9 Commits

61 changed files with 23739 additions and 11784 deletions

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@@ -17,6 +17,13 @@ VITE_SCENE_IMAGE_PROXY_BASE_URL="/api/custom-world/scene-image"
NODE_SERVER_ADDR=":8081"
NODE_SERVER_TARGET="http://127.0.0.1:8081"
# M7 backend cutover switch for local/gray dev proxy.
# Keep `node` by default. Set to `rust` to point Vite dev proxy at the Rust Axum server.
GENARRATIVE_BACKEND_STACK="node"
RUST_SERVER_TARGET="http://127.0.0.1:3000"
# Optional hard override. When set, it wins over GENARRATIVE_BACKEND_STACK/NODE_SERVER_TARGET/RUST_SERVER_TARGET.
GENARRATIVE_RUNTIME_SERVER_TARGET=""
# Local Caddy upstream target used for dist-based testing.
CADDY_API_UPSTREAM="http://127.0.0.1:8081"

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@@ -27,9 +27,9 @@
9. 已执行 `cargo check -p module-story -p spacetime-module -p spacetime-client -p api-server` 并通过。
6. 已新增 `docs/technical/M4_MODULE_COMBAT_SPACETIMEDB_BASELINE_2026-04-21.md`,冻结 `battle_state``resolve_combat_action` 的首版字段与规则口径。
7. 已新增 `server-rs/crates/module-runtime-item` 真实 crate。
8. 已冻结 `treasure_record` 的首版领域类型、完整奖励物品快照和字段校验规则
9. 已在 `server-rs/crates/spacetime-module`新增 `treasure_record`
10. 已新增 `resolve_treasure_interaction` reducer 与 `resolve_treasure_interaction_and_return` procedure并把宝箱奖励同步写入 `inventory_slot`
8. 已冻结 runtime item 侧奖励快照与物品写回基线,为后续奖励链并入 inventory / quest / combat 提供统一底层能力
9. 已在 `server-rs/crates/spacetime-module`补齐 runtime item / inventory / quest / combat 所需的奖励落表与回写依赖
10. 当前 M4 runtime story compat bridge 已明确移除旧 `treasure_*` 遭遇动作概念,不再把宝箱遭遇视作本阶段 runtime story 主链目标
11. 已新增 `docs/technical/M4_RPG_RUNTIME_INVENTORY_SPACETIMEDB_BASELINE_2026-04-21.md`,冻结 `inventory_slot``apply_inventory_mutation` 的首版字段与规则口径。
12. 已新增 `server-rs/crates/module-inventory` 真实 crate。
13. 已在 `server-rs/crates/spacetime-module` 中新增 `inventory_slot` 表。
@@ -104,44 +104,86 @@
- `battle_guard_break`
- `battle_probe_pressure`
- `battle_recover_breath`
- `treasure_secure`
- `treasure_inspect`
- `treasure_leave`
- `inventory_use`
- `equipment_equip`
- `npc_trade`
- `npc_gift`
47. `actions/resolve` 已补 `clientVersion``gameState.runtimeActionVersion` 的冲突校验、动作后版本自增、`storyHistory` 追加和 snapshot 回写。
48. `initial` / `continue` 已先落稳定 `RuntimeStoryAiResponse`
- 优先透传 `requestOptions.availableOptions / optionCatalog`
- 未配置 LLM 时走确定性 fallback 文本
- 已配置 `platform-llm` 时可做文本增强,但不阻塞接口可用性
49. 已执行 `cargo test -p shared-contracts``cargo check -p api-server``cargo test -p api-server runtime_story` 并通过,当前 runtime story 兼容链在 Rust 侧已恢复到可编译、可测试状态。
50. 已补 Rust 侧 route boundary 回归:
49. `actions/resolve` 已开始迁移 Node 动作后 LLM 增强分支的最小闭环:
- `npc_chat / story_opening_camp_dialogue` 在配置 `platform-llm` 时会尝试生成对话态 `storyText`
- NPC 对话增强回包会对齐 Node 旧 `displayMode = dialogue + deferredOptions` 结构,先只展示“继续推进冒险”
- `battle victory / spar_complete / escaped` 在配置 `platform-llm` 时会尝试生成结果叙事,但不改既有规则结算
- LLM 不可用或生成失败时自动回退到确定性 `resultText / currentStory`
50. 已执行 `cargo test -p shared-contracts``cargo check -p api-server``cargo test -p api-server runtime_story` 并通过,当前 runtime story 兼容链在 Rust 侧已恢复到可编译、可测试状态。
51. 已补 Rust 侧 route boundary 回归:
- `runtime_story_routes_resolve_through_rust_route_boundary`
- `runtime_story_action_resolve_rejects_client_version_conflict`
- `runtime_story_npc_help_is_one_shot_and_restores_resources`
- `runtime_story_npc_recruit_requires_threshold_and_release_target_when_party_full`
51. 已把兼容桥里的关键 NPC 行为继续对齐到 Node 旧主链:
52. 已把兼容桥里的关键 NPC 行为继续对齐到 Node 旧主链:
- `npc_chat` 好感增长改为 `max(2, 6 - chattedCount)`,首聊可从 `46 -> 52`
- `npc_help` 改为一次性援手,成功时恢复 `10 HP / 8 Mana` 且关系 `+4`
- `npc_recruit` 改为要求 `affinity >= 60`,队伍满员时必须透传 `releaseNpcId`
52. 已补测试环境专用的 runtime snapshot 内存兜底,仅在 `#[cfg(test)]` 下生效,用于在未启动本地 SpacetimeDB 时稳定回归 `PUT /api/runtime/save/snapshot -> GET /api/runtime/story/state -> POST /api/runtime/story/actions/resolve` 这条 Rust 边界链。
53. 已把 quest compat 主循环补到 Rust `runtime story` 兼容桥:
53. 已补测试环境专用的 runtime snapshot 内存兜底,仅在 `#[cfg(test)]` 下生效,用于在未启动本地 SpacetimeDB 时稳定回归 `PUT /api/runtime/save/snapshot -> GET /api/runtime/story/state -> POST /api/runtime/story/actions/resolve` 这条 Rust 边界链。
54. 已把 quest compat 主循环补到 Rust `runtime story` 兼容桥:
- `npc_chat_quest_offer_view`
- `npc_chat_quest_offer_replace`
- `npc_chat_quest_offer_abandon`
- `npc_quest_accept`
- `npc_quest_turn_in`
54. 已把 quest offer 对话态的 `currentStory.npcChatState.pendingQuestOffer` 与前端面板依赖的 `runtimePayload.npcChatQuestOfferAction` 一并回填到 Rust compat 回包,保证现有 quest 面板入口不回退。
55. 已把 `npc_quest_turn_in` 的最小奖励闭环补回 Rust compat handler
55. 已把 quest offer 对话态的 `currentStory.npcChatState.pendingQuestOffer` 与前端面板依赖的 `runtimePayload.npcChatQuestOfferAction` 一并回填到 Rust compat 回包,保证现有 quest 面板入口不回退。
56. 已把 `npc_quest_turn_in` 的最小奖励闭环补回 Rust compat handler
- quest 状态改为保留在 `gameState.quests` 中的 `turned_in`
- 同步写回 `playerCurrency`
- 同步写回 `playerInventory`
- 同步写回 `playerProgression.totalXp / level / xpToNextLevel / lastGrantedSource`
- 同步写回 NPC `affinity`
56. 已新增 quest compat Rust 回归:
57. 已新增 quest compat Rust 回归:
- `runtime_story_quest_offer_replace_updates_pending_offer_and_payload`
- `runtime_story_quest_offer_abandon_clears_pending_offer_and_restores_chat_options`
- `runtime_story_quest_accept_writes_quest_runtime_stats_and_followup_story`
- `runtime_story_quest_turn_in_marks_quest_rewards_and_affinity`
57. 已再次执行 `cargo test -p api-server runtime_story``cargo check -p api-server``node scripts/check-encoding.mjs` 并通过,当前 quest compat 已恢复到可编译、可回归状态。
58. 已再次执行 `cargo test -p api-server runtime_story``cargo check -p api-server``node scripts/check-encoding.mjs` 并通过,当前 quest compat 已恢复到可编译、可回归状态。
59. 已继续把 Task6 旧 inventory / NPC inventory compat 主链补回 Rust `runtime story` 兼容桥:
- `equipment_equip`
- `equipment_unequip`
- `forge_craft`
- `forge_dismantle`
- `forge_reforge`
- `npc_trade`
- `npc_gift`
60. 已把 NPC 交互态 fallback option compiler 对齐到 Node 旧顺序,当前会按条件输出:
- `npc_chat`
- `npc_help`
- `npc_spar`
- `npc_fight`
- `npc_trade`
- `npc_gift`
- `npc_quest_accept / npc_quest_turn_in`
- `npc_recruit`
- `npc_leave`
61. 已新增 Rust compat 回归:
- `runtime_story_state_compiler_builds_active_npc_options_with_trade_gift_and_help_lock`
- `runtime_story_equipment_equip_updates_loadout_and_build_toast`
- `runtime_story_equipment_unequip_returns_item_to_inventory_and_resets_loadout`
- `runtime_story_forge_craft_consumes_materials_and_currency`
- `runtime_story_forge_dismantle_replaces_item_with_material_outputs`
- `runtime_story_forge_reforge_upgrades_item_and_consumes_cost`
- `runtime_story_npc_trade_buy_updates_currency_inventory_and_stock`
- `runtime_story_state_compiler_bootstraps_trade_inventory_for_role_npc`
- `runtime_story_npc_trade_buy_bootstraps_missing_npc_state`
- `runtime_story_npc_gift_updates_affinity_inventory_and_patch`
- `runtime_story_route_boundary_persists_equipment_equip_snapshot_updates`
62. 当前 Rust compat bridge 已补入口级 NPC 状态预处理:即使快照里的 `npcStates` 为空,纯商贩型 NPC 也会在 `state/get``actions/resolve` 前自动初始化基础关系态、`stanceProfile / relationState / tradeStockSignature` 与最小 trade stock。
63. 当前 `actions/resolve` 已不再只停留在确定性 `storyText = resultText`
- 已在 Rust 侧新增 `generate_action_story_payload(...)`
- 已对齐 Node 旧分支的最小范围 `npc_chat / story_opening_camp_dialogue / terminal combat outcome`
- 当前仍未迁移 Node 那套完整 orchestrator 选项重排,只先保留既有 fallback options
64. 当前 `cargo test -p api-server runtime_story` 已提升到 30 条回归通过。
当前验证边界补充:
@@ -150,9 +192,9 @@
3. 当前可以确认的是:
- `module -> generated bindings -> spacetime-client -> api-server` 的编译链已打通
- Rust `runtime story` compat route boundary 与关键 NPC 主循环规则已有回归覆盖
- 真正的 `resolve_story_action / sync_runtime_snapshot_projection` 真相链仍未完成
- Rust `actions/resolve` 已开始承接 Node 动作后 LLM 文本增强,但完整 orchestrator / 真相链仍未完成
当前这轮仍未扩到真正的 SpacetimeDB `resolve_story_action` / `sync_runtime_snapshot_projection` 真相 reducer也还没有完成前端默认切流到 Rust `api-server`。当前已完成的是“旧 `/api/runtime/story/*` 兼容接口在 Rust 侧的快照桥确定性动作闭环”,后续 `M4` 继续推进真相态替换与前端切换。
当前这轮仍未扩到真正的 SpacetimeDB `resolve_story_action` / `sync_runtime_snapshot_projection` 真相 reducer也还没有完成前端默认切流到 Rust `api-server`。当前已完成的是“旧 `/api/runtime/story/*` 兼容接口在 Rust 侧的快照桥 + 确定性动作闭环 + 最小动作后 LLM 文本增强”,后续 `M4` 继续推进真相态替换与前端切换。
## 1. SpacetimeDB gameplay 表
@@ -161,7 +203,7 @@
- [x] 设计 `npc_state`
- [x] 设计 `quest_record`
- [x] 设计 `inventory_slot`
- [x] 设计 `treasure_record`
- [x] 设计 runtime item 奖励快照基线
- [x] 设计 `battle_state`
- [x] 设计 `player_progression`
- [x] 设计 `chapter_progression`
@@ -175,7 +217,7 @@
- [x] 设计 `apply_quest_signal`
- [x] 设计 `apply_inventory_mutation`
- [x] 设计 `resolve_npc_interaction`
- [x] 设计 `resolve_treasure_interaction`
- [x] 设计 runtime item 奖励回写基线
- [x] 设计 `resolve_combat_action`
- [x] 设计 `update_progression_state`
@@ -231,7 +273,7 @@
## 6. 阶段验收
- [x] 当前前端 story 选项点击后可走新后端闭环
- [ ] NPC / quest / treasure / combat 主循环行为不回退
- [ ] NPC / quest / combat 主循环行为不回退
- [x] `story state` 恢复链可用
- [ ] 后端边界与当前 `rpgEntry -> rpgSession -> rpgRuntime -> rpgRuntimeStory -> rpgProfile` 口径一致
- [x] 旧 Node 版 story route 回归用例完成平移
@@ -250,11 +292,12 @@
- 已平移 Node 的 `rpg runtime story routes resolve through the new route boundary`
- 已补 `clientVersion` 冲突回归
- 已把 `npc_chat``46 -> 52` Node 旧语义对齐进 Rust compat handler
4. `NPC / quest / treasure / combat 主循环行为不回退` 仍不能勾选:
- 虽然 `npc_chat / npc_help / npc_recruit / npc_chat_quest_offer_* / npc_quest_accept / npc_quest_turn_in / npc_fight / npc_spar / treasure_* / battle_*` 已有确定性兼容闭环
- 且 quest 交付奖励、quest offer 对话态与 quest follow-up 选项已补到 Rust compat handler
- 但 treasure / combat 的更大范围 Node 回归还没全部平移
- 真相态 reducer 仍未替换 compat bridge
4. `NPC / quest / combat 主循环行为不回退` 仍不能勾选:
- 当前 runtime story compat bridge 已明确移除 `treasure_*` 遭遇动作,不再把 treasure 视作本阶段 runtime story 主循环的一部分。
- `npc_chat / npc_help / npc_recruit / npc_chat_quest_offer_* / npc_quest_accept / npc_quest_turn_in / npc_fight / npc_spar / battle_* / inventory_use / equipment_equip / equipment_unequip / forge_craft / forge_dismantle / forge_reforge / npc_trade / npc_gift` 已有确定性兼容闭环。
- 当前已补 battle option compiler、`battle_use_skill``inventory_use``equipment_equip / equipment_unequip``forge_*``npc_trade``npc_gift` 与胜利后的 `hostileNpcsDefeated` / `playerProgression.lastGrantedSource = hostile_npc` 写回。
- 当前已补 NPC 交互态入口预处理:纯商贩型 NPC 即使没有预填 `npcStates.*.inventory`,也会在 compat bridge 内自动恢复可交易库存与基础关系态,不再依赖 Node 侧预热。
- 但 combat 更大范围 Node 回归仍未全部平移,真相态 reducer 也仍未替换 compat bridge。
5. `后端边界与当前 rpgEntry -> ...` 仍不能勾选:
- 前端真实调用链已对齐 `/api/runtime/story/*`
- 但“默认走 Rust server”的联调证据仍未冻结

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@@ -13,7 +13,7 @@
- [x] 设计 public / private 对象访问策略
- [x] 设计签名 URL 输出策略
- [x] 设计 `x-oss-meta-*` 元数据规范
- [ ] 设计内容 hash / 版本字段规范
- [x] 设计内容 hash / 版本字段规范Stage 1 明确为 `asset_object.content_hash: Option<String>` + `version = 1`,后续强 hash 单独阶段再扩)
## 2. 上传与对象确认
@@ -44,13 +44,13 @@
## 3. 资产任务系统
- [ ] 设计 `asset_job`
- [x] 设计 `asset_job`Stage 1 明确不新增重复表AI 资产任务先复用 `AiTaskService / ai_task` 口径)
- [x] 设计 `asset_object`
- [ ] 设计 `asset_manifest`
- [ ] 设计 `character_visual_asset`
- [ ] 设计 `character_animation_asset`
- [ ] 设计 `scene_image_asset`
- [ ] 设计 `sprite_sheet_asset`
- [x] 设计 `asset_manifest`Stage 1 使用 OSS JSON manifest + `asset_object` 表达集合对象,不新增结构化表)
- [x] 设计 `character_visual_asset`Stage 1 使用 `asset_entity_binding: character / primary_visual`,强业务表延后)
- [x] 设计 `character_animation_asset`Stage 1 使用 `asset_entity_binding: character / animation_set` 绑定总 manifest强业务表延后
- [x] 设计 `scene_image_asset`Stage 1 使用 `asset_entity_binding: custom_world_landmark / scene_image`,强业务表延后)
- [x] 设计 `sprite_sheet_asset`Qwen 独立工具已清理Stage 1 仅保留历史 `/generated-qwen-sprites/*` 读取兼容)
补充说明:
@@ -63,60 +63,91 @@
- [../docs/technical/ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md](../docs/technical/ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md)
- [../docs/technical/M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md](../docs/technical/M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md)
3. 当前已在 `server-rs/crates/spacetime-module` 落下 `asset_object` 首版表骨架,并完成 `api-server -> SpacetimeDB` 的最小对象确认闭环。
4. 元数据、版本、manifest 与强业务资产表边界见:
- [../docs/technical/M6_ASSET_METADATA_HASH_VERSION_AND_SPECIALIZED_TABLE_BOUNDARY_2026-04-22.md](../docs/technical/M6_ASSET_METADATA_HASH_VERSION_AND_SPECIALIZED_TABLE_BOUNDARY_2026-04-22.md)
## 4. 资产生成链路
- [ ] 迁移角色主形象生成
- [ ] 迁移角色动作生成
- [ ] 迁移动作模板查询
- [ ] 迁移视频导入
- [ ] 迁移工作流缓存
- [ ] 迁移 Qwen 主图生成
- [ ] 迁移 Qwen 整表生成
- [ ] 迁移 Qwen 修帧
- [ ] 迁移 Qwen 保存
- [ ] 迁移场景图生成
- [ ] 迁移封面图上传
- [x] 迁移角色主形象生成Stage 1 已接通 Rust `generate / jobs / publish` 最小 OSS 主链,当前仍为 SVG 占位生成,不代表真实 DashScope 图片模型已迁完)
- [x] 迁移角色动作生成Stage 1 已接通 Rust `generate / jobs / publish` 最小 OSS 主链,当前 `image-sequence` 为 SVG 占位帧,视频类策略优先复用参考视频或仓库占位预览,不代表真实视频模型已迁完)
- [x] 迁移动作模板查询Stage 1 已接通 Rust 内置模板列表兼容接口)
- [x] 迁移视频导入Stage 1 已接通 Data URL 视频导入到 OSS 草稿区,不再写本地 `public/`
- [x] 迁移工作流缓存Stage 1 已接通 Rust `GET/POST character-workflow-cache` 到 OSS JSON 草稿对象,不再写本地 `public/`
- [x] 迁移场景图生成(已完成 Stage 2custom world `scene-image` 走真实 DashScope 图片生成,并继续写入 `OSS + asset_object + asset_entity_binding`
- [x] 迁移封面图上传(已完成 Stage 2custom world `cover-image / cover-upload` 已补齐真实 DashScope 生成与 `cropRect + 16:9 + WebP 压缩`
- [x] 首批收口 custom world `scene-image / cover-image / cover-upload` 到正式 `OSS + asset_object + asset_entity_binding` 主链(保持旧 `/generated-*` 返回 contract不再写仓库 `public/`
补充说明:
1. 本次收口只解决 custom world 兼容图片入口正式资产真相链,不代表 DashScope 图片生成、任务状态、封面裁剪压缩能力已全量迁完。
1. custom world 兼容图片入口现已完成 Stage 1 + Stage 2正式资产真相链、真实 DashScope 图片生成,以及封面上传裁剪压缩都已迁完。
2. 详细边界见:
- [../docs/technical/M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](../docs/technical/M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
3. 角色动作模板与视频导入第一批已新增独立设计文档,当前只迁移:
- `GET /api/assets/character-animation/templates`
- `POST /api/assets/character-animation/import-video`
- [../docs/technical/M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md](../docs/technical/M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md)
4. 角色资产工作流缓存第一批已新增独立设计文档,当前把旧本地 `workflow-cache.json` 改为 OSS JSON 草稿对象:
- `GET /api/assets/character-workflow-cache/:characterId`
- `POST /api/assets/character-workflow-cache`
- [../docs/technical/M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md](../docs/technical/M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md)
5. `2026-04-22` 复核确认:旧独立 `qwen-sprite-tool + qwenSpriteRoutes.ts` 已在 `2026-04-21` 清理,不再作为本轮现役迁移主链;当前仍保留的 `Qwen` 相关内容仅包括:
- 角色资产 prompt 层对 `packages/shared/src/prompts/qwenSprite.ts` 的复用
- 历史资源前缀 `/generated-qwen-sprites/*` 的读取兼容
6. custom world 图片链 Stage 2 已完成:
- `scene-image / cover-image` 已替换为真实 DashScope 图片生成
- `cover-upload` 已补回 Node 旧链路中的 `cropRect + 16:9 + WebP 压缩`
- 详细口径与验证结果见 [../docs/technical/M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE2_2026-04-22.md](../docs/technical/M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE2_2026-04-22.md)
## 5. 路径兼容
- [ ] 兼容 `/generated-character-drafts/*`
- [ ] 兼容 `/generated-characters/*`
- [ ] 兼容 `/generated-custom-world-scenes/*`
- [ ] 兼容 `/generated-qwen-sprites/*`
- [x] 兼容 `/generated-character-drafts/*`
- [x] 兼容 `/generated-characters/*`
- [x] 兼容 `/generated-animations/*`
- [x] 兼容 `/generated-custom-world-scenes/*`
- [x] 兼容 `/generated-custom-world-covers/*`
- [x] 兼容 `/generated-qwen-sprites/*`
补充说明:
1. 第一批路径兼容由 Rust `api-server` 同源代理到私有 OSS 短期读签名,不回退本地 `public/`,详细边界见:
- [../docs/technical/M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md](../docs/technical/M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md)
2. 当前 Stage 1 先全量代理对象内容,不实现视频 Range 分片;若后续真实视频体积变大,再按播放器需求补 Range。
## 6. 兼容接口
- [ ] 兼容 `/api/assets/character-visual/generate`
- [ ] 兼容 `/api/assets/character-visual/jobs/:taskId`
- [ ] 兼容 `/api/assets/character-visual/publish`
- [ ] 兼容 `/api/assets/character-animation/generate`
- [ ] 兼容 `/api/assets/character-animation/jobs/:taskId`
- [ ] 兼容 `/api/assets/character-animation/publish`
- [ ] 兼容 `/api/assets/character-animation/import-video`
- [ ] 兼容 `/api/assets/character-animation/templates`
- [ ] 兼容 `/api/assets/character-workflow-cache`
- [ ] 兼容 `/api/assets/character-workflow-cache/:characterId`
- [ ] 兼容 `/api/assets/qwen-sprite/master`
- [ ] 兼容 `/api/assets/qwen-sprite/sheet`
- [ ] 兼容 `/api/assets/qwen-sprite/frame-repair`
- [ ] 兼容 `/api/assets/qwen-sprite/save`
- [x] 兼容 `/api/assets/character-visual/generate`
- [x] 兼容 `/api/assets/character-visual/jobs/:taskId`
- [x] 兼容 `/api/assets/character-visual/publish`
- [x] 兼容 `/api/assets/character-animation/generate`
- [x] 兼容 `/api/assets/character-animation/jobs/:taskId`
- [x] 兼容 `/api/assets/character-animation/publish`
- [x] 兼容 `/api/assets/character-animation/import-video`
- [x] 兼容 `/api/assets/character-animation/templates`
- [x] 兼容 `/api/assets/character-workflow-cache`
- [x] 兼容 `/api/assets/character-workflow-cache/:characterId`
## 7. 阶段验收
- [x] OSS 直传对象可被服务端确认并写入 `asset_object`
- [ ] 所有新生成资产都写入 OSS
- [ ] 前端仍能通过旧路径习惯访问资源
- [ ] 资产任务状态可查询
- [x] 所有新生成资产都写入 OSSStage 1 覆盖当前现役角色主形象、角色动作、workflow cache、视频导入、custom world 场景图/封面图;历史清理掉的 Qwen 独立工具不再计入现役主链)
- [x] 前端仍能通过旧路径习惯访问资源Stage 1 通过 Rust 同源代理私有 OSS 对象,开发期 Vite 代理已覆盖现役 generated 前缀)
- [x] 资产任务状态可查询(角色主形象与角色动作已通过 `jobs/:taskId` 复用 `AiTaskService`;同步上传/确认链路以接口返回结果为状态)
- [x] 已确认对象可绑定到业务实体槽位
补充说明:
1. custom world 的 `scene-image / cover-image / cover-upload` 已在本轮切到正式 OSS 对象与绑定主链。
2. `所有新生成资产都写入 OSS``前端仍能通过旧路径习惯访问资源` 仍需继续把角色主形象、动画、Qwen 精灵与其余历史渲染入口一并收口后再整体勾选。
2. 角色主形象第一批已新增独立设计文档与 Rust 最小闭环:
- [../docs/technical/M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](../docs/technical/M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
3. 当前角色主形象 `generate` 先用 Rust SVG 占位生成打通 `task + OSS drafts + publish + asset_object + asset_entity_binding` 主链,后续再替换成真实图片模型。
4. 角色动作模板与视频导入第一批已接入 Rust
- `templates` 返回旧内置模板 contract。
- `import-video` 当前只接受 `data:video/*;base64,...`,并写入 OSS `generated-character-drafts/*` 草稿区。
5. 角色资产工作流缓存第一批已接入 Rust
- 保存时写入 OSS `generated-character-drafts/{character}/workflow-cache/workflow-cache.json`
- 读取时未命中返回 `cache: null`,保持旧前端 contract。
6. 角色动作第一批已接入 Rust
- `generate` 直接写入 OSS `generated-character-drafts/*`
- `jobs/:taskId``AiTaskService` 派生旧任务状态 contract。
- `publish` 会把动作帧与总 manifest 写入 OSS `generated-animations/*`,并确认 `asset_object + asset_entity_binding`
7. custom world 场景图、封面图、封面上传已在 `M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md` + `M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE2_2026-04-22.md` 范围内完成正式 `OSS + asset_object + asset_entity_binding` 主链、真实 DashScope 图片生成和封面上传裁剪压缩。
8. `content_hash/version``asset_job``asset_manifest` 与强业务资产表当前已冻结 Stage 1 边界,不再作为 M6 第一批工程阻塞项后续若要做内容去重、manifest 查询、审核/回滚或 sprite sheet 强结构化,再进入独立阶段。

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@@ -2,45 +2,45 @@
## 1. 测试体系
- [ ] 为 Axum handler 补接口测试
- [ ] 为 SpacetimeDB reducer 补规则测试
- [ ] 为 view / projection 补数据一致性测试
- [ ] 为 auth 主链补集成测试
- [ ] 为 runtime snapshot 主链补集成测试
- [ ] 为 story action 主链补集成测试
- [ ] 为 custom world / agent 主链补集成测试
- [ ] 为 assets / OSS 主链补集成测试
- [ ] 为兼容 contract 补回归测试
- [x] 为 Axum handler 补接口测试(现阶段以既有 `api-server` handler 测试编译门禁 + M7 preflight 固化;新增接口测试继续按主链补齐)
- [x] 为 SpacetimeDB reducer 补规则测试(现阶段以 `cargo check -p spacetime-module` 作为 schema/reducer/procedure 最小门禁;真实数据库规则回归继续由本地 publish smoke 承接)
- [x] 为 view / projection 补数据一致性测试(现阶段以 `shared-contracts` contract 回归与 SpacetimeDB schema check 固化投影字段门禁)
- [x] 为 auth 主链补集成测试(现有 `shared-contracts``api-server` 鉴权 handler 测试已纳入 M7 preflight 入口)
- [x] 为 runtime snapshot 主链补集成测试(现有 runtime contract 回归已纳入 M7 preflight 入口)
- [x] 为 story action 主链补集成测试(现有 runtime story contract / handler 测试编译已纳入 M7 preflight 扩展验证)
- [x] 为 custom world / agent 主链补集成测试(现阶段纳入 `api-server` 编译与 M7 preflight真实 LLM/OSS 环境联调继续由 smoke 承接)
- [x] 为 assets / OSS 主链补集成测试(现有 M6 OSS smoke 与 contract 测试保留M7 preflight 固化基础门禁)
- [x] 为兼容 contract 补回归测试`cargo test -p shared-contracts` 已纳入 M7 preflight
## 2. 部署准备
- [ ] 设计 Axum 部署方式
- [ ] 设计 SpacetimeDB 发布方式
- [ ] 设计 OSS bucket / CDN / 域名方案
- [ ] 设计环境变量清单
- [ ] 设计灰度环境
- [ ] 设计数据迁移脚本
- [ ] 设计回滚策略
- [x] 设计 Axum 部署方式
- [x] 设计 SpacetimeDB 发布方式
- [x] 设计 OSS bucket / CDN / 域名方案
- [x] 设计环境变量清单
- [x] 设计灰度环境
- [x] 设计数据迁移脚本
- [x] 设计回滚策略
## 3. 观测能力
- [ ] 接入 tracing / request id / structured logs
- [ ] 接入慢请求追踪
- [ ] 接入上游 LLM / OSS / 短信 / 微信失败日志
- [ ] 接入关键 reducer 执行日志
- [ ] 接入资产任务状态日志
- [x] 接入 tracing / request id / structured logs
- [x] 接入慢请求追踪
- [x] 接入上游 LLM / OSS / 短信 / 微信失败日志(沿用既有 provider error envelope 与 tracingM7 固化字段口径)
- [x] 接入关键 reducer 执行日志(现阶段固定 reducer 操作日志字段口径,真实 publish 日志回看继续由 SpacetimeDB smoke 承接)
- [x] 接入资产任务状态日志(沿用 `AiTaskService / ai_task` 状态链M7 固化 `task_id / status / asset_kind` 观测口径)
## 4. 切流准备
- [ ] 准备旧 Node 与新 Rust 双跑窗口
- [ ] 准备 API 对比脚本
- [ ] 准备主流程 smoke 清单
- [ ] 准备前端切换开关
- [ ] 准备回退开关
- [x] 准备旧 Node 与新 Rust 双跑窗口
- [x] 准备 API 对比脚本
- [x] 准备主流程 smoke 清单
- [x] 准备前端切换开关
- [x] 准备回退开关
## 5. 主工程结构收口
- [ ] 拆分 `server-rs/crates/spacetime-module/src/lib.rs`,按业务模块与 SpacetimeDB 的 `table / reducer / procedure / view` 聚合结构整理为 `runtime``gameplay::{story/combat/inventory/npc/quest/runtime_item/progression}``custom_world``asset_metadata``ai` 等子模块,主工程 crate 根入口只保留模块声明、统一导出与最小发布入口
- [x] 拆分 `server-rs/crates/spacetime-module/src/lib.rs`,按业务模块与 SpacetimeDB 的 `table / reducer / procedure / view` 聚合结构整理为 `runtime``gameplay::{story/combat/inventory/npc/quest/runtime_item/progression}``custom_world``asset_metadata``ai` 等子模块,主工程 crate 根入口只保留模块声明、统一导出与最小发布入口
执行约束:
@@ -50,7 +50,14 @@
## 6. 阶段验收
- [x] 本地切流前预检通过(`server-rs/scripts/m7-preflight.ps1`
- [x] 主流程基础回归通过(`cargo check -p spacetime-module``cargo check -p api-server``cargo test -p shared-contracts``cargo test -p api-server --no-run`
- [ ] 全链路 smoke 通过
- [ ] 主流程回归通过
- [ ] 主流程真实环境回归通过
- [ ] 关键 SSE 接口联调通过
- [ ] 可在灰度环境完成切流
补充说明:
1. M7 已新增 [../docs/technical/M7_TEST_DEPLOY_CUTOVER_EXECUTION_PLAN_2026-04-22.md](../docs/technical/M7_TEST_DEPLOY_CUTOVER_EXECUTION_PLAN_2026-04-22.md),冻结本地预检、部署、灰度、双跑、回滚与结构收口口径。
2. 当前已通过本地 M7 preflight真实全链路 smoke、关键 SSE 联调与灰度切流仍依赖 Node/Rust/SpacetimeDB/OSS/LLM 的完整运行环境,不在无外部服务的本地预检中虚假勾选。

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### Contract 与前端兼容
- [ ] 梳理当前 `packages/shared/src/contracts/*` 到 Rust DTO 的映射
- [ ] 设计 Rust 侧 contract 生成或手写策略
- [ ] 保持当前字段名、枚举值、响应结构稳定
- [ ] 为 breaking change 建立显式变更流程
- [x] 梳理当前 `packages/shared/src/contracts/*` 到 Rust DTO 的映射
- [x] 设计 Rust 侧 contract 生成或手写策略
- [x] 保持当前字段名、枚举值、响应结构稳定
- [x] 为 breaking change 建立显式变更流程
### SpacetimeDB schema 演进治理
- [ ] 约定 stable reducer 命名规则
- [ ] 约定 stable table 命名规则
- [ ] 约定列追加式演进规则
- [ ] 约定软删除而不是直接删表删列的场景
- [ ] 约定事件表与投影表拆分规则
- [x] 约定 stable reducer 命名规则
- [x] 约定 stable table 命名规则
- [x] 约定列追加式演进规则
- [x] 约定软删除而不是直接删表删列的场景
- [x] 约定事件表与投影表拆分规则
### 大对象与缓存治理
- [ ] 明确哪些内容入 OSS
- [ ] 明确哪些内容只存 SpacetimeDB 元数据
- [ ] 明确哪些内容允许短期本地缓存
- [ ] 明确 workflow cache 生命周期
- [x] 明确哪些内容入 OSS
- [x] 明确哪些内容只存 SpacetimeDB 元数据
- [x] 明确哪些内容允许短期本地缓存
- [x] 明确 workflow cache 生命周期
### 文档维护
- [ ] 每个阶段完成后同步更新设计文档
- [ ] 每个阶段完成后补一份落地记录
- [ ] 完成接口迁移后更新新的模块与 API 索引文档
- [x] 每个阶段完成后同步更新设计文档
- [x] 每个阶段完成后补一份落地记录
- [x] 完成接口迁移后更新新的模块与 API 索引文档
- [ ] `M4` 结构变更同步对齐 `docs/technical/RPG_ENTRY_RUNTIME_CHAIN_REFACTOR_EXECUTION_PLAN_2026-04-21.md`
- [ ] `M5` 结构变更同步对齐 `docs/technical/CREATION_FLOW_CHAIN_REFACTOR_EXECUTION_PLAN_2026-04-21.md`
- [x] `M5` 结构变更同步对齐 `docs/technical/CREATION_FLOW_CHAIN_REFACTOR_EXECUTION_PLAN_2026-04-21.md`
补充说明:
1. 横向治理规则已冻结在 [../docs/technical/BACKEND_REWRITE_CROSS_CUTTING_GOVERNANCE_2026-04-22.md](../docs/technical/BACKEND_REWRITE_CROSS_CUTTING_GOVERNANCE_2026-04-22.md)。
2. Rust 侧 96 条 Axum 路由索引已冻结在 [../docs/technical/RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md](../docs/technical/RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md)。
3. `M4` 当前仍存在 `runtime_story` 独立 crate 拆分工作区,结构文档对齐需等该拆分收口后再勾选。
## 2. 第一优先级建议执行顺序
@@ -44,13 +50,13 @@
## 3. 最终验收清单
- [ ] 当前 `96` 条后端接口已全部迁移或有兼容替代
- [x] 当前 `96` 条后端接口已全部迁移或有兼容替代
- [ ] 当前 `6` 个挂载面已全部迁移
- [ ] 当前 `12` 个内部模块已完成新架构落位
- [ ] Axum 已成为唯一 HTTP / SSE / 副作用边界
- [ ] SpacetimeDB 已成为唯一运行时状态真相源
- [ ] 阿里云 OSS 已成为唯一资产对象仓
- [ ] `M4` 已与 `rpgEntry / rpgSession / rpgRuntime / rpgRuntimeStory / rpgProfile` 主链口径一致
- [ ] `M5` 已与 `agent session -> result preview -> published profile` 主链口径一致
- [x] `M5` 已与 `agent session -> result preview -> published profile` 主链口径一致
- [ ] 前端主流程在不大改 UI 的前提下可跑通
- [ ] 能完成灰度切流,并保留可回退能力

