4 Commits

Author SHA1 Message Date
1ca799c3e5 Merge branch 'codex/backend-rewrite-spacetimedb' of http://82.157.175.59:3000/GenarrativeAI/Genarrative into codex/backend-rewrite-spacetimedb
# Conflicts:
#	docs/technical/RUST_LOCAL_AND_REMOTE_DEPLOYMENT_SCRIPTS_2026-04-22.md   resolved by origin/codex/backend-rewrite-spacetimedb(远端) version
2026-04-25 17:06:57 +08:00
fc20c39519 提交修改 2026-04-25 16:44:03 +08:00
4e04679ba4 fix: move puzzle next level source selection server side 2026-04-25 15:55:05 +08:00
9cb3c6a27e feat: add puzzle and big fish draft generation progress 2026-04-25 15:17:01 +08:00
19 changed files with 1225 additions and 64 deletions

1
.gitignore vendored
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@@ -26,3 +26,4 @@ temp*build*/
/public/generated-animations
/public/generated-character-drafts
/public/generated-characters
/target/

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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 +1,46 @@
# 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。
## 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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@@ -7,10 +7,12 @@
- [CURRENT_BACKEND_IMPLEMENTATION_BASELINE_2026-04-25.md](./CURRENT_BACKEND_IMPLEMENTATION_BASELINE_2026-04-25.md):冻结当前后端唯一落地口径,明确新功能以 `server-rs + Axum + SpacetimeDB` 为准,旧 `server-node` / Express / PostgreSQL 与 Go 方向只允许作为迁移参考。
- [API_SERVER_DEV_STACK_COLD_BUILD_TIMEOUT_FIX_2026-04-25.md](./API_SERVER_DEV_STACK_COLD_BUILD_TIMEOUT_FIX_2026-04-25.md):记录 `npm run dev:rust` 在 Windows 冷编译/链接阶段误把 `api-server` `/healthz` 等待判定为超时并杀掉 `cargo run` 的根因,以及将 SpacetimeDB 与 api-server 等待窗口拆分的脚本口径。
- [API_ERROR_DETAILS_MESSAGE_DISPLAY_FIX_2026-04-25.md](./API_ERROR_DETAILS_MESSAGE_DISPLAY_FIX_2026-04-25.md):记录统一 API envelope 错误展示优先读取 `error.details.message` 的修复口径,避免 Big Fish 发布校验等业务错误只显示通用“请求参数不合法”。
- [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。
- [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。

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@@ -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;
}

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

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@@ -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

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@@ -77,11 +77,12 @@ 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},
@@ -634,6 +635,13 @@ 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(

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@@ -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

@@ -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,
)
}
@@ -572,6 +576,18 @@ 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 +600,7 @@ pub async fn execute_puzzle_agent_action(
progress: 100,
error: None,
},
session: map_puzzle_agent_session_response(session),
},
));
}
@@ -616,6 +633,7 @@ pub async fn execute_puzzle_agent_action(
progress: 100,
error: None,
},
session: map_puzzle_agent_session_response(session),
},
))
}
@@ -1046,6 +1064,36 @@ 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 +1296,74 @@ 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 +1452,64 @@ 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,
)
.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,
@@ -1499,6 +1673,248 @@ 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,
)
.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

