. 不下载视频。
|
||||
3. 不执行 `ffmpeg`。
|
||||
4. 不访问 OSS。
|
||||
5. 不在 reducer 里生成随机非确定性内容。
|
||||
|
||||
### 8.3 Rust api-server 负责
|
||||
|
||||
1. 编排 LLM 计划、图片生成、视频生成、转码拼接。
|
||||
2. 管理异步任务轮询。
|
||||
3. 处理 OSS 上传与下载。
|
||||
4. 调用 SpacetimeDB procedure 写入最终状态和资产绑定。
|
||||
5. 对前端提供 HTTP / SSE 生成进度。
|
||||
|
||||
这条边界必须遵守 SpacetimeDB 规则:reducer 是确定性事务,不能把外部 I/O 放进去。
|
||||
|
||||
---
|
||||
|
||||
## 9. 前端嵌入设计
|
||||
|
||||
## 9.1 创作结果页
|
||||
|
||||
入口位置:
|
||||
|
||||
1. 复用 RPG 创作结果页现有资产区。
|
||||
2. 增加一个“开场动画”资产槽。
|
||||
3. 点击槽位打开独立面板,不在当前卡片下方展开。
|
||||
|
||||
面板能力:
|
||||
|
||||
1. 预览最终 `15` 秒视频。
|
||||
2. 展示四张关键帧缩略图。
|
||||
3. 展示三段视频状态。
|
||||
4. 支持重新生成全部。
|
||||
5. 支持只重生某张关键帧,并自动标记相关视频片段需要重生。
|
||||
6. 支持只重生某段视频。
|
||||
7. 支持禁用开场动画。
|
||||
|
||||
UI 约束:
|
||||
|
||||
1. 不展示大段功能说明。
|
||||
2. 状态用短标签和进度表达。
|
||||
3. 移动端优先:关键帧横向滑动,视频预览保持 `16:9`。
|
||||
4. 按钮使用图标 + 短文本,避免规则说明型文案。
|
||||
|
||||
## 9.2 RPG 模板发布
|
||||
|
||||
发布时校验:
|
||||
|
||||
1. 如果 `enabled = true`,则 `finalAsset` 必须存在且可读取。
|
||||
2. 如果生成失败,发布不阻断,但自动写入 `enabled = false` 并保留错误状态。
|
||||
3. 发布后的作品详情页可展示开场动画 poster,但不强制自动播放。
|
||||
|
||||
## 9.3 运行时开局播放
|
||||
|
||||
播放时机:
|
||||
|
||||
```text
|
||||
玩家点击开始游戏 / 继续进入新开局
|
||||
-> 完成角色选择
|
||||
-> 初始化 RPG session
|
||||
-> 若 openingAnimation.enabled 且 finalAsset 可用
|
||||
-> 播放开场动画
|
||||
-> 播放结束或跳过
|
||||
-> 进入开局场景
|
||||
```
|
||||
|
||||
规则:
|
||||
|
||||
1. 同一个存档只自动播放一次。
|
||||
2. 玩家跳过后必须记录 `openingAnimationPlayed = true`。
|
||||
3. 继续游戏不自动播放,除非玩家从作品详情页手动预览。
|
||||
4. 视频加载失败时直接进入开局场景。
|
||||
5. 移动端播放必须提供明显的跳过按钮,但不写说明段落。
|
||||
|
||||
---
|
||||
|
||||
## 10. 状态机
|
||||
|
||||
```text
|
||||
not_started
|
||||
-> planning
|
||||
-> keyframes_generating
|
||||
-> clips_generating
|
||||
-> stitching
|
||||
-> ready
|
||||
|
||||
任意生成阶段
|
||||
-> failed
|
||||
-> planning / keyframes_generating / clips_generating
|
||||
```
|
||||
|
||||
关键规则:
|
||||
|
||||
1. 重生关键帧 1,会使视频 1 失效。
|
||||
2. 重生关键帧 2,会使视频 1 和视频 2 失效。
|
||||
3. 重生关键帧 3,会使视频 2 和视频 3 失效。
|
||||
4. 重生关键帧 4,会使视频 3 失效。
|
||||
5. 重生某段视频后必须重新拼接最终成片。
|
||||
6. 最终成片 ready 后,旧版本资产不能立即删除,至少保留最近 `2` 个版本用于回滚。
|
||||
|
||||
---
|
||||
|
||||
## 11. API 设计
|
||||
|
||||
### 11.1 生成开场动画
|
||||
|
||||
```http
|
||||
POST /api/custom-world/:profileId/opening-animation/generate
|
||||
```
|
||||
|
||||
请求:
|
||||
|
||||
```json
|
||||
{
|
||||
"mode": "full",
|
||||
"provider": "auto",
|
||||
"forceRegenerate": false
|
||||
}
|
||||
```
|
||||
|
||||
返回:
|
||||
|
||||
```json
|
||||
{
|
||||
"jobId": "opening_anim_job_xxx",
|
||||
"status": "planning"
|
||||
}
|
||||
```
|
||||
|
||||
### 11.2 重生关键帧
|
||||
|
||||
```http
|
||||
POST /api/custom-world/:profileId/opening-animation/keyframes/:keyframeId/regenerate
|
||||
```
|
||||
|
||||
### 11.3 重生视频片段
|
||||
|
||||
```http
|
||||
POST /api/custom-world/:profileId/opening-animation/clips/:clipId/regenerate
|
||||
```
|
||||
|
||||
### 11.4 查询状态
|
||||
|
||||
```http
|
||||
GET /api/custom-world/:profileId/opening-animation
|
||||
```
|
||||
|
||||
返回当前 `RpgOpeningAnimationBlueprint`。
|
||||
|
||||
### 11.5 订阅进度
|
||||
|
||||
```http
|
||||
GET /api/custom-world/:profileId/opening-animation/jobs/:jobId/stream
|
||||
```
|
||||
|
||||
SSE 事件:
|
||||
|
||||
1. `planning`
|
||||
2. `keyframe_ready`
|
||||
3. `clip_ready`
|
||||
4. `stitching`
|
||||
5. `ready`
|
||||
6. `error`
|
||||
|
||||
---
|
||||
|
||||
## 12. 工程落地阶段
|
||||
|
||||
### 阶段 1:文档与契约冻结
|
||||
|
||||
1. 确认 `RpgOpeningAnimationBlueprint` 字段。
|
||||
2. 确认资产槽位命名。
|
||||
3. 确认 provider 抽象。
|
||||
4. 确认运行时只播放一次的状态字段。
|
||||
|
||||
验收:
|
||||
|
||||
1. 文档字段可直接编码。
|
||||
2. 前后端对同一 JSON contract 无歧义。
|
||||
|
||||
### 阶段 2:后端计划与关键帧生成
|
||||
|
||||
1. `api-server` 生成四幕计划。
|
||||
2. 接入图片生成。
|
||||
3. 关键帧落 OSS 和 `asset_object`。
|
||||
4. profile 写回关键帧状态。
|
||||
|
||||
验收:
|
||||
|
||||
1. 能在结果页看到四张真实生成图。
|
||||
2. 第四张图语义上能衔接开局场景。
|
||||
|
||||
### 阶段 3:首尾帧视频生成
|
||||
|
||||
1. 三段视频真实请求外部模型。
|
||||
2. 每段固定 `5` 秒。
|
||||
3. 每段落 OSS。
|
||||
4. 支持失败重试与单段重生。
|
||||
|
||||
验收:
|
||||
|
||||
1. 三段视频都不是占位视频。
|
||||
2. 每段首尾画面与对应关键帧一致。
|
||||
|
||||
### 阶段 4:拼接发布与运行时播放
|
||||
|
||||
1. 后端统一转码。
|
||||
2. 拼接成 `15` 秒成片。
|
||||
3. 提取 poster。
|
||||
4. RPG 运行态首次开局播放。
|
||||
5. 播放结束或跳过进入开局场景。
|
||||
|
||||
验收:
|
||||
|
||||
1. 最终视频时长在 `14.5s ~ 15.5s`。
|
||||
2. 播放后进入的场景与第四幕一致。
|
||||
3. 同一存档不会重复自动播放。
|
||||
|
||||
---
|
||||
|
||||
## 13. 质量验收标准
|
||||
|
||||
### 13.1 叙事验收
|
||||
|
||||
1. 第一幕不用字幕也能看出世界类型和主要气质。
|
||||
2. 第二幕能看出冲突正在发生,并且核心角色可被识别。
|
||||
3. 第三幕能看出玩家即将追求的目标。
|
||||
4. 第四幕能自然落到开局场景,不像另一个无关地点。
|
||||
5. 四幕之间存在视觉连续性,不是四张无关插图。
|
||||
|
||||
### 13.2 视频验收
|
||||
|
||||
1. 三段均为真实外部生成结果。
|
||||
2. 每段约 `5` 秒。
|
||||
3. 拼接后无明显黑帧、重复帧、尺寸跳变。
|
||||
4. 主体没有严重形变、闪烁、消失。
|
||||
5. 核心角色在第二、第三幕保持可识别一致。
|
||||
6. 移动端播放不裁掉核心主体。
|
||||
|
||||
### 13.3 工程验收
|
||||
|
||||
1. 所有生成任务由 Rust `api-server` 编排。
|
||||
2. 资产落 OSS,并有 `asset_object` 记录。
|
||||
3. 业务实体通过槽位绑定读取资产。
|
||||
4. SpacetimeDB reducer 不包含外部 I/O。
|
||||
5. 前端刷新后仍能恢复生成状态。
|
||||
6. 生成失败有可重试状态,不写入假成功。
|
||||
|
||||
---
|
||||
|
||||
## 14. 风险与降级
|
||||
|
||||
| 风险 | 降级策略 |
|
||||
| --- | --- |
|
||||
| 关键帧风格不一致 | 用同一 visual bible、参考图和角色视觉描述重生四张图 |
|
||||
| 首尾帧差异过大导致视频硬切 | 调整相邻关键帧构图,使主体、视角、色彩更接近 |
|
||||
| 第二幕角色漂移 | 使用角色主形象作为参考图,并在第二、第三幕共享角色约束 |
|
||||
| 视频生成超时 | 单段失败只重试该段,不重跑全流程 |
|
||||
| 拼接后有黑帧 | 后端转码时强制统一 fps、分辨率、像素格式 |
|
||||
| 移动端加载慢 | poster 先显示,视频懒加载;失败直接进开局场景 |
|
||||
| 供应商审核失败 | 后端生成更保守的原创 prompt 重试一次,仍失败则标记 failed |
|
||||
|
||||
---
|
||||
|
||||
## 15. 后续扩展
|
||||
|
||||
1. 增加背景音乐和环境音,但不改变四帧三段主链。
|
||||
2. 为移动端生成 `9:16` 竖版裁切版本。
|
||||
3. 支持创作者手动上传某张关键帧,再生成相邻视频。
|
||||
4. 支持发布后版本化替换开场动画。
|
||||
5. 支持用第四幕直接生成开局场景动态背景。
|
||||
6. 支持把开场动画拆出的关键帧回流为作品详情页轮播素材。
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
# 拼图 Agent 操作回包收口说明
|
||||
|
||||
## 背景
|
||||
|
||||
拼图结果页在执行 `select_puzzle_image` 时,前端先调用 `POST /api/runtime/puzzle/agent/sessions/:sessionId/actions`,随后又调用 `GET /api/runtime/puzzle/agent/sessions/:sessionId` 拉取完整会话。完整会话包含消息、草稿与结果预览,体积明显大于一次选图操作本身,导致选择候选图时出现无意义流量与体感延迟。
|
||||
|
||||
## 落地规则
|
||||
|
||||
- `actions` 接口在服务端本来已经拿到变更后的 session,因此回包必须直接包含 `operation + session`。
|
||||
- 前端收到 `actions` 回包后直接用 `session` 更新本地状态,不再为了同步选图、生成图片或编译草稿而补发完整会话 `GET`。
|
||||
- `publish_puzzle_work` 发布后仍由服务端重新读取一次最新 session 并放入同一个 action response,前端只保留作品架与广场详情的必要刷新。
|
||||
- 该改动只收敛 Rust api-server 与前端 contract,不引入 server-node 兼容逻辑。
|
||||
|
||||
## 验收口径
|
||||
|
||||
1. 选择拼图候选图只产生一次 `POST /actions`,不再紧跟完整 session `GET`。
|
||||
2. 选图后结果页仍立即反映选中的正式图。
|
||||
3. 发布后仍能跳转到已发布拼图详情。
|
||||
@@ -0,0 +1,53 @@
|
||||
# 拼图与大鱼吃小鱼草稿生成进度页落地方案(2026-04-25)
|
||||
|
||||
## 背景
|
||||
|
||||
RPG 在点击生成草稿后会离开聊天工作区,进入独立的生成进度页,并在该页展示生成链路的阶段、锚点与最终草稿内容。拼图与大鱼吃小鱼此前点击“生成结果页”后直接跳到结果页,正式图片、动作与背景仍分散在结果页工坊里逐个生成,导致用户无法看到“正在一次性准备完整草稿”的过程。
|
||||
|
||||
## 落地边界
|
||||
|
||||
- 前端只负责展示生成进度与触发已有后端动作,不新增 server-node 或 PostgreSQL 链路。
|
||||
- 后端继续沿用 `server-rs` + SpacetimeDB 的会话、草稿与资产写入能力;“一次性生成所有需要的东西”必须由 `server-rs` 的 compile action 承担,前端只发起一次 action 并展示进度页。
|
||||
- 拼图生成草稿链路必须包含:结果页草稿、候选图生成、正式图确认。
|
||||
- 大鱼吃小鱼生成草稿链路必须包含:玩法草稿、关卡主图、动作素材、场地背景。
|
||||
- 生成过程中展示的“角色描述、角色图片、动作”等,统一映射为锚点、草稿蓝图与资产步骤,不把规则说明类文本写成默认 UI 文案。
|
||||
|
||||
## 交互设计
|
||||
|
||||
1. 用户在拼图或大鱼吃小鱼 Agent 工作区点击生成按钮。
|
||||
2. 页面立即切换到独立生成进度页,同时只向 `server-rs` 发起一次 compile action,返回按钮在生成中禁用,避免中途回退造成状态漂移。
|
||||
3. 进度页左侧展示阶段进度、步骤卡片与错误信息;右侧展示当前锚点与已成形的草稿结构。
|
||||
4. 全量生成成功后自动进入对应结果页,结果页直接展示已生成的资产。
|
||||
5. 生成失败时停留在进度页,用户可返回工作区补充设定,或点击重试重新执行完整草稿链路。
|
||||
|
||||
## 阶段映射
|
||||
|
||||
### 拼图
|
||||
|
||||
- `compile_puzzle_draft`:在 `server-rs` 内整理主题、主体、构图与标签,写入结果页草稿。
|
||||
- `compile_puzzle_draft`:同一次后端 action 内根据草稿摘要生成候选图。
|
||||
- `compile_puzzle_draft`:同一次后端 action 内自动选择第一张候选图作为正式图。
|
||||
- `ready`:进入拼图结果页。
|
||||
|
||||
### 大鱼吃小鱼
|
||||
|
||||
- `big_fish_compile_draft`:在 `server-rs` 内生成玩法草稿、关卡角色描述、背景蓝图与运行参数。
|
||||