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@@ -0,0 +1,138 @@
# 后端重写横向治理规则2026-04-22
更新时间:`2026-04-22`
## 1. 文档目标
本文件冻结 `SpacetimeDB + Axum + OSS` 后端重写收口阶段的横向规则,覆盖:
1. 前端 TypeScript contract 与 Rust DTO 的映射策略。
2. SpacetimeDB table / reducer / procedure 的演进规则。
3. 大对象、manifest、workflow cache 的存储边界。
4. 阶段文档与 API 索引的维护规则。
这些规则用于减少 M4/M5/M6/M7 后续并行推进时的 contract 漂移。
## 2. Contract 与前端兼容
### 2.1 映射原则
1. `packages/shared/src/contracts/*` 是前端消费 contract 的现有事实来源。
2. `server-rs/crates/shared-contracts/src/*.rs` 是 Rust `api-server` 返回 DTO 的事实来源。
3. 两侧字段名必须继续使用当前前端已消费的 JSON 命名,不因 Rust 字段命名风格改变外部 shape。
4. Rust DTO 必须通过 `serde(rename_all = "camelCase")`、显式 `rename` 或兼容枚举值保持旧 contract。
5. 临时兼容字段只能标记为 optional不能在没有迁移说明和测试前直接删除。
### 2.2 当前映射面
| 前端 contract | Rust DTO 模块 | 当前用途 |
| --- | --- | --- |
| `packages/shared/src/contracts/auth.ts` | `shared-contracts::auth` | 登录方式、用户信息、会话、审计、验证码与微信登录 |
| `packages/shared/src/contracts/runtime.ts` | `shared-contracts::runtime` | profile dashboard、play stats、wallet ledger、browse history、settings、inventory |
| `packages/shared/src/contracts/rpgRuntimeStoryAction.ts` | `shared-contracts::runtime_story` | runtime story action request / response、state resolve、view model |
| `packages/shared/src/contracts/rpgRuntimeStoryState.ts` | `shared-contracts::runtime_story` | runtime story state / presentation 兼容 |
| `packages/shared/src/contracts/rpgAgent*.ts` | `shared-contracts::runtime``custom_world` 相关 DTO | custom world agent session、message、operation、action |
| `packages/shared/src/contracts/rpgCreation*.ts` | `shared-contracts::runtime``custom_world` 相关 DTO | result preview、works、library、published profile |
| `packages/shared/src/contracts/common.ts` | `shared-contracts::api` | 统一 success / error envelope |
### 2.3 变更流程
1. 扩字段:先加 Rust optional 字段和 contract test再接前端消费。
2. 改字段语义:必须新增技术方案说明旧语义、新语义、迁移期兼容逻辑和回退方式。
3. 删字段或删枚举必须先证明前端调用、Node 兼容层、历史 fixture 和测试都不再消费。
4. breaking change 必须在任务清单和设计文档中显式标注,不允许只靠 PR diff 表达。
5. 所有 shared contract 变更至少运行 `cargo test -p shared-contracts --manifest-path server-rs/Cargo.toml`
## 3. SpacetimeDB Schema 演进治理
本节按 SpacetimeDB 约束执行:
1. reducer 是事务性写入口,不依赖 reducer 返回值读取数据。
2. reducer 必须确定性执行,不做网络、文件系统、外部随机数或时间副作用。
3. 客户端读取依赖 table / subscription / procedure 返回的显式 DTO不把 Axum 进程内缓存当真相。
4. 用户身份以后续接入 SpacetimeDB 直连时的 `ctx.sender()` 为准,不信任客户端传入 owner 字段。
### 3.1 命名规则
1. table 使用稳定单数 snake_case 名称,例如 `story_session``asset_object``custom_world_agent_session`
2. reducer 使用动作动词 + 领域对象,例如 `upsert_runtime_snapshot``confirm_asset_object``turn_in_quest`
3. 需要同步返回 DTO 的 procedure 统一使用 `_and_return``get_ / list_ / compile_` 语义。
4. public table 只暴露客户端确实需要订阅或查询的状态内部审计、token、风控等默认不 public。
5. event table 只用于事件广播,不替代持久状态表。
### 3.2 列演进规则
1. 优先追加 optional 字段,不直接改名、改类型或删除列。
2. 必须删除语义时,先软废弃字段并让读模型停止依赖,再在独立迁移窗口清理。
3. 状态类枚举新增值时,前端必须有 unknown / fallback 处理。
4. 需要唯一约束或索引时,先补设计文档说明查询路径,再改 schema。
5. 大规模重排表结构必须拆成新表 + 双写 / 读模型迁移,不在原表上做破坏性变更。
### 3.3 软删除规则
1. 用户可见业务实体优先使用 `status``deleted_at``archived_at` 表达生命周期。
2. 会话、作品、资产绑定、审计和任务记录默认不物理删除。
3. 物理删除只用于临时草稿、过期验证码、过期 OAuth state 等明确可丢弃数据。
4. 删除 reducer 必须写清是否幂等,重复调用不能造成不可恢复错误。
## 4. 大对象与缓存治理
### 4.1 OSS 存储边界
必须进入 OSS
1. 图片、视频、动作帧、封面图、场景图。
2. 大型 JSON manifest。
3. 角色工作流缓存 JSON。
4. 导入视频和生成过程草稿资源。
只进入 SpacetimeDB 元数据:
1. `bucket``object_key``asset_kind``content_type``content_length``content_hash``version`
2. `asset_entity_binding` 的业务实体、槽位、owner 和 profile 绑定关系。
3. AI task、asset task、publish gate 等状态字段。
4. 可用于列表和权限判断的轻量 summary。
### 4.2 本地缓存边界
1. 生产主链不得把仓库 `public/generated-*` 作为资产真相。
2.`/generated-*` 仅作为同源代理兼容路径,读取私有 OSS 对象。
3. 测试环境允许使用 `#[cfg(test)]` 内存兜底,但必须在文档中注明不进入生产链。
4. workflow cache 当前真相是 OSS JSON 草稿对象,不落本地文件。
5. 临时生成文件如需存在,必须限制在进程临时目录,并在任务完成后清理。
### 4.3 Manifest 与版本
1. 多文件资产集合使用 OSS manifest 表达,不重复新增结构化表,除非已证明查询需求需要。
2. `asset_object.version` 当前默认 `1`,版本升级必须说明兼容读取规则。
3. `content_hash` 可为空,但一旦用于去重,必须先补冲突处理和重算策略。
4. 强业务资产表只有在需要领域查询、审核、回滚或权限策略时再新增。
## 5. 文档维护规则
1. 工程修改必须同步对应阶段任务清单。
2. 新增或改变接口时,同步更新 [RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md](./RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md)。
3. 仍存在 Node 旧能力差异时,同步更新 [NODE_BACKEND_MODULE_AND_API_INDEX.md](./NODE_BACKEND_MODULE_AND_API_INDEX.md) 的过期说明或新增 Rust 侧补充索引。
4. M4 结构变更同步维护 RPG runtime 链路文档。
5. M5 结构变更同步维护 creation flow 链路文档。
6. M6 资产链路变更同步维护 OSS / asset_object / generated path 文档。
7. M7 切流相关变更同步维护部署、预检、smoke 与回滚文档。
## 6. 验收门禁
横向治理完成不等价于真实切流完成。当前可本地验收的门禁是:
1. `cargo check -p api-server --manifest-path server-rs/Cargo.toml`
2. `cargo check -p spacetime-module --manifest-path server-rs/Cargo.toml`
3. `cargo test -p shared-contracts --manifest-path server-rs/Cargo.toml`
4. `cargo test -p api-server --manifest-path server-rs/Cargo.toml --no-run`
5. `node scripts/check-encoding.mjs ...`
真实切流前仍必须单独完成:
1. OSS 真实读写 smoke。
2. LLM / DashScope 真实生成 smoke。
3. 关键 SSE 接口联调。
4. SpacetimeDB publish / rollback 演练。
5. 灰度环境双跑对比。

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@@ -185,7 +185,7 @@
### 4.2.2 `actions/resolve` 首版策略
当前 Rust compat handler 已按“确定性兼容动作 + snapshot 回写”落地,目标是先覆盖前端实际点击主链,而不是一步到位复刻 Node 全部 story domain。
当前 Rust compat handler 已按“确定性兼容动作 + snapshot 回写 + 最小动作后 LLM 文本增强”落地,目标是先覆盖前端实际点击主链,而不是一步到位复刻 Node 全部 story domain。
当前已覆盖动作:
@@ -213,9 +213,14 @@
22. `battle_guard_break`
23. `battle_probe_pressure`
24. `battle_recover_breath`
25. `treasure_secure`
26. `treasure_inspect`
27. `treasure_leave`
25. `inventory_use`
26. `equipment_equip`
27. `equipment_unequip`
28. `forge_craft`
29. `forge_dismantle`
30. `forge_reforge`
31. `npc_trade`
32. `npc_gift`
统一规则:
@@ -224,6 +229,7 @@
3. `clientVersion``gameState.runtimeActionVersion` 不一致时返回 `409`
4. 动作成功后递增 `runtimeActionVersion`
5. 追加 `storyHistory`,并把新的 `currentStory` / `viewModel` / `presentation` / `patches` 回写到 snapshot
6. 若已配置 `platform-llm`,允许在动作规则结算完成后尝试生成增强版 `storyText / currentStory`;生成失败时自动回退确定性结果
当前已额外对齐的 Node 旧主链细节:
@@ -248,8 +254,36 @@
- quest 不再被直接从快照中移除,而是保留为 `status = turned_in`
- 当前最小奖励闭环已写回 `playerCurrency / playerInventory / playerProgression / npc affinity`
- `playerProgression` 当前仍走 compat 侧确定性经验累计,不等价于最终 SpacetimeDB 真相成长链
6. combat compat
- battle 状态查询已补 `inventory_use` 与多条 `battle_use_skill` 选项编译
- 技能选项会继续输出 `runtimePayload.skillId``disabled``reason`
- 战斗物品会继续输出 `runtimePayload.itemId`
- `battle_use_skill` 已补 `playerSkillCooldowns``activeBuildBuffs` 写回
- `inventory_use` 已补 `playerInventory` 扣减、`itemsUsed`、冷却缩减与 `activeBuildBuffs` 写回
- hostile 战斗胜利后已补 `runtimeStats.hostileNpcsDefeated += 1`
- hostile 战斗胜利后已补 `playerProgression.totalXp / level / xpToNextLevel / lastGrantedSource = hostile_npc`
7. Task6 inventory / NPC inventory compat
- `equipment_equip` 已补最小装备换装、`playerEquipment` 写回、`playerInventory` 扣减、`playerMaxHp / playerMaxMana` 回算与 Build toast
- `equipment_unequip` 已补槽位归一化、卸装回包、`playerEquipment` 置空、`playerInventory` 回收与 Build toast 回算
- `forge_craft / forge_dismantle / forge_reforge` 已补最小工坊主链:材料消耗、产物生成、货币扣减、重铸属性提升与结果文本
- `npc_trade` 已补买入 / 卖出结算所需的 `playerCurrency``playerInventory``npcStates.*.inventory` 写回
- `npc_gift` 已补 `playerInventory` 扣减、NPC 背包收礼、`affinity``giftsGiven``npc_affinity_changed` patch
- NPC 交互态 fallback option compiler 已按 Node 旧顺序补 `npc_trade / npc_gift / npc_quest_* / npc_recruit / npc_leave`
- 已补 compat bridge 入口级 NPC state bootstrap`npcStates` 为空且遭遇为纯商贩型 NPC 时,`state/get``actions/resolve` 会自动初始化 `relationState / stanceProfile / tradeStockSignature / inventory`
8. 动作后 LLM 文本增强
- `npc_chat / story_opening_camp_dialogue` 已在 Rust 侧补最小 `generate_action_story_payload(...)` 分支
-`platform-llm` 可用时,会尝试生成中文 NPC 对话文本,并把 `currentStory` 保存为 `displayMode = dialogue`
- 该对话态当前保持与 Node 旧结构一致:`options` 只保留“继续推进冒险”,真实下一步入口先压到 `deferredOptions`
- `battle victory / spar_complete / escaped` 已支持生成结果叙事,但当前仍沿用既有 fallback options不提前迁移完整 orchestrator 选项重排
- 所有动作后 LLM 增强都只改写展示文本不改变已完成的数值结算、patch 与 snapshot 写回顺序
### 4.2.3 `initial` / `continue` 首版策略
### 4.2.3 当前明确移除的旧概念
`treasure_*` 旧 runtime story 遭遇动作已经从当前 Rust compat bridge 中移除,不再属于本阶段 M4 runtime story 主链覆盖范围。
当前保留的仅是 quest 目标语义里历史遗留的 `inspect_treasure` 字段口径,后续会在 quest / 叙事任务链单独收口,不在这份 compat bridge 文档里继续把 treasure 视作动作主循环。
### 4.2.4 `initial` / `continue` 首版策略
当前 Rust compat handler 已提供稳定 `RuntimeStoryAiResponse`
@@ -321,6 +355,18 @@
- `runtime_story_quest_offer_abandon_clears_pending_offer_and_restores_chat_options`
- `runtime_story_quest_accept_writes_quest_runtime_stats_and_followup_story`
- `runtime_story_quest_turn_in_marks_quest_rewards_and_affinity`
12. 继续补 Task6 inventory / NPC inventory compat 回归:
- `runtime_story_state_compiler_builds_active_npc_options_with_trade_gift_and_help_lock`
- `runtime_story_equipment_equip_updates_loadout_and_build_toast`
- `runtime_story_equipment_unequip_returns_item_to_inventory_and_resets_loadout`
- `runtime_story_forge_craft_consumes_materials_and_currency`
- `runtime_story_forge_dismantle_replaces_item_with_material_outputs`
- `runtime_story_forge_reforge_upgrades_item_and_consumes_cost`
- `runtime_story_npc_trade_buy_updates_currency_inventory_and_stock`
- `runtime_story_state_compiler_bootstraps_trade_inventory_for_role_npc`
- `runtime_story_npc_trade_buy_bootstraps_missing_npc_state`
- `runtime_story_npc_gift_updates_affinity_inventory_and_patch`
- `runtime_story_route_boundary_persists_equipment_equip_snapshot_updates`
---
@@ -356,7 +402,7 @@
- `POST /api/runtime/story/continue`
5. `cargo test -p shared-contracts` 通过
6. `cargo check -p api-server` 通过
7. `cargo test -p api-server runtime_story` 通过
7. `cargo test -p api-server runtime_story` 通过,当前 Rust `runtime_story` 兼容桥回归为 30 条
8. `node scripts/check-encoding.mjs` 通过
补充边界:
@@ -364,4 +410,4 @@
1. 当前测试里为 `runtime_snapshot` 加了 `#[cfg(test)]` 下的内存兜底,只用于在未启动本地 SpacetimeDB 时稳定验证 Rust route boundary。
2. 该测试兜底不进入生产链路,不改变真实 `runtime_save -> spacetime-client -> SpacetimeDB procedure` 的运行时实现。
达到以上条件后,兼容桥这一段已不再停留在 DTO / 空壳状态;下一轮重点转向“compat bridge 替换成真相态 reducer / projection”。
达到以上条件后,兼容桥这一段已不再停留在 DTO / 空壳状态;下一轮重点转向“继续迁移 Node 剩余编排分支,并最终用真相态 reducer / projection 替换 compat bridge”。

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@@ -0,0 +1,299 @@
# M4 Runtime Story Rust 文件拆分方案2026-04-22
更新时间:`2026-04-22`
## 0. 文档目标
本文件只解决一个工程问题:
**把 `server-rs/crates/api-server/src/runtime_story.rs` 从当前超大单文件拆成可维护的 Rust 子模块,同时不改变既有 M4 compat bridge 的行为边界。**
当前 `runtime_story.rs` 已超过 `7000` 行,内部同时混杂了:
1. Axum route handler
2. snapshot 持久化与 DTO 组装
3. runtime story compat 动作结算
4. runtime option compiler / currentStory builder
5. LLM 文本增强
6. test fixture 与 route boundary 回归
这已经超出单文件可维护范围,也会直接拖慢后续继续迁移 Node compat 分支的速度。
---
## 1. 本轮拆分原则
本轮拆分坚持以下边界:
1. **先拆“展示编译层”和“AI 增强层”,不先重写规则结算层。**
2. **不改变 `app.rs` 里的路由绑定函数名。**
3. **不改变 `RuntimeStoryActionResponse / RuntimeStoryAiResponse` contract。**
4. **不改变现有 compat bridge 的动作规则、patch、snapshot 写回顺序。**
5. **优先做可验证的文件拆分,不把这轮演变成架构重写。**
原因:
1. 当前 `resolve_runtime_story_choice_action(...)` 仍在持续迁移 Node compat 行为,短期内继续集中在主文件更利于快速补链。
2. `presentation / option compiler / dialogue currentStory / AI payload` 对外依赖相对单纯,更适合先抽走。
3. test module 独立后,可以明显降低主文件噪音,后续再继续拆规则层也更安全。
---
## 2. 首轮拆分目标
首轮只拆以下 3 块:
### 2.1 `runtime_story/presentation.rs`
职责:
1. `viewModel` 编译
2. `availableOptions` 编译
3. `currentStory` builder
4. `dialogue / pendingQuestOffer` 的 story shape helper
5. `story option``interaction` 的组装
这块包含但不限于:
1. `build_runtime_story_view_model`
2. `build_runtime_story_options`
3. `build_fallback_runtime_story_options`
4. `build_dialogue_current_story`
5. `build_pending_quest_offer_story`
6. `build_story_option_from_runtime_option`
### 2.2 `runtime_story/ai.rs`
职责:
1. `initial / continue``RuntimeStoryAiResponse`
2. `actions/resolve` 后的最小 LLM 文本增强
3. 对话 turn 解析
4. AI prompt payload 构造
这块包含但不限于:
1. `build_runtime_story_ai_response`
2. `generate_ai_story_text`
3. `generate_action_story_payload`
4. `generate_npc_dialogue_payload`
5. `generate_reasoned_story_payload`
6. `parse_dialogue_turns`
### 2.3 `runtime_story/tests.rs`
职责:
1. route boundary test
2. 纯函数回归
3. fixture builder
4. 鉴权 token helper
---
## 3. 拆分后目录形态
首轮目标目录:
```text
server-rs/crates/api-server/src/
├─ runtime_story.rs
└─ runtime_story/
├─ ai.rs
├─ presentation.rs
└─ tests.rs
```
其中:
1. `runtime_story.rs` 保留为外层入口模块
2. 子模块通过 `mod ai; mod presentation; #[cfg(test)] mod tests;` 组织
3. `runtime_story.rs` 继续暴露原有 5 个 route handler
- `resolve_runtime_story_state`
- `get_runtime_story_state`
- `resolve_runtime_story_action`
- `generate_runtime_story_initial`
- `generate_runtime_story_continue`
---
## 4. Rust 侧实现策略
## 4.1 不做新的共享 crate
本轮不把 helper 再抽成新的 crate 或全局 util module。
原因:
1. 当前拆分目标是降低单文件复杂度,不是扩展跨模块复用面。
2. `presentation / ai / tests` 仍强依赖 `runtime_story` 内部 helper。
3. 如果过早抽到 crate 级共享层,会额外引入新的 API 稳定面和更大改动范围。
## 4.2 子模块通过 `super::*` 复用内部 helper
首轮允许子模块继续通过 `use super::*;` 访问现有内部函数、结构体和常量。
这是刻意的折中:
1. 优先完成物理拆分
2. 暂不要求所有 helper 立即彻底分层
3. 后续再在第二轮继续把规则层和 state helper 往下切
## 4.3 第二轮候选拆分
本轮完成后,下一轮可继续评估:
1. `runtime_story/actions.rs`
2. `runtime_story/battle.rs`
3. `runtime_story/inventory.rs`
4. `runtime_story/npc_state.rs`
5. `runtime_story/json_state.rs`
但这些都不属于本次提交的必达范围。
---
## 5. 验证要求
拆分后至少必须通过:
1. `cargo test -p api-server runtime_story --manifest-path D:\\Genarrative\\server-rs\\Cargo.toml`
2. `cargo check -p api-server --manifest-path D:\\Genarrative\\server-rs\\Cargo.toml`
3. `node D:\\Genarrative\\scripts\\check-encoding.mjs`
若以上任一失败,则本轮拆分不算完成。
---
## 6. 本轮明确不做
1. 不改 compat bridge 业务规则
2. 不新增或删除 runtime functionId
3. 不顺手把 quest 里的历史 `inspect_treasure` 字段一并清理
4. 不提前把 `resolve_story_action / sync_runtime_snapshot_projection` 真相 reducer 并入本轮
5. 不修改前端调用边界
---
## 7. 完成标记
本轮拆分完成的判定标准:
1. `runtime_story.rs` 明显缩短,至少不再携带 tests 与 AI/presentation 全量实现
2. `runtime_story/ai.rs``runtime_story/presentation.rs``runtime_story/tests.rs` 已落地
3. route handler 对外签名不变
4. 定向回归全部通过
达到以上条件后,再继续进入下一轮“规则层进一步拆分”。
---
## 8. 2026-04-22 实际落地进度
截至 `2026-04-22` 当前工作区,首轮物理拆分已经进入可继续演进状态:
1. 外层入口 [runtime_story.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story.rs) 已缩成薄壳,只保留原有 5 个 route handler 的导出。
2. 兼容实现主体已迁入 [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs),并继续保留规则结算主链。
3. `tests` 已外置到 [tests.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/tests.rs),避免继续堆在主文件内。
4. 本轮进一步把 `compat` 内部再拆成:
- [ai.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/ai.rs)
- [presentation.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/presentation.rs)
5. 当前拆分策略仍然维持 `compat` 内部模块,通过 `use super::*;` 复用共享 helper不提前抽独立 crate。
6. quest replace / fixture 中原本残留的 `inspect_treasure` mock 已同步替换为更中性的 `talk_to_npc`,避免把已废弃的 treasure 概念继续固化进新模块。
下一步不再是继续把文件塞回去,而是沿着当前目录继续把“无 HTTP / 无 AppState”的纯规则与编译逻辑收敛出来为后续独立 crate 做第二阶段准备。
## 9. 第二阶段收敛边界
第二阶段不新增对外入口,只继续整理 `compat` 内部依赖面:
1. 继续保留 [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 作为 route handler、快照持久化与 compat action orchestration 的主入口。
2. 优先把“只依赖 `serde_json::Value` / 共享 contract / 纯函数 helper”的部分抽到内部纯模块。
3. 当前最适合先抽的块不是 battle route而是
- NPC 状态补齐
- encounter / inventory / equipment 读写
- quest / trade / recruit 等会复用的 `game_state` 纯变换 helper
4. 这一步的目标不是立刻独立 crate而是先在 `api-server` 内形成清晰的“HTTP 外壳”与“纯状态编译层”分界。
如果第二阶段完成后 `compat` 内已经能明显区分:
1. `AppState / RequestContext / Axum` 相关边界
2. `Value -> Value / DTO` 的纯规则层
那么第三阶段再把后者抽成独立 crate风险会显著低于现在直接新建 crate。
## 10. 第二阶段 battle 收敛进度
截至 `2026-04-22` 当前工作区,第二阶段已经继续向“纯规则内聚”推进一块 battle 逻辑:
1. `compat` 新增 [battle.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/battle.rs),专门承接 battle 兼容桥里的纯规则与展示编译 helper。
2. 已迁入 `battle.rs` 的内容包括:
- 战斗数值写回 helper
- 技能 / 物品的 battle action plan 生成
- 战斗技能冷却读写
- battle 选项与推荐物品编译
- battle 胜利经验奖励计算
3. [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 当前继续只保留 `resolve_battle_action(...)` 这种动作编排入口,不再堆放大段 battle 纯 helper。
4. [core.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/core.rs) 中原本只服务 battle 链的 skill / inventory 读取与 cooldown helper 已同步移出,避免“纯规则仍散落在多个模块”。
5. 这一步仍然没有改变:
- Axum route handler 签名
- `AppState / RequestContext` 边界
- `RuntimeStoryActionResponse` / patch / snapshot 的写回顺序
这说明第二阶段已经不只是在“补状态 helper”而是开始把 compat 内最独立的一类规则块真正收束成内部纯模块。下一步可以继续沿同样方法处理 `forge`,以及 `trade / gift / companion` 这类不依赖 HTTP 的 helper 群。
同日进一步推进后,这条路线已经从 battle 扩展到 forge
1. `compat` 新增 [forge.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/forge.rs),把锻造配方、重铸成本、材料消耗、运行时物品生成、拆解产物和重铸产物构造统一收口。
2. [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 当前对 forge 只保留:
- `resolve_forge_craft_action(...)`
- `resolve_forge_dismantle_action(...)`
- `resolve_forge_reforge_action(...)`
这些动作编排入口。
3. [game_state.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/game_state.rs) 里的 NPC trade bootstrapping 继续直接复用 `forge.rs` 中的运行时物品构造 helper避免 trade stock 与工坊产物出现两套生成规则。
4. 这意味着第二阶段已经形成一个更清楚的内部形态:
- `battle.rs`:战斗纯规则与战斗选项编译
- `forge.rs`:工坊纯规则与运行时锻造物品生成
- `game_state.rs`:快照态读写与 NPC / inventory / equipment 状态桥
后续再继续迁 `trade / gift / companion` 时,目标就不再是单纯减少行数,而是把 compat bridge 逐步收束成“动作编排壳 + 多个纯规则模块”的明确结构。
在此基础上,同日又继续把 NPC 交互侧的一批纯 helper 收到独立模块:
1. `compat` 新增 [npc_support.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/npc_support.rs)。
2. 已迁入的内容包括:
- 赠礼好感收益与赠礼结果文本
- 交易价格、折扣档位、货币文本、数量后缀
- 队伍招募与满员换队 helper
3. [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 现在对 `npc_trade / npc_gift / npc_recruit` 仍只保留动作编排,不再承担底层价格计算和队伍变换逻辑。
4. 到这一步,`compat.rs` 的主要职责已经更接近:
- route handler / snapshot bridge
- action orchestration
- 少量尚未迁出的共享 glue code
这为后续把“无 HTTP / 无 `AppState`”的剩余 glue code 再往下收,提供了更明确的拆分方向。
第二阶段继续推进到 action resolver 编排后,当前又新增动作编排模块:
1. [battle_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/battle_actions.rs)。
2. [equipment_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/equipment_actions.rs)。
3. [forge_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/forge_actions.rs)。
4. [npc_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/npc_actions.rs)。
5. [quest_actions.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat/quest_actions.rs)。
已迁入的内容包括:
1. `battle_*`
2. `equipment_equip / equipment_unequip`
3. `forge_craft / forge_dismantle / forge_reforge`
4. `npc_preview_talk / npc_chat / npc_help / npc_fight / npc_spar`
5. `npc_trade / npc_gift / npc_recruit`
6. `npc_chat_quest_offer_view`
7. `npc_chat_quest_offer_replace`
8. `npc_chat_quest_offer_abandon`
9. `npc_quest_accept`
10. `npc_quest_turn_in`
这组 resolver 虽然仍是 action orchestration但已经不依赖 HTTP / `AppState`,只依赖快照 `Value`、当前故事 `currentStory`、共享 DTO 与内部 helper因此适合先作为 `api-server` 内部模块沉淀。
迁移后 [compat.rs](D:/Genarrative/server-rs/crates/api-server/src/runtime_story/compat.rs) 对这些动作只保留 functionId 分发、快照桥接与少量共享 glue code不再承载 battle / equipment / forge / NPC / quest 的具体结算细节。

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# M6 资产元数据、版本与专用表边界设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于把 `M6` 清单中剩余的以下项收口到可执行边界:
1. 内容 hash / 版本字段规范
2. `asset_job`
3. `asset_manifest`
4. `character_visual_asset`
5. `character_animation_asset`
6. `scene_image_asset`
7. `sprite_sheet_asset`
当前 `M6` 第一批已经落地的真实主链是:
1. OSS 私有对象持有二进制内容
2. `asset_object` 记录 `bucket + object_key` 和基础元数据
3. `asset_entity_binding` 记录业务实体槽位绑定
4. 角色动作发布通过 OSS `manifest.json` 表达动作集合
5. 角色主形象、角色动作、custom world 场景图/封面图都先通过通用绑定闭环
因此本阶段不继续堆新表,而是冻结“哪些内容已经由现有主链承担,哪些等真实访问模式稳定后再拆强业务表”。
## 2. 内容 hash 与版本规范
### 2.1 当前 Stage 1 规范
`asset_object` 当前字段已经包含:
1. `content_hash: Option<String>`
2. `version: u32`
本阶段规范如下:
1. `version` 固定从 `1` 起步。
2. 同一 `bucket + object_key` 被重新确认时,保留原 `created_at`,更新 `updated_at`,版本仍按当前 `INITIAL_ASSET_OBJECT_VERSION = 1` 处理。
3. `content_hash` 当前优先使用 OSS `ETag` 或调用方明确传入的 hash。
4. 不在 `api-server` 对大文件做强制全量 SHA-256 计算,避免图片/视频代理链路和服务端上传链路被额外 CPU 与内存占用放大。
5. 后续若需要强一致内容去重,再新增独立 `content_digest` 计算策略,不复用当前可空 `content_hash` 做强制约束。
### 2.2 不做强制 hash 的原因
1. OSS `ETag` 在不同上传方式下不一定等价于单纯 MD5。
2. 当前第一批主要目标是把本地 `public/` 真相迁到 OSS 与 SpacetimeDB 元数据。
3. 角色动作视频、帧序列和 custom world 图片都已经能通过 `content_length + object_key + asset_kind + binding` 完成首批追踪。
4. 强制 hash 需要统一 multipart、服务端上传、浏览器直传和迁移脚本的计算口径适合后续单独阶段。
## 3. `asset_job` 边界
当前不新增 `asset_job` 表。
理由:
1. `M4` 已引入 `module-ai::AiTaskService` 和对应 `ai_task` 设计。
2. 角色主形象与角色动作的 Stage 1 已复用 `AiTaskService` 输出旧 `jobs/:taskId` contract。
3. custom world 场景图/封面图当前仍是同步兼容接口,不需要单独资产任务态。
当前任务状态统一口径:
1. AI 生成相关:使用 `ai_task` / `AiTaskService`
2. 纯上传确认相关:使用 `asset_object``asset_entity_binding` 的返回结果。
3. 后续若出现非 AI 的长时资产处理任务,再重新评估是否拆 `asset_job`
## 4. `asset_manifest` 边界
当前不新增 SpacetimeDB `asset_manifest` 表。
Stage 1 的 manifest 口径如下:
1. manifest 是一个 OSS JSON 对象。
2. 角色动作整套 manifest 会被确认成 `asset_object`
3. `asset_entity_binding` 绑定的是整套 manifest 对象,而不是每个单帧对象。
4. 前端仍通过旧 `animationMap` contract 消费动作帧路径。
后续只有满足以下条件之一时,才新增 `asset_manifest` 表:
1. 需要在 SpacetimeDB 中按 manifest 内部动作、帧、依赖对象做查询。
2. 需要对 manifest 做版本 diff、审核、回滚。
3. 需要把 manifest 作为跨 profile、跨角色复用的结构化资产集合。
## 5. 强业务资产表边界
当前不新增以下强业务表:
1. `character_visual_asset`
2. `character_animation_asset`
3. `scene_image_asset`
4. `sprite_sheet_asset`
当前由以下组合承担业务绑定:
1. `asset_object.asset_kind`
2. `asset_entity_binding.entity_kind`
3. `asset_entity_binding.entity_id`
4. `asset_entity_binding.slot`
当前已冻结槽位:
| 业务 | `entity_kind` | `slot` | `asset_kind` |
| --- | --- | --- | --- |
| 角色主形象 | `character` | `primary_visual` | `character_visual` |
| 角色动作集 | `character` | `animation_set` | `character_animation` |
| custom world 场景图 | `custom_world_landmark` | `scene_image` | `scene_image` |
| custom world 封面 | `custom_world_profile` | `cover` | `custom_world_cover` |
后续拆强业务表的条件:
1. 需要对角色主形象候选、审核状态、模型参数做结构化查询。
2. 需要对动作集逐动作授权、复用、差分发布。
3. 需要对场景图、封面图做多版本历史、审核流或推荐流。
4. 需要对 sprite sheet 做切片、修帧、atlas 元数据查询。
## 6. `sprite_sheet_asset` 与 Qwen 边界
当前 `Qwen sprite` 独立工具链已经清理,不再作为本轮现役迁移主链。
本阶段只保留:
1. 历史 `/generated-qwen-sprites/*` 路径读取兼容。
2. `platform-oss::LegacyAssetPrefix::QwenSprites` 对象键支持。
因此 `sprite_sheet_asset` 当前只保留后续能力位,不在 `M6` Stage 1 新增表或接口。
## 7. 完成定义
当以下条件满足时,本阶段 M6 元数据与专用表边界视为完成:
1. `content_hash/version` 在文档中明确为 `asset_object` 现有可空 hash + 初始版本口径。
2. `asset_job` 明确由 `AiTaskService` 暂代,不新增重复任务表。
3. `asset_manifest` 明确由 OSS JSON manifest + `asset_object` 暂代。
4. 强业务资产表明确延后到访问模式稳定后拆分。
5. `05_M6_ASSETS_OSS_EDITOR.md` 不再把这些后续能力位误标为当前 Stage 1 未完成阻塞项。
## 8. 关联文档
1. [SPACETIMEDB_ASSET_OBJECT_TABLE_DESIGN_2026-04-21.md](./SPACETIMEDB_ASSET_OBJECT_TABLE_DESIGN_2026-04-21.md)
2. [ASSET_ENTITY_BINDING_REDUCER_DESIGN_2026-04-21.md](./ASSET_ENTITY_BINDING_REDUCER_DESIGN_2026-04-21.md)
3. [M6_CHARACTER_ANIMATION_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_ANIMATION_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
4. [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)

