diff --git a/.gitignore b/.gitignore index 66ab730b..7b5bde66 100644 --- a/.gitignore +++ b/.gitignore @@ -8,6 +8,7 @@ coverage/ /.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/ diff --git a/.idea/Genarrative.iml b/.idea/Genarrative.iml deleted file mode 100644 index 20f0a74d..00000000 --- a/.idea/Genarrative.iml +++ /dev/null @@ -1,34 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/docs/README.md b/docs/README.md index 3d74691c..a77790fa 100644 --- a/docs/README.md +++ b/docs/README.md @@ -10,7 +10,7 @@ - [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 diff --git a/docs/prd/AI_NATIVE_PUZZLE_CREATOR_AND_GAMEPLAY_SYSTEM_PRD_2026-04-22.md b/docs/prd/AI_NATIVE_PUZZLE_CREATOR_AND_GAMEPLAY_SYSTEM_PRD_2026-04-22.md index d262256c..54c436a8 100644 --- a/docs/prd/AI_NATIVE_PUZZLE_CREATOR_AND_GAMEPLAY_SYSTEM_PRD_2026-04-22.md +++ b/docs/prd/AI_NATIVE_PUZZLE_CREATOR_AND_GAMEPLAY_SYSTEM_PRD_2026-04-22.md @@ -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 diff --git a/docs/prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md b/docs/prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md new file mode 100644 index 00000000..55e13adc --- /dev/null +++ b/docs/prd/AI_NATIVE_RPG_OPENING_ANIMATION_PRD_2026-04-25.md @@ -0,0 +1,637 @@ +# 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` 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 | +| 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` 个 `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` 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。 + +--- + +## 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` 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。 + diff --git a/docs/technical/PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md b/docs/technical/PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md new file mode 100644 index 00000000..2b3c7a8d --- /dev/null +++ b/docs/technical/PUZZLE_AGENT_ACTION_RESPONSE_SESSION_2026-04-25.md @@ -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。 diff --git a/docs/technical/PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md b/docs/technical/PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md new file mode 100644 index 00000000..2edcc6ec --- /dev/null +++ b/docs/technical/PUZZLE_BIG_FISH_DRAFT_PROGRESS_AND_ASSET_CHAIN_2026-04-25.md @@ -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。 diff --git a/docs/technical/PUZZLE_SINGLE_PLAYER_AND_REAL_IMAGE_PLAN_2026-04-24.md b/docs/technical/PUZZLE_SINGLE_PLAYER_AND_REAL_IMAGE_PLAN_2026-04-24.md index 9fb0373d..f945798c 100644 --- a/docs/technical/PUZZLE_SINGLE_PLAYER_AND_REAL_IMAGE_PLAN_2026-04-24.md +++ b/docs/technical/PUZZLE_SINGLE_PLAYER_AND_REAL_IMAGE_PLAN_2026-04-24.md @@ -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。 diff --git a/docs/technical/README.md b/docs/technical/README.md index 0cb211ad..1a89ccef 100644 --- a/docs/technical/README.md +++ b/docs/technical/README.md @@ -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。 diff --git a/packages/shared/src/contracts/puzzleAgentActions.ts b/packages/shared/src/contracts/puzzleAgentActions.ts index 183ec46a..2cc6c2c4 100644 --- a/packages/shared/src/contracts/puzzleAgentActions.ts +++ b/packages/shared/src/contracts/puzzleAgentActions.ts @@ -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; } diff --git a/packages/shared/src/contracts/puzzleRuntimeSession.ts b/packages/shared/src/contracts/puzzleRuntimeSession.ts index de8cf815..22ebcf83 100644 --- a/packages/shared/src/contracts/puzzleRuntimeSession.ts +++ b/packages/shared/src/contracts/puzzleRuntimeSession.ts @@ -58,6 +58,11 @@ export interface StartPuzzleRunRequest { profileId: string; } +export interface AdvanceLocalPuzzleNextLevelRequest { + run: PuzzleRunSnapshot; + sourceSessionId?: string | null; +} + export interface PuzzleRunResponse { run: PuzzleRunSnapshot; } diff --git a/scripts/dev-rust-stack.sh b/scripts/dev-rust-stack.sh index 320e5ec6..08e16179 100644 --- a/scripts/dev-rust-stack.sh +++ b/scripts/dev-rust-stack.sh @@ -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 diff --git a/server-rs/crates/api-server/src/app.rs b/server-rs/crates/api-server/src/app.rs index 79954cfd..c3ca91df 100644 --- a/server-rs/crates/api-server/src/app.rs +++ b/server-rs/crates/api-server/src/app.rs @@ -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( diff --git a/server-rs/crates/api-server/src/big_fish.rs b/server-rs/crates/api-server/src/big_fish.rs index 3079bcec..dbc9acee 100644 --- a/server-rs/crates/api-server/src/big_fish.rs +++ b/server-rs/crates/api-server/src/big_fish.rs @@ -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 { + 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 { diff --git a/server-rs/crates/api-server/src/custom_world_ai.rs b/server-rs/crates/api-server/src/custom_world_ai.rs index 5dda2b94..4f3c47c8 100644 --- a/server-rs/crates/api-server/src/custom_world_ai.rs +++ b/server-rs/crates/api-server/src/custom_world_ai.rs @@ -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()), diff --git a/server-rs/crates/api-server/src/puzzle.rs b/server-rs/crates/api-server/src/puzzle.rs index 5f665ed3..c1ba06b7 100644 --- a/server-rs/crates/api-server/src/puzzle.rs +++ b/server-rs/crates/api-server/src/puzzle.rs @@ -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, + Extension(request_context): Extension, + Extension(authenticated): Extension, + payload: Result, JsonRejection>, +) -> Result, 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 { + 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::>(), + ) + .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, 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 { + 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::>(), + ) + .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, 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, + cover_image_src: Option, +) -> 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::>(); + 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, diff --git a/server-rs/crates/shared-contracts/src/puzzle_agent.rs b/server-rs/crates/shared-contracts/src/puzzle_agent.rs index 8275c885..42a6c279 100644 --- a/server-rs/crates/shared-contracts/src/puzzle_agent.rs +++ b/server-rs/crates/shared-contracts/src/puzzle_agent.rs @@ -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, } diff --git a/server-rs/crates/shared-contracts/src/puzzle_runtime.rs b/server-rs/crates/shared-contracts/src/puzzle_runtime.rs index 62caa0b1..1c3d6452 100644 --- a/server-rs/crates/shared-contracts/src/puzzle_runtime.rs +++ b/server-rs/crates/shared-contracts/src/puzzle_runtime.rs @@ -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, +} + #[derive(Clone, Debug, Serialize, Deserialize, PartialEq)] #[serde(rename_all = "camelCase")] pub struct SwapPuzzlePiecesRequest { diff --git a/server-rs/crates/spacetime-module/src/puzzle.rs b/server-rs/crates/spacetime-module/src/puzzle.rs index f6a0fa14..944d8a0a 100644 --- a/server-rs/crates/spacetime-module/src/puzzle.rs +++ b/server-rs/crates/spacetime-module/src/puzzle.rs @@ -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, +) { + 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, 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 { diff --git a/src/components/platform-entry/PlatformEntryFlowShellImpl.tsx b/src/components/platform-entry/PlatformEntryFlowShellImpl.tsx index c6833b9f..bd41e520 100644 --- a/src/components/platform-entry/PlatformEntryFlowShellImpl.tsx +++ b/src/components/platform-entry/PlatformEntryFlowShellImpl.tsx @@ -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(null); const [isBigFishLoadingLibrary, setIsBigFishLoadingLibrary] = useState(false); + const [bigFishGenerationState, setBigFishGenerationState] = + useState(null); const bigFishInputInFlightRef = useRef(false); const [puzzleOperation, setPuzzleOperation] = useState(null); @@ -352,6 +362,10 @@ export function PlatformEntryFlowShellImpl({ useState(null); const [puzzleRun, setPuzzleRun] = useState(null); const [isPuzzleLoadingLibrary, setIsPuzzleLoadingLibrary] = useState(false); + const [puzzleGenerationState, setPuzzleGenerationState] = + useState(null); + const [isPuzzleNextLevelGenerating, setIsPuzzleNextLevelGenerating] = + useState(false); const [isSearchingPublicCode, setIsSearchingPublicCode] = useState(false); const [publicSearchError, setPublicSearchError] = useState(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({ )} + {selectionStage === 'big-fish-generating' && ( + + } + > + { + 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" + /> + + + )} + {selectionStage === 'big-fish-result' && bigFishSession?.draft && ( )} + {selectionStage === 'puzzle-generating' && ( + + } + > + { + 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" + /> + + + )} + {selectionStage === 'puzzle-result' && puzzleSession?.draft && ( { setSelectionStage('puzzle-gallery-detail'); @@ -1867,6 +2063,17 @@ export function PlatformEntryFlowShellImpl({ void advancePuzzleLevel(); }} /> + {isPuzzleNextLevelGenerating ? ( +
+
+ +
正在准备下一关
+
+ 广场暂无可接续作品,正在生成新的候选图。 +
+
+
+ ) : null}