- `big_fish_compile_draft`:同一次后端 action 内按每个关卡生成主角色/鱼群图片。
|
||||
- `big_fish_compile_draft`:同一次后端 action 内按每个关卡生成 `idle_float` 与 `move_swim` 动作素材。
|
||||
- `big_fish_compile_draft`:同一次后端 action 内生成玩法场地背景。
|
||||
- `ready`:进入大鱼吃小鱼结果页。
|
||||
|
||||
## 前端流程收口
|
||||
|
||||
- 拼图与大鱼吃小鱼共用 `usePlatformCreationAgentFlowController` 管理会话、流式回复、忙碌态、错误态和草稿恢复,页面层不再重复手写两套 submit/action 流程。
|
||||
- 玩法特有的生成进度只通过 `beforeExecuteAction` 与 `onActionError` 这类回调接入:compile action 发起前切到独立生成页并初始化进度,失败时把进度置为 failed。
|
||||
- compile action 成功后继续由通用控制器切到结果页,页面层只补齐生成资产数量、拼图操作记录、作品架与广场刷新等玩法差异。
|
||||
- 离开玩法流程时,先清理运行态与生成进度态,再交给通用控制器恢复创作中心,避免流式回复和进度状态在下一次创作中残留。
|
||||
|
||||
## 验收点
|
||||
|
||||
- 拼图和大鱼吃小鱼点击生成草稿后不再直接停留在聊天工作区等待。
|
||||
- 生成中可看到独立进度页,且进度步骤随 action 完成逐步推进。
|
||||
- 拼图结果页打开时已有正式图;大鱼结果页打开时主图、动作和背景资产均已写入 `assetSlots`。
|
||||
- 前端点击生成草稿时不串行调用多个资产 action;多阶段业务编排收敛在 `server-rs`。
|
||||
- 不新增 server-node 依赖,不复活 legacy public 静态资产路径。
|
||||
@@ -15,7 +15,7 @@
|
||||
2. 交换拼图块、拖动拼图块、关卡是否拼完,全部由前端本地计算。
|
||||
3. 本地运行态不调用 `/api/runtime/puzzle/runs/*` 写回当前过程状态。
|
||||
4. 关闭玩法后,这次运行态直接失效,不做断点续玩,不做跨端同步。
|
||||
5. 通关后的第一版接续只保证单次游玩闭环:本地生成一个临时 `recommendedNextProfileId`,点击“下一关”后沿用当前作品图片、作者和标签,重建下一关棋盘;正式的广场推荐池仍留给后端运行态版本恢复。
|
||||
5. 通关后的第一版接续按“广场作品优先”执行:先从拼图广场读取未玩过且有正式图的作品;广场没有可用作品时,再使用当前草稿期间已生成但未消费的候选图;候选图仍不足时,现场调用 `generate_puzzle_images` 生成候选图,并在运行页弹出等待面板。
|
||||
6. 后端仍然负责:
|
||||
- Agent 会话
|
||||
- 结果页草稿编译
|
||||
@@ -59,8 +59,11 @@
|
||||
1. 进入玩法时从作品详情构造本地 `run`
|
||||
2. 交换 / 拖动 / 通关时由前端工具函数返回新的 `run`
|
||||
3. 通关时本地写入临时下一关 id,用于显示“下一关”按钮
|
||||
4. 点击下一关时重置棋盘、推进关卡序号,并按已通关数量切换 `3x3 / 4x4`
|
||||
5. 当前不依赖后端 `start/swap/drag/next-level` 接口完成主链
|
||||
4. 点击下一关时前端只提交当前 `run` 与可选 `sourceSessionId` 到 Rust `api-server`,不在前端判断图片来源
|
||||
5. `api-server` 优先用广场作品详情构造下一关;如果广场没有可用作品,则把草稿候选图包装成一次本地关卡来源
|
||||
6. 草稿候选图仍不足时,`api-server` 现场调用真实生图链生成候选图;前端只展示等待弹窗并接收最终 `run`
|
||||
7. 每次进入下一关都会重置棋盘、推进关卡序号,并按已通关数量切换 `3x3 / 4x4`
|
||||
8. 当前不依赖后端 `start/swap/drag/next-level` 接口保存过程状态
|
||||
|
||||
## 5. 当前实现判断标准
|
||||
|
||||
@@ -70,5 +73,7 @@
|
||||
2. 返回路径切到 `/generated-puzzle-assets/*`。
|
||||
3. 未配置 DashScope 或 OSS 时,接口明确返回 provider 级错误,而不是静默回退占位图。
|
||||
4. 玩家进入拼图玩法后,即使后端运行态接口不可用,也能在本地完成交换与拖动。
|
||||
5. 玩家完成整张图后能看到通关态与“下一关”入口,点击后进入新棋盘。
|
||||
6. 关闭玩法后不保留当前 run 进度。
|
||||
5. 玩家完成整张图后能看到通关态与“下一关”入口。
|
||||
6. 广场有可用作品时,下一关内容来自广场作品。
|
||||
7. 广场没有可用作品时,下一关内容来自草稿候选图;候选图不足时现场生成并显示等待面板。
|
||||
8. 关闭玩法后不保留当前 run 进度。
|
||||
|
||||
@@ -17,11 +17,13 @@
|
||||
- [CREATION_AGENT_CLIENT_AND_FLOW_CONTROLLER_REUSE_2026-04-25.md](./CREATION_AGENT_CLIENT_AND_FLOW_CONTROLLER_REUSE_2026-04-25.md):冻结三类作品创作 Agent client 通用工厂与平台轻量流程 controller 的复用边界,明确本轮只收口 HTTP/SSE 骨架和大鱼/拼图会话流程,不合并 RPG 自动保存主链。
|
||||
- [BACKEND_CREATION_AGENT_LLM_TURN_COMMONIZATION_2026-04-25.md](./BACKEND_CREATION_AGENT_LLM_TURN_COMMONIZATION_2026-04-25.md):冻结后端创作 Agent LLM turn 公共化边界,收口模型可用性检查、流式 JSON 回复抽取、最终 JSON 解析与中文错误映射,玩法 schema 和写回逻辑继续留在各自模块。
|
||||
- [CREATION_WORK_SHELF_UNIFICATION_2026-04-25.md](./CREATION_WORK_SHELF_UNIFICATION_2026-04-25.md):冻结创作中心作品货架统一视图模型,先在前端归一 RPG、大鱼、拼图 works 的展示字段、筛选状态和卡片动作语义,不新增后端聚合接口。
|
||||
- [PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md](./PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md):冻结拼图与大鱼吃小鱼点击生成草稿后进入独立进度页,并一次性生成草稿、图片与动作资产的前端编排边界。
|
||||
- [BIG_FISH_DIRECTION_TOUCH_CONTROL_2026-04-24.md](./BIG_FISH_DIRECTION_TOUCH_CONTROL_2026-04-24.md):记录大鱼吃小鱼从固定摇杆改为屏幕首触点方向控制,并要求本地直达局在未操作时保持对象运动。
|
||||
- [RUST_WORKSPACE_DEFAULT_BUILD_SCOPE_FIX_2026-04-25.md](./RUST_WORKSPACE_DEFAULT_BUILD_SCOPE_FIX_2026-04-25.md):记录 `server-rs` 无参数 `cargo build` 链接 `spacetime-module` 失败的根因,并冻结默认只构建原生 `api-server`、模块产物继续走 `spacetime build` 的命令边界。
|
||||
- [BIG_FISH_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md](./BIG_FISH_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md):记录 `/big-fish` 大鱼吃小鱼玩法直达入口,明确复用现有 `BigFishRuntimeShell` 和本地占位运行态的调试边界。
|
||||
- [PUZZLE_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md](./PUZZLE_DIRECT_ROUTE_PLAYGROUND_2026-04-24.md):记录 `/puzzle` 拼图玩法直达入口,明确复用现有 `PuzzleRuntimeShell` 和本地占位图运行态的调试边界。
|
||||
- [FRONTEND_INDEPENDENT_PAGE_ROUTES_2026-04-25.md](./FRONTEND_INDEPENDENT_PAGE_ROUTES_2026-04-25.md):记录平台入口、RPG 创作、拼图创作和大鱼吃小鱼创作各页面的独立前端路径,以及与 `/puzzle`、`/big-fish` 调试直达入口的边界。
|
||||
- [PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md](./PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md):记录拼图 Agent `actions` 回包直接携带最新 session,避免选图后额外拉取完整会话大包的接口收口规则。
|
||||
- [CREATION_AGENT_PUBLISH_GATE_NORMALIZE_WRITEBACK_FIX_2026-04-24.md](./CREATION_AGENT_PUBLISH_GATE_NORMALIZE_WRITEBACK_FIX_2026-04-24.md):记录结果页 profile 归一化回写丢失顶层 `worldHook / playerPremise` 导致 publish gate 继续误报结构 blocker 的根因,并冻结前端归一化保留发布字段的修复口径。
|
||||
|
||||
- [CUSTOM_WORLD_RESULT_ENTITY_GENERATION_FIX_2026-04-24.md](./CUSTOM_WORLD_RESULT_ENTITY_GENERATION_FIX_2026-04-24.md):记录世界结果页在 Agent 草稿模式下新增场景、新增 NPC 生成成功但结果页字段不可用的根因,并冻结 `api-server` 生成归一化层补齐 profile 字段的修复口径。
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
import type { PuzzleAgentSessionSnapshot } from './puzzleAgentSession';
|
||||
|
||||
export type PuzzleAgentSuggestedActionType =
|
||||
| 'request_summary'
|
||||
| 'compile_puzzle_draft'
|
||||
@@ -54,6 +56,10 @@ export type PuzzleAgentActionRequest =
|
||||
themeTags?: string[];
|
||||
};
|
||||
|
||||
/**
|
||||
* 拼图操作接口直接返回最新会话,避免前端在选图等轻操作后再额外 GET 大体积快照。
|
||||
*/
|
||||
export interface PuzzleAgentActionResponse {
|
||||
operation: PuzzleAgentOperationRecord;
|
||||
session: PuzzleAgentSessionSnapshot;
|
||||
}
|
||||
|
||||
@@ -58,6 +58,11 @@ export interface StartPuzzleRunRequest {
|
||||
profileId: string;
|
||||
}
|
||||
|
||||
export interface AdvanceLocalPuzzleNextLevelRequest {
|
||||
run: PuzzleRunSnapshot;
|
||||
sourceSessionId?: string | null;
|
||||
}
|
||||
|
||||
export interface PuzzleRunResponse {
|
||||
run: PuzzleRunSnapshot;
|
||||
}
|
||||
|
||||
@@ -89,6 +89,39 @@ wait_for_spacetime() {
|
||||
exit 1
|
||||
}
|
||||
|
||||
is_spacetime_ready() {
|
||||
local server="$1"
|
||||
local root_dir="$2"
|
||||
|
||||
spacetime --root-dir="${root_dir}" server ping "${server}" >/dev/null 2>&1
|
||||
}
|
||||
|
||||
describe_spacetime_root_owner() {
|
||||
local root_dir="$1"
|
||||
local windows_root_dir="${root_dir}"
|
||||
|
||||
if [[ "${windows_root_dir}" =~ ^/([a-zA-Z])/(.*)$ ]]; then
|
||||
windows_root_dir="${BASH_REMATCH[1]}:/${BASH_REMATCH[2]}"
|
||||
fi
|
||||
|
||||
# Windows 本地开发最常见的失败是同一个 root-dir 下已有 standalone 持有 spacetime.pid;
|
||||
# 启动前先打印占用进程,避免用户只看到底层 os error 33 而不知道该停哪个实例。
|
||||
if command -v powershell.exe >/dev/null 2>&1; then
|
||||
ROOT_DIR_FOR_POWERSHELL="${windows_root_dir}" powershell.exe -NoProfile -Command '
|
||||
$rootDir = $env:ROOT_DIR_FOR_POWERSHELL
|
||||
$normalized = $rootDir.Replace("/", "\")
|
||||
Get-CimInstance Win32_Process |
|
||||
Where-Object { $_.Name -match "spacetime" -and $_.CommandLine -and $_.CommandLine.Replace("/", "\") -like "*$normalized*" } |
|
||||
ForEach-Object { "pid=$($_.ProcessId) name=$($_.Name) command=$($_.CommandLine)" }
|
||||
' 2>/dev/null || true
|
||||
return
|
||||
fi
|
||||
|
||||
if command -v ps >/dev/null 2>&1; then
|
||||
ps -ef 2>/dev/null | grep '[s]pacetime' | grep -F "${root_dir}" || true
|
||||
fi
|
||||
}
|
||||
|
||||
wait_for_api_server() {
|
||||
local health_url="$1"
|
||||
local timeout_seconds="$2"
|
||||
@@ -333,17 +366,29 @@ echo "[dev:rust] api timeout: ${API_SERVER_TIMEOUT_SECONDS}s"
|
||||
if [[ "${SKIP_SPACETIME}" -ne 1 ]]; then
|
||||
mkdir -p "${SPACETIME_ROOT_DIR}"
|
||||
sync_local_spacetime_install "${SPACETIME_ROOT_DIR}"
|
||||
echo "[dev:rust] 启动 spacetimedb"
|
||||
(
|
||||
cd "${SERVER_RS_DIR}"
|
||||
exec spacetime \
|
||||
--root-dir="${SPACETIME_ROOT_DIR}" \
|
||||
start \
|
||||
--edition standalone \
|
||||
--listen-addr "${SPACETIME_HOST}:${SPACETIME_PORT}"
|
||||
) &
|
||||
PIDS+=("$!")