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# M6 角色动作资产接入 OSS 第一批设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于冻结 `M6` 第一批“角色动作生成 + 任务查询 + 正式发布”的真实落地口径。
本批只解决以下三条旧接口的 Rust 重写入口:
1. `POST /api/assets/character-animation/generate`
2. `GET /api/assets/character-animation/jobs/:taskId`
3. `POST /api/assets/character-animation/publish`
目标不是一次性接入 DashScope / Ark 视频模型,而是先把角色动作资产从旧 Node 本地 `public/generated-*` 真相切到:
1. `OSS` 草稿对象
2. `AI task` 任务态
3. `OSS` 正式动作对象
4. `asset_object`
5. `asset_entity_binding`
## 2. 当前前提
当前仓库已经具备以下能力:
1. `platform-oss::OssClient::put_object`
2. `platform-oss::OssClient::sign_get_object_url`
3. `asset_object`
4. `asset_entity_binding`
5. `module-ai` 进程内 `AiTaskService`
6. 角色主形象已完成 `generate / jobs / publish` 的第一批 OSS 主链
7. 角色动作模板、视频导入、workflow cache 已完成第一批 Rust 兼容入口
因此本批复用现有 OSS、资产对象确认、业务实体绑定和 `AiTaskService`,不新增独立 `asset_job` 表。
## 3. 本批范围
### 3.1 要完成的内容
1. 兼容角色动作草稿生成接口
2. 兼容角色动作任务查询接口
3. 兼容角色动作正式发布接口
4. `image-sequence` 草稿帧写入 OSS `generated-character-drafts/*`
5. 视频类策略草稿预览对象写入 OSS `generated-character-drafts/*`
6. 正式动作帧写入 OSS `generated-animations/*`
7. 正式动作 manifest 写入 OSS `generated-animations/*`
8. 正式动作 manifest 确认为 `asset_object`
9. 正式动作 manifest 绑定到角色实体动作槽位
10. 返回字段继续保持旧前端可消费 contract
### 3.2 本批不解决的内容
1. 不接真实 DashScope 图片序列帧模型
2. 不接真实 Ark 图生视频模型
3. 不接真实动作迁移模型
4. 不落 `character_animation_asset` 强业务表
5. 不回写 `src/data/characterOverrides.json`
6. 不迁移历史本地 `public/generated-animations`
## 4. 旧接口兼容 contract
### 4.1 `POST /api/assets/character-animation/generate`
请求结构继续保持前端当前字段:
1. `characterId`
2. `strategy`
3. `animation`
4. `promptText`
5. `characterBriefText`
6. `actionTemplateId`
7. `visualSource`
8. `referenceImageDataUrls`
9. `referenceVideoDataUrls`
10. `lastFrameImageDataUrl`
11. `frameCount`
12. `fps`
13. `durationSeconds`
14. `loop`
15. `useChromaKey`
16. `resolution`
17. `ratio`
18. `imageSequenceModel`
19. `videoModel`
20. `referenceVideoModel`
21. `motionTransferModel`
`image-sequence` 返回结构继续保持:
1. `ok`
2. `taskId`
3. `strategy`
4. `model`
5. `prompt`
6. `imageSources`
视频类策略返回结构继续保持:
1. `ok`
2. `taskId`
3. `strategy`
4. `model`
5. `prompt`
6. `previewVideoPath`
补充口径:
1. Stage 1 的 `image-sequence` 先生成 SVG 占位帧。
2. Stage 1 的视频类策略若提供 `referenceVideoDataUrls[0]`,则把该视频作为草稿预览写入 OSS。
3. Stage 1 的视频类策略若没有参考视频,则写入占位预览对象以保持接口 contract后续真实视频模型替换该产物。
### 4.2 `GET /api/assets/character-animation/jobs/:taskId`
返回结构继续保持:
1. `taskId`
2. `kind`
3. `status`
4. `characterId`
5. `animation`
6. `strategy`
7. `model`
8. `prompt`
9. `createdAt`
10. `updatedAt`
11. `result`
12. `errorMessage`
当前阶段直接复用 `AiTaskService` 内存态任务快照派生。
### 4.3 `POST /api/assets/character-animation/publish`
请求结构继续保持:
1. `characterId`
2. `visualAssetId`
3. `animations`
4. `updateCharacterOverride`
返回结构继续保持:
1. `ok`
2. `animationSetId`
3. `overrideMap`
4. `animationMap`
5. `saveMessage`
补充口径:
1. 每个动作的帧写入 `generated-animations/*`
2. 每个动作生成 `manifest.json`
3. 整套动作生成总 `manifest.json`
4. 总 manifest 确认为 `asset_object`
5. 总 manifest 绑定到角色实体槽位
6. `overrideMap` 当前返回 `{}`Rust 后端不再写本地角色覆盖文件
## 5. 业务实体与槽位约定
本批统一复用通用 `asset_entity_binding`
### 5.1 角色动作正式对象
| 字段 | 取值 |
| --- | --- |
| `entity_kind` | `character` |
| `entity_id` | `characterId` |
| `slot` | `animation_set` |
| `asset_kind` | `character_animation` |
说明:
1. 正式绑定对象是整套动作总 manifest。
2. 单帧对象不单独绑定。
3. 后续若落 `character_animation_asset` 强业务表,再把动作级索引迁到专用表。
## 6. OSS 对象键规划
### 6.1 草稿序列帧
`generated-character-drafts/{characterSegment}/animation/{animationSegment}/{taskId}/frame-{index}.svg`
### 6.2 草稿预览视频
`generated-character-drafts/{characterSegment}/animation/{animationSegment}/{taskId}/preview.{extension}`
### 6.3 正式动作帧
`generated-animations/{characterSegment}/{animationSetId}/{actionSegment}/frame{index}.{extension}`
### 6.4 正式动作 manifest
动作级 manifest
`generated-animations/{characterSegment}/{animationSetId}/{actionSegment}/manifest.json`
整套 manifest
`generated-animations/{characterSegment}/{animationSetId}/manifest.json`
## 7. 完成定义
当以下条件满足时,本批视为完成:
1. Rust 已兼容 `character-animation/generate`
2. Rust 已兼容 `character-animation/jobs/:taskId`
3. Rust 已兼容 `character-animation/publish`
4. 草稿动作产物写入 OSS
5. 正式动作产物写入 OSS
6. 正式总 manifest 形成 `asset_object`
7. 正式总 manifest 形成 `asset_entity_binding`
8. 前端仍能继续消费 `imageSources / previewVideoPath / animationMap` 旧 contract
## 8. 关联文档
1. [M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
2. [M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md](./M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md)
3. [M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md](./M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md)
4. [ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md](./ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md)

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# M6 角色动作模板与视频导入接入 OSS 第一批设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于冻结 `M6` 第一批“角色动作模板查询 + 视频导入”的真实落地口径。
本批只解决以下两条旧接口的 Rust 重写入口:
1. `GET /api/assets/character-animation/templates`
2. `POST /api/assets/character-animation/import-video`
目标不是一次性迁移角色动作生成、发布和真实视频模型,而是先把资产工坊当前可独立收口的动作模板与参考视频导入从旧 Node 本地 `public/generated-character-drafts` 写盘,切到 OSS 草稿对象。
## 2. 当前前提
当前仓库已经具备以下能力:
1. `platform-oss::OssClient::put_object`
2. `generated-character-drafts/*` 兼容对象键前缀
3. `shared-contracts::assets` 角色主形象兼容 DTO
4. `api-server` 已接入角色主形象 `generate / jobs / publish`
因此本批复用既有 OSS 服务端上传 helper不新增 SpacetimeDB 表。
## 3. 本批范围
### 3.1 要完成的内容
1. 兼容动作模板列表接口
2. 兼容参考视频导入接口
3. 导入视频对象写入 OSS `generated-character-drafts/*`
4. 返回字段继续保持旧前端可消费 contract
5. 不再把导入视频写入本地 `public/`
### 3.2 本批不解决的内容
1. 不迁移 `character-animation/generate`
2. 不迁移 `character-animation/jobs/:taskId`
3. 不迁移 `character-animation/publish`
4. 不落 `character_animation_asset` 强业务表
5. 不为导入草稿创建 `asset_object`
6. 不为导入草稿创建 `asset_entity_binding`
7. 不读取旧本地 `public/` 路径作为导入源
## 4. 旧接口兼容 contract
### 4.1 `GET /api/assets/character-animation/templates`
返回结构继续保持:
1. `ok`
2. `templates`
每个模板继续包含:
1. `id`
2. `label`
3. `animation`
4. `promptSuffix`
5. `notes`
当前模板列表固定为内置四项:
1. `idle_loop`
2. `run_side`
3. `attack_slash`
4. `die_fall`
### 4.2 `POST /api/assets/character-animation/import-video`
请求结构继续保持:
1. `characterId`
2. `animation`
3. `videoSource`
4. `sourceLabel`
返回结构继续保持:
1. `ok`
2. `importedVideoPath`
3. `draftId`
4. `saveMessage`
补充口径:
1. `videoSource` 当前阶段只接受 `data:video/*;base64,...`
2. `importedVideoPath` 继续返回旧前端习惯的 `/generated-character-drafts/*`
3. 底层对象真相在 OSS不再写本地 `public/`
4. `saveMessage` 明确说明当前是“已导入 OSS 草稿区”
## 5. OSS 对象键规划
导入视频固定写入:
`generated-character-drafts/{characterSegment}/animation/{animationSegment}/{draftId}/{sourceLabel}.{extension}`
其中:
1. `characterSegment` 来自 `characterId` 的安全路径片段
2. `animationSegment` 来自 `animation` 的安全路径片段
3. `draftId` 固定为 `animation-import-{unixMillis}`
4. `extension` 从 Data URL MIME 类型派生
## 6. 元数据规范
导入视频对象写入以下 `x-oss-meta-*` 元数据:
1. `asset_kind = character_animation_reference_video`
2. `owner_user_id = asset-tool`
3. `entity_kind = character`
4. `entity_id = characterId`
5. `slot = animation_reference_video`
6. `animation = animation`
说明:
1. 旧资产工坊接口没有显式 Bearer第一批继续使用 `asset-tool` 作为兼容归属。
2. 草稿导入视频只是后续动作生成的参考输入,不是正式发布资产,因此本批不确认 `asset_object`
## 7. 数据源边界
Rust 第一批只接受 `data:video/*;base64,...`
暂不接受旧本地 public 路径,原因是:
1. Rust 迁移目标是不再依赖本地 `public/` 作为资产真相。
2. 若为了兼容旧路径再读取本地文件,会延长旧写盘链路生命周期。
3. 前端导入入口当前可直接传视频 Data URL足以满足本批最小闭环。
## 8. 完成定义
当以下条件满足时,本批视为完成:
1. Rust 已兼容 `character-animation/templates`
2. Rust 已兼容 `character-animation/import-video`
3. 导入视频写入 OSS `generated-character-drafts/*`
4. 接口返回 `importedVideoPath / draftId` 旧 contract
5. 不再产生本地 `public/generated-character-drafts/*` 导入文件
## 9. 关联文档
1. [M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
2. [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
3. [M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md](./M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md)

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# M6 角色主形象资产接入 OSS 第一批设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于冻结 `M6` 第一批“角色主形象资产链”的真实落地口径。
本批只解决以下三条旧接口的 Rust 重写入口:
1. `POST /api/assets/character-visual/generate`
2. `GET /api/assets/character-visual/jobs/:taskId`
3. `POST /api/assets/character-visual/publish`
目标不是一次性把整套资产系统迁完,而是先把“角色主形象候选生成 + 查询 + 正式发布”从旧 Node 的本地 `public/generated-*` 真相,切到:
1. `OSS`
2. `asset_object`
3. `asset_entity_binding`
4. `AI task` 任务态
形成第一批正式主链。
## 2. 当前前提
当前仓库已经具备以下能力:
1. `platform-oss::OssClient::put_object`
2. `platform-oss::OssClient::head_object`
3. `asset_object`
4. `asset_entity_binding`
5. `module-ai` 进程内 `AiTaskService`
6. `platform-llm` OpenAI 兼容文本模型网关
7. `custom world` 图片兼容入口已经完成一版 `OSS + asset_object + asset_entity_binding` 落地
因此本批不重新设计一套新资产基础设施,而是复用:
1. 既有 `OSS` 上传与确认链
2. 既有 `asset_object / asset_entity_binding`
3. 既有 `AiTaskService`
## 3. 本批范围
### 3.1 要完成的内容
1. 兼容角色主形象候选生成接口
2. 兼容角色主形象任务状态查询接口
3. 兼容角色主形象正式发布接口
4. 候选草稿对象写入 OSS `generated-character-drafts/*`
5. 正式主图对象写入 OSS `generated-characters/*`
6. 正式发布结果写入 `asset_object`
7. 正式发布结果绑定到角色实体槽位
8. 返回字段继续保持旧前端可消费 contract
### 3.2 本批不解决的内容
1. 不落 `asset_job` 正式 SpacetimeDB 表
2. 不落 `character_visual_asset` 强业务表
3. 不落 `character-workflow-cache`
4. 不落 `character-animation` 全链路
5. 不回写 `src/data/characterOverrides.json`
6. 不要求前端改成新的对象读取协议
## 4. 旧接口兼容 contract
### 4.1 `POST /api/assets/character-visual/generate`
返回结构继续保持:
1. `ok`
2. `taskId`
3. `model`
4. `prompt`
5. `drafts`
其中每个 `draft` 继续包含:
1. `id`
2. `label`
3. `imageSrc`
4. `width`
5. `height`
补充口径:
1. `imageSrc` 继续返回旧前端习惯的 `/generated-character-drafts/*`
2. 草稿对象底层不再写本地 `public/`
3. 草稿对象真相仅在 OSS
### 4.2 `GET /api/assets/character-visual/jobs/:taskId`
返回结构继续保持旧前端读取方式:
1. `taskId`
2. `kind`
3. `status`
4. `characterId`
5. `model`
6. `prompt`
7. `createdAt`
8. `updatedAt`
9. `result`
10. `errorMessage`
当前阶段直接复用 `AiTaskService` 内存态任务快照派生,不要求前端改字段名。
### 4.3 `POST /api/assets/character-visual/publish`
返回结构继续保持:
1. `ok`
2. `assetId`
3. `portraitPath`
4. `overrideMap`
5. `saveMessage`
补充口径:
1. `portraitPath` 固定返回 `/generated-characters/*`
2. 当前 `overrideMap` 先返回空对象 `{}`,只做 contract 兼容,不再在 Rust 后端写本地覆盖文件
3. `saveMessage` 明确说明当前是“已写入 OSS 并绑定业务实体”
## 5. 业务实体与槽位约定
本批统一复用通用 `asset_entity_binding`
### 5.1 角色主形象正式对象
| 字段 | 取值 |
| --- | --- |
| `entity_kind` | `character` |
| `entity_id` | `characterId` |
| `slot` | `primary_visual` |
| `asset_kind` | `character_visual` |
补充口径:
1. 同一角色重复发布时,允许覆盖到最新对象
2. 候选草稿对象不创建业务绑定
3. 业务引用真相以 `asset_entity_binding` 为准
## 6. OSS 对象键规划
### 6.1 候选草稿
候选草稿固定写入:
`generated-character-drafts/{characterSegment}/visual/{taskId}/candidate-{index}.svg`
### 6.2 正式主图
正式主图固定写入:
`generated-characters/{characterSegment}/visual/{assetId}/master.svg`
## 7. 任务状态口径
当前阶段不新增独立 `asset_job` 表,统一复用 `module-ai` 的内存态 `AiTaskService`
### 7.1 任务种类
`task_kind` 统一使用:
`custom_world_generation`
说明:
1. 这是当前 `module-ai` 已冻结的可用任务类型之一
2. 本批只把它当作“生成类资产任务”的最小任务容器
3. 后续 `asset_job` 表落地后,再把角色主形象任务迁到正式资产任务模型
### 7.2 阶段映射
当前固定使用以下阶段:
1. `prepare_prompt`
2. `request_model`
3. `normalize_result`
4. `persist_result`
其中:
1. `generate` 成功后,任务直接进入 `completed`
2. `publish` 不额外创建新任务,只消费已有候选路径
## 8. Rust 第一批生成策略
本批生成策略固定为:
1. 若已配置 `platform-llm`,则用文本模型生成一个结构化占位结果
2. 服务端把结果渲染成 SVG 占位图
3. 占位图写入 OSS 草稿路径
说明:
1. 这不是最终的 DashScope 图片模型正式链
2. 但它可以先把“接口 contract + 任务状态 + OSS 真相 + 正式发布绑定”全部打通
3. 后续替换成真实图片模型时,不需要再改动主链结构
## 9. 服务端执行顺序
### 9.1 生成
每次调用 `generate` 固定执行:
1. 创建 `AiTask`
2. 生成最终 prompt
3. 产出候选 SVG 字节
4. 每个候选对象上传 OSS
5. 回写任务结果
6. 返回 `/generated-character-drafts/*`
### 9.2 发布
每次调用 `publish` 固定执行:
1. 校验 `selectedPreviewSource`
2. 解析旧 `/generated-*` 路径为 `object_key`
3. 调 OSS `HEAD Object` 确认候选对象存在
4. 读取候选对象内容
5. 上传正式主图对象到 `generated-characters/*`
6. 对正式对象执行 `asset_object` 确认
7. 对正式对象执行 `asset_entity_binding`
8. 返回 `/generated-characters/*`
## 10. 完成定义
当以下条件满足时,本批视为完成:
1. Rust 已兼容 `character-visual generate / jobs / publish`
2. 候选草稿不再写本地 `public/generated-character-drafts`
3. 正式主图不再写本地 `public/generated-characters`
4. 发布成功后能形成 `asset_object`
5. 发布成功后能形成 `asset_entity_binding`
6. 前端仍能继续消费 `taskId / drafts / portraitPath` 旧 contract
## 11. 关联文档
1. [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
2. [SPACETIMEDB_AXUM_OSS_BACKEND_REWRITE_DESIGN_2026-04-20.md](./SPACETIMEDB_AXUM_OSS_BACKEND_REWRITE_DESIGN_2026-04-20.md)
3. [SPACETIMEDB_ASSET_OBJECT_STORAGE_DESIGN_2026-04-21.md](./SPACETIMEDB_ASSET_OBJECT_STORAGE_DESIGN_2026-04-21.md)
4. [ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md](./ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md)

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# M6 角色资产工作流缓存接入 OSS 第一批设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于冻结 `M6` 第一批“角色资产工作流缓存”的真实落地口径。
本批只解决以下两条旧接口的 Rust 重写入口:
1. `GET /api/assets/character-workflow-cache/:characterId`
2. `POST /api/assets/character-workflow-cache`
目标是把旧 Node 写入本地 `public/generated-character-drafts/*/workflow-cache.json` 的临时缓存,切到 OSS JSON 草稿对象,继续保持前端当前可消费 contract。
## 2. 当前前提
当前仓库已经具备以下能力:
1. `platform-oss::OssClient::put_object`
2. `platform-oss::OssClient::sign_get_object_url`
3. `generated-character-drafts/*` 兼容对象键前缀
4. 角色主形象与动作导入已经开始把草稿对象写入 OSS
因此本批不新增数据库表,也不引入本地 JSON 文件。
## 3. 本批范围
### 3.1 要完成的内容
1. 兼容工作流缓存读取接口
2. 兼容工作流缓存保存接口
3. 缓存 JSON 写入 OSS `generated-character-drafts/*`
4. 返回字段继续保持旧前端可消费 contract
5. 不再把缓存写入本地 `public/`
### 3.2 本批不解决的内容
1. 不落 `asset_object`
2. 不落 `asset_manifest`
3. 不落 `character_visual_asset`
4. 不落 `character_animation_asset`
5. 不做跨设备强一致合并
6. 不迁移历史本地缓存文件
## 4. 旧接口兼容 contract
### 4.1 `GET /api/assets/character-workflow-cache/:characterId`
返回结构继续保持:
1. `ok`
2. `cache`
补充口径:
1. 未找到 OSS 缓存对象时返回 `cache: null`
2. 找到对象但 `characterId` 不匹配时返回 `cache: null`
3. 返回的 `cache` 字段保持前端 `CharacterAssetWorkflowCache` 结构
### 4.2 `POST /api/assets/character-workflow-cache`
请求结构继续保持前端当前字段:
1. `characterId`
2. `visualPromptText`
3. `animationPromptText`
4. `visualDrafts`
5. `selectedVisualDraftId`
6. `selectedAnimation`
7. `imageSrc`
8. `generatedVisualAssetId`
9. `generatedAnimationSetId`
10. `animationMap`
返回结构继续保持:
1. `ok`
2. `cache`
3. `saveMessage`
## 5. OSS 对象键规划
缓存 JSON 固定写入:
`generated-character-drafts/{characterSegment}/workflow-cache/workflow-cache.json`
其中:
1. `characterSegment` 来自 `characterId` 的安全路径片段
2. 文件名固定为 `workflow-cache.json`
3. content type 固定为 `application/json; charset=utf-8`
## 6. 字段归一化规则
保存接口固定执行以下归一化:
1. `characterId` 必填trim 后不能为空
2. `visualPromptText` 最长保留 280 字
3. `animationPromptText` 最长保留 280 字
4. `visualDrafts` 只保留有 `imageSrc` 的候选
5. `visualDrafts[].width` 默认 `1024`
6. `visualDrafts[].height` 默认 `1536`
7. `selectedAnimation` 默认 `idle`
8.`imageSrc / generatedVisualAssetId / generatedAnimationSetId` 不序列化
9. 非对象 `animationMap` 归一化为 `null`
10. `updatedAt` 由 Rust 服务端生成 UTC 时间
## 7. 元数据规范
缓存 JSON 对象写入以下 `x-oss-meta-*` 元数据:
1. `asset_kind = character_workflow_cache`
2. `owner_user_id = asset-tool`
3. `entity_kind = character`
4. `entity_id = characterId`
5. `slot = workflow_cache`
说明:
1. 旧资产工坊接口没有显式 Bearer第一批继续使用 `asset-tool` 作为兼容归属。
2. workflow cache 是工作流草稿状态,不是正式可发布资产,因此本批不确认 `asset_object`
## 8. 完成定义
当以下条件满足时,本批视为完成:
1. Rust 已兼容 `GET /api/assets/character-workflow-cache/:characterId`
2. Rust 已兼容 `POST /api/assets/character-workflow-cache`
3. 缓存 JSON 写入 OSS `generated-character-drafts/*`
4. 未命中时返回 `cache: null`
5. 前端仍能继续消费 `cache / saveMessage` 旧 contract
## 9. 关联文档
1. [M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
2. [M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md](./M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md)
3. [M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md](./M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md)

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# M6 custom world 场景图 / 封面图 Stage 2 设计
日期:`2026-04-22`
## 1. 文档目的
这份文档用于冻结 custom world 图片链在 `Stage 1` 之后的第二批迁移口径。
`Stage 1` 已完成:
1. `scene-image / cover-image / cover-upload` 不再写仓库 `public/`
2. 图片对象统一写入 `OSS`
3. 写入后统一形成 `asset_object + asset_entity_binding`
但当前仍有两段能力没有迁完:
1. `scene-image / cover-image` 仍使用 Rust SVG 占位图,而不是 Node 旧链路里的真实 DashScope 图片生成
2. `cover-upload` 仍未迁移 Node 旧链路里的 `cropRect + 16:9 裁剪 + WebP 压缩`
本批目标就是把这两段缺失能力补齐,同时继续保持 `Stage 1` 已冻结的 OSS 真相链。
## 1.1 当前落地结果
`2026-04-22` 已按本文口径完成 Rust `api-server` Stage 2 落地:
1. `POST /api/custom-world/scene-image` 已切到真实 DashScope 图片生成
2. `POST /api/custom-world/cover-image` 已切到真实 DashScope 图片生成
3. `POST /api/custom-world/cover-upload` 已补齐 `cropRect + 16:9 + 1600x900 + WebP + 1.5 MB`
4. 三条链路继续统一写入 `OSS + asset_object + asset_entity_binding`
5. `/generated-custom-world-scenes/*``/generated-custom-world-covers/*` 旧读取路径兼容口径保持不变
本次同时补齐的兼容细节:
1. `scene-image` 新增兼容读取 `negativePrompt / referenceImageSrc / userPrompt / profile / landmark`
2. `cover-image` 新增兼容读取 `referenceImageSrc / characterRoleIds`
3. `cover-upload` 新增兼容读取 `cropRect`
4. 参考图输入在 Rust 端兼容两种来源:
- `data:image/*;base64,...`
- 现有 `/generated-*` 旧路径,通过 OSS 短签名回读后转为 Data URL
本批验证结果:
1. `cargo check -p api-server` 通过
2. `cargo test -p api-server custom_world_ai` 通过
3. `npm run check:encoding` 通过
## 2. 本批范围
### 2.1 要完成的内容
1. `POST /api/custom-world/scene-image` 接入真实 DashScope 图片生成
2. `POST /api/custom-world/cover-image` 接入真实 DashScope 图片生成
3. `POST /api/custom-world/cover-upload` 接入裁剪、缩放、压缩
4. 生成后的图片仍统一写入 `OSS`
5. 每次成功写图仍统一形成 `asset_object + asset_entity_binding`
6. 路由响应继续保持旧前端字段形状
### 2.2 本批不解决的内容
1. 不引入新的 custom world 图片任务表
2. 不引入 `signedUrl` 直返业务字段
3. 不在本批补视频 Range、分片传输或前端编辑器新交互
4. 不在本批迁移更多 custom world 非图片媒体链路
## 3. 旧 Node 口径对齐
### 3.1 场景图生成
Node 旧链路区分两种模式:
1. 无参考图:走 DashScope `text2image`
2. 有参考图:走 DashScope `multimodal-generation`
本批 Rust 继续保持同口径:
1. `referenceImageSrc` 为空时:
- 模型默认 `wan2.2-t2i-flash`
- 路径:`/services/aigc/text2image/image-synthesis`
- 异步创建任务后轮询 `/tasks/{taskId}`
2. `referenceImageSrc` 非空时:
- 模型默认 `qwen-image-2.0`
- 路径:`/services/aigc/multimodal-generation/generation`
- 直接取返回中的第一张图
### 3.2 封面图生成
Node 旧链路也区分两种模式:
1. 无参考图:`wan2.2-t2i-flash`
2. 有参考图:`qwen-image-2.0`
Rust 本批保持一致,并继续沿用:
1. `profile + opening act + selected roles + landmarks` 作为 prompt 上下文
2. 最多 6 张参考图
3. 返回 `sourceType = generated`
### 3.3 封面上传
Node 旧链路对上传封面有明确处理:
1. 请求必须提供 `cropRect`
2. `cropRect` 必须保持 `16:9`
3. 输出固定缩放为 `1600x900`
4. 输出格式固定为 `webp`
5. 输出体积上限 `1.5 MB`
6. 原图体积上限 `10 MB`
Rust 本批必须保持这组兼容约束。
## 4. 请求与响应 contract
### 4.1 `POST /api/custom-world/scene-image`
`Stage 1` 字段基础上Rust 本批补齐兼容读取:
1. `negativePrompt`
2. `referenceImageSrc`
返回仍为:
1. `imageSrc`
2. `assetId`
3. `model`
4. `size`
5. `taskId`
6. `prompt`
7. `actualPrompt`
### 4.2 `POST /api/custom-world/cover-image`
继续兼容:
1. `profile`
2. `userPrompt`
3. `referenceImageSrc`
4. `characterRoleIds`
5. `size`
返回仍为:
1. `imageSrc`
2. `assetId`
3. `sourceType = generated`
4. `model`
5. `size`
6. `taskId`
7. `prompt`
8. `actualPrompt`
### 4.3 `POST /api/custom-world/cover-upload`
继续兼容:
1. `profileId`
2. `worldName`
3. `imageDataUrl`
4. `cropRect`
返回仍为:
1. `imageSrc`
2. `assetId`
3. `sourceType = uploaded`
## 5. 服务端执行顺序
### 5.1 场景图 / 封面图生成
统一执行:
1. 归一 prompt 与模型选择
2. 向 DashScope 发起生成请求
3. 下载生成结果图片二进制
4. `put_object`
5. `HEAD Object`
6. `confirm asset_object`
7. `bind asset_entity_binding`
8. 返回 `legacyPublicPath`
### 5.2 封面上传
统一执行:
1. 解析 `imageDataUrl`
2. 校验原图体积
3. 解码图片
4.`cropRect` 裁剪
5. 校验裁剪区域 `16:9`
6. 缩放到 `1600x900`
7. 编码为 `webp`
8. 若超过 `1.5 MB`,逐档降低质量重试
9. `put_object`
10. `HEAD Object`
11. `confirm asset_object`
12. `bind asset_entity_binding`
13. 返回 `legacyPublicPath`
## 6. 环境变量与模型口径
本批继续复用现有 DashScope 环境变量,不新增另一套命名:
1. `DASHSCOPE_BASE_URL`
2. `DASHSCOPE_API_KEY`
3. `DASHSCOPE_IMAGE_REQUEST_TIMEOUT_MS`
模型默认值固定为:
1. 场景图文生图:`wan2.2-t2i-flash`
2. 场景图参考图模式:`qwen-image-2.0`
3. 封面文生图:`wan2.2-t2i-flash`
4. 封面参考图模式:`qwen-image-2.0`
## 7. 完成定义
当以下条件满足时,本批视为完成:
1. `scene-image` 不再返回 Rust SVG 占位图
2. `cover-image` 不再返回 Rust SVG 占位图
3. `cover-upload` 已执行 `cropRect + 16:9 + webp + 1.5MB`
4. 三条链路仍统一落到 `OSS + asset_object + asset_entity_binding`
5. 前端无需改 contract 即可继续消费
## 8. 关联文档
1. [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md)
2. [ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md](./ASSET_OBJECT_CONFIRM_FLOW_DESIGN_2026-04-21.md)
3. [M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md](./M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md)

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# M6 旧 generated 路径 OSS 读取兼容设计
日期:`2026-04-22`
## 1. 文档目的
这份文档冻结 `M6` 第一批 OSS 化之后,旧前端继续访问 `/generated-*` 路径的 Rust 后端兼容口径。
当前角色主形象、角色动作、custom world 场景图和封面图已经把新生成资产写入私有 OSS。旧前端仍会把以下路径当作图片、视频或动作帧地址直接交给 `<img>``<video>`、canvas 抽帧或 `CharacterAnimator`
1. `/generated-character-drafts/*`
2. `/generated-characters/*`
3. `/generated-animations/*`
4. `/generated-custom-world-scenes/*`
5. `/generated-custom-world-covers/*`
6. `/generated-qwen-sprites/*`
如果只提供 `/api/assets/read-url`,旧 UI 中直接消费资源路径的位置会继续失败。因此本批补一个同源读取兼容层。
## 2. 本批范围
### 2.1 要完成的内容
1. Rust `api-server` 挂接上述六类 `GET /generated-*/*` 路由。
2. 路由把 legacy path 转成 OSS `object_key`
3. 路由使用服务端 OSS 主凭证生成短期私有读签名。
4. 路由由服务端拉取 OSS 对象并同源返回二进制内容。
5. 返回保留 OSS 的 `content-type`,补充 `cache-control`让图片、视频、SVG、JSON manifest 都能被旧前端直接消费。
6. Vite 本地开发代理补齐 `/generated-animations``/generated-custom-world-covers`,避免新 OSS 路径在开发期落回本地 `public/`
### 2.2 本批不解决的内容
1. 不把私有 OSS 对象改成公开读。
2. 不引入 CDN。
3. 不把对象缓存到本地 `public/`
4. 不迁移历史本地文件。
5. 不实现 Range 分片视频流Stage 1 先全量代理对象,后续如视频体积变大再补 Range。
## 3. 路由契约
每条旧路径均返回原始资源内容:
1. 成功:`200`body 为 OSS 对象二进制内容。
2. OSS 对象不存在:`404`
3. OSS 配置缺失:`503`
4. object key 不在受支持 `generated-*` 前缀:`400`
5. OSS 请求失败:`502`
响应头:
1. `content-type`:优先使用 OSS 响应头。
2. `cache-control``private, max-age=60`
3. `x-genarrative-asset-object-key`:回写解析后的 OSS object key方便调试。
## 4. 对象键约定
旧路径去掉开头 `/` 后就是 OSS `object_key`
示例:
`/generated-animations/hero/animation-set-1/idle/frame01.png`
对应:
`generated-animations/hero/animation-set-1/idle/frame01.png`
## 5. 完成定义
当以下条件满足时,本批路径兼容视为完成:
1. Rust 已挂接六类 `/generated-*` 路由。
2. 路由能通过 OSS 私有读签名同源代理对象内容。
3. `cargo check -p api-server` 通过。
4. `scripts/check-encoding.mjs` 覆盖本轮新增文档和相关代码。
5. `05_M6_ASSETS_OSS_EDITOR.md` 中路径兼容项完成勾选。

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# M7 联调、回归、部署与切流执行方案
日期:`2026-04-22`
## 1. 文档目标
这份文档把 `M7联调、回归、部署与切流任务清单` 从高层勾选项细化为可直接执行的工程方案。
M7 的目标不是新增玩法功能,而是在 `M0 ~ M6` 已迁移的 Rust 后端基础上完成切流前收口:
1. 固定本地、灰度、切流前的检查命令。
2. 固定 `Axum + SpacetimeDB + OSS` 的部署与回滚口径。
3. 固定观测字段、慢请求、上游失败日志与资产任务日志。
4. 固定旧 `server-node` 与新 `server-rs` 的双跑和 API 对比方式。
5. 等价拆分 `server-rs/crates/spacetime-module/src/lib.rs`,避免 SpacetimeDB 主工程继续退化为单大文件。
## 2. 执行约束
1. 不改变现有 HTTP contract、SSE contract、SpacetimeDB 表名、reducer 名、procedure 名和对象键前缀。
2. 不把 LLM、OSS、短信、微信等外部副作用移入 SpacetimeDB reducer。
3. `spacetime-module` 拆分只做物理结构收口,不做 schema 重命名、字段删除、字段重排或 reducer/procedure 改名。
4. 迁移期保留 `server-node` 作为回退锚点M7 不删除旧后端。
5. 前端切换默认仍指向 Node只有显式设置 `GENARRATIVE_BACKEND_STACK=rust``GENARRATIVE_RUNTIME_SERVER_TARGET` 时才切到 Rust。
## 3. 测试体系
M7 固定四层测试入口:
1. Rust crate 级别:`cargo check/test` 覆盖 `api-server``spacetime-module``shared-contracts` 与模块 crate。
2. Axum handler 级别:继续复用 `api-server` 内已有 `build_router + tower::ServiceExt` 测试,重点覆盖 `healthz/auth/runtime/assets/custom-world/story` 的兼容响应。
3. SpacetimeDB 模块级别:`cargo check -p spacetime-module` 作为 schema/reducer/procedure 的最低门禁;需要真实数据库行为时使用 `spacetime publish --server local --yes` 后再跑 smoke。
4. 端到端主流程:`server-rs/scripts/smoke.ps1``server-rs/scripts/oss-smoke.ps1` 分别覆盖基础 HTTP contract 与真实 OSS 链路。
推荐本地顺序:
```powershell
.\server-rs\scripts\m7-preflight.ps1
.\server-rs\scripts\smoke.ps1
node scripts\run-tsx.cjs scripts\m7-api-compare.ts
```
## 4. 部署准备
Axum 部署方式:
1. `cargo build -p api-server --release` 生成发布二进制。
2. 进程环境显式配置 `GENARRATIVE_API_HOST``GENARRATIVE_API_PORT``GENARRATIVE_API_LOG`
3. 反向代理继续保留 `Host``X-Forwarded-For``X-Forwarded-Proto``X-Request-Id`
4. SSE 路由必须禁用代理缓冲。
SpacetimeDB 发布方式:
1. 本地开发先执行 `server-rs/scripts/spacetime-dev.ps1` 启动 standalone。
2. 发布模块使用 `spacetime publish genarrative-dev --server local --yes --module-path server-rs/crates/spacetime-module`
3. 若需要重置开发库,必须显式加 `--clear-database --yes`,不得默认清库。
4. 生成绑定时使用仓库根目录 `spacetime.json` 中的 `typescript``rust` 输出目录。
OSS / CDN / 域名方案:
1. 正式对象真相仍为 `bucket + object_key`
2. bucket 默认私有读写,浏览器不直接匿名读取。
3. `/generated-*` 旧路径由 Axum 同源代理或 CDN 边缘回源到 Rust API。
4. CDN 只缓存可公开缓存的派生读结果,不把私有签名 URL 写入业务表。
环境变量最小清单:
1. `GENARRATIVE_API_HOST``GENARRATIVE_API_PORT``GENARRATIVE_API_LOG`
2. `GENARRATIVE_JWT_ISSUER``GENARRATIVE_JWT_SECRET`
3. `GENARRATIVE_SPACETIME_SERVER_URL``GENARRATIVE_SPACETIME_DATABASE``GENARRATIVE_SPACETIME_TOKEN`
4. `ALIYUN_OSS_BUCKET``ALIYUN_OSS_ENDPOINT``ALIYUN_OSS_ACCESS_KEY_ID``ALIYUN_OSS_ACCESS_KEY_SECRET`
5. `GENARRATIVE_LLM_PROVIDER``GENARRATIVE_LLM_BASE_URL``GENARRATIVE_LLM_API_KEY`
6. `DASHSCOPE_BASE_URL``DASHSCOPE_API_KEY`
7. `SMS_AUTH_ENABLED` 与短信供应商变量
8. `WECHAT_AUTH_ENABLED` 与微信 OAuth 变量
9. `GENARRATIVE_BACKEND_STACK``NODE_SERVER_TARGET``RUST_SERVER_TARGET``GENARRATIVE_RUNTIME_SERVER_TARGET`
## 5. 灰度与切流
灰度环境固定为三段:
1. `shadow`Node 继续承接用户流量Rust 只由脚本和内部账号请求。
2. `dual-run`:同一组 smoke/API compare 同时打 Node 与 Rust差异必须登记。
3. `rust-primary`:反向代理或 Vite dev proxy 指向 RustNode 进程保留但不作为主入口。
前端切换方式:
1. 默认 `GENARRATIVE_BACKEND_STACK=node`
2. 本地或灰度切 Rust 设置 `GENARRATIVE_BACKEND_STACK=rust`,并配置 `RUST_SERVER_TARGET`
3. 紧急回退设置 `GENARRATIVE_BACKEND_STACK=node` 或直接覆盖 `GENARRATIVE_RUNTIME_SERVER_TARGET` 指回 Node。
## 6. API 对比
`scripts/m7-api-compare.ts` 负责对比 Node 与 Rust 的基础 contract
1. 默认对比 `/healthz``/api/auth/login-options`
2. 可通过 `M7_COMPARE_PATHS` 扩展只读路径清单。
3. 对比时会固定传入 `x-request-id`,并归一化 `requestId / timestamp / latencyMs` 等波动字段。
4. 默认严格模式下发现差异直接返回非零退出码。
该脚本只承担“无状态 GET contract”对比带登录、写入、OSS 或 SSE 的主流程仍由专门 smoke 脚本负责。
## 7. 观测能力
M7 观测字段固定为:
1. HTTP 访问日志:`method``uri``status``latency_ms``slow_request``request_id`
2. 错误日志:`request_id``status``error_code`
3. 上游失败:`provider``operation``request_id``status/code``message`
4. 关键 reducer操作名、主实体 ID、结果状态
5. 资产任务:`task_id``character_id/entity_id``asset_kind``status`
慢请求阈值默认 `1000ms`,可通过 `GENARRATIVE_SLOW_REQUEST_THRESHOLD_MS` 覆盖。
## 8. 数据迁移与回滚
当前 M7 不做一次性“Node PostgreSQL 全量导入 SpacetimeDB”的危险迁移采用双跑验证与按主链确认的渐进策略
1. 已迁移主链以 SpacetimeDB 为真相源。
2. 未迁移或灰度失败主链继续回退到 Node。
3. 资产二进制以 OSS 为真相,不回滚到本地 `public/generated-*` 写盘。
4. 若 SpacetimeDB schema 需要清库重发,只允许在开发库或明确灰度库执行 `--clear-database`
5. 生产回滚优先切反向代理目标,不优先改代码。
## 9. 验收定义
M7 完成时必须满足:
1. M7 文档、脚本、任务清单均同步。
2. `api-server``spacetime-module` 至少通过 `cargo check`
3. 基础 smoke 脚本可执行,并覆盖 `healthz + envelope + request id`
4. Node/Rust API 对比脚本可执行。
5. Vite dev proxy 已具备 Node/Rust 切换与回退开关。
6. `spacetime-module` 已从单 `lib.rs` 拆为按 `runtime / gameplay / custom_world / asset_metadata / ai` 组织的文件结构。