@@ -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 } 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';
@@ -83,13 +91,13 @@ import { useRpgCreationEnterWorld } from '../rpg-entry/useRpgCreationEnterWorld'
import { useRpgCreationResultAutosave } from '../rpg-entry/useRpgCreationResultAutosave';
import { useRpgCreationSessionController } from '../rpg-entry/useRpgCreationSessionController';
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';
@@ -312,6 +320,8 @@ export function PlatformEntryFlowShellImpl({
const [bigFishError, setBigFishError] = useState<string | null>(null);
const [isBigFishBusy, setIsBigFishBusy] = useState(false);
const [isBigFishLoadingLibrary, setIsBigFishLoadingLibrary] = useState(false);
const [bigFishGenerationState, setBigFishGenerationState] =
useState<MiniGameDraftGenerationState | null>(null);
const [streamingBigFishReplyText, setStreamingBigFishReplyText] =
useState('');
const [isStreamingBigFishReply, setIsStreamingBigFishReply] = useState(false);
@@ -327,6 +337,10 @@ export function PlatformEntryFlowShellImpl({
const [puzzleError, setPuzzleError] = useState<string | null>(null);
const [isPuzzleBusy, setIsPuzzleBusy] = useState(false);
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] =
@@ -791,6 +805,7 @@ export function PlatformEntryFlowShellImpl({
const leaveBigFishFlow = useCallback(() => {
setBigFishError(null);
setBigFishRun(null);
setBigFishGenerationState(null);
setStreamingBigFishReplyText('');
setIsStreamingBigFishReply(false);
enterCreateTab();
@@ -801,6 +816,8 @@ export function PlatformEntryFlowShellImpl({
setPuzzleError(null);
setPuzzleOperation(null);
setPuzzleRun(null);
setPuzzleGenerationState(null);
setIsPuzzleNextLevelGenerating(false);
setStreamingPuzzleReplyText('');
setIsStreamingPuzzleReply(false);
enterCreateTab();
@@ -913,15 +930,45 @@ export function PlatformEntryFlowShellImpl({
setBigFishError(null);
try {
if (payload.action === 'big_fish_compile_draft') {
setSelectionStage('big-fish-generating');
setBigFishGenerationState(createMiniGameDraftGenerationState('big-fish'));
const { session } = await executeBigFishCreationAction(
bigFishSession.sessionId,
payload,
);
setBigFishSession(session);
setBigFishGenerationState((current) =>
current
? {
...current,
phase: 'ready',
completedAssetCount: session.assetSlots.filter(
(slot) => slot.status === 'ready',
).length,
totalAssetCount: session.assetSlots.length,
}
: current,
);
setSelectionStage('big-fish-result');
return;
}
const { session } = await executeBigFishCreationAction(
bigFishSession.sessionId,
payload,
);
setBigFishSession(session);
if (payload.action === 'big_fish_compile_draft') {
setSelectionStage('big-fish-result');
}
} catch (error) {
setBigFishGenerationState((current) =>
current
? {
...current,
phase: 'failed',
error: resolveBigFishErrorMessage(error, '执行大鱼吃小鱼操作失败。'),
}
: current,
);
setBigFishError(
resolveBigFishErrorMessage(error, '执行大鱼吃小鱼操作失败。'),
);
@@ -947,7 +994,30 @@ export function PlatformEntryFlowShellImpl({
setPuzzleError(null);
try {
const { operation } = await executePuzzleAgentAction(
if (payload.action === 'compile_puzzle_draft') {
setSelectionStage('puzzle-generating');
setPuzzleGenerationState(createMiniGameDraftGenerationState('puzzle'));
const { operation, session } = await executePuzzleAgentAction(
puzzleSession.sessionId,
payload,
);
setPuzzleOperation(operation);
setPuzzleSession(session);
setPuzzleGenerationState((current) =>
current
? {
...current,
phase: 'ready',
completedAssetCount: 1,
totalAssetCount: 1,
}
: current,
);
setSelectionStage('puzzle-result');
return;
}
const { operation, session } = await executePuzzleAgentAction(
puzzleSession.sessionId,
payload,
);
@@ -957,14 +1027,8 @@ export function PlatformEntryFlowShellImpl({
await refreshPuzzleShelf();
}
const { session } = await getPuzzleAgentSession(
puzzleSession.sessionId,
);
setPuzzleSession(session);
if (payload.action === 'compile_puzzle_draft') {
setSelectionStage('puzzle-result');
}
if (
payload.action === 'publish_puzzle_work' &&
session.publishedProfileId
@@ -976,6 +1040,15 @@ export function PlatformEntryFlowShellImpl({
setSelectionStage('puzzle-gallery-detail');
}
} catch (error) {
setPuzzleGenerationState((current) =>
current
? {
...current,
phase: 'failed',
error: resolvePuzzleErrorMessage(error, '执行拼图操作失败。'),
}
: current,
);
setPuzzleError(resolvePuzzleErrorMessage(error, '执行拼图操作失败。'));
} finally {
setIsPuzzleBusy(false);
@@ -1095,9 +1168,35 @@ 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();
@@ -1802,6 +1901,49 @@ 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"
@@ -1884,6 +2026,49 @@ 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"
@@ -1940,7 +2125,7 @@ export function PlatformEntryFlowShellImpl({
>
<PuzzleRuntimeShell
run={puzzleRun}
isBusy={isPuzzleBusy}
isBusy={isPuzzleBusy || isPuzzleNextLevelGenerating}
error={puzzleError}
onBack={() => {
setSelectionStage('puzzle-gallery-detail');
@@ -1955,6 +2140,17 @@ 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

@@ -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,