|
||||
NAMES+=("spacetimedb")
|
||||
if is_spacetime_ready "${SPACETIME_SERVER}" "${SPACETIME_ROOT_DIR}"; then
|
||||
echo "[dev:rust] 复用已运行的 SpacetimeDB: ${SPACETIME_SERVER}"
|
||||
else
|
||||
SPACETIME_ROOT_OWNER="$(describe_spacetime_root_owner "${SPACETIME_ROOT_DIR}")"
|
||||
if [[ -n "${SPACETIME_ROOT_OWNER}" ]]; then
|
||||
echo "[dev:rust] 当前 root-dir 已被其他 SpacetimeDB 实例占用,无法再次启动。" >&2
|
||||
echo "[dev:rust] 目标地址未就绪: ${SPACETIME_SERVER}" >&2
|
||||
echo "[dev:rust] 如需复用,请传入占用实例实际端口,例如 --spacetime-port 3199;如需重启,请先停止下列进程。" >&2
|
||||
echo "${SPACETIME_ROOT_OWNER}" >&2
|
||||
exit 1
|
||||
fi
|
||||
echo "[dev:rust] 启动 spacetimedb"
|
||||
(
|
||||
cd "${SERVER_RS_DIR}"
|
||||
exec spacetime \
|
||||
--root-dir="${SPACETIME_ROOT_DIR}" \
|
||||
start \
|
||||
--edition standalone \
|
||||
--listen-addr "${SPACETIME_HOST}:${SPACETIME_PORT}"
|
||||
) &
|
||||
PIDS+=("$!")
|
||||
NAMES+=("spacetimedb")
|
||||
fi
|
||||
fi
|
||||
|
||||
if [[ "${SKIP_PUBLISH}" -ne 1 ]]; then
|
||||
|
||||
@@ -78,11 +78,12 @@ use crate::{
|
||||
password_management::{change_password, reset_password},
|
||||
phone_auth::{phone_login, send_phone_code},
|
||||
puzzle::{
|
||||
advance_puzzle_next_level, create_puzzle_agent_session, delete_puzzle_work,
|
||||
drag_puzzle_piece_or_group, execute_puzzle_agent_action, get_puzzle_agent_session,
|
||||
get_puzzle_gallery_detail, get_puzzle_run, get_puzzle_work_detail, get_puzzle_works,
|
||||
list_puzzle_gallery, put_puzzle_work, start_puzzle_run, stream_puzzle_agent_message,
|
||||
submit_puzzle_agent_message, swap_puzzle_pieces,
|
||||
advance_local_puzzle_next_level, advance_puzzle_next_level, create_puzzle_agent_session,
|
||||
delete_puzzle_work, drag_puzzle_piece_or_group, execute_puzzle_agent_action,
|
||||
get_puzzle_agent_session, get_puzzle_gallery_detail, get_puzzle_run,
|
||||
get_puzzle_work_detail, get_puzzle_works, list_puzzle_gallery, put_puzzle_work,
|
||||
start_puzzle_run, stream_puzzle_agent_message, submit_puzzle_agent_message,
|
||||
swap_puzzle_pieces,
|
||||
},
|
||||
refresh_session::refresh_session,
|
||||
request_context::{attach_request_context, resolve_request_id},
|
||||
@@ -645,6 +646,13 @@ pub fn build_router(state: AppState) -> Router {
|
||||
require_bearer_auth,
|
||||
)),
|
||||
)
|
||||
.route(
|
||||
"/api/runtime/puzzle/runs/local-next-level",
|
||||
post(advance_local_puzzle_next_level).route_layer(middleware::from_fn_with_state(
|
||||
state.clone(),
|
||||
require_bearer_auth,
|
||||
)),
|
||||
)
|
||||
.route(
|
||||
"/api/runtime/puzzle/runs/{run_id}",
|
||||
get(get_puzzle_run).route_layer(middleware::from_fn_with_state(
|
||||
|
||||
@@ -434,10 +434,13 @@ pub async fn execute_big_fish_action(
|
||||
let now = current_utc_micros();
|
||||
let session = match payload.action.trim() {
|
||||
"big_fish_compile_draft" => {
|
||||
state
|
||||
.spacetime_client()
|
||||
.compile_big_fish_draft(session_id, owner_user_id, now)
|
||||
.await
|
||||
compile_big_fish_draft_with_all_assets(
|
||||
&state,
|
||||
session_id,
|
||||
owner_user_id,
|
||||
now,
|
||||
)
|
||||
.await
|
||||
}
|
||||
"big_fish_generate_level_main_image" => {
|
||||
let asset_url = generate_big_fish_formal_asset(
|
||||
@@ -766,6 +769,98 @@ fn map_big_fish_asset_coverage_response(
|
||||
}
|
||||
}
|
||||
|
||||
async fn compile_big_fish_draft_with_all_assets(
|
||||
state: &AppState,
|
||||
session_id: String,
|
||||
owner_user_id: String,
|
||||
now: i64,
|
||||
) -> Result<BigFishSessionRecord, SpacetimeClientError> {
|
||||
let session = state
|
||||
.spacetime_client()
|
||||
.compile_big_fish_draft(session_id.clone(), owner_user_id.clone(), now)
|
||||
.await?;
|
||||
let draft = session
|
||||
.draft
|
||||
.clone()
|
||||
.ok_or_else(|| SpacetimeClientError::Runtime("大鱼吃小鱼玩法草稿尚未生成".to_string()))?;
|
||||
// 点击生成草稿时一次性生成所有首版玩法资产,前端只负责展示进度和最终 session。
|
||||
for level in &draft.levels {
|
||||
let asset_url = generate_big_fish_formal_asset(
|
||||
state,
|
||||
&owner_user_id,
|
||||
&session_id,
|
||||
"level_main_image",
|
||||
Some(level.level),
|
||||
None,
|
||||
current_utc_micros(),
|
||||
)
|
||||
.await
|
||||
.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
|
||||
session_id: session_id.clone(),
|
||||
owner_user_id: owner_user_id.clone(),
|
||||
asset_kind: "level_main_image".to_string(),
|
||||
level: Some(level.level),
|
||||
motion_key: None,
|
||||
asset_url: Some(asset_url),
|
||||
generated_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await?;
|
||||
}
|
||||
for level in &draft.levels {
|
||||
for motion_key in ["idle_float", "move_swim"] {
|
||||
let asset_url = generate_big_fish_formal_asset(
|
||||
state,
|
||||
&owner_user_id,
|
||||
&session_id,
|
||||
"level_motion",
|
||||
Some(level.level),
|
||||
Some(motion_key),
|
||||
current_utc_micros(),
|
||||
)
|
||||
.await
|
||||
.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
|
||||
session_id: session_id.clone(),
|
||||
owner_user_id: owner_user_id.clone(),
|
||||
asset_kind: "level_motion".to_string(),
|
||||
level: Some(level.level),
|
||||
motion_key: Some(motion_key.to_string()),
|
||||
asset_url: Some(asset_url),
|
||||
generated_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await?;
|
||||
}
|
||||
}
|
||||
let asset_url = generate_big_fish_formal_asset(
|
||||
state,
|
||||
&owner_user_id,
|
||||
&session_id,
|
||||
"stage_background",
|
||||
None,
|
||||
None,
|
||||
current_utc_micros(),
|
||||
)
|
||||
.await
|
||||
.map_err(|error| SpacetimeClientError::Runtime(error.message().to_string()))?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.generate_big_fish_asset(BigFishAssetGenerateRecordInput {
|
||||
session_id,
|
||||
owner_user_id,
|
||||
asset_kind: "stage_background".to_string(),
|
||||
level: None,
|
||||
motion_key: None,
|
||||
asset_url: Some(asset_url),
|
||||
generated_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await
|
||||
}
|
||||
|
||||
fn map_big_fish_agent_message_response(
|
||||
message: BigFishAgentMessageRecord,
|
||||
) -> BigFishAgentMessageResponse {
|
||||
|
||||
@@ -2548,24 +2548,26 @@ mod tests {
|
||||
name: Some("礁石神殿".to_string()),
|
||||
description: Some("古老礁石上的半沉神殿。".to_string()),
|
||||
};
|
||||
let manual_prompt = build_custom_world_scene_image_prompt(SceneImagePromptParams {
|
||||
profile: SceneImagePromptProfile {
|
||||
name: profile_input.name.as_deref().unwrap_or_default(),
|
||||
subtitle: profile_input.subtitle.as_deref().unwrap_or_default(),
|
||||
tone: profile_input.tone.as_deref().unwrap_or_default(),
|
||||
player_goal: profile_input.player_goal.as_deref().unwrap_or_default(),
|
||||
summary: profile_input.summary.as_deref().unwrap_or_default(),
|
||||
setting_text: profile_input.setting_text.as_deref().unwrap_or_default(),
|
||||
let manual_prompt = build_custom_world_scene_image_prompt(
|
||||
SceneImagePromptParams {
|
||||
profile: SceneImagePromptProfile {
|
||||
name: profile_input.name.as_deref().unwrap_or_default(),
|
||||
subtitle: profile_input.subtitle.as_deref().unwrap_or_default(),
|
||||
tone: profile_input.tone.as_deref().unwrap_or_default(),
|
||||
player_goal: profile_input.player_goal.as_deref().unwrap_or_default(),
|
||||
summary: profile_input.summary.as_deref().unwrap_or_default(),
|
||||
setting_text: profile_input.setting_text.as_deref().unwrap_or_default(),
|
||||
},
|
||||
landmark: SceneImagePromptLandmark {
|
||||
name: landmark.name.as_deref().unwrap_or_default(),
|
||||
description: landmark.description.as_deref().unwrap_or_default(),
|
||||
},
|
||||
user_prompt,
|
||||
has_reference_image: false,
|
||||
fallback_landmark_name: Some("礁石神殿"),
|
||||
fallback_world_name: "雾海群岛",
|
||||
},
|
||||
landmark: SceneImagePromptLandmark {
|
||||
name: landmark.name.as_deref().unwrap_or_default(),
|
||||
description: landmark.description.as_deref().unwrap_or_default(),
|
||||
},
|
||||
user_prompt,
|
||||
has_reference_image: false,
|
||||
fallback_landmark_name: Some("礁石神殿"),
|
||||
fallback_world_name: "雾海群岛",
|
||||
});
|
||||
);
|
||||
|
||||
let normalized = normalize_scene_image_request(CustomWorldSceneImageRequest {
|
||||
profile_id: Some("profile_001".to_string()),
|
||||
|
||||
@@ -32,10 +32,10 @@ use shared_contracts::{
|
||||
},
|
||||
puzzle_gallery::{PuzzleGalleryDetailResponse, PuzzleGalleryResponse},
|
||||
puzzle_runtime::{
|
||||
DragPuzzlePieceRequest, PuzzleBoardSnapshotResponse, PuzzleCellPositionResponse,
|
||||
PuzzleMergedGroupStateResponse, PuzzlePieceStateResponse, PuzzleRunResponse,
|
||||
PuzzleRunSnapshotResponse, PuzzleRuntimeLevelSnapshotResponse, StartPuzzleRunRequest,
|
||||
SwapPuzzlePiecesRequest,
|
||||
AdvanceLocalPuzzleNextLevelRequest, DragPuzzlePieceRequest, PuzzleBoardSnapshotResponse,
|
||||
PuzzleCellPositionResponse, PuzzleMergedGroupStateResponse, PuzzlePieceStateResponse,
|
||||
PuzzleRunResponse, PuzzleRunSnapshotResponse, PuzzleRuntimeLevelSnapshotResponse,
|
||||
StartPuzzleRunRequest, SwapPuzzlePiecesRequest,
|
||||
},
|
||||
puzzle_works::{
|
||||
PutPuzzleWorkRequest, PuzzleWorkDetailResponse, PuzzleWorkMutationResponse,
|
||||
@@ -50,9 +50,10 @@ use spacetime_client::{
|
||||
PuzzleCreatorIntentRecord, PuzzleGeneratedImageCandidateRecord,
|
||||
PuzzleGeneratedImagesSaveRecordInput, PuzzlePublishRecordInput, PuzzleResultDraftRecord,
|
||||
PuzzleResultPreviewBlockerRecord, PuzzleResultPreviewFindingRecord, PuzzleResultPreviewRecord,
|
||||
PuzzleBoardRecord, PuzzleCellPositionRecord, PuzzleMergedGroupRecord, PuzzlePieceStateRecord,
|
||||
PuzzleRunDragRecordInput, PuzzleRunRecord, PuzzleRunStartRecordInput, PuzzleRunSwapRecordInput,
|
||||
PuzzleSelectCoverImageRecordInput, PuzzleWorkProfileRecord, PuzzleWorkUpsertRecordInput,
|
||||
SpacetimeClientError,
|
||||
PuzzleRuntimeLevelRecord, PuzzleSelectCoverImageRecordInput, PuzzleWorkProfileRecord,
|
||||
PuzzleWorkUpsertRecordInput, SpacetimeClientError,
|
||||
};
|
||||
use std::convert::Infallible;
|
||||
use tokio::time::sleep;
|
||||
@@ -435,14 +436,17 @@ pub async fn execute_puzzle_agent_action(
|
||||
|
||||
let (operation_type, phase_label, phase_detail, session) = match payload.action.trim() {
|
||||
"compile_puzzle_draft" => {