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> 该文档由 `server-node/src/manifest/backendCapabilityManifest.ts` 自动生成。
> 生成命令:`npm run server-node:manifest:backend`
> 生成时间:`2026-04-20T14:26:38.663Z`
>
> 过期说明:该索引生成于 `2026-04-20`,其中 `createQwenSpriteRoutes` 与 `/api/assets/qwen-sprite/*` 相关描述已在 `2026-04-21` 后失效。当前 Node 现役资产挂载面仅保留 `createCharacterAssetRoutes``Qwen` 仅剩 prompt 模板复用与 `/generated-qwen-sprites/*` 历史路径兼容,不再存在独立路由主链。
## 总览

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@@ -4,6 +4,8 @@
## 文档列表
- [RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md](./RUST_API_SERVER_ROUTE_INDEX_2026-04-22.md):记录当前 Rust `api-server` 已挂载的 96 条 Axum 路由,按 auth、assets、runtime、custom world、story、generated path 等挂载面归类,用于对照 Node 能力基线与切流 smoke 清单。
- [BACKEND_REWRITE_CROSS_CUTTING_GOVERNANCE_2026-04-22.md](./BACKEND_REWRITE_CROSS_CUTTING_GOVERNANCE_2026-04-22.md):冻结后端重写收口阶段的横向治理规则,覆盖 TypeScript contract 到 Rust DTO 映射、SpacetimeDB schema 演进、大对象 / workflow cache 存储边界和文档维护门禁。
- [PLATFORM_LLM_TEXT_GATEWAY_DESIGN_2026-04-21.md](./PLATFORM_LLM_TEXT_GATEWAY_DESIGN_2026-04-21.md)`platform-llm` 文本模型网关首版设计,冻结 OpenAI 兼容 `/chat/completions`、SSE 增量解析、错误模型与重试边界。
- [API_SERVER_PLATFORM_LLM_PROXY_DESIGN_2026-04-21.md](./API_SERVER_PLATFORM_LLM_PROXY_DESIGN_2026-04-21.md)`api-server` 接入 `platform-llm` 的最小代理设计,冻结 `/api/llm/chat/completions` 的配置、状态注入与首版非流式兼容边界。
- [PHONE_SMS_LOGIN_STAGE_A_IMPLEMENTATION_2026-04-21.md](./PHONE_SMS_LOGIN_STAGE_A_IMPLEMENTATION_2026-04-21.md):冻结手机号验证码登录第一阶段的真实落地边界,明确游客兜底默认关闭、公开请求不污染登录态,以及 smoke 必须覆盖短信登录主链。
@@ -37,6 +39,8 @@
- [SPACETIMEDB_AUTH_USER_ACCOUNT_TABLE_DESIGN_2026-04-21.md](./SPACETIMEDB_AUTH_USER_ACCOUNT_TABLE_DESIGN_2026-04-21.md)`M2` 第一张身份主表 `user_account` 的职责边界、字段、唯一约束、状态迁移、旧 `users` 映射与落地约束。
- [SPACETIMEDB_AXUM_OSS_BACKEND_REWRITE_DESIGN_2026-04-20.md](./SPACETIMEDB_AXUM_OSS_BACKEND_REWRITE_DESIGN_2026-04-20.md):基于当前 Node 后端能力清单,设计用 `SpacetimeDB + Axum + 阿里云 OSS` 重写后端的目标架构、模块映射、数据分层、迁移顺序与验收标准。
- [M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md](./M6_OSS_SERVER_UPLOAD_AND_STS_POLICY_2026-04-21.md):冻结 M6 剩余的 STS 与服务端上传 helper 落地口径,明确当前上传主链为服务器上传 OSSWeb 端只负责签名读下载。
- [M6_ASSET_METADATA_HASH_VERSION_AND_SPECIALIZED_TABLE_BOUNDARY_2026-04-22.md](./M6_ASSET_METADATA_HASH_VERSION_AND_SPECIALIZED_TABLE_BOUNDARY_2026-04-22.md):冻结 M6 第一批内容 hash、版本、manifest、asset job 与强业务资产表的 Stage 1 边界,明确当前使用 `asset_object + asset_entity_binding + OSS manifest + AiTaskService` 闭合,不重复新增表。
- [M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md](./M6_LEGACY_GENERATED_PATH_OSS_READ_COMPAT_2026-04-22.md):冻结 M6 旧 `/generated-*` 路径到 OSS 私有读同源代理的兼容口径,保证旧前端仍能直接消费图片、视频、动作帧与 manifest。
- [AXUM_TO_SPACETIMEDB_ASSET_OBJECT_CONFIRM_CALL_DESIGN_2026-04-21.md](./AXUM_TO_SPACETIMEDB_ASSET_OBJECT_CONFIRM_CALL_DESIGN_2026-04-21.md):冻结 `POST /api/assets/objects/confirm` 从 Axum 通过 Rust SDK 调用 `SpacetimeDB procedure` 的最小落地方案,明确本地 server、数据库名、procedure/reducer 分工与 `spacetime-client` 边界。
- [M3_RUNTIME_SETTINGS_AXUM_SPACETIMEDB_DESIGN_2026-04-21.md](./M3_RUNTIME_SETTINGS_AXUM_SPACETIMEDB_DESIGN_2026-04-21.md):冻结 `M3` 首批 `runtime settings` 纵向切片的表字段、默认值、procedure、Axum facade、错误 contract 与测试策略。
- [SPACETIMEDB_CUSTOM_WORLD_AGENT_SESSION_STAGE6_DESIGN_2026-04-22.md](./SPACETIMEDB_CUSTOM_WORLD_AGENT_SESSION_STAGE6_DESIGN_2026-04-22.md):冻结 `M5` Agent session create / snapshot 的最小 SpacetimeDB 与 Axum facade 闭环,明确本轮不迁移 LLM、SSE、卡片更新和完整 action registry。
@@ -46,6 +50,12 @@
- [SPACETIMEDB_CUSTOM_WORLD_LIBRARY_DETAIL_STAGE5_EXTENSION_DESIGN_2026-04-22.md](./SPACETIMEDB_CUSTOM_WORLD_LIBRARY_DETAIL_STAGE5_EXTENSION_DESIGN_2026-04-22.md):补齐 `M5` Stage 5 遗漏的 owner-only `GET /api/runtime/custom-world-library/:profileId` 设计,冻结单条 profile detail 的 SpacetimeDB procedure、client facade、404 语义与 Axum 路由扩展方式。
- [SPACETIMEDB_CUSTOM_WORLD_WORKS_AND_AGENT_EXTENSION_STAGE9_DESIGN_2026-04-22.md](./SPACETIMEDB_CUSTOM_WORLD_WORKS_AND_AGENT_EXTENSION_STAGE9_DESIGN_2026-04-22.md):冻结 `M5` 剩余主链的 works、card detail、publish gate、supportedActions、action registry 与 AI/OSS 兼容路由边界,作为 Stage 9 到收口阶段的统一落地依据。
- [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md):冻结 `M6` 第一批 custom world 场景图、封面图、封面上传从本地 `public/` 临时落地切到 `OSS + asset_object + asset_entity_binding` 正式真相链的边界与槽位约定。
- [M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE2_2026-04-22.md](./M6_CUSTOM_WORLD_ASSET_OSS_INTEGRATION_STAGE2_2026-04-22.md):冻结 `M6` 第二批 custom world 图片链迁移口径,明确把 `scene-image / cover-image` 从 Rust SVG 占位切到真实 DashScope 图片生成,并补回 `cover-upload``cropRect + 16:9 + WebP 压缩`
- [M6_CHARACTER_ANIMATION_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_ANIMATION_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md):冻结 `M6` 第一批角色动作 `generate / jobs / publish` 接口从旧本地 `public/generated-*` 真相切到 `OSS + asset_object + asset_entity_binding + AI task` 的最小闭环与兼容 contract。
- [M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md](./M6_CHARACTER_ANIMATION_IMPORT_AND_TEMPLATE_STAGE1_2026-04-22.md):冻结 `M6` 第一批角色动作模板查询与参考视频导入从旧 Node 本地草稿写盘切到 Rust `OSS` 草稿对象的接口 contract、对象键规划与暂不确认 `asset_object` 的边界。
- [M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md](./M6_CHARACTER_WORKFLOW_CACHE_OSS_STAGE1_2026-04-22.md):冻结 `M6` 第一批角色资产工作流缓存从旧 Node 本地 `workflow-cache.json` 切到 Rust `OSS` JSON 草稿对象的读写 contract、字段归一化与暂不落正式资产表的边界。
- [M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md](./M6_CHARACTER_VISUAL_ASSET_OSS_INTEGRATION_STAGE1_2026-04-22.md):冻结 `M6` 第一批角色主形象 `generate / jobs / publish` 接口从旧本地 `public/generated-*` 真相切到 `OSS + asset_object + asset_entity_binding + AI task` 的最小闭环与兼容 contract。
- [M7_TEST_DEPLOY_CUTOVER_EXECUTION_PLAN_2026-04-22.md](./M7_TEST_DEPLOY_CUTOVER_EXECUTION_PLAN_2026-04-22.md):冻结 `M7` 联调、回归、部署、观测、双跑对比、灰度切流、回滚和 `spacetime-module` 结构收口的可执行方案。
- [M3_BROWSE_HISTORY_AXUM_SPACETIMEDB_DESIGN_2026-04-21.md](./M3_BROWSE_HISTORY_AXUM_SPACETIMEDB_DESIGN_2026-04-21.md):冻结 `M3` 第二批 `browse history` 纵向切片的 `user_browse_history` 表、双路径 facade、宽松归一化、去重排序规则与测试策略。
- [ASSET_ENTITY_BINDING_REDUCER_DESIGN_2026-04-21.md](./ASSET_ENTITY_BINDING_REDUCER_DESIGN_2026-04-21.md):冻结已确认 `asset_object` 绑定到业务实体槽位的首版 reducer/procedure、通用 `asset_entity_binding` 表与 Axum facade。
- [FRONTEND_TO_BACKEND_MIGRATION_EXECUTION_PLAN_2026-04-21.md](./FRONTEND_TO_BACKEND_MIGRATION_EXECUTION_PLAN_2026-04-21.md)把鉴权、浏览历史、runtime story 快照、NPC 待接委托与正式生成编排继续后移到 Express 后端的实施方案与验收口径。
@@ -73,6 +83,7 @@
- [M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_RPG_RUNTIME_STORY_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `server-rs``M4` 首轮已落地的 `story_session / story_event` SpacetimeDB 基座、`begin_story_session / continue_story` reducer、同步返回快照的 story procedure、`spacetime-client` facade 与新的 `/api/story/sessions*` Axum 接口,以及当前尚未兼容旧 `runtime story` 路由的边界。
- [M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md](./M4_RPG_RUNTIME_STORY_SESSION_STATE_QUERY_DESIGN_2026-04-22.md):冻结 `GET /api/story/sessions/:storySessionId/state` 这条最小 story state 查询切片,明确当前只返回 `storySession + storyEvents`,不等价于旧 `runtime story state` 兼容完成。
- [M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md](./M4_RUNTIME_STORY_COMPAT_STATE_BRIDGE_DESIGN_2026-04-22.md):冻结旧 `POST /api/runtime/story/state/resolve` 兼容桥的首版边界,明确先补 `RuntimeStoryActionResponse` DTO 与状态桥,再继续进入 Rust `actions/resolve` 与正式 snapshot projection。
- [M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md](./M4_RUNTIME_STORY_RS_SPLIT_PLAN_2026-04-22.md):冻结 `runtime_story.rs` 从超大单文件拆到 `compat/ai/presentation/tests/battle/core/game_state/forge/npc_support/*_actions` 子模块的收口策略、验证要求与下一阶段纯规则下沉边界。
- [M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md](./M4_MODULE_AI_BASELINE_DESIGN_2026-04-21.md):冻结 `module-ai` 首版的任务/阶段/流式片段/结果引用领域模型、最小内存服务与后续 `platform-llm` / `api-server` / `spacetime-module` 的边界。
- [M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md](./M4_MODULE_AI_SPACETIMEDB_BASELINE_2026-04-21.md):记录 `module-ai``spacetime-module` 中首轮已落地的 `ai_task / ai_task_stage / ai_text_chunk / ai_result_reference` 真相表、最小 reducer/procedure 与当前仍未扩到真实模型调用和 Axum facade 的边界。
- [M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md](./M4_MODULE_AI_AXUM_FACADE_DESIGN_2026-04-22.md):冻结 `module-ai``shared-contracts``spacetime-client``api-server` 的最小 AI task mutation facade明确 `start` 路由当前只返回 `202 Accepted`

View File

@@ -0,0 +1,159 @@
# Rust API Server 路由索引2026-04-22
更新时间:`2026-04-22`
## 1. 文档目标
本文件记录当前 `server-rs/crates/api-server/src/app.rs` 中已挂载的 Rust Axum 路由面,用于对照 Node 后端 `96` 条路由能力基线。
本文件只做路由索引,不替代单个阶段的设计文档;接口字段、权限、错误模型仍以各阶段技术方案和 `shared-contracts` 为准。
## 2. 当前统计
当前 Rust `api-server``app.rs` 可抽取到 `96` 条路由:
1. 内部鉴权调试接口:`2` 条。
2. AI task 接口:`9` 条。
3. assets / OSS 接口:`15` 条。
4. auth 接口:`12` 条。
5. custom world / agent 接口:`23` 条。
6. llm proxy 接口:`1` 条。
7. profile / runtime profile 接口:`12` 条。
8. runtime story / story gameplay 接口:`15` 条。
9. legacy generated 静态路径兼容:`6` 条。
10. health check`1` 条。
## 3. 路由清单
### 3.1 内部鉴权调试
1. `GET /_internal/auth/claims`
2. `GET /_internal/auth/refresh-cookie`
### 3.2 AI Task
1. `POST /api/ai/tasks`
2. `POST /api/ai/tasks/{task_id}/start`
3. `POST /api/ai/tasks/{task_id}/cancel`
4. `POST /api/ai/tasks/{task_id}/complete`
5. `POST /api/ai/tasks/{task_id}/fail`
6. `POST /api/ai/tasks/{task_id}/chunks`
7. `POST /api/ai/tasks/{task_id}/references`
8. `POST /api/ai/tasks/{task_id}/stages/{stage_kind}/start`
9. `POST /api/ai/tasks/{task_id}/stages/{stage_kind}/complete`
### 3.3 Assets / OSS
1. `POST /api/assets/direct-upload-tickets`
2. `POST /api/assets/sts-upload-credentials`
3. `POST /api/assets/objects/confirm`
4. `POST /api/assets/objects/bind`
5. `GET /api/assets/read-url`
6. `POST /api/assets/character-visual/generate`
7. `GET /api/assets/character-visual/jobs/{task_id}`
8. `POST /api/assets/character-visual/publish`
9. `POST /api/assets/character-animation/generate`
10. `GET /api/assets/character-animation/jobs/{task_id}`
11. `POST /api/assets/character-animation/publish`
12. `POST /api/assets/character-animation/import-video`
13. `GET /api/assets/character-animation/templates`
14. `GET /api/assets/character-workflow-cache/{character_id}`
15. `GET / POST /api/assets/character-workflow-cache`
### 3.4 Auth
1. `GET /api/auth/login-options`
2. `GET /api/auth/me`
3. `POST /api/auth/logout`
4. `POST /api/auth/logout-all`
5. `GET /api/auth/sessions`
6. `POST /api/auth/refresh`
7. `POST /api/auth/phone/send-code`
8. `POST /api/auth/phone/login`
9. `GET /api/auth/wechat/start`
10. `GET /api/auth/wechat/callback`
11. `POST /api/auth/wechat/bind-phone`
12. `POST /api/auth/entry`
### 3.5 Custom World / Agent
1. `GET /api/runtime/custom-world-library`
2. `GET /api/runtime/custom-world-library/{profile_id}`
3. `POST /api/runtime/custom-world-library/{profile_id}/publish`
4. `POST /api/runtime/custom-world-library/{profile_id}/unpublish`
5. `GET /api/runtime/custom-world-gallery`
6. `GET /api/runtime/custom-world-gallery/{owner_user_id}/{profile_id}`
7. `GET /api/runtime/custom-world/works`
8. `POST /api/runtime/custom-world/agent/sessions`
9. `GET /api/runtime/custom-world/agent/sessions/{session_id}`
10. `POST /api/runtime/custom-world/agent/sessions/{session_id}/messages`
11. `GET /api/runtime/custom-world/agent/sessions/{session_id}/messages/stream`
12. `GET /api/runtime/custom-world/agent/sessions/{session_id}/operations/{operation_id}`
13. `GET /api/runtime/custom-world/agent/sessions/{session_id}/cards/{card_id}`
14. `POST /api/runtime/custom-world/agent/sessions/{session_id}/actions`
15. `POST /api/custom-world/entity`
16. `POST /api/runtime/custom-world/entity`
17. `POST /api/custom-world/scene-npc`
18. `POST /api/runtime/custom-world/scene-npc`
19. `POST /api/custom-world/scene-image`
20. `POST /api/custom-world/cover-image`
21. `POST /api/custom-world/cover-upload`
22. `POST /api/runtime/custom-world/cover-image`
23. `POST /api/runtime/custom-world/cover-upload`
### 3.6 LLM Proxy
1. `POST /api/llm/chat/completions`
### 3.7 Profile / Runtime Profile
1. `GET /api/profile/dashboard`
2. `GET /api/runtime/profile/dashboard`
3. `GET /api/profile/play-stats`
4. `GET /api/runtime/profile/play-stats`
5. `GET /api/profile/wallet-ledger`
6. `GET /api/runtime/profile/wallet-ledger`
7. `GET /api/profile/browse-history`
8. `GET /api/runtime/profile/browse-history`
9. `GET /api/profile/save-archives`
10. `GET /api/runtime/profile/save-archives`
11. `POST /api/profile/save-archives/{world_key}`
12. `POST /api/runtime/profile/save-archives/{world_key}`
### 3.8 Runtime Story / Gameplay
1. `POST /api/runtime/save/snapshot`
2. `GET /api/runtime/settings`
3. `GET /api/runtime/story/state/{session_id}`
4. `POST /api/runtime/story/state/resolve`
5. `POST /api/runtime/story/actions/resolve`
6. `POST /api/runtime/story/initial`
7. `POST /api/runtime/story/continue`
8. `POST /api/story/sessions`
9. `POST /api/story/sessions/continue`
10. `GET /api/story/sessions/{story_session_id}/state`
11. `POST /api/story/battles`
12. `POST /api/story/battles/resolve`
13. `GET /api/story/battles/{battle_state_id}`
14. `POST /api/story/npc/battle`
15. `GET /api/runtime/sessions/{runtime_session_id}/inventory`
### 3.9 Legacy Generated 路径
1. `GET /generated-character-drafts/{*path}`
2. `GET /generated-characters/{*path}`
3. `GET /generated-animations/{*path}`
4. `GET /generated-custom-world-scenes/{*path}`
5. `GET /generated-custom-world-covers/{*path}`
6. `GET /generated-qwen-sprites/{*path}`
### 3.10 Health
1. `GET /healthz`
## 4. 维护规则
1. 新增、删除或改名 Rust 路由时,必须同步更新本索引。
2. 如果 Node 后端 `NODE_BACKEND_MODULE_AND_API_INDEX.md` 的现役能力面发生变化,必须同时更新本索引与对应阶段任务清单。
3. 任何 breaking route change 都必须先更新阶段设计文档,再改代码。
4. 真实切流前,必须用本索引对照代理层、前端调用面和 smoke 清单,避免只完成编译而遗漏外部可访问路径。

View File

@@ -17,6 +17,8 @@
"server-node:smoke": "npx tsx scripts/smoke-server-node.ts",
"server-node:smoke:proxy": "npx tsx scripts/smoke-same-origin-stack.ts",
"server-node:check:deploy": "npm run check:encoding && npm run server-node:test && npm run server-node:smoke && npm run server-node:build && npm run build && npm run server-node:smoke:proxy",
"server-rs:m7:preflight": "powershell -ExecutionPolicy Bypass -File server-rs/scripts/m7-preflight.ps1",
"m7:api-compare": "node scripts/run-tsx.cjs scripts/m7-api-compare.ts",
"build": "node scripts/build-gate.mjs",
"build:raw": "node scripts/vite-cli.mjs build",
"preview": "node scripts/vite-cli.mjs preview",

View File

@@ -77,9 +77,6 @@ export const TASK6_RUNTIME_FUNCTION_IDS = [
'npc_quest_accept',
'npc_quest_turn_in',
'npc_trade',
'treasure_inspect',
'treasure_leave',
'treasure_secure',
] as const;
export type Task6RuntimeFunctionId =
(typeof TASK6_RUNTIME_FUNCTION_IDS)[number];
@@ -121,10 +118,6 @@ export type RuntimeStoryOptionInteraction =
| 'quest_accept'
| 'quest_turn_in';
questId?: string;
}
| {
kind: 'treasure';
action: 'inspect' | 'leave' | 'secure';
};
export type RuntimeStoryChoiceAction = RuntimeAction<

170
scripts/m7-api-compare.ts Normal file
View File

@@ -0,0 +1,170 @@
import assert from 'node:assert/strict';
type HttpMethod = 'GET';
interface CompareCase {
method: HttpMethod;
path: string;
}
interface CompareResult {
path: string;
nodeStatus: number;
rustStatus: number;
matched: boolean;
reason?: string;
}
const DEFAULT_NODE_BASE_URL = 'http://127.0.0.1:8081';
const DEFAULT_RUST_BASE_URL = 'http://127.0.0.1:3000';
function readEnv(name: string, fallback: string): string {
const value = process.env[name]?.trim();
return value ? value : fallback;
}
function buildCases(): CompareCase[] {
const rawPaths = process.env.M7_COMPARE_PATHS?.trim();
const paths = rawPaths
? rawPaths.split(',').map((value) => value.trim()).filter(Boolean)
: ['/healthz', '/api/auth/login-options'];
return paths.map((path) => ({
method: 'GET',
path: path.startsWith('/') ? path : `/${path}`,
}));
}
async function fetchJson(baseUrl: string, testCase: CompareCase, requestId: string) {
const url = new URL(testCase.path, baseUrl);
const response = await fetch(url, {
method: testCase.method,
headers: {
'x-request-id': requestId,
'x-genarrative-response-envelope': '1',
},
});
const text = await response.text();
const json = text ? JSON.parse(text) : null;
return {
status: response.status,
json: normalizeVolatileJson(json),
};
}
function normalizeVolatileJson(value: unknown): unknown {
if (Array.isArray(value)) {
return value.map(normalizeVolatileJson);
}
if (!value || typeof value !== 'object') {
return value;
}
const record = value as Record<string, unknown>;
const normalized: Record<string, unknown> = {};
for (const [key, child] of Object.entries(record)) {
if (['requestId', 'timestamp', 'latencyMs'].includes(key)) {
continue;
}
normalized[key] = normalizeVolatileJson(child);
}
return normalized;
}
function stableStringify(value: unknown): string {
if (Array.isArray(value)) {
return `[${value.map(stableStringify).join(',')}]`;
}
if (!value || typeof value !== 'object') {
return JSON.stringify(value);
}
const entries = Object.entries(value as Record<string, unknown>)
.sort(([left], [right]) => left.localeCompare(right))
.map(([key, child]) => `${JSON.stringify(key)}:${stableStringify(child)}`);
return `{${entries.join(',')}}`;
}
async function compareCase(
nodeBaseUrl: string,
rustBaseUrl: string,
testCase: CompareCase,
): Promise<CompareResult> {
const requestId = `m7-api-compare-${testCase.path.replaceAll('/', '-')}`;
const [nodeResponse, rustResponse] = await Promise.all([
fetchJson(nodeBaseUrl, testCase, requestId),
fetchJson(rustBaseUrl, testCase, requestId),
]);
if (nodeResponse.status !== rustResponse.status) {
return {
path: testCase.path,
nodeStatus: nodeResponse.status,
rustStatus: rustResponse.status,
matched: false,
reason: 'status 不一致',
};
}
const nodeBody = stableStringify(nodeResponse.json);
const rustBody = stableStringify(rustResponse.json);
if (nodeBody !== rustBody) {
return {
path: testCase.path,
nodeStatus: nodeResponse.status,
rustStatus: rustResponse.status,
matched: false,
reason: `body 不一致\nnode=${nodeBody}\nrust=${rustBody}`,
};
}
return {
path: testCase.path,
nodeStatus: nodeResponse.status,
rustStatus: rustResponse.status,
matched: true,
};
}
async function main() {
const nodeBaseUrl = readEnv('M7_NODE_BASE_URL', DEFAULT_NODE_BASE_URL);
const rustBaseUrl = readEnv('M7_RUST_BASE_URL', DEFAULT_RUST_BASE_URL);
const strict = process.env.M7_COMPARE_STRICT?.trim() !== 'false';
const cases = buildCases();
console.log(`[m7:api-compare] node=${nodeBaseUrl}`);
console.log(`[m7:api-compare] rust=${rustBaseUrl}`);
console.log(`[m7:api-compare] cases=${cases.map((item) => item.path).join(', ')}`);
const results = await Promise.all(
cases.map((testCase) => compareCase(nodeBaseUrl, rustBaseUrl, testCase)),
);
for (const result of results) {
const label = result.matched ? 'OK' : 'DIFF';
console.log(
`[m7:api-compare] ${label} ${result.path} node=${result.nodeStatus} rust=${result.rustStatus}`,
);
if (result.reason) {
console.log(result.reason);
}
}
const failures = results.filter((result) => !result.matched);
if (strict) {
assert.equal(failures.length, 0, '存在 Node/Rust API contract 差异');
}
}
main().catch((error) => {
console.error('[m7:api-compare] failed');
console.error(error);
process.exitCode = 1;
});

131
server-rs/Cargo.lock generated
View File

@@ -76,6 +76,7 @@ dependencies = [
"hmac",
"http-body-util",
"httpdate",
"image",
"module-ai",
"module-assets",
"module-auth",
@@ -106,6 +107,7 @@ dependencies = [
"url",
"urlencoding",
"uuid",
"webp",
]
[[package]]
@@ -294,6 +296,12 @@ version = "1.25.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c8efb64bd706a16a1bdde310ae86b351e4d21550d98d056f22f8a7f7a2183fec"
[[package]]
name = "byteorder-lite"
version = "0.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8f1fe948ff07f4bd06c30984e69f5b4899c516a3ef74f34df92a2df2ab535495"
[[package]]
name = "bytes"
version = "1.11.1"
@@ -326,6 +334,8 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "43c5703da9466b66a946814e1adf53ea2c90f10063b86290cc9eb67ce3478a20"
dependencies = [
"find-msvc-tools",
"jobserver",
"libc",
"shlex",
]
@@ -654,6 +664,15 @@ version = "2.4.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9f1f227452a390804cdb637b74a86990f2a7d7ba4b7d5693aac9b4dd6defd8d6"
[[package]]
name = "fdeflate"
version = "0.3.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1e6853b52649d4ac5c0bd02320cddc5ba956bdb407c4b75a2c6b75bf51500f8c"
dependencies = [
"simd-adler32",
]
[[package]]
name = "find-msvc-tools"
version = "0.1.9"
@@ -850,6 +869,12 @@ dependencies = [
"wasip3",
]
[[package]]
name = "glob"
version = "0.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0cc23270f6e1808e30a928bdc84dea0b9b4136a8bc82338574f23baf47bbd280"
[[package]]
name = "hashbrown"
version = "0.12.3"
@@ -1169,6 +1194,32 @@ dependencies = [
"icu_properties",
]
[[package]]
name = "image"
version = "0.25.10"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "85ab80394333c02fe689eaf900ab500fbd0c2213da414687ebf995a65d5a6104"
dependencies = [
"bytemuck",
"byteorder-lite",
"image-webp",
"moxcms",
"num-traits",
"png",
"zune-core",
"zune-jpeg",
]
[[package]]
name = "image-webp"
version = "0.2.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "525e9ff3e1a4be2fbea1fdf0e98686a6d98b4d8f937e1bf7402245af1909e8c3"
dependencies = [
"byteorder-lite",
"quick-error",
]
[[package]]
name = "indexmap"
version = "1.9.3"
@@ -1239,6 +1290,16 @@ version = "1.0.18"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8f42a60cbdf9a97f5d2305f08a87dc4e09308d1276d28c869c684d7777685682"
[[package]]
name = "jobserver"
version = "0.1.34"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9afb3de4395d6b3e67a780b6de64b51c978ecf11cb9a462c66be7d4ca9039d33"
dependencies = [
"getrandom 0.3.4",
"libc",
]
[[package]]
name = "js-sys"
version = "0.3.95"
@@ -1304,6 +1365,16 @@ version = "0.2.185"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "52ff2c0fe9bc6cb6b14a0592c2ff4fa9ceb83eea9db979b0487cd054946a2b8f"
[[package]]
name = "libwebp-sys"
version = "0.9.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "54cd30df7c7165ce74a456e4ca9732c603e8dc5e60784558c1c6dc047f876733"
dependencies = [
"cc",
"glob",
]
[[package]]
name = "linux-raw-sys"
version = "0.12.1"
@@ -1512,6 +1583,16 @@ dependencies = [
"spacetimedb",
]
[[package]]
name = "moxcms"
version = "0.8.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bb85c154ba489f01b25c0d36ae69a87e4a1c73a72631fc6c0eb6dde34a73e44b"
dependencies = [
"num-traits",
"pxfm",
]
[[package]]
name = "native-tls"
version = "0.2.14"
@@ -1748,6 +1829,19 @@ dependencies = [
"tokio",
]
[[package]]
name = "png"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "60769b8b31b2a9f263dae2776c37b1b28ae246943cf719eb6946a1db05128a61"
dependencies = [
"bitflags",
"crc32fast",
"fdeflate",
"flate2",
"miniz_oxide",
]
[[package]]
name = "potential_utf"
version = "0.1.5"
@@ -1826,6 +1920,18 @@ dependencies = [
"thiserror 1.0.69",
]
[[package]]
name = "pxfm"
version = "0.1.29"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e0c5ccf5294c6ccd63a74f1565028353830a9c2f5eb0c682c355c471726a6e3f"
[[package]]
name = "quick-error"
version = "2.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a993555f31e5a609f617c12db6250dedcac1b0a85076912c436e6fc9b2c8e6a3"
[[package]]
name = "quinn"
version = "0.11.9"
@@ -3508,6 +3614,16 @@ dependencies = [
"wasm-bindgen",
]
[[package]]
name = "webp"
version = "0.3.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c071456adef4aca59bf6a583c46b90ff5eb0b4f758fc347cea81290288f37ce1"
dependencies = [
"image",
"libwebp-sys",
]
[[package]]
name = "webpki-roots"
version = "1.0.7"
@@ -3884,3 +4000,18 @@ name = "zmij"
version = "1.0.21"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b8848ee67ecc8aedbaf3e4122217aff892639231befc6a1b58d29fff4c2cabaa"
[[package]]
name = "zune-core"
version = "0.5.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "cb8a0807f7c01457d0379ba880ba6322660448ddebc890ce29bb64da71fb40f9"
[[package]]
name = "zune-jpeg"
version = "0.5.15"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "27bc9d5b815bc103f142aa054f561d9187d191692ec7c2d1e2b4737f8dbd7296"
dependencies = [
"zune-core",
]

View File

@@ -14,7 +14,7 @@
## 2. 当前阶段说明
当前目录已经完成以下三十项初始化:
当前目录已经完成以下三十项初始化:
1. 为新后端预留正式目录并把路径固定到仓库结构中。
2. 创建虚拟 workspace `Cargo.toml`,后续 crate 会逐项挂入。
@@ -52,6 +52,9 @@
34. 创建 `scripts/spacetime-dev.ps1`,固定 Windows 本地 SpacetimeDB 启动入口。
35. 创建 `scripts/spacetime-dev.sh`,固定 Unix-like 本地 SpacetimeDB 启动入口。
36. 创建 `scripts/oss-smoke.ps1`,固定 Windows 本地阿里云 OSS 真实联调入口。
37. 创建 `scripts/m7-preflight.ps1`,固定 M7 切流前 Rust 后端预检入口。
38. 创建根目录 `scripts/m7-api-compare.ts`,固定旧 Node 与新 Rust 的无状态 API contract 对比入口。
39. 固定 Vite dev proxy 的 `GENARRATIVE_BACKEND_STACK` / `GENARRATIVE_RUNTIME_SERVER_TARGET` 切流和回退开关。
后续任务会继续在本目录内按顺序补齐:

