This commit is contained in:
2026-04-25 22:38:03 +08:00
29 changed files with 1988 additions and 121 deletions

2
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/.codex-cargo-home-*/
/.codex-cache*/
/.tmp*/
/.idea/
.preview.*
tmp_*
tmp/
@@ -27,3 +28,4 @@ temp*build*/
/public/generated-character-drafts
/public/generated-characters
/.codex-temp
/target/

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<?xml version="1.0" encoding="UTF-8"?>
<module type="WEB_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<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-assets/src" isTestSource="false" />
<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-combat/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-custom-world/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-inventory/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-npc/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-progression/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-puzzle/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-quest/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime-item/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime-story-compat/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-runtime/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/module-story/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/platform-auth/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/platform-llm/src" isTestSource="false" />
<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-kernel/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/shared-logging/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/spacetime-client/src" isTestSource="false" />
<sourceFolder url="file://$MODULE_DIR$/server-rs/crates/spacetime-module/src" isTestSource="false" />
<excludeFolder url="file://$MODULE_DIR$/server-rs/target" />
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<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>

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- [技术方案](./technical/README.md):动画、服务端、外部产品形态拆解。
- [规划与优先级](./planning/README.md):当前阶段的迭代排序与落地优先级。
- [参考目录](./reference/README.md):脚本/Function 速查入口。
- [PRD](./prd):产品需求与阶段计划。
- [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)
## 推荐阅读顺序

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@@ -313,6 +313,8 @@ interface PuzzleAnchorPack {
1. `api-server` 写入 SpacetimeDB 的候选图 JSON 必须使用 `module-puzzle::PuzzleGeneratedImageCandidate` 持久化结构。
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`
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。
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。
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。
## 7.6 拼图图片资产要求

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# AI 原生 RPG 模板开场动画 PRD
更新时间:`2026-04-25`
## 0. 文档目的
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。
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:
```text
RPG 世界草稿 / 模板锚点
-> 生成 4 张首尾关键帧图
-> 用关键帧 1-2 生成第 1 段 5 秒视频
-> 用关键帧 2-3 生成第 2 段 5 秒视频
-> 用关键帧 3-4 生成第 3 段 5 秒视频
-> 统一规格转码并拼接为 15 秒开场动画
-> 挂回 RPG 模板与作品资产
-> 玩家首次进入 RPG 运行态时播放,结束后进入开局场景
```
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。
---
## 1. 在线工作流调研结论
### 1.1 为什么不用一次性生成 15 秒长视频
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:
1. 角色、服装、标志物和世界风格容易在中段漂移。
2. 镜头容易自发切换,导致关键叙事信息没有按顺序出现。
3. 第 15 秒无法稳定落到玩家即将进入的开局场景。
4. 失败后重跑成本高,不能只修某一幕。
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。
### 1.2 可参考的行业能力
调研到的主流能力如下:
| 来源 | 对本项目有用的结论 |
| --- | --- |
| 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 |
| Runway Gen-4 | 官方建议 `5``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 |
| 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 |
| 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 |
### 1.3 对本项目的工作流选择
本项目优先采用如下策略:
1. 用文本模型先从 RPG 模板锚点生成 `openingAnimationBlueprint`
2. 用图片模型一次性生成 `4` 张统一风格关键帧。
3. 用首尾帧视频模型生成 `3``5` 秒片段。
4. 用后端 `ffmpeg` 做统一转码、无缝拼接和封面帧提取。
5. 用 OSS + `asset_object` + `asset_entity_binding` 保存最终资产。
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。
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。
---
## 2. 一句话定义
RPG 模板开场动画是一段由 `4` 张叙事关键帧和 `3``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。
---
## 3. 本次目标
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。
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。
3. 四张关键帧必须分别表达:
- 第一幕:世界观
- 第二幕:核心冲突与核心角色出场
- 第三幕:核心目标
- 第四幕:衔接开局场景
4. 三段视频必须分别由相邻关键帧作为首尾帧生成:
- 视频 1关键帧 1 -> 关键帧 2
- 视频 2关键帧 2 -> 关键帧 3
- 视频 3关键帧 3 -> 关键帧 4
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。
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。
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。
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`
---
## 4. 明确不做
1. 不做一次性长视频生成主链。
2. 不在前端浏览器里拼接视频。
3. 不把功能说明、规则解释默认写进游戏 UI。
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。
5. 不要求第一版生成配音、字幕、音乐和音效。
6. 不要求运行时根据玩家选择动态改写开场动画。
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。
---
## 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 |
| --- | --- | --- | --- |
| 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``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。

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@@ -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。

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@@ -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``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``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。

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@@ -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。

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@@ -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。

View File

@@ -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;
}

View File

@@ -58,6 +58,11 @@ export interface StartPuzzleRunRequest {
profileId: string;
}
export interface AdvanceLocalPuzzleNextLevelRequest {
run: PuzzleRunSnapshot;
sourceSessionId?: string | null;
}
export interface PuzzleRunResponse {
run: PuzzleRunSnapshot;
}

View File

@@ -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

View File

@@ -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(

View File

@@ -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 {

View File

@@ -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()),

View File

@@ -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",
"根据当前锚点编译结果页草稿",
"完整拼图草稿",
"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,

View File

@@ -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,
}

View File

@@ -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 {

View File

@@ -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 {

View File

@@ -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"></div>
<div className="text-xs leading-5 text-white/68">
广
</div>
</div>
</div>
) : null}
</motion.div>
)}

View File

@@ -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'

View File

@@ -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);
}

View File

@@ -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${sceneLabel}接住当前局面`
: params.index >= params.actCount - 1
? `${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,

View File

@@ -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(),

View File

@@ -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。',

View 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());
}

View File

@@ -1,4 +1,5 @@
export {
advanceLocalPuzzleNextLevel,
advancePuzzleNextLevel,
dragPuzzlePieceOrGroup,
getPuzzleRun,

View File

@@ -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}`;
}
// 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);
}

View File

@@ -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,