|
||||
let session = state
|
||||
.spacetime_client()
|
||||
.compile_puzzle_agent_draft(session_id, owner_user_id, now)
|
||||
.await;
|
||||
let session = compile_puzzle_draft_with_initial_cover(
|
||||
&state,
|
||||
session_id.clone(),
|
||||
owner_user_id.clone(),
|
||||
now,
|
||||
)
|
||||
.await;
|
||||
(
|
||||
"compile_puzzle_draft",
|
||||
"结果页草稿",
|
||||
"已根据当前锚点编译结果页草稿。",
|
||||
"完整拼图草稿",
|
||||
"已编译草稿、生成候选图并应用正式图片。",
|
||||
session,
|
||||
)
|
||||
}
|
||||
@@ -464,6 +468,7 @@ pub async fn execute_puzzle_agent_action(
|
||||
.filter(|value| !value.trim().is_empty())
|
||||
.unwrap_or_else(|| draft.summary.clone());
|
||||
let candidate_count = payload.candidate_count.unwrap_or(2).clamp(1, 2);
|
||||
let candidate_start_index = draft.candidates.len();
|
||||
let candidates = generate_puzzle_image_candidates(
|
||||
&state,
|
||||
owner_user_id.as_str(),
|
||||
@@ -471,6 +476,7 @@ pub async fn execute_puzzle_agent_action(
|
||||
&draft.level_name,
|
||||
&prompt,
|
||||
candidate_count,
|
||||
candidate_start_index,
|
||||
)
|
||||
.await
|
||||
.map_err(SpacetimeClientError::Runtime);
|
||||
@@ -572,6 +578,18 @@ pub async fn execute_puzzle_agent_action(
|
||||
)
|
||||
})?;
|
||||
|
||||
let session = state
|
||||
.spacetime_client()
|
||||
.get_puzzle_agent_session(session_id.clone(), owner_user_id.clone())
|
||||
.await
|
||||
.map_err(|error| {
|
||||
puzzle_error_response(
|
||||
&request_context,
|
||||
PUZZLE_AGENT_API_BASE_PROVIDER,
|
||||
map_puzzle_client_error(error),
|
||||
)
|
||||
})?;
|
||||
|
||||
return Ok(json_success_body(
|
||||
Some(&request_context),
|
||||
PuzzleAgentActionResponse {
|
||||
@@ -584,6 +602,7 @@ pub async fn execute_puzzle_agent_action(
|
||||
progress: 100,
|
||||
error: None,
|
||||
},
|
||||
session: map_puzzle_agent_session_response(session),
|
||||
},
|
||||
));
|
||||
}
|
||||
@@ -616,6 +635,7 @@ pub async fn execute_puzzle_agent_action(
|
||||
progress: 100,
|
||||
error: None,
|
||||
},
|
||||
session: map_puzzle_agent_session_response(session),
|
||||
},
|
||||
))
|
||||
}
|
||||
@@ -1046,6 +1066,36 @@ pub async fn advance_puzzle_next_level(
|
||||
))
|
||||
}
|
||||
|
||||
pub async fn advance_local_puzzle_next_level(
|
||||
State(state): State<AppState>,
|
||||
Extension(request_context): Extension<RequestContext>,
|
||||
Extension(authenticated): Extension<AuthenticatedAccessToken>,
|
||||
payload: Result<Json<AdvanceLocalPuzzleNextLevelRequest>, JsonRejection>,
|
||||
) -> Result<Json<Value>, Response> {
|
||||
let Json(payload) = payload.map_err(|error| {
|
||||
puzzle_error_response(
|
||||
&request_context,
|
||||
PUZZLE_RUNTIME_PROVIDER,
|
||||
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": error.body_text(),
|
||||
})),
|
||||
)
|
||||
})?;
|
||||
|
||||
let owner_user_id = authenticated.claims().user_id().to_string();
|
||||
let run = build_local_next_puzzle_run(&state, payload, owner_user_id.as_str())
|
||||
.await
|
||||
.map_err(|error| puzzle_error_response(&request_context, PUZZLE_RUNTIME_PROVIDER, error))?;
|
||||
|
||||
Ok(json_success_body(
|
||||
Some(&request_context),
|
||||
PuzzleRunResponse {
|
||||
run: map_puzzle_run_response(run),
|
||||
},
|
||||
))
|
||||
}
|
||||
|
||||
fn map_puzzle_agent_session_response(
|
||||
session: PuzzleAgentSessionRecord,
|
||||
) -> PuzzleAgentSessionSnapshotResponse {
|
||||
@@ -1248,6 +1298,74 @@ fn map_puzzle_run_response(run: PuzzleRunRecord) -> PuzzleRunSnapshotResponse {
|
||||
}
|
||||
}
|
||||
|
||||
fn map_puzzle_run_request_record(run: PuzzleRunSnapshotResponse) -> PuzzleRunRecord {
|
||||
PuzzleRunRecord {
|
||||
run_id: run.run_id,
|
||||
entry_profile_id: run.entry_profile_id,
|
||||
cleared_level_count: run.cleared_level_count,
|
||||
current_level_index: run.current_level_index,
|
||||
current_grid_size: run.current_grid_size,
|
||||
played_profile_ids: run.played_profile_ids,
|
||||
previous_level_tags: run.previous_level_tags,
|
||||
current_level: run.current_level.map(map_puzzle_level_request_record),
|
||||
recommended_next_profile_id: run.recommended_next_profile_id,
|
||||
}
|
||||
}
|
||||
|
||||
fn map_puzzle_level_request_record(
|
||||
level: PuzzleRuntimeLevelSnapshotResponse,
|
||||
) -> PuzzleRuntimeLevelRecord {
|
||||
PuzzleRuntimeLevelRecord {
|
||||
run_id: level.run_id,
|
||||
level_index: level.level_index,
|
||||
grid_size: level.grid_size,
|
||||
profile_id: level.profile_id,
|
||||
level_name: level.level_name,
|
||||
author_display_name: level.author_display_name,
|
||||
theme_tags: level.theme_tags,
|
||||
cover_image_src: level.cover_image_src,
|
||||
board: map_puzzle_board_request_record(level.board),
|
||||
status: level.status,
|
||||
}
|
||||
}
|
||||
|
||||
fn map_puzzle_board_request_record(board: PuzzleBoardSnapshotResponse) -> PuzzleBoardRecord {
|
||||
PuzzleBoardRecord {
|
||||
rows: board.rows,
|
||||
cols: board.cols,
|
||||
pieces: board
|
||||
.pieces
|
||||
.into_iter()
|
||||
.map(|piece| PuzzlePieceStateRecord {
|
||||
piece_id: piece.piece_id,
|
||||
correct_row: piece.correct_row,
|
||||
correct_col: piece.correct_col,
|
||||
current_row: piece.current_row,
|
||||
current_col: piece.current_col,
|
||||
merged_group_id: piece.merged_group_id,
|
||||
})
|
||||
.collect(),
|
||||
merged_groups: board
|
||||
.merged_groups
|
||||
.into_iter()
|
||||
.map(|group| PuzzleMergedGroupRecord {
|
||||
group_id: group.group_id,
|
||||
piece_ids: group.piece_ids,
|
||||
occupied_cells: group
|
||||
.occupied_cells
|
||||
.into_iter()
|
||||
.map(|cell| PuzzleCellPositionRecord {
|
||||
row: cell.row,
|
||||
col: cell.col,
|
||||
})
|
||||
.collect(),
|
||||
})
|
||||
.collect(),
|
||||
selected_piece_id: board.selected_piece_id,
|
||||
all_tiles_resolved: board.all_tiles_resolved,
|
||||
}
|
||||
}
|
||||
|
||||
fn map_puzzle_runtime_level_response(
|
||||
level: spacetime_client::PuzzleRuntimeLevelRecord,
|
||||
) -> PuzzleRuntimeLevelSnapshotResponse {
|
||||
@@ -1336,6 +1454,65 @@ fn build_stable_puzzle_work_ids(session_id: &str) -> (String, String) {
|
||||
)
|
||||
}
|
||||
|
||||
async fn compile_puzzle_draft_with_initial_cover(
|
||||
state: &AppState,
|
||||
session_id: String,
|
||||
owner_user_id: String,
|
||||
now: i64,
|
||||
) -> Result<PuzzleAgentSessionRecord, SpacetimeClientError> {
|
||||
let compiled_session = state
|
||||
.spacetime_client()
|
||||
.compile_puzzle_agent_draft(session_id.clone(), owner_user_id.clone(), now)
|
||||
.await?;
|
||||
let draft = compiled_session
|
||||
.draft
|
||||
.clone()
|
||||
.ok_or_else(|| SpacetimeClientError::Runtime("拼图结果页草稿尚未生成".to_string()))?;
|
||||
// 点击生成草稿时一次性完成首图生成与正式图选定,前端只展示进度,不再承担业务编排。
|
||||
let candidates = generate_puzzle_image_candidates(
|
||||
state,
|
||||
owner_user_id.as_str(),
|
||||
&compiled_session.session_id,
|
||||
&draft.level_name,
|
||||
&draft.summary,
|
||||
2,
|
||||
draft.candidates.len(),
|
||||
)
|
||||
.await
|
||||
.map_err(SpacetimeClientError::Runtime)?;
|
||||
let selected_candidate_id = candidates
|
||||
.iter()
|
||||
.find(|candidate| candidate.selected)
|
||||
.or_else(|| candidates.first())
|
||||
.map(|candidate| candidate.candidate_id.clone())
|
||||
.ok_or_else(|| SpacetimeClientError::Runtime("拼图候选图生成结果为空".to_string()))?;
|
||||
let candidates_json = serde_json::to_string(
|
||||
&candidates
|
||||
.iter()
|
||||
.map(to_puzzle_generated_image_candidate)
|
||||
.collect::<Vec<_>>(),
|
||||
)
|
||||
.map_err(|error| SpacetimeClientError::Runtime(format!("拼图候选图序列化失败:{error}")))?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.save_puzzle_generated_images(PuzzleGeneratedImagesSaveRecordInput {
|
||||
session_id: compiled_session.session_id.clone(),
|
||||
owner_user_id: owner_user_id.clone(),
|
||||
candidates_json,
|
||||
saved_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await?;
|
||||
state
|
||||
.spacetime_client()
|
||||
.select_puzzle_cover_image(PuzzleSelectCoverImageRecordInput {
|
||||
session_id,
|
||||
owner_user_id,
|
||||
candidate_id: selected_candidate_id,
|
||||
selected_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await
|
||||
}
|
||||
|
||||
fn ensure_non_empty(
|
||||
request_context: &RequestContext,
|
||||
provider: &str,
|
||||
@@ -1442,6 +1619,7 @@ async fn generate_puzzle_image_candidates(
|
||||
level_name: &str,
|
||||
prompt: &str,
|
||||
candidate_count: u32,
|
||||
candidate_start_index: usize,
|
||||
) -> Result<Vec<PuzzleGeneratedImageCandidateRecord>, String> {
|
||||
let count = candidate_count.clamp(1, 2);
|
||||
let settings =
|
||||
@@ -1461,7 +1639,7 @@ async fn generate_puzzle_image_candidates(
|
||||
let mut items = Vec::with_capacity(generated.images.len());
|
||||
|
||||
for (index, image) in generated.images.into_iter().enumerate() {
|
||||
let candidate_id = format!("{session_id}-candidate-{}", index + 1);
|
||||
let candidate_id = format!("{session_id}-candidate-{}", candidate_start_index + index + 1);
|
||||
let asset = persist_puzzle_generated_asset(
|
||||
state,
|
||||
owner_user_id,
|
||||
@@ -1481,7 +1659,7 @@ async fn generate_puzzle_image_candidates(
|
||||
prompt: prompt.to_string(),
|
||||
actual_prompt: Some(prompt.to_string()),
|
||||
source_type: "generated".to_string(),
|
||||
selected: index == 0,
|
||||
selected: candidate_start_index == 0 && index == 0,
|
||||
});
|
||||
}
|
||||
|
||||
@@ -1499,6 +1677,249 @@ async fn generate_puzzle_image_candidates(
|
||||
.collect())
|
||||
}
|
||||
|
||||
async fn build_local_next_puzzle_run(
|
||||
state: &AppState,
|
||||
payload: AdvanceLocalPuzzleNextLevelRequest,
|
||||
owner_user_id: &str,
|
||||
) -> Result<PuzzleRunRecord, AppError> {
|
||||
let run = map_puzzle_run_request_record(payload.run);
|
||||
let current_level = run.current_level.clone().ok_or_else(|| {
|
||||
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": "currentLevel is required",
|
||||
}))
|
||||
})?;
|
||||
if current_level.status != "cleared" {
|
||||
return Err(AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": "current level is not cleared",
|
||||
})));
|
||||
}
|
||||
|
||||
if let Some(gallery_item) = resolve_gallery_next_puzzle_work(state, &run).await? {
|
||||