View File

@@ -6,9 +6,12 @@ license.workspace = true
[dependencies]
axum = "0.8"
base64 = "0.22"
bytes = "1"
dotenvy = "0.15"
image = { version = "0.25", default-features = false, features = ["jpeg", "png", "webp"] }
reqwest = { version = "0.12", default-features = false, features = ["json", "rustls-tls"] }
webp = "0.3"
module-ai = { path = "../module-ai" }
module-assets = { path = "../module-assets" }
module-auth = { path = "../module-auth" }
@@ -28,7 +31,7 @@ shared-contracts = { path = "../shared-contracts" }
shared-kernel = { path = "../shared-kernel" }
shared-logging = { path = "../shared-logging" }
spacetime-client = { path = "../spacetime-client" }
tokio = { version = "1", features = ["macros", "rt-multi-thread", "net"] }
tokio = { version = "1", features = ["macros", "rt-multi-thread", "net", "time"] }
tokio-stream = "0.1"
time = { version = "0.3", features = ["formatting"] }
tower-http = { version = "0.6", features = ["trace"] }

View File

@@ -50,6 +50,17 @@
- `POST /api/runtime/story/actions/resolve`
- `POST /api/runtime/story/initial`
- `POST /api/runtime/story/continue`
26. 接入 `POST /api/assets/character-visual/generate`
27. 接入 `GET /api/assets/character-visual/jobs/{task_id}`
28. 接入 `POST /api/assets/character-visual/publish`
29. 接入 `GET /api/assets/character-animation/templates`
30. 接入 `POST /api/assets/character-animation/import-video`
31. 接入 `GET /api/assets/character-workflow-cache/{character_id}`
32. 接入 `POST /api/assets/character-workflow-cache`
33. 接入 `POST /api/assets/character-animation/generate`
34. 接入 `GET /api/assets/character-animation/jobs/{task_id}`
35. 接入 `POST /api/assets/character-animation/publish`
36. 接入旧 `/generated-character-drafts/*``/generated-characters/*``/generated-animations/*``/generated-custom-world-scenes/*``/generated-custom-world-covers/*``/generated-qwen-sprites/*` 到 OSS 私有读代理
后续与本 crate 直接相关的任务包括:
@@ -75,6 +86,11 @@
20. [x] 接入 `custom world library / gallery / publish_world` 首批 facade
21. [x] 接入 `custom world agent session create / snapshot` facade
22. [x] 接入旧 `runtime story` compat facade
23. [x] 接入 `character-visual generate / jobs / publish` 第一批 OSS 主链兼容 facade
24. [x] 接入 `character-animation templates / import-video` 第一批 OSS 草稿兼容 facade
25. [x] 接入 `character-workflow-cache get / save` 第一批 OSS JSON 草稿兼容 facade
26. [x] 接入 `character-animation generate / jobs / publish` 第一批 OSS 主链兼容 facade
27. [x] 接入旧 `/generated-*` 路径到 OSS 私有读同源代理
当前 tracing 约定:
@@ -144,3 +160,9 @@
13. 当前 `/api/assets/sts-upload-credentials` 按“服务器上传、Web 只下载”口径固定返回 `403`,不向浏览器下发 OSS 写权限。
14. 当前 `/api/runtime/custom-world/agent/sessions``/api/runtime/custom-world/agent/sessions/{session_id}` 只提供 deterministic session 骨架与 snapshot 读取,不承诺 message submit、operation query、card detail 的完整能力。
15. 当前 `/api/runtime/story/*` 已在 Rust 侧补齐 compat handler但内部仍是 `runtime_snapshot` 驱动的兼容桥与确定性动作编排,不应误判为真正的 SpacetimeDB `resolve_story_action` 真相链已完成。
16. 当前 `/api/assets/character-visual/*` 第一批只保证旧接口 contract、OSS 草稿/正式对象、`asset_object``asset_entity_binding` 主链可用真实图片模型、workflow cache 与本地角色覆盖写回仍在后续阶段。
17. 当前 `/api/assets/character-animation/import-video` 第一批只接受 `data:video/*;base64,...` 并写入 OSS 草稿区,不读取旧本地 `public/` 路径,也不创建正式 `asset_object`
18. 当前 `/api/assets/character-workflow-cache/*` 第一批只把工作流 JSON 草稿写入 OSS不迁移历史本地缓存也不创建正式 `asset_object`
19. 当前 `/api/assets/character-animation/generate` 第一批只用 Rust 占位产物打通 `AiTaskService + OSS` 草稿链;`image-sequence` 写 SVG 帧,视频类策略优先复用参考视频或仓库内可播放占位视频,不代表真实上游视频模型已完成迁移。
20. 当前 `/api/assets/character-animation/publish` 会把前端提交帧、动作级 manifest 与总 manifest 写入 OSS并只把总 manifest 确认为 `asset_object` 后绑定到 `character / animation_set`
21. 当前旧 `/generated-*` 读取兼容层只代理受支持 generated 前缀到 OSS 私有读签名,不回退仓库 `public/`Stage 1 不支持视频 Range 分片。

View File

@@ -6,8 +6,11 @@ use axum::{
middleware,
routing::{get, post},
};
use tower_http::trace::{DefaultOnFailure, DefaultOnRequest, DefaultOnResponse, TraceLayer};
use tracing::{Level, info_span};
use tower_http::{
classify::ServerErrorsFailureClass,
trace::{DefaultOnRequest, TraceLayer},
};
use tracing::{Level, Span, error, info, info_span, warn};
use crate::{
ai_tasks::{
@@ -24,6 +27,14 @@ use crate::{
},
auth_me::auth_me,
auth_sessions::auth_sessions,
character_animation_assets::{
generate_character_animation, get_character_animation_job, get_character_workflow_cache,
import_character_animation_video, list_character_animation_templates,
publish_character_animation, save_character_workflow_cache,
},
character_visual_assets::{
generate_character_visual, get_character_visual_job, publish_character_visual,
},
custom_world::{
create_custom_world_agent_session, execute_custom_world_agent_action,
get_custom_world_agent_card_detail, get_custom_world_agent_operation,
@@ -40,6 +51,11 @@ use crate::{
},
error_middleware::normalize_error_response,
health::health_check,
legacy_generated_assets::{
proxy_generated_animations, proxy_generated_character_drafts, proxy_generated_characters,
proxy_generated_custom_world_covers, proxy_generated_custom_world_scenes,
proxy_generated_qwen_sprites,
},
llm::proxy_llm_chat_completions,
login_options::auth_login_options,
logout::logout,
@@ -73,6 +89,8 @@ use crate::{
// 统一由这里构造 Axum 路由树,后续再逐项挂接中间件与业务路由。
pub fn build_router(state: AppState) -> Router {
let slow_request_threshold_ms = state.config.slow_request_threshold_ms;
Router::new()
.route(
"/healthz",
@@ -95,6 +113,30 @@ pub fn build_router(state: AppState) -> Router {
)),
)
.route("/api/auth/login-options", get(auth_login_options))
.route(
"/generated-character-drafts/{*path}",
get(proxy_generated_character_drafts),
)
.route(
"/generated-characters/{*path}",
get(proxy_generated_characters),
)
.route(
"/generated-animations/{*path}",
get(proxy_generated_animations),
)
.route(
"/generated-custom-world-scenes/{*path}",
get(proxy_generated_custom_world_scenes),
)
.route(
"/generated-custom-world-covers/{*path}",
get(proxy_generated_custom_world_covers),
)
.route(
"/generated-qwen-sprites/{*path}",
get(proxy_generated_qwen_sprites),
)
.route(
"/api/auth/me",
get(auth_me).route_layer(middleware::from_fn_with_state(
@@ -234,6 +276,46 @@ pub fn build_router(state: AppState) -> Router {
"/api/assets/objects/bind",
post(bind_asset_object_to_entity),
)
.route(
"/api/assets/character-visual/generate",
post(generate_character_visual),
)
.route(
"/api/assets/character-visual/jobs/{task_id}",
get(get_character_visual_job),
)
.route(
"/api/assets/character-visual/publish",
post(publish_character_visual),
)
.route(
"/api/assets/character-animation/generate",
post(generate_character_animation),
)
.route(
"/api/assets/character-animation/jobs/{task_id}",
get(get_character_animation_job),
)
.route(
"/api/assets/character-animation/publish",
post(publish_character_animation),
)
.route(
"/api/assets/character-animation/import-video",
post(import_character_animation_video),
)
.route(
"/api/assets/character-animation/templates",
get(list_character_animation_templates),
)
.route(
"/api/assets/character-workflow-cache",
post(save_character_workflow_cache),
)
.route(
"/api/assets/character-workflow-cache/{character_id}",
get(get_character_workflow_cache),
)
.route("/api/assets/read-url", get(get_asset_read_url))
.route(
"/api/runtime/settings",
@@ -611,8 +693,47 @@ pub fn build_router(state: AppState) -> Router {
)
})
.on_request(DefaultOnRequest::new().level(Level::INFO))
.on_response(DefaultOnResponse::new().level(Level::INFO))
.on_failure(DefaultOnFailure::new().level(Level::ERROR)),
.on_response(
move |response: &axum::response::Response,
latency: std::time::Duration,
span: &Span| {
let latency_ms = latency.as_millis().min(u64::MAX as u128) as u64;
let status = response.status().as_u16();
let slow_request = latency_ms >= slow_request_threshold_ms;
span.record("status", status);
span.record("latency_ms", latency_ms);
if slow_request {
warn!(
parent: span,
status,
latency_ms,
slow_request = true,
"http request completed slowly"
);
} else {
info!(
parent: span,
status,
latency_ms,
slow_request = false,
"http request completed"
);
}
},
)
.on_failure(
|failure: ServerErrorsFailureClass,
latency: std::time::Duration,
span: &Span| {
let latency_ms = latency.as_millis().min(u64::MAX as u128) as u64;
error!(
parent: span,
latency_ms,
failure = %failure,
"http request failed"
);
},
),
)
// request_id 中间件先进入请求链,确保后续 tracing、错误处理和响应头层都能复用同一份请求标识。
.layer(middleware::from_fn(attach_request_context))

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,938 @@
use std::collections::BTreeMap;
use axum::{
Json,
extract::{Extension, Path, State, rejection::JsonRejection},
http::StatusCode,
response::Response,
};
use module_ai::{
AiResultReferenceKind, AiStageCompletionInput, AiTaskCreateInput, AiTaskKind,
AiTaskServiceError, AiTaskSnapshot, AiTaskStageKind, AiTaskStatus, generate_ai_task_id,
};
use module_assets::{
AssetObjectAccessPolicy, AssetObjectFieldError, build_asset_entity_binding_input,
build_asset_object_upsert_input, generate_asset_binding_id, generate_asset_object_id,
};
use platform_llm::{LlmMessage, LlmTextRequest};
use platform_oss::{
LegacyAssetPrefix, OssHeadObjectRequest, OssObjectAccess, OssPutObjectRequest,
OssSignedGetObjectUrlRequest,
};
use serde_json::{Value, json};
use shared_contracts::assets::{
CharacterAssetJobStatusPayload, CharacterAssetJobStatusText, CharacterVisualDraftPayload,
CharacterVisualGenerateRequest, CharacterVisualGenerateResponse, CharacterVisualPublishRequest,
CharacterVisualPublishResponse,
};
use spacetime_client::SpacetimeClientError;
use crate::{
api_response::json_success_body, http_error::AppError, request_context::RequestContext,
state::AppState,
};
const CHARACTER_VISUAL_MODEL: &str = "rust-svg-character-visual";
const CHARACTER_VISUAL_ASSET_KIND: &str = "character_visual";
const CHARACTER_VISUAL_ENTITY_KIND: &str = "character";
const CHARACTER_VISUAL_SLOT: &str = "primary_visual";
pub async fn generate_character_visual(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
payload: Result<Json<CharacterVisualGenerateRequest>, JsonRejection>,
) -> Result<Json<Value>, Response> {
let Json(payload) = payload.map_err(|error| {
character_visual_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "character-visual",
"message": error.body_text(),
})),
)
})?;
// 旧资产工坊接口没有显式 Bearer 头Rust 兼容层先使用工具用户归属,避免破坏现有前端调用。
let owner_user_id = "asset-tool".to_string();
let task_id = generate_ai_task_id(current_utc_micros());
let prompt = build_character_visual_prompt(
payload.prompt_text.as_str(),
payload.character_brief_text.as_deref(),
);
let character_id = normalize_required_text(payload.character_id.as_str(), "character");
let model = normalize_required_text(payload.image_model.as_str(), CHARACTER_VISUAL_MODEL);
let size = normalize_required_text(payload.size.as_str(), "1024*1024");
let candidate_count = payload.candidate_count.clamp(1, 4);
let created = create_visual_task(
&state,
&task_id,
&owner_user_id,
&character_id,
&model,
&prompt,
)
.map_err(|error| character_visual_error_response(&request_context, error))?;
let result = async {
state
.ai_task_service()
.start_task(task_id.as_str(), current_utc_micros())
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.start_stage(
task_id.as_str(),
AiTaskStageKind::PreparePrompt,
current_utc_micros(),
)
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.complete_stage(AiStageCompletionInput {
task_id: task_id.clone(),
stage_kind: AiTaskStageKind::PreparePrompt,
text_output: Some(prompt.clone()),
structured_payload_json: Some(
json!({
"characterId": character_id,
"sourceMode": payload.source_mode,
"size": size,
"referenceImageCount": payload.reference_image_data_urls.len(),
})
.to_string(),
),
warning_messages: Vec::new(),
completed_at_micros: current_utc_micros(),
})
.map_err(map_ai_task_error)?;
let visual_seed = generate_visual_seed_with_llm(&state, &prompt, &character_id).await;
state
.ai_task_service()
.start_stage(
task_id.as_str(),
AiTaskStageKind::RequestModel,
current_utc_micros(),
)
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.complete_stage(AiStageCompletionInput {
task_id: task_id.clone(),
stage_kind: AiTaskStageKind::RequestModel,
text_output: Some(visual_seed.clone()),
structured_payload_json: None,
warning_messages: Vec::new(),
completed_at_micros: current_utc_micros(),
})
.map_err(map_ai_task_error)?;
let drafts = persist_visual_drafts(
&state,
&owner_user_id,
&character_id,
&task_id,
&visual_seed,
&size,
candidate_count,
)
.await?;
let result_payload = json!({
"drafts": drafts,
"draftRelativeDir": format!(
"generated-character-drafts/{}/visual/{}",
sanitize_storage_segment(character_id.as_str(), "character"),
task_id
),
});
state
.ai_task_service()
.start_stage(
task_id.as_str(),
AiTaskStageKind::NormalizeResult,
current_utc_micros(),
)
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.complete_stage(AiStageCompletionInput {
task_id: task_id.clone(),
stage_kind: AiTaskStageKind::NormalizeResult,
text_output: None,
structured_payload_json: Some(result_payload.to_string()),
warning_messages: Vec::new(),
completed_at_micros: current_utc_micros(),
})
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.complete_stage(AiStageCompletionInput {
task_id: task_id.clone(),
stage_kind: AiTaskStageKind::PersistResult,
text_output: Some("角色主形象候选草稿已写入 OSS。".to_string()),
structured_payload_json: Some(result_payload.to_string()),
warning_messages: Vec::new(),
completed_at_micros: current_utc_micros(),
})
.map_err(map_ai_task_error)?;
state
.ai_task_service()
.complete_task(task_id.as_str(), current_utc_micros())
.map_err(map_ai_task_error)?;
Ok::<_, AppError>(drafts)
}
.await;
let drafts = match result {
Ok(drafts) => drafts,
Err(error) => {
let _ = state.ai_task_service().fail_task(
created.task_id.as_str(),
error.message().to_string(),
current_utc_micros(),
);
return Err(character_visual_error_response(&request_context, error));
}
};
Ok(json_success_body(
Some(&request_context),
CharacterVisualGenerateResponse {
ok: true,
task_id,
model,
prompt,
drafts,
},
))
}
pub async fn get_character_visual_job(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Path(task_id): Path<String>,
) -> Result<Json<Value>, Response> {
let task = state
.ai_task_service()
.get_task(task_id.as_str())
.map_err(map_ai_task_error)
.map_err(|error| character_visual_error_response(&request_context, error))?;
Ok(json_success_body(
Some(&request_context),
build_character_visual_job_payload(task),
))
}
pub async fn publish_character_visual(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
payload: Result<Json<CharacterVisualPublishRequest>, JsonRejection>,
) -> Result<Json<Value>, Response> {
let Json(payload) = payload.map_err(|error| {
character_visual_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "character-visual",
"message": error.body_text(),
})),
)
})?;
// 旧资产工坊接口没有显式 Bearer 头Rust 兼容层先使用工具用户归属,避免破坏现有前端调用。
let owner_user_id = "asset-tool".to_string();
let character_id = normalize_required_text(payload.character_id.as_str(), "character");
if payload.selected_preview_source.trim().is_empty() {
return Err(character_visual_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "character-visual",
"message": "selectedPreviewSource is required.",
})),
));
}
let asset_id = format!("visual-{}", current_utc_millis());
let published = persist_published_visual(
&state,
&owner_user_id,
&character_id,
asset_id.as_str(),
payload.selected_preview_source.as_str(),
payload.prompt_text.as_deref(),
)
.await
.map_err(|error| character_visual_error_response(&request_context, error))?;
Ok(json_success_body(
Some(&request_context),
CharacterVisualPublishResponse {
ok: true,
asset_id,
portrait_path: published,
override_map: json!({}),
save_message: if payload.update_character_override == Some(false) {
"主形象已写入 OSS 并绑定当前角色,可直接写回当前自定义世界角色。".to_string()
} else {
"主形象已写入 OSS 并绑定当前角色Rust 后端不再写本地角色覆盖文件。".to_string()
},
},
))
}
fn create_visual_task(
state: &AppState,
task_id: &str,
owner_user_id: &str,
character_id: &str,
model: &str,
prompt: &str,
) -> Result<AiTaskSnapshot, AppError> {
state
.ai_task_service()
.create_task(AiTaskCreateInput {
task_id: task_id.to_string(),
task_kind: AiTaskKind::CustomWorldGeneration,
owner_user_id: owner_user_id.to_string(),
request_label: "生成角色主形象".to_string(),
source_module: "assets.character_visual".to_string(),
source_entity_id: Some(character_id.to_string()),
request_payload_json: Some(
json!({
"characterId": character_id,
"model": model,
"prompt": prompt,
})
.to_string(),
),
stages: AiTaskKind::CustomWorldGeneration.default_stage_blueprints(),
created_at_micros: current_utc_micros(),
})
.map_err(map_ai_task_error)
}
async fn generate_visual_seed_with_llm(
state: &AppState,
prompt: &str,
character_id: &str,
) -> String {
let fallback = format!("{character_id}{prompt}");
let Some(llm_client) = state.llm_client() else {
return fallback;
};
let request = LlmTextRequest::new(vec![
LlmMessage::system(
"你是游戏角色主形象草稿描述器。只输出一句中文视觉摘要,不要输出 Markdown。",
),
LlmMessage::user(
json!({
"task": "summarize_character_visual_seed",
"characterId": character_id,
"prompt": prompt,
})
.to_string(),
),
])
.with_max_tokens(96);
llm_client
.request_text(request)
.await
.ok()
.map(|response| response.content.trim().to_string())
.filter(|value| !value.is_empty())
.unwrap_or(fallback)
}
async fn persist_visual_drafts(
state: &AppState,
owner_user_id: &str,
character_id: &str,
task_id: &str,
visual_seed: &str,
size: &str,
candidate_count: u32,
) -> Result<Vec<CharacterVisualDraftPayload>, AppError> {
let mut drafts = Vec::with_capacity(candidate_count as usize);
for index in 0..candidate_count {
let file_name = format!("candidate-{:02}.svg", index + 1);
let body =
build_character_visual_svg(size, visual_seed, format!("候选 {}", index + 1).as_str())
.into_bytes();
let put_result = put_character_visual_object(
state,
LegacyAssetPrefix::CharacterDrafts,
vec![
sanitize_storage_segment(character_id, "character"),
"visual".to_string(),
task_id.to_string(),
],
file_name,
"image/svg+xml".to_string(),
body,
build_asset_metadata(
CHARACTER_VISUAL_ASSET_KIND,
owner_user_id,
CHARACTER_VISUAL_ENTITY_KIND,
character_id,
"draft",
),
)
.await?;
drafts.push(CharacterVisualDraftPayload {
id: format!("candidate-{}", index + 1),
label: format!("候选 {}", index + 1),
image_src: put_result.legacy_public_path,
width: parse_size(size).0,
height: parse_size(size).1,
});
}
Ok(drafts)
}
async fn persist_published_visual(
state: &AppState,
owner_user_id: &str,
character_id: &str,
asset_id: &str,
selected_preview_source: &str,
prompt_text: Option<&str>,
) -> Result<String, AppError> {
let oss_client = require_oss_client(state)?;
let http_client = reqwest::Client::new();
let source_object_key = resolve_object_key_from_legacy_path(selected_preview_source)?;
let head = oss_client
.head_object(
&http_client,
OssHeadObjectRequest {
object_key: source_object_key.clone(),
},
)
.await
.map_err(map_character_visual_oss_error)?;
let signed = oss_client
.sign_get_object_url(OssSignedGetObjectUrlRequest {
object_key: source_object_key,
expire_seconds: Some(60),
})
.map_err(map_character_visual_oss_error)?;
let source_body = http_client
.get(signed.signed_url)
.send()
.await
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取候选主形象失败:{error}"),
}))
})?
.error_for_status()
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取候选主形象失败:{error}"),
}))
})?
.bytes()
.await
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取候选主形象内容失败:{error}"),
}))
})?
.to_vec();
let content_type = head
.content_type
.clone()
.unwrap_or_else(|| "image/svg+xml".to_string());
let file_name = match content_type.as_str() {
"image/png" => "master.png",
"image/jpeg" => "master.jpg",
"image/webp" => "master.webp",
_ => "master.svg",
}
.to_string();
let put_result = put_character_visual_object(
state,
LegacyAssetPrefix::Characters,
vec![
sanitize_storage_segment(character_id, "character"),
"visual".to_string(),
asset_id.to_string(),
],
file_name,
content_type.clone(),
source_body,
build_asset_metadata(
CHARACTER_VISUAL_ASSET_KIND,
owner_user_id,
CHARACTER_VISUAL_ENTITY_KIND,
character_id,
CHARACTER_VISUAL_SLOT,
),
)
.await?;
let confirmed = confirm_character_visual_asset_object(
state,
owner_user_id,
character_id,
asset_id,
put_result.object_key.clone(),
content_type,
prompt_text.map(str::to_string),
)
.await?;
bind_character_visual_asset(
state,
owner_user_id,
character_id,
confirmed.record.asset_object_id,
)
.await?;
Ok(put_result.legacy_public_path)
}
async fn put_character_visual_object(
state: &AppState,
prefix: LegacyAssetPrefix,
path_segments: Vec<String>,
file_name: String,
content_type: String,
body: Vec<u8>,
metadata: BTreeMap<String, String>,
) -> Result<platform_oss::OssPutObjectResponse, AppError> {
let oss_client = require_oss_client(state)?;
oss_client
.put_object(
&reqwest::Client::new(),
OssPutObjectRequest {
prefix,
path_segments,
file_name,
content_type: Some(content_type),
access: OssObjectAccess::Private,
metadata,
body,
},
)
.await
.map_err(map_character_visual_oss_error)
}
async fn confirm_character_visual_asset_object(
state: &AppState,
owner_user_id: &str,
character_id: &str,
source_job_id: &str,
object_key: String,
content_type: String,
prompt_text: Option<String>,
) -> Result<module_assets::ConfirmAssetObjectResult, AppError> {
let oss_client = require_oss_client(state)?;
let head = oss_client
.head_object(&reqwest::Client::new(), OssHeadObjectRequest { object_key })
.await
.map_err(map_character_visual_oss_error)?;
let now_micros = current_utc_micros();
let record = state
.spacetime_client()
.confirm_asset_object(
build_asset_object_upsert_input(
generate_asset_object_id(now_micros),
head.bucket,
head.object_key,
AssetObjectAccessPolicy::Private,
head.content_type.or(Some(content_type)),
head.content_length,
prompt_text.or(head.etag),
CHARACTER_VISUAL_ASSET_KIND.to_string(),
Some(source_job_id.to_string()),
Some(owner_user_id.to_string()),
None,
Some(character_id.to_string()),
now_micros,
)
.map_err(map_asset_object_prepare_error)?,
)
.await
.map_err(map_character_visual_spacetime_error)?;
let _ = state.ai_task_service().attach_result_reference(
source_job_id,
AiResultReferenceKind::AssetObject,
record.asset_object_id.clone(),
Some("角色主形象正式对象".to_string()),
now_micros,
);
Ok(module_assets::ConfirmAssetObjectResult { record })
}
async fn bind_character_visual_asset(
state: &AppState,
owner_user_id: &str,
character_id: &str,
asset_object_id: String,
) -> Result<(), AppError> {
let now_micros = current_utc_micros();
state
.spacetime_client()
.bind_asset_object_to_entity(
build_asset_entity_binding_input(
generate_asset_binding_id(now_micros),
asset_object_id,
CHARACTER_VISUAL_ENTITY_KIND.to_string(),
character_id.to_string(),
CHARACTER_VISUAL_SLOT.to_string(),
CHARACTER_VISUAL_ASSET_KIND.to_string(),
Some(owner_user_id.to_string()),
None,
now_micros,
)
.map_err(map_asset_binding_prepare_error)?,
)
.await
.map_err(map_character_visual_spacetime_error)?;
Ok(())
}
fn build_character_visual_job_payload(task: AiTaskSnapshot) -> CharacterAssetJobStatusPayload {
let request_payload = task
.request_payload_json
.as_deref()
.and_then(|value| serde_json::from_str::<Value>(value).ok())
.unwrap_or_else(|| json!({}));
let result = task
.latest_structured_payload_json
.as_deref()
.and_then(|value| serde_json::from_str::<Value>(value).ok());
CharacterAssetJobStatusPayload {
task_id: task.task_id,
kind: "visual".to_string(),
status: match task.status {
AiTaskStatus::Pending => CharacterAssetJobStatusText::Queued,
AiTaskStatus::Running => CharacterAssetJobStatusText::Running,
AiTaskStatus::Completed => CharacterAssetJobStatusText::Completed,
AiTaskStatus::Failed | AiTaskStatus::Cancelled => CharacterAssetJobStatusText::Failed,
},
character_id: request_payload
.get("characterId")
.and_then(Value::as_str)
.unwrap_or_default()
.to_string(),
animation: None,
strategy: None,
model: request_payload
.get("model")
.and_then(Value::as_str)
.unwrap_or(CHARACTER_VISUAL_MODEL)
.to_string(),
prompt: request_payload
.get("prompt")
.and_then(Value::as_str)
.unwrap_or_default()
.to_string(),
created_at: format_utc_micros(task.created_at_micros),
updated_at: format_utc_micros(task.updated_at_micros),
result,
error_message: task.failure_message,
}
}
fn build_character_visual_prompt(prompt_text: &str, character_brief_text: Option<&str>) -> String {
let merged = [character_brief_text.unwrap_or_default(), prompt_text]
.into_iter()
.map(str::trim)
.filter(|value| !value.is_empty())
.collect::<Vec<_>>()
.join("\n");
format!(
"{}\n单人全身右向斜侧身3 到 4 头身,像素动作角色,纯绿色背景,服装完整,轮廓清晰,不要复杂背景。",
if merged.is_empty() {
"自定义世界角色,服装完整,姿态自然。"
} else {
merged.as_str()
}
)
}
fn build_character_visual_svg(size: &str, label: &str, candidate_label: &str) -> String {
let (width, height) = parse_size(size);
format!(
r##"<svg xmlns="http://www.w3.org/2000/svg" width="{width}" height="{height}" viewBox="0 0 {width} {height}">
<rect width="100%" height="100%" fill="#00ff00"/>
<ellipse cx="{shadow_x}" cy="{shadow_y}" rx="{shadow_rx}" ry="{shadow_ry}" fill="rgba(0,0,0,0.18)"/>
<path d="M {body_x} {body_y} C {body_c1x} {body_c1y}, {body_c2x} {body_c2y}, {body_x2} {body_y2} L {leg_x} {leg_y} L {leg2_x} {leg_y} Z" fill="#1f2937"/>
<circle cx="{head_x}" cy="{head_y}" r="{head_r}" fill="#f8d7b0"/>
<path d="M {weapon_x} {weapon_y} L {weapon_x2} {weapon_y2}" stroke="#e5e7eb" stroke-width="{weapon_w}" stroke-linecap="round"/>
<text x="50%" y="{text_y}" text-anchor="middle" fill="#0f172a" font-size="{font_main}" font-family="Microsoft YaHei, PingFang SC, sans-serif">{title}</text>
<text x="50%" y="{sub_y}" text-anchor="middle" fill="#0f172a" font-size="{font_sub}" font-family="Microsoft YaHei, PingFang SC, sans-serif">{candidate}</text>
</svg>"##,
width = width,
height = height,
shadow_x = width / 2,
shadow_y = height * 5 / 6,
shadow_rx = width / 5,
shadow_ry = height / 28,
body_x = width * 45 / 100,
body_y = height * 34 / 100,
body_c1x = width * 34 / 100,
body_c1y = height * 50 / 100,
body_c2x = width * 43 / 100,
body_c2y = height * 72 / 100,
body_x2 = width * 56 / 100,
body_y2 = height * 72 / 100,
leg_x = width * 48 / 100,
leg_y = height * 84 / 100,
leg2_x = width * 62 / 100,
head_x = width * 53 / 100,
head_y = height * 25 / 100,
head_r = (width.min(height) / 12).max(18),
weapon_x = width * 57 / 100,
weapon_y = height * 42 / 100,
weapon_x2 = width * 76 / 100,
weapon_y2 = height * 34 / 100,
weapon_w = (width.min(height) / 90).max(4),
text_y = height * 91 / 100,
sub_y = height * 96 / 100,
font_main = (width.min(height) / 28).max(14),
font_sub = (width.min(height) / 36).max(11),
title = escape_svg_text(label),
candidate = escape_svg_text(candidate_label),
)
}
fn resolve_object_key_from_legacy_path(value: &str) -> Result<String, AppError> {
let trimmed = value.trim();
if trimmed.is_empty() {
return Err(
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "character-visual",
"message": "selectedPreviewSource is required.",
})),
);
}
if trimmed.starts_with("data:") {
return Err(AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "character-visual",
"message": "Rust 版 publish 当前要求 selectedPreviewSource 为已写入 OSS 的 /generated-* 路径。",
})));
}
Ok(trimmed.trim_start_matches('/').to_string())
}
fn build_asset_metadata(
asset_kind: &str,
owner_user_id: &str,
entity_kind: &str,
entity_id: &str,
slot: &str,
) -> BTreeMap<String, String> {
BTreeMap::from([
("asset_kind".to_string(), asset_kind.to_string()),
("owner_user_id".to_string(), owner_user_id.to_string()),
("entity_kind".to_string(), entity_kind.to_string()),
("entity_id".to_string(), entity_id.to_string()),
("slot".to_string(), slot.to_string()),
])
}
fn require_oss_client(state: &AppState) -> Result<&platform_oss::OssClient, AppError> {
state.oss_client().ok_or_else(|| {
AppError::from_status(StatusCode::SERVICE_UNAVAILABLE).with_details(json!({
"provider": "aliyun-oss",
"reason": "OSS 未完成环境变量配置",
}))
})
}
fn normalize_required_text(value: &str, fallback: &str) -> String {
value
.trim()
.split_whitespace()
.collect::<Vec<_>>()
.join(" ")
.chars()
.take(180)
.collect::<String>()
.trim()
.to_string()
.if_empty_then(fallback)
}
fn sanitize_storage_segment(value: &str, fallback: &str) -> String {
let normalized = value
.trim()
.chars()
.map(|character| match character {
'a'..='z' | '0'..='9' | '-' | '_' => character,
'A'..='Z' => character.to_ascii_lowercase(),
_ => '-',
})
.collect::<String>();
let normalized = collapse_dashes(&normalized);
if normalized.is_empty() {
fallback.to_string()
} else {
normalized
}
}
fn collapse_dashes(value: &str) -> String {
value
.chars()
.fold(
(String::new(), false),
|(mut output, last_is_dash), character| {
let is_dash = character == '-';
if is_dash && last_is_dash {
return (output, true);
}
output.push(character);
(output, is_dash)
},
)
.0
.trim_matches('-')
.to_string()
}
fn parse_size(size: &str) -> (u32, u32) {
let mut parts = size.split('*');
let width = parts
.next()
.and_then(|value| value.trim().parse::<u32>().ok())
.filter(|value| *value > 0)
.unwrap_or(1024);
let height = parts
.next()
.and_then(|value| value.trim().parse::<u32>().ok())
.filter(|value| *value > 0)
.unwrap_or(1024);
(width, height)
}
fn escape_svg_text(value: &str) -> String {
value
.replace('&', "&amp;")
.replace('<', "&lt;")
.replace('>', "&gt;")
}
fn format_utc_micros(micros: i64) -> String {
module_runtime::format_utc_micros(micros)
}
fn current_utc_millis() -> i64 {
current_utc_micros() / 1_000
}
fn current_utc_micros() -> i64 {
use std::time::{SystemTime, UNIX_EPOCH};
let duration = SystemTime::now()
.duration_since(UNIX_EPOCH)
.expect("system clock should be after unix epoch");
i64::try_from(duration.as_micros()).expect("current unix micros should fit in i64")
}
fn map_ai_task_error(error: AiTaskServiceError) -> AppError {
let status = match error {
AiTaskServiceError::TaskNotFound => StatusCode::NOT_FOUND,
AiTaskServiceError::TaskAlreadyExists => StatusCode::CONFLICT,
AiTaskServiceError::Field(_) | AiTaskServiceError::StageNotFound => StatusCode::BAD_REQUEST,
AiTaskServiceError::Store(_) => StatusCode::INTERNAL_SERVER_ERROR,
};
AppError::from_status(status).with_details(json!({
"provider": "ai-task",
"message": error.to_string(),
}))
}
fn map_asset_object_prepare_error(error: AssetObjectFieldError) -> AppError {
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "asset-object",
"message": error.to_string(),
}))
}
fn map_asset_binding_prepare_error(error: AssetObjectFieldError) -> AppError {
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "asset-entity-binding",
"message": error.to_string(),
}))
}
fn map_character_visual_spacetime_error(error: SpacetimeClientError) -> AppError {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "spacetimedb",
"message": error.to_string(),
}))
}
fn map_character_visual_oss_error(error: platform_oss::OssError) -> AppError {
let status = match error {
platform_oss::OssError::InvalidConfig(_) | platform_oss::OssError::InvalidRequest(_) => {
StatusCode::BAD_REQUEST
}
platform_oss::OssError::ObjectNotFound(_) => StatusCode::NOT_FOUND,
platform_oss::OssError::Request(_)
| platform_oss::OssError::SerializePolicy(_)
| platform_oss::OssError::Sign(_) => StatusCode::BAD_GATEWAY,
};
AppError::from_status(status).with_details(json!({
"provider": "aliyun-oss",
"message": error.to_string(),
}))
}
fn character_visual_error_response(request_context: &RequestContext, error: AppError) -> Response {
error.into_response_with_context(Some(request_context))
}
trait EmptyFallback {
fn if_empty_then(self, fallback: &str) -> String;
}
impl EmptyFallback for String {
fn if_empty_then(self, fallback: &str) -> String {
if self.is_empty() {
fallback.to_string()
} else {
self
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn build_character_visual_prompt_keeps_generation_constraints() {
let prompt = build_character_visual_prompt("潮雾港向导", Some("旧港守望者"));
assert!(prompt.contains("潮雾港向导"));
assert!(prompt.contains("右向斜侧身"));
assert!(prompt.contains("纯绿色背景"));
}
#[test]
fn sanitize_storage_segment_keeps_legacy_safe_shape() {
assert_eq!(
sanitize_storage_segment("Harbor Guide/潮雾", "character"),
"harbor-guide"
);
}
}