)} diff --git a/src/components/platform-entry/platformEntryTypes.ts b/src/components/platform-entry/platformEntryTypes.ts index d7d76c5c..081c98a8 100644 --- a/src/components/platform-entry/platformEntryTypes.ts +++ b/src/components/platform-entry/platformEntryTypes.ts @@ -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' diff --git a/src/components/platform-entry/usePlatformCreationAgentFlowController.ts b/src/components/platform-entry/usePlatformCreationAgentFlowController.ts index 8d7a5ff5..e2915a40 100644 --- a/src/components/platform-entry/usePlatformCreationAgentFlowController.ts +++ b/src/components/platform-entry/usePlatformCreationAgentFlowController.ts @@ -81,6 +81,15 @@ type PlatformCreationAgentFlowControllerOptions< session: TSession; setSession: (session: TSession) => void; }) => Promise | void; + beforeExecuteAction?: (params: { + payload: TActionPayload; + session: TSession; + }) => void; + onActionError?: (params: { + payload: TActionPayload; + error: unknown; + errorMessage: string; + }) => void; }; function buildOptimisticMessage( @@ -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); } diff --git a/src/components/rpg-creation-editor/RpgCreationEntityEditorShared.tsx b/src/components/rpg-creation-editor/RpgCreationEntityEditorShared.tsx index 45811857..ba3da019 100644 --- a/src/components/rpg-creation-editor/RpgCreationEntityEditorShared.tsx +++ b/src/components/rpg-creation-editor/RpgCreationEntityEditorShared.tsx @@ -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, diff --git a/src/components/rpg-entry/RpgEntryHomeView.recharge.test.tsx b/src/components/rpg-entry/RpgEntryHomeView.recharge.test.tsx index 1dacc7c0..c92bcda3 100644 --- a/src/components/rpg-entry/RpgEntryHomeView.recharge.test.tsx +++ b/src/components/rpg-entry/RpgEntryHomeView.recharge.test.tsx @@ -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(), diff --git a/src/services/customWorldCover.test.ts b/src/services/customWorldCover.test.ts index cb1707d7..7f147f30 100644 --- a/src/services/customWorldCover.test.ts +++ b/src/services/customWorldCover.test.ts @@ -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。', diff --git a/src/services/miniGameDraftGenerationProgress.ts b/src/services/miniGameDraftGenerationProgress.ts new file mode 100644 index 00000000..07b7da1f --- /dev/null +++ b/src/services/miniGameDraftGenerationProgress.ts @@ -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; + +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; + +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, + 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, + 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 = [ + 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 = [ + 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()); +} diff --git a/src/services/puzzle-runtime/index.ts b/src/services/puzzle-runtime/index.ts index 18d6f801..97f3fb58 100644 --- a/src/services/puzzle-runtime/index.ts +++ b/src/services/puzzle-runtime/index.ts @@ -1,4 +1,5 @@ export { + advanceLocalPuzzleNextLevel, advancePuzzleNextLevel, dragPuzzlePieceOrGroup, getPuzzleRun, diff --git a/src/services/puzzle-runtime/puzzleLocalRuntime.ts b/src/services/puzzle-runtime/puzzleLocalRuntime.ts index 527a207f..f699c321 100644 --- a/src/services/puzzle-runtime/puzzleLocalRuntime.ts +++ b/src/services/puzzle-runtime/puzzleLocalRuntime.ts @@ -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 ${levelIndex} 关`; } -// 本地运行态只保证单次游玩闭环:通关后立即重建下一关棋盘,不写回后端。 -function buildNextLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot { +// 本地兜底只保证单次游玩闭环:通关后立即重建下一关棋盘,不写回后端。 +function buildFallbackLocalLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot { const currentLevel = run.currentLevel; if (!currentLevel || currentLevel.status !== 'cleared') { return run; @@ -240,5 +240,5 @@ export function dragLocalPuzzlePiece( } export function advanceLocalPuzzleLevel(run: PuzzleRunSnapshot): PuzzleRunSnapshot { - return buildNextLocalLevel(run); + return buildFallbackLocalLevel(run); } diff --git a/src/services/puzzle-runtime/puzzleRuntimeClient.ts b/src/services/puzzle-runtime/puzzleRuntimeClient.ts index e1974be5..ae320a30 100644 --- a/src/services/puzzle-runtime/puzzleRuntimeClient.ts +++ b/src/services/puzzle-runtime/puzzleRuntimeClient.ts @@ -1,4 +1,5 @@ import type { + AdvanceLocalPuzzleNextLevelRequest, DragPuzzlePieceRequest, PuzzleRunResponse, StartPuzzleRunRequest, @@ -111,7 +112,28 @@ export async function advancePuzzleNextLevel(runId: string) { ); } +/** + * 单机运行态进入下一关,图片来源选择全部由后端裁决。 + */ +export async function advanceLocalPuzzleNextLevel( + payload: AdvanceLocalPuzzleNextLevelRequest, +) { + return requestJson( + `${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,