return Ok(build_next_run_from_puzzle_work(run, gallery_item));
|
||||
}
|
||||
|
||||
let source_session_id = payload.source_session_id.unwrap_or_default();
|
||||
if source_session_id.trim().is_empty() {
|
||||
return Err(AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": "sourceSessionId is required when gallery has no next puzzle work",
|
||||
})));
|
||||
}
|
||||
let session = state
|
||||
.spacetime_client()
|
||||
.get_puzzle_agent_session(source_session_id, owner_user_id.to_string())
|
||||
.await
|
||||
.map_err(map_puzzle_client_error)?;
|
||||
if let Some(candidate) = session
|
||||
.draft
|
||||
.as_ref()
|
||||
.and_then(|draft| pick_unused_puzzle_candidate(&draft.candidates, &run.played_profile_ids))
|
||||
{
|
||||
return Ok(build_next_run_from_candidate(run, &session, candidate));
|
||||
}
|
||||
|
||||
let draft = session.draft.clone().ok_or_else(|| {
|
||||
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": "puzzle draft is required when gallery has no next puzzle work",
|
||||
}))
|
||||
})?;
|
||||
let candidates = generate_puzzle_image_candidates(
|
||||
state,
|
||||
owner_user_id,
|
||||
&session.session_id,
|
||||
&draft.level_name,
|
||||
&draft.summary,
|
||||
2,
|
||||
draft.candidates.len(),
|
||||
)
|
||||
.await
|
||||
.map_err(|message| {
|
||||
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": message,
|
||||
}))
|
||||
})?;
|
||||
let candidates_json = serde_json::to_string(
|
||||
&candidates
|
||||
.iter()
|
||||
.map(to_puzzle_generated_image_candidate)
|
||||
.collect::<Vec<_>>(),
|
||||
)
|
||||
.map_err(|error| {
|
||||
AppError::from_status(StatusCode::INTERNAL_SERVER_ERROR).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": format!("拼图候选图序列化失败:{error}"),
|
||||
}))
|
||||
})?;
|
||||
let updated_session = state
|
||||
.spacetime_client()
|
||||
.save_puzzle_generated_images(PuzzleGeneratedImagesSaveRecordInput {
|
||||
session_id: session.session_id,
|
||||
owner_user_id: owner_user_id.to_string(),
|
||||
candidates_json,
|
||||
saved_at_micros: current_utc_micros(),
|
||||
})
|
||||
.await
|
||||
.map_err(map_puzzle_client_error)?;
|
||||
let candidate = updated_session
|
||||
.draft
|
||||
.as_ref()
|
||||
.and_then(|draft| draft.candidates.iter().find(|candidate| !candidate.image_src.is_empty()))
|
||||
.ok_or_else(|| {
|
||||
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
|
||||
"provider": PUZZLE_RUNTIME_PROVIDER,
|
||||
"message": "现场生成后没有可用候选图",
|
||||
}))
|
||||
})?;
|
||||
Ok(build_next_run_from_candidate(run, &updated_session, candidate))
|
||||
}
|
||||
|
||||
async fn resolve_gallery_next_puzzle_work(
|
||||
state: &AppState,
|
||||
run: &PuzzleRunRecord,
|
||||
) -> Result<Option<PuzzleWorkProfileRecord>, AppError> {
|
||||
let items = state
|
||||
.spacetime_client()
|
||||
.list_puzzle_gallery()
|
||||
.await
|
||||
.map_err(map_puzzle_client_error)?;
|
||||
Ok(items.into_iter().find(|item| {
|
||||
item.publication_status == "published"
|
||||
&& item.cover_image_src.as_ref().is_some_and(|value| !value.is_empty())
|
||||
&& !run.played_profile_ids.contains(&item.profile_id)
|
||||
}))
|
||||
}
|
||||
|
||||
fn pick_unused_puzzle_candidate<'a>(
|
||||
candidates: &'a [PuzzleGeneratedImageCandidateRecord],
|
||||
played_profile_ids: &[String],
|
||||
) -> Option<&'a PuzzleGeneratedImageCandidateRecord> {
|
||||
candidates.iter().find(|candidate| {
|
||||
!candidate.image_src.is_empty()
|
||||
&& !played_profile_ids
|
||||
.iter()
|
||||
.any(|profile_id| profile_id.contains(&candidate.candidate_id))
|
||||
})
|
||||
}
|
||||
|
||||
fn build_next_run_from_puzzle_work(
|
||||
run: PuzzleRunRecord,
|
||||
item: PuzzleWorkProfileRecord,
|
||||
) -> PuzzleRunRecord {
|
||||
build_next_run_from_parts(
|
||||
run,
|
||||
item.profile_id,
|
||||
item.level_name,
|
||||
item.author_display_name,
|
||||
item.theme_tags,
|
||||
item.cover_image_src,
|
||||
)
|
||||
}
|
||||
|
||||
fn build_next_run_from_candidate(
|
||||
run: PuzzleRunRecord,
|
||||
session: &PuzzleAgentSessionRecord,
|
||||
candidate: &PuzzleGeneratedImageCandidateRecord,
|
||||
) -> PuzzleRunRecord {
|
||||
let draft = session.draft.as_ref();
|
||||
let level_index = run.current_level_index + 1;
|
||||
build_next_run_from_parts(
|
||||
run,
|
||||
format!(
|
||||
"{}-{}-level-{}",
|
||||
session.session_id, candidate.candidate_id, level_index
|
||||
),
|
||||
draft
|
||||
.map(|draft| format!("{} · 候选 {}", draft.level_name, level_index))
|
||||
.unwrap_or_else(|| format!("候选拼图 {level_index}")),
|
||||
"当前草稿".to_string(),
|
||||
draft.map(|draft| draft.theme_tags.clone()).unwrap_or_default(),
|
||||
Some(candidate.image_src.clone()),
|
||||
)
|
||||
}
|
||||
|
||||
fn build_next_run_from_parts(
|
||||
run: PuzzleRunRecord,
|
||||
profile_id: String,
|
||||
level_name: String,
|
||||
author_display_name: String,
|
||||
theme_tags: Vec<String>,
|
||||
cover_image_src: Option<String>,
|
||||
) -> PuzzleRunRecord {
|
||||
let next_level_index = run.current_level_index + 1;
|
||||
let grid_size = if run.cleared_level_count >= 3 { 4 } else { 3 };
|
||||
let mut played_profile_ids = run.played_profile_ids.clone();
|
||||
if !played_profile_ids.contains(&profile_id) {
|
||||
played_profile_ids.push(profile_id.clone());
|
||||
}
|
||||
PuzzleRunRecord {
|
||||
run_id: run.run_id.clone(),
|
||||
entry_profile_id: run.entry_profile_id,
|
||||
cleared_level_count: run.cleared_level_count,
|
||||
current_level_index: next_level_index,
|
||||
current_grid_size: grid_size,
|
||||
played_profile_ids,
|
||||
previous_level_tags: theme_tags.clone(),
|
||||
current_level: Some(PuzzleRuntimeLevelRecord {
|
||||
run_id: run.run_id,
|
||||
level_index: next_level_index,
|
||||
grid_size,
|
||||
profile_id,
|
||||
level_name,
|
||||
author_display_name,
|
||||
theme_tags,
|
||||
cover_image_src,
|
||||
board: build_local_puzzle_board(grid_size),
|
||||
status: "playing".to_string(),
|
||||
}),
|
||||
recommended_next_profile_id: None,
|
||||
}
|
||||
}
|
||||
|
||||
fn build_local_puzzle_board(grid_size: u32) -> PuzzleBoardRecord {
|
||||
let total = grid_size * grid_size;
|
||||
let mut positions = (0..total)
|
||||
.map(|index| PuzzleCellPositionRecord {
|
||||
row: index / grid_size,
|
||||
col: index % grid_size,
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
if !positions.is_empty() {
|
||||
let first = positions.remove(0);
|
||||
positions.push(first);
|
||||
}
|
||||
let pieces = (0..total)
|
||||
.map(|index| {
|
||||
let current = positions
|
||||
.get(index as usize)
|
||||
.cloned()
|
||||
.unwrap_or(PuzzleCellPositionRecord {
|
||||
row: index / grid_size,
|
||||
col: index % grid_size,
|
||||
});
|
||||
PuzzlePieceStateRecord {
|
||||
piece_id: format!("piece-{index}"),
|
||||
correct_row: index / grid_size,
|
||||
correct_col: index % grid_size,
|
||||
current_row: current.row,
|
||||
current_col: current.col,
|
||||
merged_group_id: None,
|
||||
}
|
||||
})
|
||||
.collect();
|
||||
PuzzleBoardRecord {
|
||||
rows: grid_size,
|
||||
cols: grid_size,
|
||||
pieces,
|
||||
merged_groups: Vec::new(),
|
||||
selected_piece_id: None,
|
||||
all_tiles_resolved: false,
|
||||
}
|
||||
}
|
||||
|
||||
struct PuzzleDashScopeSettings {
|
||||
base_url: String,
|
||||
api_key: String,
|
||||
|
||||
@@ -187,4 +187,6 @@ pub struct PuzzleAgentOperationResponse {
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct PuzzleAgentActionResponse {
|
||||
pub operation: PuzzleAgentOperationResponse,
|
||||
/// 操作完成后的最新会话快照,供前端直接更新界面,避免重复拉取完整 session。
|
||||
pub session: PuzzleAgentSessionSnapshotResponse,
|
||||
}
|
||||
|
||||
@@ -6,6 +6,14 @@ pub struct StartPuzzleRunRequest {
|
||||
pub profile_id: String,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct AdvanceLocalPuzzleNextLevelRequest {
|
||||
pub run: PuzzleRunSnapshotResponse,
|
||||
#[serde(default)]
|
||||
pub source_session_id: Option<String>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
|
||||
#[serde(rename_all = "camelCase")]
|
||||
pub struct SwapPuzzlePiecesRequest {
|
||||
|
||||
@@ -684,7 +684,7 @@ fn save_puzzle_generated_images_tx(
|
||||
if candidates.is_empty() {
|
||||
return Err("拼图候选图不能为空".to_string());
|
||||
}
|
||||
draft.candidates = candidates;
|
||||
append_generated_candidates(&mut draft, candidates);
|
||||
draft.generation_status = "ready".to_string();
|
||||
if let Some(selected) = draft
|
||||
.candidates
|
||||
@@ -1507,6 +1507,23 @@ fn increment_puzzle_profile_play_count(
|
||||
);
|
||||
}
|
||||
|
||||
fn append_generated_candidates(
|
||||
draft: &mut PuzzleResultDraft,
|
||||
candidates: Vec<PuzzleGeneratedImageCandidate>,
|
||||
) {
|
||||
let has_selected_candidate = draft.candidates.iter().any(|entry| entry.selected);
|
||||
// 再次生成图片是扩充候选池,不覆盖创作者已经看到或已经选择的候选图。
|
||||
// 若已有正式选择,新追加候选图保持未选中,避免同一草稿出现多个 selected。
|
||||
draft
|
||||
.candidates
|
||||
.extend(candidates.into_iter().map(|mut candidate| {
|
||||
if has_selected_candidate {
|
||||
candidate.selected = false;
|
||||
}
|
||||
candidate
|
||||
}));
|
||||
}
|
||||
|
||||
fn list_published_puzzle_profiles(ctx: &TxContext) -> Result<Vec<PuzzleWorkProfile>, String> {
|
||||
ctx.db
|
||||
.puzzle_work_profile()
|
||||
@@ -1613,6 +1630,40 @@ mod tests {
|
||||
assert!(preview.publish_ready);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn puzzle_generated_images_are_appended_without_clearing_existing_candidates() {
|
||||
let anchor_pack = infer_anchor_pack("蒸汽城市雨夜猫咪", Some("蒸汽城市雨夜猫咪"));
|
||||
let mut draft = compile_result_draft(&anchor_pack, &[]);
|
||||
draft.candidates = vec![PuzzleGeneratedImageCandidate {
|
||||
candidate_id: "session-1-candidate-1".to_string(),
|
||||
image_src: "/generated-puzzle-assets/session-1/old/cover.png".to_string(),
|
||||
asset_id: "asset-old".to_string(),
|
||||
prompt: "旧提示词".to_string(),
|
||||
actual_prompt: Some("旧提示词".to_string()),
|
||||
source_type: "generated".to_string(),
|
||||
selected: true,
|
||||
}];
|
||||
|
||||
append_generated_candidates(
|
||||
&mut draft,
|
||||
vec![PuzzleGeneratedImageCandidate {
|
||||
candidate_id: "session-1-candidate-2".to_string(),
|
||||
image_src: "/generated-puzzle-assets/session-1/new/cover.png".to_string(),