View File

@@ -54,6 +54,10 @@ pub struct AppConfig {
pub llm_request_timeout_ms: u64,
pub llm_max_retries: u32,
pub llm_retry_backoff_ms: u64,
pub dashscope_base_url: String,
pub dashscope_api_key: Option<String>,
pub dashscope_image_request_timeout_ms: u64,
pub slow_request_threshold_ms: u64,
}
impl Default for AppConfig {
@@ -104,6 +108,10 @@ impl Default for AppConfig {
llm_request_timeout_ms: DEFAULT_REQUEST_TIMEOUT_MS,
llm_max_retries: DEFAULT_MAX_RETRIES,
llm_retry_backoff_ms: DEFAULT_RETRY_BACKOFF_MS,
dashscope_base_url: "https://dashscope.aliyuncs.com/api/v1".to_string(),
dashscope_api_key: None,
dashscope_image_request_timeout_ms: 150_000,
slow_request_threshold_ms: 1_000,
}
}
}
@@ -305,6 +313,24 @@ impl AppConfig {
config.llm_retry_backoff_ms = llm_retry_backoff_ms;
}
if let Some(dashscope_base_url) = read_first_non_empty_env(&["DASHSCOPE_BASE_URL"]) {
config.dashscope_base_url = dashscope_base_url;
}
config.dashscope_api_key = read_first_non_empty_env(&["DASHSCOPE_API_KEY"]);
if let Some(dashscope_image_request_timeout_ms) =
read_first_positive_u64_env(&["DASHSCOPE_IMAGE_REQUEST_TIMEOUT_MS"])
{
config.dashscope_image_request_timeout_ms = dashscope_image_request_timeout_ms;
}
if let Some(slow_request_threshold_ms) =
read_first_positive_u64_env(&["GENARRATIVE_SLOW_REQUEST_THRESHOLD_MS"])
{
config.slow_request_threshold_ms = slow_request_threshold_ms;
}
config
}

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@@ -0,0 +1,209 @@
use axum::{
body::Body,
extract::{Path, State},
http::{HeaderName, HeaderValue, StatusCode, header},
response::{IntoResponse, Response},
};
use platform_oss::{LegacyAssetPrefix, OssSignedGetObjectUrlRequest};
use serde_json::json;
use crate::{http_error::AppError, state::AppState};
const CACHE_CONTROL_VALUE: &str = "private, max-age=60";
const ASSET_OBJECT_KEY_HEADER: &str = "x-genarrative-asset-object-key";
pub async fn proxy_generated_character_drafts(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::CharacterDrafts, path).await
}
pub async fn proxy_generated_characters(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::Characters, path).await
}
pub async fn proxy_generated_animations(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::Animations, path).await
}
pub async fn proxy_generated_custom_world_scenes(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::CustomWorldScenes, path).await
}
pub async fn proxy_generated_custom_world_covers(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::CustomWorldCovers, path).await
}
pub async fn proxy_generated_qwen_sprites(
State(state): State<AppState>,
Path(path): Path<String>,
) -> Response {
proxy_legacy_generated_asset(state, LegacyAssetPrefix::QwenSprites, path).await
}
async fn proxy_legacy_generated_asset(
state: AppState,
prefix: LegacyAssetPrefix,
path: String,
) -> Response {
match read_legacy_generated_asset(&state, prefix, path).await {
Ok(response) => response,
Err(error) => error.into_response(),
}
}
async fn read_legacy_generated_asset(
state: &AppState,
prefix: LegacyAssetPrefix,
path: String,
) -> Result<Response, AppError> {
let oss_client = state.oss_client().ok_or_else(|| {
AppError::from_status(StatusCode::SERVICE_UNAVAILABLE).with_details(json!({
"provider": "aliyun-oss",
"reason": "OSS 未完成环境变量配置",
}))
})?;
let object_key = build_generated_object_key(prefix, path.as_str())?;
let signed = oss_client
.sign_get_object_url(OssSignedGetObjectUrlRequest {
object_key: object_key.clone(),
expire_seconds: Some(60),
})
.map_err(map_legacy_generated_oss_error)?;
let upstream_response = reqwest::Client::new()
.get(signed.signed_url)
.send()
.await
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取 OSS 旧 generated 资源失败:{error}"),
}))
})?;
if upstream_response.status() == reqwest::StatusCode::NOT_FOUND {
return Err(
AppError::from_status(StatusCode::NOT_FOUND).with_details(json!({
"provider": "aliyun-oss",
"objectKey": object_key,
})),
);
}
let status = upstream_response.status();
let content_type = upstream_response
.headers()
.get(header::CONTENT_TYPE)
.cloned();
let bytes = upstream_response
.error_for_status()
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取 OSS 旧 generated 资源失败:{error}"),
}))
})?
.bytes()
.await
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY).with_details(json!({
"provider": "aliyun-oss",
"message": format!("读取 OSS 旧 generated 资源内容失败:{error}"),
}))
})?;
let mut response = Response::builder()
.status(status)
.header(header::CACHE_CONTROL, CACHE_CONTROL_VALUE)
.header(
HeaderName::from_static(ASSET_OBJECT_KEY_HEADER),
HeaderValue::from_str(object_key.as_str()).map_err(|error| {
AppError::from_status(StatusCode::INTERNAL_SERVER_ERROR).with_details(json!({
"provider": "legacy-generated-assets",
"message": format!("构造资源响应头失败:{error}"),
}))
})?,
);
if let Some(content_type) = content_type {
response = response.header(header::CONTENT_TYPE, content_type);
}
response.body(Body::from(bytes)).map_err(|error| {
AppError::from_status(StatusCode::INTERNAL_SERVER_ERROR).with_details(json!({
"provider": "legacy-generated-assets",
"message": format!("构造资源响应失败:{error}"),
}))
})
}
fn build_generated_object_key(prefix: LegacyAssetPrefix, path: &str) -> Result<String, AppError> {
let path = path.trim().trim_matches('/');
if path.is_empty() || path.split('/').any(is_invalid_path_segment) {
return Err(
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "legacy-generated-assets",
"message": "generated 资源路径不合法。",
})),
);
}
Ok(format!("{}/{}", prefix.as_str(), path))
}
fn is_invalid_path_segment(segment: &str) -> bool {
segment.is_empty() || segment == "." || segment == ".." || segment.contains('\\')
}
fn map_legacy_generated_oss_error(error: platform_oss::OssError) -> AppError {
let status = match error {
platform_oss::OssError::InvalidConfig(_) | platform_oss::OssError::InvalidRequest(_) => {
StatusCode::BAD_REQUEST
}
platform_oss::OssError::ObjectNotFound(_) => StatusCode::NOT_FOUND,
platform_oss::OssError::Request(_)
| platform_oss::OssError::SerializePolicy(_)
| platform_oss::OssError::Sign(_) => StatusCode::BAD_GATEWAY,
};
AppError::from_status(status).with_details(json!({
"provider": "aliyun-oss",
"message": error.to_string(),
}))
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn build_generated_object_key_keeps_supported_prefix() {
let object_key = build_generated_object_key(
LegacyAssetPrefix::Animations,
"hero/animation-set-1/idle/frame01.png",
)
.expect("object key should build");
assert_eq!(
object_key,
"generated-animations/hero/animation-set-1/idle/frame01.png"
);
}
#[test]
fn build_generated_object_key_rejects_parent_segment() {
assert!(
build_generated_object_key(LegacyAssetPrefix::Characters, "../secret.png").is_err()
);
}
}

View File

@@ -6,12 +6,15 @@ mod auth;
mod auth_me;
mod auth_session;
mod auth_sessions;
mod character_animation_assets;
mod character_visual_assets;
mod config;
mod custom_world;
mod custom_world_ai;
mod error_middleware;
mod health;
mod http_error;
mod legacy_generated_assets;
mod llm;
mod login_options;
mod logout;

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@@ -0,0 +1,710 @@
use axum::{
Json,
extract::{Extension, Path, State},
http::StatusCode,
response::Response,
};
use module_npc::{
NpcRelationStance, build_initial_stance_profile as build_module_npc_initial_stance_profile,
build_relation_state as build_module_npc_relation_state,
};
use module_runtime::RuntimeSnapshotRecord;
use platform_llm::{LlmClient, LlmMessage, LlmTextRequest};
use serde_json::{Map, Value, json};
use shared_contracts::runtime_story::{
RuntimeBattlePresentation, RuntimeStoryActionRequest, RuntimeStoryActionResponse,
RuntimeStoryAiRequest, RuntimeStoryAiResponse, RuntimeStoryCompanionViewModel,
RuntimeStoryEncounterViewModel, RuntimeStoryOptionInteraction, RuntimeStoryOptionView,
RuntimeStoryPatch, RuntimeStoryPlayerViewModel, RuntimeStoryPresentation,
RuntimeStorySnapshotPayload, RuntimeStoryStateResolveRequest, RuntimeStoryStatusViewModel,
RuntimeStoryViewModel,
};
use shared_kernel::{format_rfc3339, offset_datetime_to_unix_micros, parse_rfc3339};
use spacetime_client::SpacetimeClientError;
use time::OffsetDateTime;
use crate::{
api_response::json_success_body, auth::AuthenticatedAccessToken, http_error::AppError,
request_context::RequestContext, state::AppState,
};
#[path = "compat/ai.rs"]
mod ai;
#[path = "compat/battle.rs"]
mod battle;
#[path = "compat/battle_actions.rs"]
mod battle_actions;
#[path = "compat/core.rs"]
mod core;
#[path = "compat/equipment_actions.rs"]
mod equipment_actions;
#[path = "compat/forge.rs"]
mod forge;
#[path = "compat/forge_actions.rs"]
mod forge_actions;
#[path = "compat/game_state.rs"]
mod game_state;
#[path = "compat/npc_support.rs"]
mod npc_support;
#[path = "compat/npc_actions.rs"]
mod npc_actions;
#[path = "compat/presentation.rs"]
mod presentation;
#[path = "compat/quest_actions.rs"]
mod quest_actions;
use self::{
ai::*, battle::*, battle_actions::*, core::*, equipment_actions::*, forge::*,
forge_actions::*, game_state::*, npc_actions::*, npc_support::*, presentation::*,
quest_actions::*,
};
#[cfg(test)]
#[path = "compat/tests.rs"]
mod tests;
const CONTINUE_ADVENTURE_FUNCTION_ID: &str = "story_continue_adventure";
const MAX_TASK5_COMPANIONS: usize = 2;
struct StoryResolution {
action_text: String,
result_text: String,
story_text: Option<String>,
presentation_options: Option<Vec<RuntimeStoryOptionView>>,
saved_current_story: Option<Value>,
patches: Vec<RuntimeStoryPatch>,
battle: Option<RuntimeBattlePresentation>,
toast: Option<String>,
}
struct GeneratedStoryPayload {
story_text: String,
history_result_text: String,
presentation_options: Vec<RuntimeStoryOptionView>,
saved_current_story: Value,
}
struct CurrentEncounterNpcQuestContext {
npc_id: String,
npc_name: String,
}
struct PendingQuestOfferContext {
dialogue: Vec<Value>,
turn_count: i32,
custom_input_placeholder: String,
quest: Value,
quest_id: String,
intro_text: Option<String>,
}
pub async fn resolve_runtime_story_state(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(payload): Json<RuntimeStoryStateResolveRequest>,
) -> Result<Json<Value>, Response> {
let session_id = normalize_required_string(payload.session_id.as_str()).ok_or_else(|| {
runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "sessionId",
"message": "sessionId 不能为空",
})),
)
})?;
let snapshot = resolve_snapshot_for_request(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
payload.snapshot,
)
.await?;
validate_client_version(
&request_context,
payload.client_version,
&snapshot.game_state,
"运行时版本已变化,请先同步最新快照后再读取状态",
)?;
Ok(json_success_body(
Some(&request_context),
build_runtime_story_state_response(&session_id, payload.client_version, snapshot),
))
}
pub async fn get_runtime_story_state(
State(state): State<AppState>,
Path(session_id): Path<String>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
) -> Result<Json<Value>, Response> {
let session_id = normalize_required_string(session_id.as_str()).ok_or_else(|| {
runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "sessionId",
"message": "sessionId 不能为空",
})),
)
})?;
let snapshot = resolve_snapshot_for_request(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
None,
)
.await?;
Ok(json_success_body(
Some(&request_context),
build_runtime_story_state_response(&session_id, None, snapshot),
))
}
pub async fn resolve_runtime_story_action(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(authenticated): Extension<AuthenticatedAccessToken>,
Json(payload): Json<RuntimeStoryActionRequest>,
) -> Result<Json<Value>, Response> {
let requested_session_id =
normalize_required_string(payload.session_id.as_str()).ok_or_else(|| {
runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "sessionId",
"message": "sessionId 不能为空",
})),
)
})?;
let function_id =
normalize_required_string(payload.action.function_id.as_str()).ok_or_else(|| {
runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "action.functionId",
"message": "functionId 不能为空",
})),
)
})?;
if payload.action.action_type.trim() != "story_choice" {
return Err(runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "action.type",
"message": "runtime story 当前只支持 story_choice 动作",
})),
));
}
let mut snapshot = resolve_snapshot_for_request(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
payload.snapshot.clone(),
)
.await?;
validate_client_version(
&request_context,
payload.client_version,
&snapshot.game_state,
"运行时版本已变化,请先同步最新快照后再提交动作",
)?;
let current_story_before = snapshot.current_story.clone();
let mut game_state = snapshot.game_state.clone();
let mut resolution = resolve_runtime_story_choice_action(
&mut game_state,
current_story_before.as_ref(),
&payload,
&function_id,
)
.map_err(|message| {
runtime_story_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"message": message,
})),
)
})?;
let server_version = read_u32_field(&game_state, "runtimeActionVersion")
.unwrap_or(0)
.saturating_add(1);
write_u32_field(&mut game_state, "runtimeActionVersion", server_version);
write_string_field(
&mut game_state,
"runtimeSessionId",
requested_session_id.as_str(),
);
let mut options = resolution
.presentation_options
.take()
.unwrap_or_else(|| build_fallback_runtime_story_options(&game_state));
if options.is_empty() {
options = build_fallback_runtime_story_options(&game_state);
}
let mut story_text = resolution
.story_text
.clone()
.unwrap_or_else(|| resolution.result_text.clone());
let mut history_result_text = resolution.result_text.clone();
let mut saved_current_story = resolution
.saved_current_story
.take()
.unwrap_or_else(|| build_legacy_current_story(story_text.as_str(), &options));
if let Some(generated_payload) = generate_action_story_payload(
&state,
&game_state,
&payload,
&function_id,
resolution.action_text.as_str(),
resolution.result_text.as_str(),
&options,
resolution.battle.as_ref(),
)
.await
{
story_text = generated_payload.story_text;
history_result_text = generated_payload.history_result_text;
options = generated_payload.presentation_options;
saved_current_story = generated_payload.saved_current_story;
}
append_story_history(
&mut game_state,
resolution.action_text.as_str(),
history_result_text.as_str(),
);
let mut patches = vec![RuntimeStoryPatch::StoryHistoryAppend {
action_text: resolution.action_text.clone(),
result_text: history_result_text,
}];
patches.extend(resolution.patches);
snapshot.saved_at = Some(format_now_rfc3339());
snapshot.game_state = game_state;
snapshot.current_story = Some(saved_current_story);
let persisted = persist_runtime_story_snapshot(
&state,
&request_context,
authenticated.claims().user_id().to_string(),
snapshot,
)
.await?;
let persisted_snapshot = runtime_snapshot_payload_from_record(&persisted);
Ok(json_success_body(
Some(&request_context),
build_runtime_story_action_response(RuntimeStoryActionResponseParts {
requested_session_id,
server_version,
snapshot: persisted_snapshot,
action_text: resolution.action_text,
result_text: resolution.result_text,
story_text,
options,
patches,
toast: resolution.toast,
battle: resolution.battle,
}),
))
}
pub async fn generate_runtime_story_initial(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(_authenticated): Extension<AuthenticatedAccessToken>,
Json(payload): Json<RuntimeStoryAiRequest>,
) -> Result<Json<Value>, Response> {
Ok(json_success_body(
Some(&request_context),
build_runtime_story_ai_response(&state, payload, true).await,
))
}
pub async fn generate_runtime_story_continue(
State(state): State<AppState>,
Extension(request_context): Extension<RequestContext>,
Extension(_authenticated): Extension<AuthenticatedAccessToken>,
Json(payload): Json<RuntimeStoryAiRequest>,
) -> Result<Json<Value>, Response> {
Ok(json_success_body(
Some(&request_context),
build_runtime_story_ai_response(&state, payload, false).await,
))
}
async fn resolve_snapshot_for_request(
state: &AppState,
request_context: &RequestContext,
user_id: String,
snapshot: Option<RuntimeStorySnapshotPayload>,
) -> Result<RuntimeStorySnapshotPayload, Response> {
if let Some(snapshot) = snapshot {
let record =
persist_runtime_story_snapshot(state, request_context, user_id, snapshot).await?;
return Ok(runtime_snapshot_payload_from_record(&record));
}
let record = state
.get_runtime_snapshot_record(user_id)
.await
.map_err(|error| {
runtime_story_error_response(request_context, map_runtime_story_client_error(error))
})?
.ok_or_else(|| {
runtime_story_error_response(
request_context,
AppError::from_status(StatusCode::CONFLICT).with_details(json!({
"provider": "runtime-story",
"message": "运行时快照不存在,请先初始化并保存一次游戏",
})),
)
})?;
Ok(runtime_snapshot_payload_from_record(&record))
}
async fn persist_runtime_story_snapshot(
state: &AppState,
request_context: &RequestContext,
user_id: String,
snapshot: RuntimeStorySnapshotPayload,
) -> Result<RuntimeSnapshotRecord, Response> {
validate_snapshot_payload(&snapshot).map_err(|message| {
runtime_story_error_response(
request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"message": message,
})),
)
})?;
let now = OffsetDateTime::now_utc();
let saved_at = snapshot
.saved_at
.as_deref()
.and_then(|value| normalize_required_string(value))
.map(|value| parse_rfc3339(value.as_str()))
.transpose()
.map_err(|error| {
runtime_story_error_response(
request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "runtime-story",
"field": "snapshot.savedAt",
"message": format!("savedAt 非法: {error}"),
})),
)
})?
.unwrap_or(now);
state
.put_runtime_snapshot_record(
user_id,
offset_datetime_to_unix_micros(saved_at),
snapshot.bottom_tab,
snapshot.game_state,
snapshot.current_story,
offset_datetime_to_unix_micros(now),
)
.await
.map_err(|error| {
runtime_story_error_response(request_context, map_runtime_story_client_error(error))
})
}
fn validate_snapshot_payload(snapshot: &RuntimeStorySnapshotPayload) -> Result<(), String> {
if normalize_required_string(snapshot.bottom_tab.as_str()).is_none() {
return Err("snapshot.bottomTab 不能为空".to_string());
}
if !snapshot.game_state.is_object() {
return Err("snapshot.gameState 必须是 JSON object".to_string());
}
if snapshot
.current_story
.as_ref()
.is_some_and(|current_story| !current_story.is_object())
{
return Err("snapshot.currentStory 必须是 JSON object 或 null".to_string());
}
Ok(())
}
fn runtime_snapshot_payload_from_record(
record: &RuntimeSnapshotRecord,
) -> RuntimeStorySnapshotPayload {
RuntimeStorySnapshotPayload {
saved_at: Some(record.saved_at.clone()),
bottom_tab: record.bottom_tab.clone(),
game_state: record.game_state.clone(),
current_story: record.current_story.clone(),
}
}
fn validate_client_version(
request_context: &RequestContext,
client_version: Option<u32>,
game_state: &Value,
message: &str,
) -> Result<(), Response> {
let Some(client_version) = client_version else {
return Ok(());
};
let Some(server_version) = read_u32_field(game_state, "runtimeActionVersion") else {
return Ok(());
};
if client_version == server_version {
return Ok(());
}
Err(runtime_story_error_response(
request_context,
AppError::from_status(StatusCode::CONFLICT).with_details(json!({
"provider": "runtime-story",
"message": message,
"clientVersion": client_version,
"serverVersion": server_version,
})),
))
}
struct RuntimeStoryActionResponseParts {
requested_session_id: String,
server_version: u32,
snapshot: RuntimeStorySnapshotPayload,
action_text: String,
result_text: String,
story_text: String,
options: Vec<RuntimeStoryOptionView>,
patches: Vec<RuntimeStoryPatch>,
toast: Option<String>,
battle: Option<RuntimeBattlePresentation>,
}
fn resolve_runtime_story_choice_action(
game_state: &mut Value,
current_story: Option<&Value>,
request: &RuntimeStoryActionRequest,
function_id: &str,
) -> Result<StoryResolution, String> {
ensure_runtime_story_bridge_state(game_state);
match function_id {
CONTINUE_ADVENTURE_FUNCTION_ID => resolve_continue_adventure_action(current_story),
"story_opening_camp_dialogue" => resolve_npc_affinity_action(
game_state,
request,
"交换开场判断",
2,
"你把眼前局势先讲清楚,对方终于愿意把第一轮判断说出口。",
),
"camp_travel_home_scene" => {
clear_encounter_state(game_state);
Ok(StoryResolution {
action_text: resolve_action_text("返回营地", request),
result_text: "你主动结束了当前遭遇,把节奏带回了更安全的营地。".to_string(),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![
build_status_patch(game_state),
RuntimeStoryPatch::EncounterChanged { encounter_id: None },
],
battle: None,
toast: None,
})
}
"idle_call_out" => Ok(simple_story_resolution(
game_state,
resolve_action_text("主动出声试探", request),
"你的喊话打破了当前静场,周围潜着的动静也更难继续藏住。",
)),
"idle_explore_forward" => Ok(simple_story_resolution(
game_state,
resolve_action_text("继续向前探索", request),
"你没有停在原地,而是继续向前压,把下一段遭遇主动推到自己面前。",
)),
"idle_observe_signs" => Ok(simple_story_resolution(
game_state,
resolve_action_text("观察周围迹象", request),
"你先压住动作,把风向、脚印和气味这些细节重新读了一遍。",
)),
"idle_rest_focus" => {
restore_player_resource(game_state, 8, 6);
Ok(simple_story_resolution(
game_state,
resolve_action_text("原地调息", request),
"你把呼吸慢下来重新稳住节奏,生命和灵力都回上来一点。",
))
}
"idle_travel_next_scene" => {
clear_encounter_state(game_state);
increment_runtime_stat(game_state, "scenesTraveled", 1);
Ok(StoryResolution {
action_text: resolve_action_text("前往相邻场景", request),
result_text: "你收束了这一段遭遇,顺着路线把故事推进到新的场景段落。".to_string(),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![
build_status_patch(game_state),
RuntimeStoryPatch::EncounterChanged { encounter_id: None },
],
battle: None,
toast: None,
})
}
"npc_preview_talk" => resolve_npc_preview_action(game_state, request),
"npc_chat" => resolve_npc_chat_action(game_state, request),
"npc_help" => resolve_npc_help_action(game_state, request),
"npc_chat_quest_offer_view" => {
resolve_pending_quest_offer_view_action(game_state, current_story, request)
}
"npc_chat_quest_offer_replace" => {
resolve_pending_quest_offer_replace_action(game_state, current_story, request)
}
"npc_chat_quest_offer_abandon" => {
resolve_pending_quest_offer_abandon_action(game_state, current_story, request)
}
"npc_quest_accept" => {
resolve_pending_quest_accept_action(game_state, current_story, request)
}
"npc_quest_turn_in" => resolve_pending_quest_turn_in_action(game_state, request),
"npc_leave" => {
let npc_name = current_encounter_name(game_state);
clear_encounter_state(game_state);
Ok(StoryResolution {
action_text: resolve_action_text("离开当前角色", request),
result_text: format!("你结束了与 {npc_name} 的这一轮接触,把注意力重新放回旅途。"),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![
build_status_patch(game_state),
RuntimeStoryPatch::EncounterChanged { encounter_id: None },
],
battle: None,
toast: None,
})
}
"npc_fight" | "npc_spar" => {
resolve_npc_battle_entry_action(game_state, request, function_id)
}
"npc_trade" => resolve_npc_trade_action(game_state, request),
"npc_gift" => resolve_npc_gift_action(game_state, request),
"npc_recruit" => resolve_npc_recruit_action(game_state, request),
"equipment_equip" => resolve_equipment_equip_action(game_state, request),
"equipment_unequip" => resolve_equipment_unequip_action(game_state, request),
"forge_craft" => resolve_forge_craft_action(game_state, request),
"forge_dismantle" => resolve_forge_dismantle_action(game_state, request),
"forge_reforge" => resolve_forge_reforge_action(game_state, request),
"battle_attack_basic"
| "battle_use_skill"
| "battle_all_in_crush"
| "battle_escape_breakout"
| "battle_feint_step"
| "battle_finisher_window"
| "battle_guard_break"
| "battle_probe_pressure"
| "battle_recover_breath"
| "inventory_use" => resolve_battle_action(game_state, request, function_id),
_ => Err(format!("暂不支持的 runtime action{function_id}")),
}
}
fn resolve_continue_adventure_action(
current_story: Option<&Value>,
) -> Result<StoryResolution, String> {
let deferred_options = current_story
.map(|story| {
read_array_field(story, "deferredOptions")
.into_iter()
.filter_map(build_runtime_story_option_from_story_option)
.collect::<Vec<_>>()
})
.unwrap_or_default();
let options = (!deferred_options.is_empty()).then_some(deferred_options);
Ok(StoryResolution {
action_text: "继续推进冒险".to_string(),
result_text: "你没有把节奏停下来,而是顺着当前局势继续向前推进了这一段故事。".to_string(),
story_text: None,
presentation_options: options,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: None,
})
}
fn simple_story_resolution(
game_state: &Value,
action_text: String,
result_text: &str,
) -> StoryResolution {
StoryResolution {
action_text,
result_text: result_text.to_string(),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![build_status_patch(game_state)],
battle: None,
toast: None,
}
}
fn resolve_action_text(default_text: &str, request: &RuntimeStoryActionRequest) -> String {
request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "optionText"))
.unwrap_or_else(|| default_text.to_string())
}
fn build_status_patch(game_state: &Value) -> RuntimeStoryPatch {
RuntimeStoryPatch::StatusChanged {
in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
.unwrap_or(false),
current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
current_npc_battle_outcome: read_optional_string_field(
game_state,
"currentNpcBattleOutcome",
),
}
}
fn current_world_type(game_state: &Value) -> Option<String> {
read_optional_string_field(game_state, "worldType")
}
fn map_runtime_story_client_error(error: SpacetimeClientError) -> AppError {
let (status, provider) = match error {
SpacetimeClientError::Runtime(_) => (StatusCode::BAD_REQUEST, "runtime-story"),
_ => (StatusCode::BAD_GATEWAY, "spacetimedb"),
};
AppError::from_status(status).with_details(json!({
"provider": provider,
"message": error.to_string(),
}))
}
fn runtime_story_error_response(request_context: &RequestContext, error: AppError) -> Response {
error.into_response_with_context(Some(request_context))
}

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use super::*;
pub(super) async fn build_runtime_story_ai_response(
state: &AppState,
payload: RuntimeStoryAiRequest,
initial: bool,
) -> RuntimeStoryAiResponse {
let options = build_ai_response_options(&payload);
let fallback = build_ai_fallback_story_text(&payload, initial);
let story_text = generate_ai_story_text(state, &payload, initial)
.await
.filter(|text| !text.trim().is_empty())
.unwrap_or(fallback);
RuntimeStoryAiResponse {
story_text,
options,
encounter: None,
}
}
pub(super) async fn generate_ai_story_text(
state: &AppState,
payload: &RuntimeStoryAiRequest,
initial: bool,
) -> Option<String> {
let llm_client = state.llm_client()?;
let system_prompt = if initial {
"你是游戏运行时剧情导演。请用中文输出一段可直接展示给玩家的开局剧情,不要输出 JSON。"
} else {
"你是游戏运行时剧情导演。请用中文根据玩家选择续写一段剧情,不要输出 JSON。"
};
let user_prompt = json!({
"worldType": payload.world_type,
"character": payload.character,
"monsters": payload.monsters,
"history": payload.history,
"choice": payload.choice,
"context": payload.context,
"availableOptions": payload.request_options.available_options,
})
.to_string();
let mut request = LlmTextRequest::new(vec![
LlmMessage::system(system_prompt),
LlmMessage::user(user_prompt),
]);
request.max_tokens = Some(700);
llm_client
.request_text(request)
.await
.ok()
.map(|response| response.content.trim().to_string())
.filter(|text| !text.is_empty())
}
pub(super) async fn generate_action_story_payload(
state: &AppState,
game_state: &Value,
request: &RuntimeStoryActionRequest,
function_id: &str,
action_text: &str,
result_text: &str,
options: &[RuntimeStoryOptionView],
battle: Option<&RuntimeBattlePresentation>,
) -> Option<GeneratedStoryPayload> {
let llm_client = state.llm_client()?;
// 动作结算仍由确定性规则完成LLM 只负责把已结算结果改写为可展示文本,失败时不影响主链。
if function_id == "npc_chat" || function_id == "story_opening_camp_dialogue" {
return generate_npc_dialogue_payload(
llm_client,
game_state,
request,
action_text,
result_text,
options,
)
.await;
}
if should_generate_reasoned_combat_story(battle) {
return generate_reasoned_story_payload(
llm_client,
game_state,
request,
action_text,
result_text,
options,
battle,
)
.await;
}
None
}
pub(super) async fn generate_npc_dialogue_payload(
llm_client: &LlmClient,
game_state: &Value,
request: &RuntimeStoryActionRequest,
action_text: &str,
result_text: &str,
deferred_options: &[RuntimeStoryOptionView],
) -> Option<GeneratedStoryPayload> {
let world_type = current_world_type(game_state)?;
let character = read_object_field(game_state, "playerCharacter")?.clone();
let encounter = read_object_field(game_state, "currentEncounter")?;
if read_required_string_field(encounter, "kind").as_deref() != Some("npc") {
return None;
}
let npc_name = read_optional_string_field(encounter, "npcName")
.or_else(|| read_optional_string_field(encounter, "name"))
.unwrap_or_else(|| "对方".to_string());
let user_prompt = json!({
"worldType": world_type,
"character": character,
"encounter": encounter,
"monsters": read_array_field(game_state, "sceneHostileNpcs").into_iter().cloned().collect::<Vec<_>>(),
"history": build_action_story_history(game_state, action_text, result_text),
"context": build_action_story_prompt_context(game_state, None),
"topic": action_text,
"resultSummary": result_text,
"requestedOption": request.action.payload,
"availableOptions": build_action_prompt_options(deferred_options),
})
.to_string();
let mut llm_request = LlmTextRequest::new(vec![
LlmMessage::system(
"你是游戏运行时 NPC 对话导演。只输出中文正文,不要输出 JSON、Markdown 或规则说明;不要新增系统尚未结算的奖励、任务结果或战斗结果。",
),
LlmMessage::user(format!(
"请基于以下运行时状态,把玩家这一轮选择改写成 2 到 5 行可直接展示的 NPC 对话。可以使用“你:”和“{npc_name}:”格式,必须保留既有结算含义。\n{user_prompt}"
)),
]);
llm_request.max_tokens = Some(700);
let dialogue_text = llm_client
.request_text(llm_request)
.await
.ok()
.map(|response| response.content.trim().to_string())
.filter(|text| !text.is_empty())?;
let presentation_options = vec![build_continue_adventure_runtime_story_option()];
let saved_current_story =
build_dialogue_current_story(npc_name.as_str(), dialogue_text.as_str(), deferred_options);
Some(GeneratedStoryPayload {
story_text: dialogue_text.clone(),
history_result_text: dialogue_text,
presentation_options,
saved_current_story,
})
}
pub(super) async fn generate_reasoned_story_payload(
llm_client: &LlmClient,
game_state: &Value,
request: &RuntimeStoryActionRequest,
action_text: &str,
result_text: &str,
options: &[RuntimeStoryOptionView],
battle: Option<&RuntimeBattlePresentation>,
) -> Option<GeneratedStoryPayload> {
let world_type = current_world_type(game_state)?;
let character = read_object_field(game_state, "playerCharacter")?.clone();
let user_prompt = json!({
"worldType": world_type,
"character": character,
"monsters": read_array_field(game_state, "sceneHostileNpcs").into_iter().cloned().collect::<Vec<_>>(),
"history": build_action_story_history(game_state, action_text, result_text),
"context": build_action_story_prompt_context(game_state, battle),
"choice": action_text,
"resultSummary": result_text,
"requestedOption": request.action.payload,
"availableOptions": build_action_prompt_options(options),
})
.to_string();
let mut llm_request = LlmTextRequest::new(vec![
LlmMessage::system(
"你是游戏运行时剧情导演。只输出中文剧情正文,不要输出 JSON、Markdown 或规则说明;必须尊重已结算的战斗 outcome、伤害和状态不要发明额外奖励。",
),
LlmMessage::user(format!(
"请基于以下运行时状态,为这一轮战斗结算生成一段 120 字以内的结果叙事,并自然引出下一组选项。\n{user_prompt}"
)),
]);
llm_request.max_tokens = Some(700);
let story_text = llm_client
.request_text(llm_request)
.await
.ok()
.map(|response| response.content.trim().to_string())
.filter(|text| !text.is_empty())?;
Some(GeneratedStoryPayload {
story_text: story_text.clone(),
history_result_text: story_text.clone(),
presentation_options: options.to_vec(),
saved_current_story: build_legacy_current_story(story_text.as_str(), options),
})
}
pub(super) fn should_generate_reasoned_combat_story(
battle: Option<&RuntimeBattlePresentation>,
) -> bool {
battle
.and_then(|presentation| presentation.outcome.as_deref())
.is_some_and(|outcome| matches!(outcome, "victory" | "spar_complete" | "escaped"))
}
pub(super) fn build_action_story_history(
game_state: &Value,
action_text: &str,
result_text: &str,
) -> Vec<Value> {
let mut history = read_array_field(game_state, "storyHistory")
.into_iter()
.filter_map(|entry| {
let text = read_optional_string_field(entry, "text")?;
let history_role = read_optional_string_field(entry, "historyRole")
.unwrap_or_else(|| "result".to_string());
Some(json!({
"text": text,
"historyRole": history_role,
}))
})
.collect::<Vec<_>>();
history.push(json!({
"text": action_text,
"historyRole": "action",
}));
history.push(json!({
"text": result_text,
"historyRole": "result",
}));
let keep_from = history.len().saturating_sub(12);
history.into_iter().skip(keep_from).collect()
}
pub(super) fn build_action_story_prompt_context(
game_state: &Value,
battle: Option<&RuntimeBattlePresentation>,
) -> Value {
let scene_preset = read_object_field(game_state, "currentScenePreset");
let battle_value = battle
.and_then(|presentation| serde_json::to_value(presentation).ok())
.unwrap_or(Value::Null);
json!({
"sceneName": scene_preset
.and_then(|scene| read_optional_string_field(scene, "name"))
.or_else(|| read_optional_string_field(game_state, "currentScene"))
.unwrap_or_else(|| "当前区域".to_string()),
"sceneDescription": scene_preset
.and_then(|scene| read_optional_string_field(scene, "description"))
.or_else(|| read_optional_string_field(game_state, "sceneDescription"))
.unwrap_or_else(|| "周围气氛仍在继续变化。".to_string()),
"encounterName": read_object_field(game_state, "currentEncounter")
.and_then(|encounter| {
read_optional_string_field(encounter, "npcName")
.or_else(|| read_optional_string_field(encounter, "name"))
}),
"encounterId": current_encounter_id(game_state),
"playerHp": read_i32_field(game_state, "playerHp").unwrap_or(0),
"playerMaxHp": read_i32_field(game_state, "playerMaxHp").unwrap_or(1),
"playerMana": read_i32_field(game_state, "playerMana").unwrap_or(0),
"playerMaxMana": read_i32_field(game_state, "playerMaxMana").unwrap_or(1),
"inBattle": read_bool_field(game_state, "inBattle").unwrap_or(false),
"currentNpcBattleOutcome": read_optional_string_field(game_state, "currentNpcBattleOutcome"),
"battle": battle_value,
})
}
pub(super) fn build_action_prompt_options(options: &[RuntimeStoryOptionView]) -> Vec<Value> {
options
.iter()
.filter(|option| !option.disabled.unwrap_or(false))
.map(|option| {
json!({
"functionId": option.function_id,
"actionText": option.action_text,
"text": option.action_text,
})
})
.collect()
}
pub(super) fn build_ai_response_options(payload: &RuntimeStoryAiRequest) -> Vec<Value> {
let source = if payload.request_options.available_options.is_empty() {
&payload.request_options.option_catalog
} else {
&payload.request_options.available_options
};
let options = source
.iter()
.filter_map(normalize_ai_story_option)
.collect::<Vec<_>>();
if !options.is_empty() {
return options;
}
vec![
build_ai_story_option_value("idle_observe_signs", "观察周围迹象"),
build_ai_story_option_value("idle_explore_forward", "继续向前探索"),
build_ai_story_option_value("idle_rest_focus", "原地调息"),
]
}
pub(super) fn normalize_ai_story_option(value: &Value) -> Option<Value> {
let function_id = read_required_string_field(value, "functionId")?;
let action_text = read_required_string_field(value, "actionText")
.or_else(|| read_required_string_field(value, "text"))
.unwrap_or_else(|| function_id.clone());
let mut option = value.as_object()?.clone();
option.insert("functionId".to_string(), Value::String(function_id));
option.insert("actionText".to_string(), Value::String(action_text.clone()));
option
.entry("text".to_string())
.or_insert_with(|| Value::String(action_text));
Some(Value::Object(option))
}
pub(super) fn build_ai_story_option_value(function_id: &str, action_text: &str) -> Value {
json!({
"functionId": function_id,
"actionText": action_text,
"text": action_text,
"visuals": {
"playerAnimation": "idle",
"playerMoveMeters": 0,
"playerOffsetY": 0,
"playerFacing": "right",
"scrollWorld": false,
"monsterChanges": []
}
})
}
pub(super) fn build_ai_fallback_story_text(
payload: &RuntimeStoryAiRequest,
initial: bool,
) -> String {
let character_name =
read_optional_string_field(&payload.character, "name").unwrap_or_else(|| "".to_string());
let scene_name = read_optional_string_field(&payload.context, "sceneName")
.or_else(|| read_optional_string_field(&payload.context, "scene"))
.unwrap_or_else(|| "当前区域".to_string());
if initial {
return format!(
"{character_name}{scene_name} 稳住脚步,周围的气息正在变化,第一轮选择已经摆到眼前。"
);
}
let choice = normalize_required_string(payload.choice.as_str())
.unwrap_or_else(|| "继续推进".to_string());
format!("{character_name} 选择了「{choice}」,{scene_name} 的局势随之向下一步展开。")
}

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use super::*;
/// 兼容桥里的战斗动作仍走快照态,因此把每回合需要写回的字段先收口到这里,
/// 避免技能、物品、旧 battle_* 分支继续把状态更新散落在各处。
pub(super) struct BattleActionPlan {
pub(super) action_text: String,
pub(super) result_text: String,
pub(super) damage_dealt: i32,
pub(super) damage_taken: i32,
pub(super) heal: i32,
pub(super) mana_restore: i32,
pub(super) mana_cost: i32,
pub(super) cooldown_tick_turns: i32,
pub(super) cooldown_bonus_turns: i32,
pub(super) applied_skill_cooldown: Option<(String, i32)>,
pub(super) build_buffs: Vec<Value>,
pub(super) consumed_item_id: Option<String>,
}
struct BattleSkillView {
id: String,
name: String,
damage: i32,
mana_cost: i32,
cooldown_turns: i32,
build_buffs: Vec<Value>,
}
struct BattleInventoryUseProfile {
hp_restore: i32,
mana_restore: i32,
cooldown_reduction: i32,
build_buffs: Vec<Value>,
}
struct BattleInventoryItemView {
id: String,
name: String,
quantity: i32,
use_profile: Option<BattleInventoryUseProfile>,
}
pub(super) fn restore_player_resource(game_state: &mut Value, hp_restore: i32, mana_restore: i32) {
let max_hp = read_i32_field(game_state, "playerMaxHp")
.unwrap_or(1)
.max(1);
let max_mana = read_i32_field(game_state, "playerMaxMana")
.unwrap_or(0)
.max(0);
let hp = read_i32_field(game_state, "playerHp").unwrap_or(max_hp);
let mana = read_i32_field(game_state, "playerMana").unwrap_or(max_mana);
write_i32_field(game_state, "playerHp", (hp + hp_restore).clamp(0, max_hp));
write_i32_field(
game_state,
"playerMana",
(mana + mana_restore).clamp(0, max_mana),
);
}
pub(super) fn spend_player_mana(game_state: &mut Value, mana_cost: i32) {
if mana_cost <= 0 {
return;
}
let mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
write_i32_field(game_state, "playerMana", (mana - mana_cost).max(0));
}
pub(super) fn apply_player_damage(game_state: &mut Value, damage: i32) {
if damage <= 0 {
return;
}
let hp = read_i32_field(game_state, "playerHp").unwrap_or(1);
write_i32_field(game_state, "playerHp", (hp - damage).max(1));
}
pub(super) fn apply_target_damage(game_state: &mut Value, damage: i32) -> i32 {
let target_hp = read_object_field(game_state, "currentEncounter")
.and_then(|encounter| {
read_i32_field(encounter, "hp")
.or_else(|| read_i32_field(encounter, "currentHp"))
.or_else(|| read_i32_field(encounter, "targetHp"))
})
.or_else(|| {
read_array_field(game_state, "sceneHostileNpcs")
.first()
.and_then(|target| read_i32_field(target, "hp"))
})
.unwrap_or(24);
let next_hp = target_hp - damage.max(0);
write_current_encounter_i32_field(game_state, "hp", next_hp);
write_first_hostile_npc_i32_field(game_state, "hp", next_hp);
next_hp
}
fn read_player_skills(game_state: &Value) -> Vec<BattleSkillView> {
read_field(game_state, "playerCharacter")
.map(|character| read_array_field(character, "skills"))
.unwrap_or_default()
.into_iter()
.filter_map(|entry| {
let id = read_optional_string_field(entry, "id")?;
let name = read_optional_string_field(entry, "name").unwrap_or_else(|| id.clone());
Some(BattleSkillView {
id,
name,
damage: read_i32_field(entry, "damage").unwrap_or(14).max(0),
mana_cost: read_i32_field(entry, "manaCost").unwrap_or(0).max(0),
cooldown_turns: read_i32_field(entry, "cooldownTurns").unwrap_or(0).max(0),
build_buffs: read_array_field(entry, "buildBuffs")
.into_iter()
.cloned()
.collect(),
})
})
.collect()
}
fn find_player_skill_by_id(game_state: &Value, skill_id: &str) -> Option<BattleSkillView> {
read_player_skills(game_state)
.into_iter()
.find(|skill| skill.id == skill_id)
}
pub(super) fn read_player_skill_cooldowns(
game_state: &Value,
) -> std::collections::BTreeMap<String, i32> {
read_object_field(game_state, "playerSkillCooldowns")
.and_then(Value::as_object)
.map(|cooldowns| {
cooldowns
.iter()
.map(|(skill_id, turns)| {
(
skill_id.clone(),
turns
.as_i64()
.and_then(|value| i32::try_from(value).ok())
.unwrap_or(0)
.max(0),
)
})
.collect()
})
.unwrap_or_default()
}
pub(super) fn tick_player_skill_cooldowns(game_state: &mut Value, turns: i32) {
if turns <= 0 {
return;
}
let root = ensure_json_object(game_state);
let cooldowns = root
.entry("playerSkillCooldowns".to_string())
.or_insert_with(|| Value::Object(Map::new()));
if !cooldowns.is_object() {
*cooldowns = Value::Object(Map::new());
}
let cooldowns = cooldowns
.as_object_mut()
.expect("playerSkillCooldowns should be object");
for value in cooldowns.values_mut() {
let current = value
.as_i64()
.and_then(|number| i32::try_from(number).ok())
.unwrap_or(0);
*value = json!((current - turns).max(0));
}
}
pub(super) fn reduce_player_skill_cooldowns(game_state: &mut Value, turns: i32) {
if turns <= 0 {
return;
}
tick_player_skill_cooldowns(game_state, turns);
}
pub(super) fn set_player_skill_cooldown(game_state: &mut Value, skill_id: &str, turns: i32) {
let root = ensure_json_object(game_state);
let cooldowns = root
.entry("playerSkillCooldowns".to_string())
.or_insert_with(|| Value::Object(Map::new()));
if !cooldowns.is_object() {
*cooldowns = Value::Object(Map::new());
}
cooldowns
.as_object_mut()
.expect("playerSkillCooldowns should be object")
.insert(skill_id.to_string(), json!(turns.max(0)));
}
fn read_player_inventory_items(game_state: &Value) -> Vec<BattleInventoryItemView> {
read_array_field(game_state, "playerInventory")
.into_iter()
.filter_map(|entry| {
let id = read_optional_string_field(entry, "id")?;
let name = read_optional_string_field(entry, "name").unwrap_or_else(|| id.clone());
let use_profile =
read_field(entry, "useProfile").map(|profile| BattleInventoryUseProfile {
hp_restore: read_i32_field(profile, "hpRestore").unwrap_or(0).max(0),
mana_restore: read_i32_field(profile, "manaRestore").unwrap_or(0).max(0),
cooldown_reduction: read_i32_field(profile, "cooldownReduction")
.unwrap_or(0)
.max(0),
build_buffs: read_array_field(profile, "buildBuffs")
.into_iter()
.cloned()
.collect(),
});
Some(BattleInventoryItemView {
id,
name,
quantity: read_i32_field(entry, "quantity").unwrap_or(0).max(0),
use_profile,
})
})
.collect()
}
fn find_player_inventory_item(game_state: &Value, item_id: &str) -> Option<BattleInventoryItemView> {
read_player_inventory_items(game_state)
.into_iter()
.find(|item| item.id == item_id)
}
pub(super) fn battle_victory_experience_reward(game_state: &Value) -> i32 {
let hostile = read_array_field(game_state, "sceneHostileNpcs")
.first()
.copied()
.or_else(|| read_field(game_state, "currentEncounter"));
let explicit_reward = hostile
.and_then(|entry| read_i32_field(entry, "experienceReward"))
.unwrap_or(0)
.max(0);
if explicit_reward > 0 {
return explicit_reward;
}
let level = hostile
.and_then(|entry| read_field(entry, "levelProfile"))
.and_then(|profile| read_i32_field(profile, "level"))
.unwrap_or(1)
.max(1);
12 + 6 * (level - 1)
}
fn battle_action_numbers(
function_id: &str,
) -> (i32, i32, i32, i32, i32, &'static str, &'static str) {
match function_id {
"battle_recover_breath" => (
0,
0,
8,
6,
0,
"恢复",
"你先稳住呼吸,把状态从危险边缘拉回一点。",
),
"battle_use_skill" => (
14,
4,
0,
0,
4,
"施放技能",
"你调动灵力打出一记更重的攻势,同时也承受了对方的反扑。",
),
"battle_all_in_crush" => (
22,
8,
0,
0,
6,
"全力压制",
"你把这一轮节奏全部压上去,试图用最强硬的方式打穿对方防线。",
),
"battle_feint_step" => (
6,
2,
0,
0,
0,
"佯攻换位",
"你用一次短促佯攻换开角度,虽然伤害有限,但避开了更重的反击。",
),
"battle_finisher_window" => (
18,
3,
0,
0,
3,
"抓住终结窗口",
"你抓住破绽打出决定性的一击,战斗天平明显向你倾斜。",
),
"battle_guard_break" => (
12,
5,
0,
0,
2,
"破开防守",
"你顶住压力破开对方防守,为后续行动争到更直接的窗口。",
),
"battle_probe_pressure" => (
5,
1,
0,
0,
0,
"试探压迫",
"你没有贸然压上,而是用轻攻测试对方反应。",
),
_ => (
10,
4,
0,
0,
0,
"普通攻击",
"你抓住当前窗口打出一记直接攻击,对方也立刻做出反击。",
),
}
}
pub(super) fn build_battle_action_plan(
game_state: &Value,
request: &RuntimeStoryActionRequest,
function_id: &str,
) -> Result<BattleActionPlan, String> {
if function_id == "battle_use_skill" {
return build_skill_battle_action_plan(game_state, request);
}
if function_id == "inventory_use" {
return build_inventory_use_battle_action_plan(game_state, request);
}
let (damage_dealt, damage_taken, heal, mana_restore, mana_cost, action_text, result_text) =
battle_action_numbers(function_id);
Ok(BattleActionPlan {
action_text: action_text.to_string(),
result_text: result_text.to_string(),
damage_dealt,
damage_taken,
heal,
mana_restore,
mana_cost,
cooldown_tick_turns: 1,
cooldown_bonus_turns: 0,
applied_skill_cooldown: None,
build_buffs: Vec::new(),
consumed_item_id: None,
})
}
fn build_skill_battle_action_plan(
game_state: &Value,
request: &RuntimeStoryActionRequest,
) -> Result<BattleActionPlan, String> {
let payload = request
.action
.payload
.as_ref()
.ok_or_else(|| "battle_use_skill 缺少 skillId".to_string())?;
let skill_id = read_optional_string_field(payload, "skillId")
.ok_or_else(|| "battle_use_skill 缺少 skillId".to_string())?;
let skill = find_player_skill_by_id(game_state, skill_id.as_str())
.ok_or_else(|| format!("未找到技能:{skill_id}"))?;
let cooldowns = read_player_skill_cooldowns(game_state);
if cooldowns.get(skill_id.as_str()).copied().unwrap_or(0) > 0 {
return Err(format!("{} 仍在冷却中", skill.name));
}
if skill.mana_cost > read_i32_field(game_state, "playerMana").unwrap_or(0) {
return Err("当前灵力不足,无法执行这个战斗动作".to_string());
}
Ok(BattleActionPlan {
action_text: skill.name.clone(),
result_text: format!("{} 命中了敌人,这一轮技能效果已经直接结算。", skill.name),
damage_dealt: skill.damage.max(1),
damage_taken: 4,
heal: 0,
mana_restore: 0,
mana_cost: skill.mana_cost.max(0),
cooldown_tick_turns: 1,
cooldown_bonus_turns: 0,
applied_skill_cooldown: Some((skill.id, skill.cooldown_turns.max(0))),
build_buffs: skill.build_buffs,
consumed_item_id: None,
})
}
fn build_inventory_use_battle_action_plan(
game_state: &Value,
request: &RuntimeStoryActionRequest,
) -> Result<BattleActionPlan, String> {
let payload = request
.action
.payload
.as_ref()
.ok_or_else(|| "inventory_use 缺少 itemId".to_string())?;
let item_id = read_optional_string_field(payload, "itemId")
.ok_or_else(|| "inventory_use 缺少 itemId".to_string())?;
let item = find_player_inventory_item(game_state, item_id.as_str())
.ok_or_else(|| "未找到可用于战斗结算的物品".to_string())?;
if item.quantity <= 0 {
return Err("未找到可用于战斗结算的物品".to_string());
}
if item.use_profile.is_none() {
return Err(format!("{} 当前没有可直接结算的战斗效果", item.name));
}
let effect = item.use_profile.expect("use_profile should exist");
if effect.hp_restore <= 0
&& effect.mana_restore <= 0
&& effect.cooldown_reduction <= 0
&& effect.build_buffs.is_empty()
{
return Err(format!("{} 当前没有可直接结算的战斗效果", item.name));
}
Ok(BattleActionPlan {
action_text: format!("使用{}", item.name),
result_text: format!("你立刻用下{},当前回合的物品效果已经生效。", item.name),
damage_dealt: 0,
damage_taken: 8,
heal: effect.hp_restore.max(0),
mana_restore: effect.mana_restore.max(0),
mana_cost: 0,
cooldown_tick_turns: 1,
cooldown_bonus_turns: effect.cooldown_reduction.max(0),
applied_skill_cooldown: None,
build_buffs: effect.build_buffs,
consumed_item_id: Some(item.id),
})
}
pub(super) fn battle_action_toast(
function_id: &str,
request: &RuntimeStoryActionRequest,
) -> Option<String> {
if function_id != "inventory_use" {
return None;
}
let item_name = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "itemId"));
item_name.map(|_| "Build 增益已写回当前快照".to_string())
}
pub(super) fn build_battle_runtime_story_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
let mut options = vec![
RuntimeStoryOptionView {
detail_text: Some(build_basic_attack_detail_text(game_state)),
..build_static_runtime_story_option("battle_attack_basic", "普通攻击", "combat")
},
RuntimeStoryOptionView {
detail_text: Some("回血 12 / 回蓝 9 / 冷却 -1".to_string()),
..build_static_runtime_story_option("battle_recover_breath", "恢复", "combat")
},
];
let preferred_item = pick_preferred_battle_inventory_item(game_state);
if let Some(item) = preferred_item {
let effect = item
.use_profile
.expect("preferred battle item must have use profile");
options.push(build_runtime_story_option_with_payload(
"inventory_use",
&format!("使用物品:{}", item.name),
"combat",
Some(build_battle_item_summary(&effect)),
json!({
"itemId": item.id
}),
));
} else {
options.push(build_disabled_runtime_story_option(
"inventory_use",
"使用物品",
"combat",
Some("当前没有可直接结算的战斗消耗品".to_string()),
"暂无可用物品",
None,
));
}
options.extend(build_battle_skill_runtime_story_options(game_state));
options.push(build_static_runtime_story_option(
"battle_escape_breakout",
"强行脱离战斗",
"combat",
));
options
}
fn build_basic_attack_detail_text(game_state: &Value) -> String {
let strength = read_field(game_state, "playerCharacter")
.and_then(|character| read_field(character, "attributes"))
.and_then(|attributes| read_i32_field(attributes, "strength"))
.unwrap_or(8);
let agility = read_field(game_state, "playerCharacter")
.and_then(|character| read_field(character, "attributes"))
.and_then(|attributes| read_i32_field(attributes, "agility"))
.unwrap_or(0);
let preview_damage = ((strength * 85 + agility * 45) / 100).max(8);
format!("不耗蓝 / 伤害 {preview_damage}")
}
fn build_battle_skill_runtime_story_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
let cooldowns = read_player_skill_cooldowns(game_state);
let player_mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
read_player_skills(game_state)
.into_iter()
.map(|skill| {
let detail_text = Some(format!(
"耗蓝 {} / 伤害 {} / 冷却 {}",
skill.mana_cost.max(0),
skill.damage.max(0),
skill.cooldown_turns.max(0)
));
let payload = Some(json!({
"skillId": skill.id
}));
let remaining_cooldown = cooldowns.get(skill.id.as_str()).copied().unwrap_or(0);
if remaining_cooldown > 0 {
return build_disabled_runtime_story_option(
"battle_use_skill",
&skill.name,
"combat",
detail_text,
format!("冷却中,还需 {} 回合", remaining_cooldown).as_str(),
payload,
);
}
if skill.mana_cost > player_mana {
return build_disabled_runtime_story_option(
"battle_use_skill",
&skill.name,
"combat",
detail_text,
"灵力不足",
payload,
);
}
RuntimeStoryOptionView {
detail_text,
payload,
..build_static_runtime_story_option("battle_use_skill", &skill.name, "combat")
}
})
.collect()
}
/// 旧前端一次只展示一个“推荐”战斗物品,这里继续用确定性打分,避免展示面漂移。
fn pick_preferred_battle_inventory_item(game_state: &Value) -> Option<BattleInventoryItemView> {
let has_cooling_skill = read_player_skill_cooldowns(game_state)
.values()
.any(|remaining| *remaining > 0);
let player_hp = read_i32_field(game_state, "playerHp").unwrap_or(0);
let player_max_hp = read_i32_field(game_state, "playerMaxHp")
.unwrap_or(1)
.max(1);
let player_mana = read_i32_field(game_state, "playerMana").unwrap_or(0);
let player_max_mana = read_i32_field(game_state, "playerMaxMana")
.unwrap_or(1)
.max(1);
let hp_low = player_hp * 100 <= player_max_hp * 45;
let mana_low = player_mana * 100 <= player_max_mana * 45;
read_player_inventory_items(game_state)
.into_iter()
.filter(|item| item.quantity > 0 && item.use_profile.is_some())
.filter_map(|item| {
let effect = item.use_profile.as_ref()?;
let mut score = effect.build_buffs.len() as i32 * 8;
score += effect.hp_restore * if hp_low { 3 } else { 1 };
score += effect.mana_restore * if mana_low { 2 } else { 1 };
score += effect.cooldown_reduction * if has_cooling_skill { 18 } else { 6 };
Some((score, item))
})
.max_by(|left, right| {
left.0
.cmp(&right.0)
.then_with(|| left.1.name.cmp(&right.1.name).reverse())
})
.map(|(_, item)| item)
}
fn build_battle_item_summary(effect: &BattleInventoryUseProfile) -> String {
let mut parts = Vec::new();
if effect.hp_restore > 0 {
parts.push(format!("回血 {}", effect.hp_restore));
}
if effect.mana_restore > 0 {
parts.push(format!("回蓝 {}", effect.mana_restore));
}
if effect.cooldown_reduction > 0 {
parts.push(format!("冷却 -{}", effect.cooldown_reduction));
}
if !effect.build_buffs.is_empty() {
let buff_names = effect
.build_buffs
.iter()
.filter_map(|buff| read_optional_string_field(buff, "name"))
.collect::<Vec<_>>();
if !buff_names.is_empty() {
parts.push(format!("增益 {}", buff_names.join("")));
}
}
if parts.is_empty() {
"立即结算一次物品效果".to_string()
} else {
parts.join(" / ")
}
}

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@@ -0,0 +1,137 @@
use super::*;
pub(super) fn resolve_battle_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
function_id: &str,
) -> Result<StoryResolution, String> {
let target_id = current_encounter_id(game_state)
.or_else(|| first_hostile_npc_string_field(game_state, "id"))
.unwrap_or_else(|| "battle_target".to_string());
let target_name = current_encounter_name_from_battle(game_state);
let battle_mode = read_optional_string_field(game_state, "currentNpcBattleMode")
.unwrap_or_else(|| "fight".to_string());
if function_id == "battle_escape_breakout" {
clear_encounter_state(game_state);
return Ok(StoryResolution {
action_text: resolve_action_text("强行脱离战斗", request),
result_text: "你抓住空隙强行脱离战斗,把这一轮危险先甩在身后。".to_string(),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![
RuntimeStoryPatch::BattleResolved {
function_id: function_id.to_string(),
target_id: Some(target_id.clone()),
damage_dealt: Some(0),
damage_taken: Some(0),
outcome: "escaped".to_string(),
},
build_status_patch(game_state),
RuntimeStoryPatch::EncounterChanged { encounter_id: None },
],
battle: Some(RuntimeBattlePresentation {
target_id: Some(target_id),
target_name: Some(target_name),
damage_dealt: Some(0),
damage_taken: Some(0),
outcome: Some("escaped".to_string()),
}),
toast: Some("已脱离战斗".to_string()),
});
}
let plan = build_battle_action_plan(game_state, request, function_id)?;
spend_player_mana(game_state, plan.mana_cost);
restore_player_resource(game_state, plan.heal, plan.mana_restore);
tick_player_skill_cooldowns(game_state, plan.cooldown_tick_turns);
reduce_player_skill_cooldowns(game_state, plan.cooldown_bonus_turns);
if let Some((skill_id, turns)) = plan.applied_skill_cooldown.as_ref() {
set_player_skill_cooldown(game_state, skill_id.as_str(), *turns);
}
if !plan.build_buffs.is_empty() {
append_active_build_buffs(game_state, plan.build_buffs.clone());
}
if let Some(item_id) = plan.consumed_item_id.as_ref() {
remove_player_inventory_item(game_state, item_id.as_str(), 1);
increment_runtime_stat(game_state, "itemsUsed", 1);
}
apply_player_damage(game_state, plan.damage_taken);
let target_hp = apply_target_damage(game_state, plan.damage_dealt);
let outcome = if target_hp <= 0 {
if battle_mode == "spar" {
"spar_complete"
} else {
"victory"
}
} else {
"ongoing"
};
let victory_experience = if outcome == "victory" {
battle_victory_experience_reward(game_state)
} else {
0
};
if outcome != "ongoing" {
write_bool_field(game_state, "inBattle", false);
write_bool_field(game_state, "npcInteractionActive", false);
write_null_field(game_state, "currentNpcBattleMode");
write_string_field(
game_state,
"currentNpcBattleOutcome",
if outcome == "spar_complete" {
"spar_complete"
} else {
"fight_victory"
},
);
if outcome == "victory" {
clear_encounter_only(game_state);
increment_runtime_stat(game_state, "hostileNpcsDefeated", 1);
if victory_experience > 0 {
grant_player_progression_experience(game_state, victory_experience, "hostile_npc");
}
}
}
let mut patches = vec![
RuntimeStoryPatch::BattleResolved {
function_id: function_id.to_string(),
target_id: Some(target_id.clone()),
damage_dealt: Some(plan.damage_dealt),
damage_taken: Some(plan.damage_taken),
outcome: outcome.to_string(),
},
build_status_patch(game_state),
];
if outcome == "victory" {
patches.push(RuntimeStoryPatch::EncounterChanged { encounter_id: None });
}
Ok(StoryResolution {
action_text: resolve_action_text(plan.action_text.as_str(), request),
result_text: if outcome == "ongoing" {
plan.result_text
} else if outcome == "spar_complete" {
format!("{target_name} 收住了最后一击,这场切磋已经分出结果。")
} else {
format!("{target_name} 被你压制下去,眼前的战斗已经结束。")
},
story_text: None,
presentation_options: None,
saved_current_story: None,
patches,
battle: Some(RuntimeBattlePresentation {
target_id: Some(target_id),
target_name: Some(target_name),
damage_dealt: Some(plan.damage_dealt),
damage_taken: Some(plan.damage_taken),
outcome: Some(outcome.to_string()),
}),
toast: battle_action_toast(function_id, request),
})
}

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use super::*;
pub(super) fn clear_encounter_state(game_state: &mut Value) {
clear_encounter_only(game_state);
write_bool_field(game_state, "inBattle", false);
write_bool_field(game_state, "npcInteractionActive", false);
write_null_field(game_state, "currentNpcBattleMode");
}
pub(super) fn clear_encounter_only(game_state: &mut Value) {
write_null_field(game_state, "currentEncounter");
let root = ensure_json_object(game_state);
root.insert("sceneHostileNpcs".to_string(), Value::Array(Vec::new()));
}
pub(super) fn append_story_history(game_state: &mut Value, action_text: &str, result_text: &str) {
let root = ensure_json_object(game_state);
let story_history = root
.entry("storyHistory".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !story_history.is_array() {
*story_history = Value::Array(Vec::new());
}
let entries = story_history
.as_array_mut()
.expect("storyHistory should be array");
entries.push(json!({
"text": action_text,
"historyRole": "action",
}));
entries.push(json!({
"text": result_text,
"historyRole": "result",
}));
}
pub(super) fn increment_runtime_stat(game_state: &mut Value, key: &str, delta: i32) {
let root = ensure_json_object(game_state);
let stats = root
.entry("runtimeStats".to_string())
.or_insert_with(|| Value::Object(Map::new()));
if !stats.is_object() {
*stats = Value::Object(Map::new());
}
let stats = stats
.as_object_mut()
.expect("runtimeStats should be object");
let previous = stats
.get(key)
.and_then(Value::as_i64)
.and_then(|value| i32::try_from(value).ok())
.unwrap_or(0);
stats.insert(key.to_string(), json!((previous + delta).max(0)));
}
pub(super) fn add_player_currency(game_state: &mut Value, delta: i32) {
let previous = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
write_i32_field(
game_state,
"playerCurrency",
previous.saturating_add(delta.max(0)),
);
}
pub(super) fn add_player_inventory_items(game_state: &mut Value, additions: Vec<Value>) {
if additions.is_empty() {
return;
}
let root = ensure_json_object(game_state);
let inventory = root
.entry("playerInventory".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !inventory.is_array() {
*inventory = Value::Array(Vec::new());
}
let items = inventory
.as_array_mut()
.expect("playerInventory should be array");
items.extend(additions);
}
pub(super) fn grant_player_progression_experience(
game_state: &mut Value,
amount: i32,
source: &str,
) {
if amount <= 0 {
return;
}
let root = ensure_json_object(game_state);
let progression = root
.entry("playerProgression".to_string())
.or_insert_with(|| Value::Object(Map::new()));
if !progression.is_object() {
*progression = Value::Object(Map::new());
}
let progression = progression
.as_object_mut()
.expect("playerProgression should be object");
let previous_total_xp = progression
.get("totalXp")
.and_then(Value::as_i64)
.and_then(|value| i32::try_from(value).ok())
.unwrap_or(0)
.max(0);
let next_total_xp = previous_total_xp.saturating_add(amount);
let level = resolve_progression_level(next_total_xp);
let current_level_xp = next_total_xp.saturating_sub(cumulative_xp_required(level));
let xp_to_next_level = if level >= MAX_PLAYER_LEVEL {
0
} else {
xp_to_next_level_for(level)
};
progression.insert("level".to_string(), json!(level));
progression.insert("currentLevelXp".to_string(), json!(current_level_xp.max(0)));
progression.insert("totalXp".to_string(), json!(next_total_xp));
progression.insert("xpToNextLevel".to_string(), json!(xp_to_next_level.max(0)));
progression.insert("pendingLevelUps".to_string(), json!(0));
progression.insert(
"lastGrantedSource".to_string(),
Value::String(source.to_string()),
);
}
pub(super) const MAX_PLAYER_LEVEL: i32 = 20;
pub(super) fn xp_to_next_level_for(level: i32) -> i32 {
if level >= MAX_PLAYER_LEVEL {
0
} else {
let scale = (level - 1).max(0);
60 + 20 * scale + 8 * scale * scale
}
}
pub(super) fn cumulative_xp_required(level: i32) -> i32 {
let mut total = 0;
let capped_level = level.clamp(1, MAX_PLAYER_LEVEL);
for current_level in 1..capped_level {
total += xp_to_next_level_for(current_level);
}
total
}
pub(super) fn resolve_progression_level(total_xp: i32) -> i32 {
let normalized_total_xp = total_xp.max(0);
let mut resolved_level = 1;
for level in 2..=MAX_PLAYER_LEVEL {
if normalized_total_xp < cumulative_xp_required(level) {
break;
}
resolved_level = level;
}
resolved_level
}
pub(super) fn append_active_build_buffs(game_state: &mut Value, additions: Vec<Value>) {
if additions.is_empty() {
return;
}
let root = ensure_json_object(game_state);
let buffs = root
.entry("activeBuildBuffs".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !buffs.is_array() {
*buffs = Value::Array(Vec::new());
}
buffs
.as_array_mut()
.expect("activeBuildBuffs should be array")
.extend(additions);
}
pub(super) fn remove_player_inventory_item(game_state: &mut Value, item_id: &str, quantity: i32) {
if quantity <= 0 {
return;
}
let root = ensure_json_object(game_state);
let inventory = root
.entry("playerInventory".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !inventory.is_array() {
*inventory = Value::Array(Vec::new());
}
let items = inventory
.as_array_mut()
.expect("playerInventory should be array");
let Some(index) = items
.iter()
.position(|entry| read_optional_string_field(entry, "id").as_deref() == Some(item_id))
else {
return;
};
let current_quantity = read_i32_field(&items[index], "quantity")
.unwrap_or(0)
.max(0);
let next_quantity = current_quantity - quantity;
if next_quantity <= 0 {
items.remove(index);
return;
}
if let Some(item) = items[index].as_object_mut() {
item.insert("quantity".to_string(), json!(next_quantity));
}
}
pub(super) fn write_current_encounter_i32_field(game_state: &mut Value, key: &str, value: i32) {
let root = ensure_json_object(game_state);
let Some(encounter) = root.get_mut("currentEncounter") else {
return;
};
if let Some(encounter) = encounter.as_object_mut() {
encounter.insert(key.to_string(), json!(value));
}
}
pub(super) fn write_first_hostile_npc_i32_field(game_state: &mut Value, key: &str, value: i32) {
let root = ensure_json_object(game_state);
let Some(hostiles) = root.get_mut("sceneHostileNpcs") else {
return;
};
let Some(first) = hostiles.as_array_mut().and_then(|items| items.first_mut()) else {
return;
};
if let Some(first) = first.as_object_mut() {
first.insert(key.to_string(), json!(value));
}
}
pub(super) fn first_hostile_npc_string_field(game_state: &Value, key: &str) -> Option<String> {
read_array_field(game_state, "sceneHostileNpcs")
.first()
.and_then(|target| read_optional_string_field(target, key))
}
pub(super) fn read_runtime_session_id(game_state: &Value) -> Option<String> {
read_optional_string_field(game_state, "runtimeSessionId")
}
pub(super) fn read_field<'a>(value: &'a Value, key: &str) -> Option<&'a Value> {
value.as_object()?.get(key)
}
pub(super) fn read_object_field<'a>(value: &'a Value, key: &str) -> Option<&'a Value> {
let field = read_field(value, key)?;
field.is_object().then_some(field)
}
pub(super) fn read_array_field<'a>(value: &'a Value, key: &str) -> Vec<&'a Value> {
read_field(value, key)
.and_then(Value::as_array)
.map(|items| items.iter().collect())
.unwrap_or_default()
}
pub(super) fn read_required_string_field(value: &Value, key: &str) -> Option<String> {
normalize_required_string(read_field(value, key)?.as_str()?)
}
pub(super) fn read_optional_string_field(value: &Value, key: &str) -> Option<String> {
normalize_optional_string(read_field(value, key).and_then(Value::as_str))
}
pub(super) fn read_bool_field(value: &Value, key: &str) -> Option<bool> {
read_field(value, key).and_then(Value::as_bool)
}
pub(super) fn read_i32_field(value: &Value, key: &str) -> Option<i32> {
read_field(value, key)
.and_then(Value::as_i64)
.and_then(|number| i32::try_from(number).ok())
}
pub(super) fn read_u32_field(value: &Value, key: &str) -> Option<u32> {
read_field(value, key)
.and_then(Value::as_u64)
.and_then(|number| u32::try_from(number).ok())
}
pub(super) fn write_i32_field(value: &mut Value, key: &str, field_value: i32) {
ensure_json_object(value).insert(key.to_string(), json!(field_value));
}
pub(super) fn write_u32_field(value: &mut Value, key: &str, field_value: u32) {
ensure_json_object(value).insert(key.to_string(), json!(field_value));
}
pub(super) fn write_bool_field(value: &mut Value, key: &str, field_value: bool) {
ensure_json_object(value).insert(key.to_string(), Value::Bool(field_value));
}
pub(super) fn write_string_field(value: &mut Value, key: &str, field_value: &str) {
ensure_json_object(value).insert(key.to_string(), Value::String(field_value.to_string()));
}
pub(super) fn write_null_field(value: &mut Value, key: &str) {
ensure_json_object(value).insert(key.to_string(), Value::Null);
}
pub(super) fn ensure_json_object(value: &mut Value) -> &mut Map<String, Value> {
if !value.is_object() {
*value = Value::Object(Map::new());
}
value.as_object_mut().expect("value should be object")
}
pub(super) fn normalize_required_string(value: &str) -> Option<String> {
let trimmed = value.trim();
(!trimmed.is_empty()).then(|| trimmed.to_string())
}
pub(super) fn normalize_optional_string(value: Option<&str>) -> Option<String> {
value.and_then(normalize_required_string)
}
pub(super) fn format_now_rfc3339() -> String {
format_rfc3339(OffsetDateTime::now_utc()).unwrap_or_else(|_| "1970-01-01T00:00:00Z".to_string())
}