|
||||
asset_id: "asset-new".to_string(),
|
||||
prompt: "新提示词".to_string(),
|
||||
actual_prompt: Some("新提示词".to_string()),
|
||||
source_type: "generated".to_string(),
|
||||
selected: true,
|
||||
}],
|
||||
);
|
||||
|
||||
assert_eq!(draft.candidates.len(), 2);
|
||||
assert_eq!(draft.candidates[0].candidate_id, "session-1-candidate-1");
|
||||
assert!(draft.candidates[0].selected);
|
||||
assert_eq!(draft.candidates[1].candidate_id, "session-1-candidate-2");
|
||||
assert!(!draft.candidates[1].selected);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn puzzle_recommendation_score_prefers_same_author_weight() {
|
||||
let left = PuzzleWorkProfile {
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { AnimatePresence, motion } from 'motion/react';
|
||||
import { Loader2 } from 'lucide-react';
|
||||
import { AnimatePresence, motion } from 'motion/react';
|
||||
import {
|
||||
lazy,
|
||||
Suspense,
|
||||
@@ -9,6 +10,7 @@ import {
|
||||
useState,
|
||||
} from 'react';
|
||||
|
||||
import type { PublicUserSummary } from '../../../packages/shared/src/contracts/auth';
|
||||
import type {
|
||||
BigFishRuntimeSnapshotResponse,
|
||||
BigFishSessionSnapshotResponse,
|
||||
@@ -31,7 +33,6 @@ import type {
|
||||
CustomWorldGalleryCard,
|
||||
CustomWorldLibraryEntry,
|
||||
} from '../../../packages/shared/src/contracts/runtime';
|
||||
import type { PublicUserSummary } from '../../../packages/shared/src/contracts/auth';
|
||||
import { buildCustomWorldPlayableCharacters } from '../../data/characterPresets';
|
||||
import {
|
||||
getPublicAuthUserByCode,
|
||||
@@ -43,15 +44,22 @@ import {
|
||||
getBigFishCreationSession,
|
||||
streamBigFishCreationMessage,
|
||||
} from '../../services/big-fish-creation';
|
||||
import {
|
||||
deleteBigFishWork,
|
||||
listBigFishWorks,
|
||||
} from '../../services/big-fish-works';
|
||||
import {
|
||||
startBigFishRuntimeRun,
|
||||
submitBigFishRuntimeInput,
|
||||
} from '../../services/big-fish-runtime';
|
||||
import {
|
||||
deleteBigFishWork,
|
||||
listBigFishWorks,
|
||||
} from '../../services/big-fish-works';
|
||||
import { readCustomWorldAgentUiState } from '../../services/customWorldAgentUiState';
|
||||
import {
|
||||
buildBigFishGenerationAnchorEntries,
|
||||
buildMiniGameDraftGenerationProgress,
|
||||
buildPuzzleGenerationAnchorEntries,
|
||||
createMiniGameDraftGenerationState,
|
||||
type MiniGameDraftGenerationState,
|
||||
} from '../../services/miniGameDraftGenerationProgress';
|
||||
import { getPlatformProfileDashboard } from '../../services/platform-entry';
|
||||
import {
|
||||
createPuzzleAgentSession,
|
||||
@@ -60,17 +68,17 @@ import {
|
||||
streamPuzzleAgentMessage,
|
||||
} from '../../services/puzzle-agent';
|
||||
import { getPuzzleGalleryDetail, listPuzzleGallery } from '../../services/puzzle-gallery';
|
||||
import { advanceLocalPuzzleNextLevel } from '../../services/puzzle-runtime';
|
||||
import {
|
||||
advanceLocalPuzzleLevel,
|
||||
dragLocalPuzzlePiece,
|
||||
startLocalPuzzleRun,
|
||||
swapLocalPuzzlePieces,
|
||||
} from '../../services/puzzle-runtime/puzzleLocalRuntime';
|
||||
import { deletePuzzleWork, listPuzzleWorks } from '../../services/puzzle-works';
|
||||
import { deleteRpgEntryWorldProfile } from '../../services/rpg-entry';
|
||||
import { getRpgEntryWorldGalleryDetailByCode } from '../../services/rpg-entry/rpgEntryLibraryClient';
|
||||
import { deleteRpgCreationAgentSession } from '../../services/rpg-creation';
|
||||
import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
|
||||
import { deleteRpgEntryWorldProfile } from '../../services/rpg-entry';
|
||||
import { getRpgEntryWorldGalleryDetailByCode } from '../../services/rpg-entry/rpgEntryLibraryClient';
|
||||
import type { CustomWorldProfile } from '../../types';
|
||||
import { useAuthUi } from '../auth/AuthUiContext';
|
||||
import { CustomWorldCreationHub } from '../custom-world-home/CustomWorldCreationHub';
|
||||
@@ -88,13 +96,13 @@ import {
|
||||
type PlatformPublicGalleryCard,
|
||||
} from '../rpg-entry/rpgEntryWorldPresentation';
|
||||
import { PlatformEntryCreationTypeModal } from './PlatformEntryCreationTypeModal';
|
||||
import type { PlatformCreationTypeId } from './platformEntryCreationTypes';
|
||||
import { PlatformEntryHomeView } from './PlatformEntryHomeView';
|
||||
import {
|
||||
buildCreationHubFallbackItems,
|
||||
normalizeAgentBackedProfile,
|
||||
resolveRpgCreationErrorMessage,
|
||||
} from './platformEntryShared';
|
||||
import type { PlatformCreationTypeId } from './platformEntryCreationTypes';
|
||||
import type { PlatformEntryFlowShellProps } from './platformEntryTypes';
|
||||
import { PlatformEntryWorldDetailView } from './PlatformEntryWorldDetailView';
|
||||
import { usePlatformEntryBootstrap } from './usePlatformEntryBootstrap';
|
||||
@@ -341,6 +349,8 @@ export function PlatformEntryFlowShellImpl({
|
||||
const [bigFishRun, setBigFishRun] =
|
||||
useState<BigFishRuntimeSnapshotResponse | null>(null);
|
||||
const [isBigFishLoadingLibrary, setIsBigFishLoadingLibrary] = useState(false);
|
||||
const [bigFishGenerationState, setBigFishGenerationState] =
|
||||
useState<MiniGameDraftGenerationState | null>(null);
|
||||
const bigFishInputInFlightRef = useRef(false);
|
||||
const [puzzleOperation, setPuzzleOperation] =
|
||||
useState<PuzzleAgentOperationRecord | null>(null);
|
||||
@@ -352,6 +362,10 @@ export function PlatformEntryFlowShellImpl({
|
||||
useState<PuzzleWorkSummary | null>(null);
|
||||
const [puzzleRun, setPuzzleRun] = useState<PuzzleRunSnapshot | null>(null);
|
||||
const [isPuzzleLoadingLibrary, setIsPuzzleLoadingLibrary] = useState(false);
|
||||
const [puzzleGenerationState, setPuzzleGenerationState] =
|
||||
useState<MiniGameDraftGenerationState | null>(null);
|
||||
const [isPuzzleNextLevelGenerating, setIsPuzzleNextLevelGenerating] =
|
||||
useState(false);
|
||||
const [isSearchingPublicCode, setIsSearchingPublicCode] = useState(false);
|
||||
const [publicSearchError, setPublicSearchError] = useState<string | null>(null);
|
||||
const [searchedPublicUser, setSearchedPublicUser] =
|
||||
@@ -773,8 +787,44 @@ export function PlatformEntryFlowShellImpl({
|
||||
onSessionOpened: () => {
|
||||
setShowCreationTypeModal(false);
|
||||
},
|
||||
onActionComplete: ({ response, setSession }) => {
|
||||
onActionComplete: ({ payload, response, setSession }) => {
|
||||
setSession(response.session);
|
||||
if (payload.action !== 'big_fish_compile_draft') {
|
||||
return;
|
||||
}
|
||||
setBigFishGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'ready',
|
||||
completedAssetCount: response.session.assetSlots.filter(
|
||||
(slot) => slot.status === 'ready',
|
||||
).length,
|
||||
totalAssetCount: response.session.assetSlots.length,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
},
|
||||
beforeExecuteAction: ({ payload }) => {
|
||||
if (payload.action !== 'big_fish_compile_draft') {
|
||||
return;
|
||||
}
|
||||
setSelectionStage('big-fish-generating');
|
||||
setBigFishGenerationState(createMiniGameDraftGenerationState('big-fish'));
|
||||
},
|
||||
onActionError: ({ payload, errorMessage }) => {
|
||||
if (payload.action !== 'big_fish_compile_draft') {
|
||||
return;
|
||||
}
|
||||
setBigFishGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'failed',
|
||||
error: errorMessage,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
},
|
||||
});
|
||||
|
||||
@@ -784,7 +834,7 @@ export function PlatformEntryFlowShellImpl({
|
||||
{ session: PuzzleAgentSessionSnapshot },
|
||||
SendPuzzleAgentMessageRequest,
|
||||
PuzzleAgentActionRequest,
|
||||
{ operation: PuzzleAgentOperationRecord }
|
||||
{ operation: PuzzleAgentOperationRecord; session: PuzzleAgentSessionSnapshot }
|
||||
>({
|
||||
client: {
|
||||
createSession: createPuzzleAgentSession,
|
||||
@@ -811,8 +861,9 @@ export function PlatformEntryFlowShellImpl({
|
||||
onSessionOpened: () => {
|
||||
setShowCreationTypeModal(false);
|
||||
},
|
||||
onActionComplete: async ({ payload, response, session, setSession }) => {
|
||||
onActionComplete: async ({ payload, response, setSession }) => {
|
||||
setPuzzleOperation(response.operation);
|
||||
setSession(response.session);
|
||||
|
||||
if (payload.action === 'publish_puzzle_work') {
|
||||
await Promise.allSettled([
|
||||
@@ -821,21 +872,51 @@ export function PlatformEntryFlowShellImpl({
|
||||
]);
|
||||
}
|
||||
|
||||
const latestResponse = await getPuzzleAgentSession(session.sessionId);
|
||||
const latestSession = latestResponse.session;
|
||||
setSession(latestSession);
|
||||
if (payload.action === 'compile_puzzle_draft') {
|
||||
setPuzzleGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'ready',
|
||||
completedAssetCount: 1,
|
||||
totalAssetCount: 1,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
}
|
||||
|
||||
if (
|
||||
payload.action === 'publish_puzzle_work' &&
|
||||
latestSession.publishedProfileId
|
||||
response.session.publishedProfileId
|
||||
) {
|
||||
const galleryDetail = await getPuzzleGalleryDetail(
|
||||
latestSession.publishedProfileId,
|
||||
response.session.publishedProfileId,
|
||||
);
|
||||
setSelectedPuzzleDetail(galleryDetail.item);
|
||||
setSelectionStage('puzzle-gallery-detail');
|
||||
}
|
||||
},
|
||||
beforeExecuteAction: ({ payload }) => {
|
||||
if (payload.action !== 'compile_puzzle_draft') {
|
||||
return;
|
||||
}
|
||||
setSelectionStage('puzzle-generating');
|
||||
setPuzzleGenerationState(createMiniGameDraftGenerationState('puzzle'));
|
||||
},
|
||||
onActionError: ({ payload, errorMessage }) => {
|
||||
if (payload.action !== 'compile_puzzle_draft') {
|
||||
return;
|
||||
}
|
||||
setPuzzleGenerationState((current) =>
|
||||
current
|
||||
? {
|
||||
...current,
|
||||
phase: 'failed',
|
||||
error: errorMessage,
|
||||
}
|
||||
: current,
|
||||
);
|
||||
},
|
||||
});
|
||||
|
||||
const bigFishSession = bigFishFlow.session;
|
||||
@@ -906,12 +987,15 @@ export function PlatformEntryFlowShellImpl({
|
||||
|
||||
const leaveBigFishFlow = useCallback(() => {
|
||||
setBigFishRun(null);
|
||||
setBigFishGenerationState(null);
|
||||
bigFishFlow.leaveFlow();
|
||||
}, [bigFishFlow]);
|
||||
|
||||
const leavePuzzleFlow = useCallback(() => {
|
||||
setPuzzleOperation(null);
|
||||
setPuzzleRun(null);
|
||||
setPuzzleGenerationState(null);
|
||||
setIsPuzzleNextLevelGenerating(false);
|
||||
puzzleFlow.leaveFlow();
|
||||
}, [puzzleFlow]);
|
||||
|
||||
@@ -1039,9 +1123,35 @@ export function PlatformEntryFlowShellImpl({
|
||||
return;
|
||||
}
|
||||
|
||||
const currentLevel = puzzleRun.currentLevel;
|
||||
if (!currentLevel || currentLevel.status !== 'cleared') {
|
||||
return;
|
||||
}
|
||||
|
||||
setIsPuzzleBusy(true);
|
||||
setIsPuzzleNextLevelGenerating(true);
|
||||
setPuzzleError(null);
|
||||
setPuzzleRun(advanceLocalPuzzleLevel(puzzleRun));
|
||||
}, [isPuzzleBusy, puzzleRun]);
|
||||
|
||||
try {
|
||||
const { run } = await advanceLocalPuzzleNextLevel({
|
||||
run: puzzleRun,
|
||||
sourceSessionId:
|
||||
selectedPuzzleDetail?.sourceSessionId ?? puzzleSession?.sessionId ?? null,
|
||||
});
|
||||
setPuzzleRun(run);
|
||||
} catch (error) {
|
||||
setPuzzleError(resolvePuzzleErrorMessage(error, '准备下一关失败。'));
|
||||
} finally {
|
||||
setIsPuzzleNextLevelGenerating(false);
|
||||
setIsPuzzleBusy(false);
|
||||
}
|
||||
}, [
|
||||
isPuzzleBusy,
|
||||
puzzleRun,
|
||||
puzzleSession,
|
||||
resolvePuzzleErrorMessage,
|
||||
selectedPuzzleDetail,
|
||||
]);
|
||||
|
||||
const leaveAgentWorkspace = useCallback(() => {
|
||||
enterCreateTab();
|
||||
@@ -1713,6 +1823,49 @@ export function PlatformEntryFlowShellImpl({
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'big-fish-generating' && (
|
||||
<motion.div
|
||||
key="big-fish-generating"
|
||||
initial={{ opacity: 0, y: 12 }}
|
||||
animate={{ opacity: 1, y: 0 }}
|
||||
exit={{ opacity: 0, y: -12 }}
|
||||
className="flex h-full min-h-0 flex-col"
|
||||
>
|
||||
<Suspense
|
||||
fallback={<LazyPanelFallback label="正在加载大鱼吃小鱼生成面板..." />}
|
||||
>
|
||||
<CustomWorldGenerationView
|
||||
settingText={
|
||||
bigFishSession?.lastAssistantReply ?? '正在整理当前玩法草稿。'
|
||||
}
|
||||
anchorEntries={buildBigFishGenerationAnchorEntries(bigFishSession)}
|
||||
progress={buildMiniGameDraftGenerationProgress(
|
||||
bigFishGenerationState,
|
||||
)}
|
||||
isGenerating={isBigFishBusy}
|
||||
error={bigFishError}
|
||||
onBack={leaveBigFishFlow}
|
||||
onEditSetting={() => {
|
||||
setSelectionStage('big-fish-agent-workspace');
|
||||
}}
|
||||
onRetry={() => {
|
||||
void executeBigFishAction({ action: 'big_fish_compile_draft' });
|
||||
}}
|
||||
onInterrupt={undefined}
|
||||
backLabel="返回创作中心"
|
||||
settingActionLabel={null}
|
||||
retryLabel="重新生成草稿"
|
||||
settingTitle="当前玩法信息"
|
||||
settingDescription={null}
|
||||
progressTitle="大鱼吃小鱼草稿生成进度"
|
||||
activeBadgeLabel="草稿生成中"
|
||||
pausedBadgeLabel="草稿生成已暂停"
|
||||
idleBadgeLabel="等待返回工作区"
|
||||
/>
|
||||
</Suspense>
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'big-fish-result' && bigFishSession?.draft && (
|
||||
<motion.div
|
||||
key="big-fish-result"
|
||||
@@ -1796,6 +1949,49 @@ export function PlatformEntryFlowShellImpl({
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'puzzle-generating' && (
|
||||
<motion.div
|
||||
key="puzzle-generating"
|
||||
initial={{ opacity: 0, y: 12 }}
|
||||
animate={{ opacity: 1, y: 0 }}
|
||||
exit={{ opacity: 0, y: -12 }}
|
||||
className="flex h-full min-h-0 flex-col"
|
||||
>
|
||||
<Suspense
|
||||
fallback={<LazyPanelFallback label="正在加载拼图生成面板..." />}
|
||||
>
|
||||
<CustomWorldGenerationView
|
||||
settingText={
|
||||
puzzleSession?.lastAssistantReply ?? '正在整理当前拼图草稿。'
|
||||
}
|
||||
anchorEntries={buildPuzzleGenerationAnchorEntries(puzzleSession)}
|
||||
progress={buildMiniGameDraftGenerationProgress(
|
||||
puzzleGenerationState,
|
||||
)}
|
||||
isGenerating={isPuzzleBusy}
|
||||
error={puzzleError}
|
||||
onBack={leavePuzzleFlow}
|
||||
onEditSetting={() => {
|
||||
setSelectionStage('puzzle-agent-workspace');
|
||||
}}
|
||||
onRetry={() => {
|
||||
void executePuzzleAction({ action: 'compile_puzzle_draft' });
|
||||
}}
|
||||
onInterrupt={undefined}
|
||||
backLabel="返回创作中心"
|
||||
settingActionLabel={null}
|
||||
retryLabel="重新生成草稿"
|
||||
settingTitle="当前拼图信息"
|
||||
settingDescription={null}
|
||||
progressTitle="拼图草稿生成进度"
|
||||
activeBadgeLabel="草稿生成中"
|
||||
pausedBadgeLabel="草稿生成已暂停"
|
||||
idleBadgeLabel="等待返回工作区"
|
||||
/>
|
||||
</Suspense>
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
{selectionStage === 'puzzle-result' && puzzleSession?.draft && (
|
||||
<motion.div
|
||||
key="puzzle-result"
|
||||
@@ -1852,7 +2048,7 @@ export function PlatformEntryFlowShellImpl({
|
||||
>
|
||||
<PuzzleRuntimeShell
|
||||
run={puzzleRun}
|
||||
isBusy={isPuzzleBusy}
|
||||
isBusy={isPuzzleBusy || isPuzzleNextLevelGenerating}
|
||||
error={puzzleError}
|
||||
onBack={() => {
|
||||
setSelectionStage('puzzle-gallery-detail');
|
||||
@@ -1867,6 +2063,17 @@ export function PlatformEntryFlowShellImpl({
|
||||
void advancePuzzleLevel();
|
||||
}}
|
||||
/>
|
||||
{isPuzzleNextLevelGenerating ? (
|
||||
<div className="fixed inset-0 z-[120] flex items-center justify-center bg-slate-950/62 px-5 backdrop-blur-sm">
|
||||
<div className="flex max-w-[18rem] flex-col items-center gap-3 rounded-[1.5rem] border border-white/12 bg-slate-950/92 px-6 py-5 text-center text-white shadow-[0_28px_80px_rgba(0,0,0,0.35)]">
|
||||
<Loader2 className="h-6 w-6 animate-spin text-amber-200" />
|
||||
<div className="text-sm font-bold">正在准备下一关</div>
|
||||
<div className="text-xs leading-5 text-white/68">
|
||||
广场暂无可接续作品,正在生成新的候选图。
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
) : null}
|
||||
</motion.div>
|
||||
)}
|
||||
|
||||
|
||||
@@ -9,9 +9,11 @@ export type SelectionStage =
|
||||
| 'detail'
|
||||
| 'agent-workspace'
|
||||
| 'big-fish-agent-workspace'
|
||||
| 'big-fish-generating'
|
||||
| 'big-fish-result'
|
||||
| 'big-fish-runtime'
|
||||
| 'puzzle-agent-workspace'
|
||||
| 'puzzle-generating'
|
||||
| 'puzzle-result'
|
||||
| 'puzzle-gallery-detail'
|
||||
| 'puzzle-runtime'
|
||||
|
||||
@@ -81,6 +81,15 @@ type PlatformCreationAgentFlowControllerOptions<
|
||||
session: TSession;
|
||||
setSession: (session: TSession) => void;
|
||||
}) => Promise<void> | void;
|
||||
beforeExecuteAction?: (params: {
|
||||
payload: TActionPayload;
|
||||
session: TSession;
|
||||
}) => void;
|
||||
onActionError?: (params: {
|
||||
payload: TActionPayload;
|
||||
error: unknown;
|
||||
errorMessage: string;
|
||||
}) => void;
|
||||
};
|
||||
|
||||
function buildOptimisticMessage<TMessagePayload extends CreationAgentMessageLike>(
|
||||
@@ -235,6 +244,7 @@ export function usePlatformCreationAgentFlowController<
|
||||
setError(null);
|
||||
|
||||
try {
|
||||
options.beforeExecuteAction?.({ payload, session });
|
||||
const response = await options.client.executeAction(
|
||||
session.sessionId,
|
||||
payload,
|
||||
@@ -249,9 +259,16 @@ export function usePlatformCreationAgentFlowController<
|
||||
options.setSelectionStage(options.resultStage);
|
||||
}
|
||||
} catch (caughtError) {
|
||||
setError(
|
||||
options.resolveErrorMessage(caughtError, options.errorMessages.execute),
|
||||
const errorMessage = options.resolveErrorMessage(
|
||||
caughtError,
|
||||
options.errorMessages.execute,
|
||||
);
|
||||
setError(errorMessage);
|
||||
options.onActionError?.({
|
||||
payload,
|
||||
error: caughtError,
|
||||
errorMessage,
|
||||
});
|
||||
} finally {
|
||||
setIsBusy(false);
|
||||
}
|
||||
|
||||
@@ -361,12 +361,14 @@ function buildDefaultSceneActBlueprint(params: {
|
||||
primaryNpcId: encounterNpcIds[0] ?? '',
|
||||
linkedThreadIds: dedupeTextValues(params.linkedThreadIds ?? []),
|
||||
advanceRule: buildSceneActAdvanceRule(params.index, params.actCount),
|
||||
oppositeNpcId: '',
|
||||
actGoal:
|
||||
params.index === 0
|
||||
? `先在${sceneLabel}接住当前局面`
|
||||
: params.index >= params.actCount - 1
|
||||
? `把${sceneLabel}这一章收束并抛出下一步`
|
||||
: `继续推进${sceneLabel}的核心矛盾`,
|
||||
eventDescription: sceneSummary,
|
||||
transitionHook:
|
||||
params.index === 0
|
||||
? '和主角色完成首次有效接触后,局势会继续加压。'
|
||||
@@ -396,6 +398,7 @@ function buildDefaultSceneChapterBlueprint(params: {
|
||||
sceneId: params.landmark.id,
|
||||
title: params.chapterTitle?.trim() || params.landmark.name.trim() || '场景章节',
|
||||
summary: params.chapterSummary?.trim() || params.landmark.description.trim(),
|
||||
sceneTaskDescription: params.landmark.description.trim(),
|
||||
linkedThreadIds: dedupeTextValues(params.linkedThreadIds ?? []),
|
||||
linkedLandmarkIds: dedupeTextValues([
|
||||
params.landmark.id,
|
||||
|
||||
@@ -99,12 +99,13 @@ function renderProfileView(onRechargeSuccess = vi.fn()) {
|
||||
value={{
|
||||
user: {
|
||||
id: 'user-1',
|
||||
publicUserCode: '100001',
|
||||
username: 'tester',
|
||||
displayName: '测试玩家',
|
||||
phoneNumberMasked: null,
|
||||
loginMethod: 'password',
|
||||
bindingStatus: 'active',
|
||||
phone: null,
|
||||
createdAt: null,
|
||||
wechatBound: false,
|
||||
},
|
||||
canAccessProtectedData: true,
|
||||
openLoginModal: vi.fn(),
|
||||
|
||||
@@ -79,6 +79,7 @@ function createBaseProfile(): CustomWorldProfile {
|
||||
sceneId: 'landmark-1',
|
||||
title: '潮汐码头',
|
||||
summary: '第一章开局场景。',
|
||||
sceneTaskDescription: '追查潮汐码头失踪案的第一条线索。',
|
||||
linkedThreadIds: [],
|
||||
linkedLandmarkIds: ['landmark-1'],
|
||||
acts: [
|
||||
@@ -92,6 +93,8 @@ function createBaseProfile(): CustomWorldProfile {
|
||||
backgroundAssetId: 'asset-scene-act-1',
|
||||
encounterNpcIds: [],
|
||||
primaryNpcId: 'playable-1',
|
||||
oppositeNpcId: 'playable-1',
|
||||
eventDescription: '玩家第一次进入港口,发现涨潮后的异常痕迹。',
|
||||
linkedThreadIds: [],
|
||||
advanceRule: 'after_primary_contact',
|
||||
actGoal: '拿到第一句真话。',
|
||||
|
||||
283
src/services/miniGameDraftGenerationProgress.ts
Normal file
283
src/services/miniGameDraftGenerationProgress.ts
Normal file
@@ -0,0 +1,283 @@
|
||||
import type { BigFishSessionSnapshotResponse } from '../../packages/shared/src/contracts/bigFish';
|
||||
import type { PuzzleAgentSessionSnapshot } from '../../packages/shared/src/contracts/puzzleAgentSession';
|
||||
import type {
|
||||
CustomWorldGenerationProgress,
|
||||
CustomWorldGenerationStep,
|
||||
} from '../../packages/shared/src/contracts/runtime';
|
||||
import type { CustomWorldStructuredAnchorEntry } from './customWorldAgentGenerationProgress';
|
||||
|
||||
export type MiniGameDraftGenerationKind = 'puzzle' | 'big-fish';
|
||||
|
||||
export type MiniGameDraftGenerationPhase =
|
||||
| 'idle'
|
||||
| 'compile'
|
||||
| 'puzzle-images'
|
||||
| 'puzzle-select-image'
|
||||
| 'big-fish-main-images'
|
||||
| 'big-fish-motions'
|
||||
| 'big-fish-background'
|
||||
| 'ready'
|
||||
| 'failed';
|
||||
|
||||
export type MiniGameDraftGenerationState = {
|
||||
kind: MiniGameDraftGenerationKind;
|
||||
phase: MiniGameDraftGenerationPhase;
|
||||
startedAtMs: number;
|
||||
completedAssetCount: number;
|
||||
totalAssetCount: number;
|
||||
error: string | null;
|
||||
};
|
||||
|
||||
type MiniGameStepDefinition = {
|
||||
id: MiniGameDraftGenerationPhase;
|
||||
label: string;
|
||||
detail: string;
|
||||
weight: number;
|
||||
};
|
||||
|
||||
type MiniGameAnchorSource = {
|
||||
key: string;
|
||||
label: string;
|
||||
value: string;
|
||||
};
|
||||
|
||||
const PUZZLE_STEPS = [
|
||||
{
|
||||
id: 'compile',
|
||||
label: '编译拼图草稿',
|
||||
detail: '整理主题、主体、构图与标签。',
|
||||
weight: 34,
|
||||
},
|
||||
{
|
||||
id: 'puzzle-images',
|
||||
label: '生成拼图图片',
|
||||
detail: '根据草稿生成候选图。',
|
||||
weight: 33,
|
||||
},
|
||||
{
|
||||
id: 'puzzle-select-image',
|
||||
label: '确认正式图片',
|
||||
detail: '选择候选图写入结果页。',
|
||||
weight: 33,
|
||||
},
|
||||
] as const satisfies ReadonlyArray<MiniGameStepDefinition>;
|
||||
|
||||
const BIG_FISH_STEPS = [
|
||||
{
|
||||
id: 'compile',
|
||||
label: '编译玩法草稿',
|
||||
detail: '生成关卡角色描述、生态背景与运行参数。',
|
||||
weight: 25,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-main-images',
|
||||
label: '生成角色图片',
|
||||
detail: '为每个成长阶段生成主形象。',
|
||||
weight: 30,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-motions',
|
||||
label: '生成动作素材',
|
||||
detail: '补齐漂浮与游动动作素材。',
|
||||
weight: 30,
|
||||
},
|
||||
{
|
||||
id: 'big-fish-background',
|
||||
label: '生成场地背景',
|
||||
detail: '生成玩法场地背景图。',
|
||||
weight: 15,
|
||||
},
|
||||
] as const satisfies ReadonlyArray<MiniGameStepDefinition>;
|
||||
|
||||
function clampProgress(value: number) {
|
||||
return Math.max(0, Math.min(100, Math.round(value)));
|
||||
}
|
||||
|
||||
function getStepDefinitions(kind: MiniGameDraftGenerationKind) {
|
||||
return kind === 'puzzle' ? PUZZLE_STEPS : BIG_FISH_STEPS;
|
||||
}
|
||||
|
||||
function getActiveStepIndex(
|
||||
steps: ReadonlyArray<MiniGameStepDefinition>,
|
||||
phase: MiniGameDraftGenerationPhase,
|
||||
) {
|
||||
if (phase === 'ready') {
|
||||
return steps.length - 1;
|
||||
}
|
||||
const index = steps.findIndex((step) => step.id === phase);
|
||||
return index >= 0 ? index : 0;
|
||||
}
|
||||
|
||||
function buildMiniGameProgressSteps(
|
||||
steps: ReadonlyArray<MiniGameStepDefinition>,
|
||||
activeStepIndex: number,
|
||||
state: MiniGameDraftGenerationState,
|
||||
) {
|
||||
return steps.map((step, index) => {
|
||||
const isCompleted = state.phase === 'ready' || index < activeStepIndex;
|
||||
const isActive = state.phase !== 'failed' && !isCompleted && index === activeStepIndex;
|
||||
const isAssetStep = step.id === state.phase && state.totalAssetCount > 0;
|
||||
|
||||
return {
|
||||
id: step.id,
|
||||
label: step.label,
|
||||
detail: step.detail,
|
||||
completed: isCompleted
|
||||
? 1
|
||||
: isAssetStep
|
||||
? state.completedAssetCount
|
||||
: 0,
|
||||
total: isAssetStep ? state.totalAssetCount : 1,
|
||||
status: isCompleted ? 'completed' : isActive ? 'active' : 'pending',
|
||||
} satisfies CustomWorldGenerationStep;
|
||||
});
|
||||
}
|
||||
|
||||
export function createMiniGameDraftGenerationState(
|
||||
kind: MiniGameDraftGenerationKind,
|
||||
): MiniGameDraftGenerationState {
|
||||
return {
|
||||
kind,
|
||||
phase: 'compile',
|
||||
startedAtMs: Date.now(),
|
||||
completedAssetCount: 0,
|
||||
totalAssetCount: 0,
|
||||
error: null,
|
||||
};
|
||||
}
|
||||
|
||||
export function buildMiniGameDraftGenerationProgress(
|
||||
state: MiniGameDraftGenerationState | null,
|
||||
nowMs = Date.now(),
|
||||
): CustomWorldGenerationProgress | null {
|
||||
if (!state) {
|
||||
return null;
|
||||
}
|
||||
|
||||
const steps = getStepDefinitions(state.kind);
|
||||
const activeStepIndex = getActiveStepIndex(steps, state.phase);
|
||||
const completedWeight = steps
|
||||
.slice(0, state.phase === 'ready' ? steps.length : activeStepIndex)
|
||||
.reduce((sum, step) => sum + step.weight, 0);
|
||||
const activeStep = steps[activeStepIndex] ?? steps[0];
|
||||
const assetRatio =
|
||||
state.totalAssetCount > 0
|
||||
? Math.min(1, state.completedAssetCount / state.totalAssetCount)
|
||||
: state.phase === 'ready'
|
||||
? 1
|
||||
: 0;
|
||||
const overallProgress =
|
||||
state.phase === 'failed'
|
||||
? Math.max(1, completedWeight)
|
||||
: state.phase === 'ready'
|
||||
? 100
|
||||
: completedWeight + activeStep.weight * assetRatio;
|
||||
|
||||
return {
|
||||
phaseId: state.phase,
|
||||
phaseLabel:
|
||||
state.phase === 'failed'
|
||||
? '生成失败'
|
||||
: state.phase === 'ready'
|
||||
? '生成完成'
|
||||
: activeStep.label,
|
||||
phaseDetail:
|
||||
state.error ??
|
||||
(state.phase === 'ready'
|
||||
? '完整草稿与资产已准备完成。'
|
||||
: activeStep.detail),
|
||||
batchLabel: activeStep.label,
|
||||
overallProgress: clampProgress(overallProgress),
|
||||
completedWeight: clampProgress(overallProgress),
|
||||
totalWeight: 100,
|
||||
elapsedMs: Math.max(0, nowMs - state.startedAtMs),
|
||||
estimatedRemainingMs: state.phase === 'ready' ? 0 : null,
|
||||
activeStepIndex,
|
||||
steps: buildMiniGameProgressSteps(steps, activeStepIndex, state),
|
||||
};
|
||||
}
|
||||
|
||||
export function buildPuzzleGenerationAnchorEntries(
|
||||
session: PuzzleAgentSessionSnapshot | null | undefined,
|
||||
): CustomWorldStructuredAnchorEntry[] {
|
||||
if (!session) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const draft = session.draft;
|
||||
const entries: Array<MiniGameAnchorSource | null> = [
|
||||
session.anchorPack.themePromise,
|
||||
session.anchorPack.visualSubject,
|
||||
session.anchorPack.visualMood,
|
||||
session.anchorPack.compositionHooks,
|
||||
session.anchorPack.tagsAndForbidden,
|
||||
draft
|
||||
? {
|
||||
key: 'draft-summary',
|
||||
label: '草稿摘要',
|
||||
value: draft.summary,
|
||||
}
|
||||
: null,
|
||||
draft?.coverImageSrc
|
||||
? {
|
||||
key: 'cover-image',
|
||||
label: '正式图片',
|
||||
value: '已生成并应用',
|
||||
}
|
||||
: null,
|
||||
];
|
||||
|
||||
return entries
|
||||
.filter((entry): entry is MiniGameAnchorSource => Boolean(entry))
|
||||
.map((entry) => ({
|
||||
id: entry.key,
|
||||
label: entry.label,
|
||||
value: entry.value,
|
||||
}))
|
||||
.filter((entry) => entry.value.trim());
|
||||
}
|
||||
|
||||
export function buildBigFishGenerationAnchorEntries(
|
||||
session: BigFishSessionSnapshotResponse | null | undefined,
|
||||
): CustomWorldStructuredAnchorEntry[] {
|
||||
if (!session) {
|
||||
return [];
|
||||
}
|
||||
|
||||
const draft = session.draft;
|
||||
const assetReadyCount = session.assetSlots.filter(
|
||||
(slot) => slot.status === 'ready',
|
||||
).length;
|
||||
|
||||
const entries: Array<MiniGameAnchorSource | null> = [
|
||||
session.anchorPack.gameplayPromise,
|
||||
session.anchorPack.ecologyVisualTheme,
|
||||
session.anchorPack.growthLadder,
|
||||
session.anchorPack.riskTempo,
|
||||
draft
|
||||
? {
|
||||
key: 'level-characters',
|
||||
label: '角色描述',
|
||||
value: draft.levels
|
||||
.map((level) => `Lv.${level.level} ${level.name}:${level.oneLineFantasy}`)
|
||||
.join('\n'),
|
||||
}
|
||||
: null,
|
||||
draft
|
||||
? {
|
||||
key: 'asset-coverage',
|
||||
label: '图片与动作',
|
||||
value: `已生成 ${assetReadyCount}/${session.assetSlots.length} 个资产`,
|
||||
}
|
||||
: null,
|
||||
];
|
||||
|
||||
return entries
|
||||
.filter((entry): entry is MiniGameAnchorSource => Boolean(entry))
|
||||
.map((entry) => ({
|
||||
id: entry.key,
|
||||
label: entry.label,
|
||||
value: entry.value,
|
||||
}))
|
||||
.filter((entry) => entry.value.trim());
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
export {
|
||||
advanceLocalPuzzleNextLevel,
|
||||
advancePuzzleNextLevel,
|
||||
dragPuzzlePieceOrGroup,
|
||||
getPuzzleRun,
|
||||
|
||||
@@ -112,13 +112,13 @@ function buildLocalNextProfileId(entryProfileId: string, levelIndex: number) {
|
||||
return `${entryProfileId}::local-level-${levelIndex}`;
|
||||
}
|
||||
|
||||
// 第一版单机玩法没有后端推荐池,本地沿用当前作品图片并生成可推进的临时关卡名。
|
||||
// 第一版单机兜底没有后端推荐池时,才沿用当前作品图片生成可推进的临时关卡名。
|
||||
function buildLocalLevelName(previousLevelName: string, levelIndex: number) {
|
||||
return `${previousLevelName.replace(/ · 第 \d+ 关$/, '')} · 第 ${levelIndex} 关`;
|
||||
}
|
||||
|
||||
// 本地运行态只保证单次游玩闭环:通关后立即重建下一关棋盘,不写回后端。
|
||||
function buildNextLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
|
||||
// 本地兜底只保证单次游玩闭环:通关后立即重建下一关棋盘,不写回后端。
|
||||
function buildFallbackLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
|
||||
const currentLevel = run.currentLevel;
|
||||
if (!currentLevel || currentLevel.status !== 'cleared') {
|
||||
return run;
|
||||
@@ -240,5 +240,5 @@ export function dragLocalPuzzlePiece(
|
||||
}
|
||||
|
||||
export function advanceLocalPuzzleLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot {
|
||||
return buildNextLocalLevel(run);
|
||||
return buildFallbackLocalLevel(run);
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import type {
|
||||
AdvanceLocalPuzzleNextLevelRequest,
|
||||
DragPuzzlePieceRequest,
|
||||
PuzzleRunResponse,
|
||||
StartPuzzleRunRequest,
|
||||
@@ -111,7 +112,28 @@ export async function advancePuzzleNextLevel(runId: string) {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 单机运行态进入下一关,图片来源选择全部由后端裁决。
|
||||
*/
|
||||
export async function advanceLocalPuzzleNextLevel(
|
||||
payload: AdvanceLocalPuzzleNextLevelRequest,
|
||||
) {
|
||||
return requestJson<PuzzleRunResponse>(
|
||||
`${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,
|
||||
|
||||
Reference in New Issue
Block a user