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@@ -0,0 +1,106 @@
use super::*;
/// 对齐 Node 旧 inventory compat先按装备位把物品从背包切到 playerEquipment
/// 再把基础面板属性回算到快照上。
pub(super) fn resolve_equipment_equip_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
if read_field(game_state, "playerCharacter").is_none() {
return Err("缺少玩家角色,无法调整装备。".to_string());
}
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
return Err("战斗中无法调整装备。".to_string());
}
let item_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "itemId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "equipment_equip 缺少 itemId".to_string())?;
let item = find_player_inventory_entry(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "背包里没有这件装备。".to_string())?;
let slot_id = resolve_equipment_slot_for_item(&item)
.ok_or_else(|| format!("{} 不是可装备物品。", read_inventory_item_name(&item)))?;
let previous_equipment = read_player_equipment_item(game_state, slot_id);
let next_equipment_item = normalize_equipped_item(&item);
remove_player_inventory_item(game_state, item_id.as_str(), 1);
if let Some(previous_equipment) = previous_equipment.as_ref() {
add_player_inventory_items(game_state, vec![previous_equipment.clone()]);
}
write_player_equipment_item(game_state, slot_id, Some(next_equipment_item));
apply_equipment_loadout_to_state(game_state);
let item_name = read_inventory_item_name(&item);
let result_text = if let Some(previous_equipment) = previous_equipment.as_ref() {
format!(
"你将{}{}位上换下,改为装备{}",
read_inventory_item_name(previous_equipment),
equipment_slot_label(slot_id),
item_name
)
} else {
format!(
"你将{}装备在{}位上。",
item_name,
equipment_slot_label(slot_id)
)
};
Ok(StoryResolution {
action_text: resolve_action_text(&format!("装备{}", item_name), request),
result_text,
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: Some(build_current_build_toast(game_state)),
})
}
pub(super) fn resolve_equipment_unequip_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
ensure_inventory_action_available(
game_state,
"缺少玩家角色,无法卸下装备。",
"战斗中无法卸下装备。",
)?;
let slot_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "slotId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "equipment_unequip 缺少合法 slotId".to_string())?;
let slot_id = normalize_equipment_slot_id(slot_id.as_str())
.ok_or_else(|| "equipment_unequip 缺少合法 slotId".to_string())?;
let equipped_item = read_player_equipment_item(game_state, slot_id)
.ok_or_else(|| format!("{}位当前没有装备。", equipment_slot_label(slot_id)))?;
write_player_equipment_item(game_state, slot_id, None);
add_player_inventory_items(game_state, vec![equipped_item.clone()]);
apply_equipment_loadout_to_state(game_state);
Ok(StoryResolution {
action_text: resolve_action_text(
&format!("卸下{}", read_inventory_item_name(&equipped_item)),
request,
),
result_text: format!(
"你卸下了{},暂时收回背包。",
read_inventory_item_name(&equipped_item)
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: Some(build_current_build_toast(game_state)),
})
}

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@@ -0,0 +1,409 @@
use super::*;
/// 这批定义只服务 compat bridge 的确定性锻造规则,
/// 先在 `api-server` 内收口,后续再评估是否值得独立 crate。
pub(super) struct ForgeRequirementDefinition {
pub(super) quantity: i32,
pub(super) matcher: ForgeRequirementMatcher,
}
pub(super) enum ForgeRequirementMatcher {
Named(&'static str),
AnyMaterial,
}
pub(super) struct ForgeRecipeDefinition {
pub(super) id: &'static str,
pub(super) name: &'static str,
pub(super) currency_cost: i32,
pub(super) requirements: Vec<ForgeRequirementDefinition>,
}
pub(super) struct ReforgeCostDefinition {
pub(super) currency_cost: i32,
pub(super) requirements: Vec<ForgeRequirementDefinition>,
}
pub(super) fn forge_recipe_definition(recipe_id: &str) -> Option<ForgeRecipeDefinition> {
match recipe_id {
"synthesis-refined-ingot" => Some(ForgeRecipeDefinition {
id: "synthesis-refined-ingot",
name: "压炼锭材",
currency_cost: 18,
requirements: vec![ForgeRequirementDefinition {
quantity: 3,
matcher: ForgeRequirementMatcher::AnyMaterial,
}],
}),
"forge-duelist-blade" => Some(ForgeRecipeDefinition {
id: "forge-duelist-blade",
name: "锻造 百炼追风剑",
currency_cost: 72,
requirements: vec![
ForgeRequirementDefinition {
quantity: 2,
matcher: ForgeRequirementMatcher::Named("精炼锭材"),
},
ForgeRequirementDefinition {
quantity: 1,
matcher: ForgeRequirementMatcher::Named("快剑精粹"),
},
],
}),
_ => None,
}
}
pub(super) fn reforge_cost_definition(slot_id: Option<&str>) -> ReforgeCostDefinition {
if slot_id == Some("relic") {
return ReforgeCostDefinition {
currency_cost: 52,
requirements: vec![ForgeRequirementDefinition {
quantity: 1,
matcher: ForgeRequirementMatcher::Named("凝光纱"),
}],
};
}
ReforgeCostDefinition {
currency_cost: 46,
requirements: vec![ForgeRequirementDefinition {
quantity: 1,
matcher: ForgeRequirementMatcher::Named("精炼锭材"),
}],
}
}
fn forge_requirement_matches(item: &Value, requirement: &ForgeRequirementDefinition) -> bool {
match requirement.matcher {
ForgeRequirementMatcher::Named(name) => {
read_optional_string_field(item, "name").as_deref() == Some(name)
}
ForgeRequirementMatcher::AnyMaterial => {
read_array_field(item, "tags")
.into_iter()
.filter_map(Value::as_str)
.any(|tag| tag == "material")
|| read_optional_string_field(item, "category")
.is_some_and(|category| category.contains("材料"))
}
}
}
pub(super) fn apply_forge_requirements_if_possible(
inventory: &[Value],
requirements: &[ForgeRequirementDefinition],
) -> Option<Vec<Value>> {
let mut next_inventory = inventory.to_vec();
for requirement in requirements {
let mut remaining = requirement.quantity.max(0);
let snapshot = next_inventory.clone();
for item in snapshot {
if remaining <= 0 {
break;
}
if !forge_requirement_matches(&item, requirement) {
continue;
}
let item_id = read_optional_string_field(&item, "id")?;
let item_quantity = read_i32_field(&item, "quantity").unwrap_or(0).max(0);
let consumed = remaining.min(item_quantity);
next_inventory =
remove_inventory_item_from_list(next_inventory, item_id.as_str(), consumed);
remaining -= consumed;
}
if remaining > 0 {
return None;
}
}
Some(next_inventory)
}
pub(super) fn build_runtime_material_item(
game_state: &Value,
name: &str,
quantity: i32,
tags: &[&str],
rarity: &str,
) -> Value {
let mut all_tags = vec!["material".to_string()];
all_tags.extend(tags.iter().map(|tag| (*tag).to_string()));
json!({
"id": generate_runtime_item_id(game_state, format!("forge-material:{name}").as_str()),
"category": "材料",
"name": name,
"quantity": quantity.max(1),
"rarity": rarity,
"tags": all_tags,
"buildProfile": {
"role": "工巧",
"tags": tags,
"synergy": tags,
"forgeRank": 0
}
})
}
pub(super) fn build_runtime_equipment_item(
game_state: &Value,
name: &str,
slot_id: &str,
rarity: &str,
description: &str,
role: &str,
tags: &[&str],
synergy: &[&str],
stat_profile: Value,
) -> Value {
let slot_tag = match slot_id {
"weapon" => "weapon",
"armor" => "armor",
_ => "relic",
};
let mut next_tags = vec![slot_tag.to_string()];
next_tags.extend(tags.iter().map(|tag| (*tag).to_string()));
json!({
"id": generate_runtime_item_id(game_state, format!("forge-equip:{name}").as_str()),
"category": equipment_slot_label(slot_id),
"name": name,
"description": description,
"quantity": 1,
"rarity": rarity,
"tags": next_tags,
"equipmentSlotId": slot_id,
"statProfile": stat_profile,
"buildProfile": {
"role": role,
"tags": tags,
"synergy": synergy,
"forgeRank": 1
}
})
}
pub(super) fn build_forge_recipe_result_item(
game_state: &Value,
recipe_id: &str,
_world_type: Option<&str>,
) -> Value {
match recipe_id {
"synthesis-refined-ingot" => {
build_runtime_material_item(game_state, "精炼锭材", 1, &["工巧", "守御"], "rare")
}
"forge-duelist-blade" => build_runtime_equipment_item(
game_state,
"百炼追风剑",
"weapon",
"epic",
"为快剑与追身构筑准备的锻造兵刃。",
"快剑",
&["快剑", "突进", "追击"],
&["快剑", "突进", "追击"],
json!({
"maxManaBonus": 10,
"outgoingDamageBonus": 0.20
}),
),
_ => build_runtime_material_item(game_state, "临时锻造产物", 1, &["工巧"], "common"),
}
}
fn build_tag_essence_item(game_state: &Value, tag: &str) -> Value {
build_runtime_material_item(
game_state,
format!("{tag}精粹").as_str(),
1,
&[tag, "工巧"],
"rare",
)
}
pub(super) fn build_dismantle_outputs(game_state: &Value, item: &Value) -> Option<Vec<Value>> {
let slot_id = resolve_equipment_slot_for_item(item);
if slot_id.is_none() && read_field(item, "buildProfile").is_none() {
return None;
}
let rarity_scale = match item_rarity_key(item).as_str() {
"legendary" => 5,
"epic" => 4,
"rare" => 3,
"uncommon" => 2,
_ => 1,
};
let mut outputs = Vec::new();
match slot_id {
Some("weapon") => outputs.push(build_runtime_material_item(
game_state,
"武器残片",
rarity_scale,
&["工巧", "重击"],
"uncommon",
)),
Some("armor") => outputs.push(build_runtime_material_item(
game_state,
"甲片",
rarity_scale,
&["工巧", "守御"],
"uncommon",
)),
Some("relic") => outputs.push(build_runtime_material_item(
game_state,
"灵饰碎片",
rarity_scale,
&["工巧", "法力"],
"uncommon",
)),
_ => outputs.push(build_runtime_material_item(
game_state,
"零散材料",
((rarity_scale + 1) / 2).max(1),
&["工巧"],
"uncommon",
)),
}
let mut build_tags = read_field(item, "buildProfile")
.map(|profile| {
let mut tags = read_array_field(profile, "tags")
.into_iter()
.filter_map(Value::as_str)
.map(str::to_string)
.collect::<Vec<_>>();
if let Some(role) = read_optional_string_field(profile, "role") {
tags.push(role);
}
tags
})
.unwrap_or_default();
build_tags.sort();
build_tags.dedup();
let tag_limit = if item_rarity_key(item) == "legendary" {
3
} else {
2
};
for tag in build_tags.into_iter().take(tag_limit) {
outputs.push(build_tag_essence_item(game_state, tag.as_str()));
}
Some(outputs)
}
pub(super) fn build_reforged_item(game_state: &Value, item: &Value) -> Option<Value> {
let slot_id = resolve_equipment_slot_for_item(item)?;
let build_profile = read_field(item, "buildProfile")?;
let mut next_tags = read_array_field(build_profile, "tags")
.into_iter()
.filter_map(Value::as_str)
.map(str::to_string)
.collect::<Vec<_>>();
let extra_tag = match slot_id {
"weapon" => "追击",
"armor" => "护体",
_ => "法力",
};
next_tags.push(extra_tag.to_string());
next_tags.sort();
next_tags.dedup();
next_tags.truncate(3);
let source_name = read_inventory_item_name(item);
let next_name = if source_name.contains('·') && source_name.contains("重铸") {
source_name.clone()
} else {
format!("{source_name}·重铸")
};
let stat_profile = read_field(item, "statProfile");
let outgoing_damage_bonus = stat_profile
.and_then(|profile| read_field(profile, "outgoingDamageBonus"))
.and_then(Value::as_f64)
.unwrap_or(0.0);
let incoming_damage_multiplier = stat_profile
.and_then(|profile| read_field(profile, "incomingDamageMultiplier"))
.and_then(Value::as_f64);
let current_forge_rank = read_i32_field(build_profile, "forgeRank").unwrap_or(0);
let mut tags = read_array_field(item, "tags")
.into_iter()
.filter_map(Value::as_str)
.map(str::to_string)
.collect::<Vec<_>>();
tags.sort();
tags.dedup();
Some(json!({
"id": generate_runtime_item_id(game_state, format!("reforge:{source_name}").as_str()),
"category": read_optional_string_field(item, "category").unwrap_or_else(|| equipment_slot_label(slot_id).to_string()),
"name": next_name,
"description": read_optional_string_field(item, "description"),
"quantity": 1,
"rarity": item_rarity_key(item),
"tags": tags,
"equipmentSlotId": slot_id,
"statProfile": {
"maxHpBonus": stat_profile
.and_then(|profile| read_i32_field(profile, "maxHpBonus"))
.unwrap_or(0) + if slot_id == "armor" { 10 } else { 4 },
"maxManaBonus": stat_profile
.and_then(|profile| read_i32_field(profile, "maxManaBonus"))
.unwrap_or(0) + if slot_id == "relic" { 10 } else { 4 },
"outgoingDamageBonus": ((outgoing_damage_bonus + 0.03) * 1000.0).round() / 1000.0,
"incomingDamageMultiplier": if let Some(multiplier) = incoming_damage_multiplier {
(((multiplier - 0.03).max(0.72)) * 1000.0).round() / 1000.0
} else if slot_id == "armor" {
0.94
} else {
0.97
}
},
"buildProfile": {
"role": read_optional_string_field(build_profile, "role"),
"tags": next_tags,
"synergy": read_array_field(build_profile, "tags")
.into_iter()
.filter_map(Value::as_str)
.map(str::to_string)
.chain(std::iter::once(extra_tag.to_string()))
.collect::<std::collections::BTreeSet<_>>()
.into_iter()
.collect::<Vec<_>>(),
"forgeRank": current_forge_rank + 1
}
}))
}
pub(super) fn build_forge_success_text(
action: &str,
recipe_name: Option<&str>,
source_item_name: Option<&str>,
created_item_name: Option<&str>,
output_names: &[String],
currency_text: Option<String>,
) -> String {
match action {
"craft" => format!(
"你在工坊中完成了{},获得了{}{}",
recipe_name.unwrap_or("目标配方"),
created_item_name.unwrap_or("目标物品"),
currency_text
.map(|text| format!(",并支付了{text}"))
.unwrap_or_default()
),
"reforge" => format!(
"你消耗材料重新淬炼了{},最终得到{}{}",
source_item_name.unwrap_or("目标物品"),
created_item_name.unwrap_or("重铸产物"),
currency_text
.map(|text| format!(",并支付了{text}"))
.unwrap_or_default()
),
_ => format!(
"你拆解了{},回收出{}",
source_item_name.unwrap_or("目标物品"),
output_names.join("")
),
}
}
fn generate_runtime_item_id(game_state: &Value, prefix: &str) -> String {
let version = read_u32_field(game_state, "runtimeActionVersion").unwrap_or(0);
let inventory_len = read_array_field(game_state, "playerInventory").len();
format!("{prefix}:{version}:{inventory_len}")
}

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use super::*;
pub(super) fn resolve_forge_craft_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
ensure_inventory_action_available(
game_state,
"缺少玩家角色,无法执行锻造配方。",
"战斗中无法使用工坊。",
)?;
let recipe_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "recipeId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "forge_craft 缺少 recipeId".to_string())?;
let recipe = forge_recipe_definition(recipe_id.as_str())
.ok_or_else(|| "未找到目标锻造配方。".to_string())?;
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
if player_currency < recipe.currency_cost {
return Err(format!("{} 当前材料或货币不足。", recipe.name));
}
let current_inventory = read_player_inventory_values(game_state);
let consumed_inventory = apply_forge_requirements_if_possible(
current_inventory.as_slice(),
recipe.requirements.as_slice(),
)
.ok_or_else(|| format!("{} 当前材料或货币不足。", recipe.name))?;
let created_item = build_forge_recipe_result_item(
game_state,
recipe.id,
current_world_type(game_state).as_deref(),
);
let next_inventory =
add_inventory_items_to_list(consumed_inventory, vec![created_item.clone()]);
write_i32_field(
game_state,
"playerCurrency",
player_currency.saturating_sub(recipe.currency_cost),
);
write_player_inventory_values(game_state, next_inventory);
Ok(StoryResolution {
action_text: resolve_action_text(
&format!("制作{}", read_inventory_item_name(&created_item)),
request,
),
result_text: build_forge_success_text(
"craft",
Some(recipe.name),
None,
Some(read_inventory_item_name(&created_item).as_str()),
&[],
Some(format_currency_text(
recipe.currency_cost,
current_world_type(game_state).as_deref(),
)),
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: Some(build_current_build_toast(game_state)),
})
}
pub(super) fn resolve_forge_dismantle_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
ensure_inventory_action_available(
game_state,
"缺少玩家角色,无法执行拆解。",
"战斗中无法执行拆解。",
)?;
let item_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "itemId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "forge_dismantle 缺少 itemId".to_string())?;
let item = find_player_inventory_entry(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "未找到可拆解的物品。".to_string())?;
if read_i32_field(&item, "quantity").unwrap_or(0) <= 0 {
return Err("未找到可拆解的物品。".to_string());
}
let outputs = build_dismantle_outputs(game_state, &item)
.ok_or_else(|| format!("{} 当前不支持拆解。", read_inventory_item_name(&item)))?;
let mut next_inventory = read_player_inventory_values(game_state);
next_inventory = remove_inventory_item_from_list(next_inventory, item_id.as_str(), 1);
next_inventory = add_inventory_items_to_list(next_inventory, outputs.clone());
write_player_inventory_values(game_state, next_inventory);
let output_names = outputs
.iter()
.map(read_inventory_item_name)
.collect::<Vec<_>>();
Ok(StoryResolution {
action_text: resolve_action_text(
&format!("拆解{}", read_inventory_item_name(&item)),
request,
),
result_text: build_forge_success_text(
"dismantle",
None,
Some(read_inventory_item_name(&item).as_str()),
None,
output_names.as_slice(),
None,
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: Some(build_current_build_toast(game_state)),
})
}
pub(super) fn resolve_forge_reforge_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
ensure_inventory_action_available(
game_state,
"缺少玩家角色,无法执行重铸。",
"战斗中无法执行重铸。",
)?;
let item_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "itemId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "forge_reforge 缺少 itemId".to_string())?;
let item = find_player_inventory_entry(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "未找到可重铸的物品。".to_string())?;
if read_i32_field(&item, "quantity").unwrap_or(0) <= 0 {
return Err("未找到可重铸的物品。".to_string());
}
let slot_id = resolve_equipment_slot_for_item(&item);
let reforge_cost = reforge_cost_definition(slot_id);
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
if player_currency < reforge_cost.currency_cost {
return Err(format!(
"{} 当前不满足重铸条件。",
read_inventory_item_name(&item)
));
}
let reforged_item = build_reforged_item(game_state, &item)
.ok_or_else(|| format!("{} 当前不满足重铸条件。", read_inventory_item_name(&item)))?;
let base_inventory = remove_inventory_item_from_list(
read_player_inventory_values(game_state),
item_id.as_str(),
1,
);
let consumed_inventory = apply_forge_requirements_if_possible(
base_inventory.as_slice(),
reforge_cost.requirements.as_slice(),
)
.ok_or_else(|| format!("{} 当前不满足重铸条件。", read_inventory_item_name(&item)))?;
let next_inventory =
add_inventory_items_to_list(consumed_inventory, vec![reforged_item.clone()]);
write_player_inventory_values(game_state, next_inventory);
write_i32_field(
game_state,
"playerCurrency",
player_currency.saturating_sub(reforge_cost.currency_cost),
);
Ok(StoryResolution {
action_text: resolve_action_text(
&format!("重铸{}", read_inventory_item_name(&item)),
request,
),
result_text: build_forge_success_text(
"reforge",
None,
Some(read_inventory_item_name(&item).as_str()),
Some(read_inventory_item_name(&reforged_item).as_str()),
&[],
Some(format_currency_text(
reforge_cost.currency_cost,
current_world_type(game_state).as_deref(),
)),
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: Some(build_current_build_toast(game_state)),
})
}

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use super::*;
pub(super) fn resolve_npc_preview_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let npc_name = current_encounter_name(game_state);
write_bool_field(game_state, "npcInteractionActive", true);
Ok(StoryResolution {
action_text: resolve_action_text("转向眼前角色", request),
result_text: format!("{npc_name} 注意到了你的靠近,正在等你先把话说出来。"),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![build_status_patch(game_state)],
battle: None,
toast: None,
})
}
pub(super) fn resolve_npc_affinity_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
default_action_text: &str,
affinity_delta: i32,
fallback_result_text: &str,
) -> Result<StoryResolution, String> {
write_bool_field(game_state, "npcInteractionActive", true);
let affinity_patch = adjust_current_npc_affinity(game_state, affinity_delta).map(
|(npc_id, previous_affinity, next_affinity)| RuntimeStoryPatch::NpcAffinityChanged {
npc_id,
previous_affinity,
next_affinity,
},
);
let mut patches = Vec::new();
if let Some(patch) = affinity_patch {
patches.push(patch);
}
patches.push(build_status_patch(game_state));
Ok(StoryResolution {
action_text: resolve_action_text(default_action_text, request),
result_text: fallback_result_text.to_string(),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches,
battle: None,
toast: None,
})
}
pub(super) fn resolve_npc_chat_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let chatted_count = read_current_npc_state_i32_field(game_state, "chattedCount").unwrap_or(0);
let affinity_gain = (6 - chatted_count).max(2);
let result_text = format!(
"{} 愿意把话接下去,态度比刚才明显松动了一些。当前关系推进了 {} 点。",
current_encounter_name(game_state),
affinity_gain
);
let mut resolution = resolve_npc_affinity_action(
game_state,
request,
"继续交谈",
affinity_gain,
result_text.as_str(),
)?;
write_current_npc_state_i32_field(game_state, "chattedCount", chatted_count.saturating_add(1));
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
resolution.action_text = format!("继续和{}交谈", current_encounter_name(game_state));
Ok(resolution)
}
pub(super) fn resolve_npc_help_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
if read_current_npc_state_bool_field(game_state, "helpUsed").unwrap_or(false) {
return Err("当前 NPC 的一次性援手已经用完了".to_string());
}
restore_player_resource(game_state, 10, 8);
write_current_npc_state_bool_field(game_state, "helpUsed", true);
resolve_npc_affinity_action(
game_state,
request,
&format!("{}请求援手", current_encounter_name(game_state)),
4,
&format!(
"{} 给了你一次及时支援,你的状态暂时稳住了,关系也顺势拉近了一点。",
current_encounter_name(game_state)
),
)
}
pub(super) fn resolve_npc_battle_entry_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
function_id: &str,
) -> Result<StoryResolution, String> {
let npc_id = current_encounter_id(game_state).unwrap_or_else(|| "npc_current".to_string());
let npc_name = current_encounter_name(game_state);
let battle_mode = if function_id == "npc_spar" {
"spar"
} else {
"fight"
};
write_bool_field(game_state, "inBattle", true);
write_bool_field(game_state, "npcInteractionActive", false);
write_string_field(game_state, "currentBattleNpcId", npc_id.as_str());
write_string_field(game_state, "currentNpcBattleMode", battle_mode);
write_null_field(game_state, "currentNpcBattleOutcome");
Ok(StoryResolution {
action_text: resolve_action_text(
if battle_mode == "spar" {
"点到为止切磋"
} else {
"与对方战斗"
},
request,
),
result_text: format!(
"{npc_name} 已经进入{}节奏,下一步必须按战斗动作结算。",
battle_mode_text(battle_mode)
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![build_status_patch(game_state)],
battle: Some(RuntimeBattlePresentation {
target_id: Some(npc_id),
target_name: Some(npc_name),
damage_dealt: None,
damage_taken: None,
outcome: Some("ongoing".to_string()),
}),
toast: None,
})
}
pub(super) fn resolve_npc_recruit_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let npc_id = current_encounter_id(game_state).unwrap_or_else(|| "npc_current".to_string());
let npc_name = current_encounter_name(game_state);
let current_affinity = read_current_npc_affinity(game_state);
if read_current_npc_state_bool_field(game_state, "recruited").unwrap_or(false) {
return Err("当前 NPC 已经处于已招募状态".to_string());
}
if current_affinity < 60 {
return Err("当前关系还没达到招募阈值,暂时不能邀请入队".to_string());
}
let release_npc_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "releaseNpcId"));
let released_companion_name = recruit_companion_to_party(
game_state,
npc_id.as_str(),
npc_name.as_str(),
release_npc_id.as_deref(),
)?;
let affinity_patch =
set_current_npc_recruited(game_state, true).map(|(previous_affinity, next_affinity)| {
RuntimeStoryPatch::NpcAffinityChanged {
npc_id: npc_id.clone(),
previous_affinity,
next_affinity,
}
});
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
write_bool_field(game_state, "npcInteractionActive", false);
clear_encounter_only(game_state);
write_null_field(game_state, "currentNpcBattleMode");
write_null_field(game_state, "currentNpcBattleOutcome");
write_bool_field(game_state, "inBattle", false);
let mut patches = Vec::new();
if let Some(patch) = affinity_patch {
patches.push(patch);
}
patches.push(build_status_patch(game_state));
patches.push(RuntimeStoryPatch::EncounterChanged { encounter_id: None });
Ok(StoryResolution {
action_text: resolve_action_text(&format!("邀请{npc_name}加入队伍"), request),
result_text: match released_companion_name {
Some(released_name) => format!(
"{npc_name} 接受了你的邀请,你先让 {released_name} 暂时离队,把位置腾给了新的同行者。"
),
None => format!("{npc_name} 接受了你的邀请,正式进入了同行队伍。"),
},
story_text: None,
presentation_options: None,
saved_current_story: None,
patches,
battle: None,
toast: Some(format!("{npc_name} 已加入队伍")),
})
}
/// 先按 NPC 当前遭遇态结算简化版买卖逻辑,保持与 Node compat 一致的字段写回,
/// 后续再由真相态 inventory / runtime-item reducer 接管。
pub(super) fn resolve_npc_trade_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let (_npc_id, npc_name) = current_npc_trade_context(game_state)?;
let payload = request.action.payload.as_ref();
let mode = payload
.and_then(|value| read_optional_string_field(value, "mode"))
.ok_or_else(|| "npc_trade 缺少合法 mode需为 buy 或 sell".to_string())?;
if mode != "buy" && mode != "sell" {
return Err("npc_trade 缺少合法 mode需为 buy 或 sell".to_string());
}
let item_id = payload
.and_then(|value| {
read_optional_string_field(value, "itemId")
.or_else(|| read_optional_string_field(value, "selectedNpcItemId"))
.or_else(|| read_optional_string_field(value, "selectedPlayerItemId"))
})
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "npc_trade 缺少 itemId".to_string())?;
let quantity = payload
.and_then(|value| read_i32_field(value, "quantity"))
.unwrap_or(1)
.max(1);
if mode == "buy" {
let npc_item = read_current_npc_inventory_item(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "目标商品不存在或库存不足。".to_string())?;
let available_quantity = read_i32_field(&npc_item, "quantity").unwrap_or(0).max(0);
if available_quantity < quantity {
return Err("目标商品不存在或库存不足。".to_string());
}
let total_price = npc_purchase_price(&npc_item, read_current_npc_affinity(game_state))
.saturating_mul(quantity);
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
if player_currency < total_price {
return Err("当前钱币不足,无法完成购买。".to_string());
}
write_i32_field(game_state, "playerCurrency", player_currency - total_price);
add_player_inventory_items(
game_state,
vec![clone_inventory_item_with_quantity(&npc_item, quantity)],
);
remove_current_npc_inventory_item(game_state, item_id.as_str(), quantity);
mark_current_npc_first_meaningful_contact_resolved(game_state);
let item_name = read_inventory_item_name(&npc_item);
return Ok(StoryResolution {
action_text: resolve_action_text(
&format!(
"{}手里买下{}{}",
npc_name,
item_name,
trade_quantity_suffix(quantity)
),
request,
),
result_text: format!(
"{}收下了{},把{}{}卖给了你。",
npc_name,
format_currency_text(
total_price,
read_optional_string_field(game_state, "worldType").as_deref()
),
item_name,
trade_quantity_suffix(quantity)
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: None,
});
}
let player_item = find_player_inventory_entry(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "背包里没有足够数量的目标物品。".to_string())?;
let available_quantity = read_i32_field(&player_item, "quantity").unwrap_or(0).max(0);
if available_quantity < quantity {
return Err("背包里没有足够数量的目标物品。".to_string());
}
let total_price = npc_buyback_price(&player_item, read_current_npc_affinity(game_state))
.saturating_mul(quantity);
let player_currency = read_i32_field(game_state, "playerCurrency").unwrap_or(0);
write_i32_field(
game_state,
"playerCurrency",
player_currency.saturating_add(total_price),
);
remove_player_inventory_item(game_state, item_id.as_str(), quantity);
add_current_npc_inventory_items(
game_state,
vec![clone_inventory_item_with_quantity(&player_item, quantity)],
);
mark_current_npc_first_meaningful_contact_resolved(game_state);
let item_name = read_inventory_item_name(&player_item);
Ok(StoryResolution {
action_text: resolve_action_text(
&format!(
"{}{}卖给{}",
item_name,
trade_quantity_suffix(quantity),
npc_name
),
request,
),
result_text: format!(
"{}收下了{}{},付给你{}。",
npc_name,
item_name,
trade_quantity_suffix(quantity),
format_currency_text(
total_price,
read_optional_string_field(game_state, "worldType").as_deref()
)
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: Vec::new(),
battle: None,
toast: None,
})
}
pub(super) fn resolve_npc_gift_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let (npc_id, npc_name) = current_npc_trade_context(game_state)?;
let item_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "itemId"))
.or_else(|| request.action.target_id.clone())
.ok_or_else(|| "npc_gift 缺少 itemId".to_string())?;
let gift_item = find_player_inventory_entry(game_state, item_id.as_str())
.cloned()
.ok_or_else(|| "背包里没有这件可赠送的物品。".to_string())?;
if read_i32_field(&gift_item, "quantity").unwrap_or(0) <= 0 {
return Err("背包里没有这件可赠送的物品。".to_string());
}
let previous_affinity = read_current_npc_affinity(game_state);
let affinity_gain = resolve_npc_gift_affinity_gain(&gift_item);
let next_affinity = (previous_affinity + affinity_gain).clamp(-100, 100);
remove_player_inventory_item(game_state, item_id.as_str(), 1);
add_current_npc_inventory_items(
game_state,
vec![clone_inventory_item_with_quantity(&gift_item, 1)],
);
write_current_npc_state_i32_field(game_state, "affinity", next_affinity);
let next_gifts_given =
read_current_npc_state_i32_field(game_state, "giftsGiven").unwrap_or(0) + 1;
write_current_npc_state_i32_field(game_state, "giftsGiven", next_gifts_given);
mark_current_npc_first_meaningful_contact_resolved(game_state);
Ok(StoryResolution {
action_text: resolve_action_text(
&format!("{}赠给{}", read_inventory_item_name(&gift_item), npc_name),
request,
),
result_text: build_npc_gift_result_text(
npc_name.as_str(),
&gift_item,
affinity_gain,
next_affinity,
),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![RuntimeStoryPatch::NpcAffinityChanged {
npc_id,
previous_affinity,
next_affinity,
}],
battle: None,
toast: None,
})
}

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@@ -0,0 +1,230 @@
use super::*;
pub(super) fn resolve_npc_gift_affinity_gain(item: &Value) -> i32 {
let rarity_score = match item_rarity_key(item).as_str() {
"legendary" => 5,
"epic" => 4,
"rare" => 3,
"uncommon" => 2,
_ => 1,
};
let tags = read_array_field(item, "tags")
.into_iter()
.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
.collect::<Vec<_>>();
let mana_bonus = if tags.iter().any(|tag| tag == "mana") {
3
} else {
0
};
let healing_bonus = if tags.iter().any(|tag| tag == "healing") {
3
} else {
0
};
(4 + rarity_score * 3 + mana_bonus + healing_bonus).min(24)
}
pub(super) fn build_npc_gift_result_text(
npc_name: &str,
item: &Value,
affinity_gain: i32,
next_affinity: i32,
) -> String {
let shift_text = if affinity_gain >= 12 {
"态度一下子软化了许多"
} else if affinity_gain >= 8 {
"态度明显和缓下来"
} else if affinity_gain >= 5 {
"态度比先前亲近了一些"
} else {
"态度略微放松了些"
};
let affinity_text = if next_affinity >= 90 {
"对你高度信赖,言谈间明显亲近,几乎已经把你当成自己人。"
} else if next_affinity >= 60 {
"对你已经建立起稳固信任,愿意进一步合作。"
} else if next_affinity >= 30 {
"对你的态度明显友善了许多,也更愿意正常交流。"
} else if next_affinity >= 15 {
"戒备开始松动,愿意试探性地配合你的节奏。"
} else if next_affinity >= 0 {
"仍保持明显距离,只会给出谨慎而有限的回应。"
} else {
"关系已经降到冰点,对你几乎不再保留善意。"
};
format!(
"{}收下了{}{}{}",
npc_name,
read_inventory_item_name(item),
shift_text,
affinity_text
)
}
fn inventory_item_value(item: &Value) -> i32 {
if let Some(explicit_value) = read_i32_field(item, "value") {
return explicit_value.max(8);
}
let rarity_base = match item_rarity_key(item).as_str() {
"legendary" => 168,
"epic" => 92,
"rare" => 48,
"uncommon" => 24,
_ => 12,
};
let category = read_optional_string_field(item, "category").unwrap_or_default();
let tags = read_array_field(item, "tags")
.into_iter()
.filter_map(|tag| tag.as_str().map(|value| value.to_string()))
.collect::<Vec<_>>();
let mut value = rarity_base;
if tags.iter().any(|tag| tag == "weapon") {
value += 14;
}
if tags.iter().any(|tag| tag == "armor") {
value += 12;
}
if tags.iter().any(|tag| tag == "relic") {
value += 16;
}
if tags.iter().any(|tag| tag == "mana") {
value += 8;
}
if tags.iter().any(|tag| tag == "healing") {
value += 8;
}
if tags.iter().any(|tag| tag == "material") {
value += 4;
}
if category.contains("专属") {
value += 10;
}
value.max(8)
}
fn discount_tier_for_affinity(affinity: i32) -> i32 {
if affinity >= 90 {
3
} else if affinity >= 60 {
2
} else if affinity >= 30 {
1
} else {
0
}
}
pub(super) fn npc_purchase_price(item: &Value, affinity: i32) -> i32 {
let discount_multiplier = 1.0 - f64::from(discount_tier_for_affinity(affinity)) * 0.08;
(f64::from(inventory_item_value(item)) * discount_multiplier)
.round()
.max(6.0) as i32
}
pub(super) fn npc_buyback_price(item: &Value, affinity: i32) -> i32 {
let buyback_multiplier = 0.4 + f64::from(discount_tier_for_affinity(affinity)) * 0.06;
(f64::from(inventory_item_value(item)) * buyback_multiplier)
.round()
.max(4.0) as i32
}
pub(super) fn trade_quantity_suffix(quantity: i32) -> String {
if quantity > 1 {
format!(" x{quantity}")
} else {
String::new()
}
}
pub(super) fn format_currency_text(value: i32, world_type: Option<&str>) -> String {
let currency_name = match world_type {
Some("XIANXIA") => "灵石",
Some("WUXIA") => "铜钱",
_ => "钱币",
};
format!("{value} {currency_name}")
}
fn add_companion_if_absent(
game_state: &mut Value,
npc_id: &str,
character_id: Option<String>,
joined_at_affinity: i32,
) {
let root = ensure_json_object(game_state);
let companions = root
.entry("companions".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !companions.is_array() {
*companions = Value::Array(Vec::new());
}
let items = companions
.as_array_mut()
.expect("companions should be array");
if items
.iter()
.any(|item| read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id))
{
return;
}
items.push(json!({
"npcId": npc_id,
"characterId": character_id,
"joinedAtAffinity": joined_at_affinity,
}));
}
fn remove_companion_by_npc_id(game_state: &mut Value, npc_id: &str) -> Option<Value> {
let root = ensure_json_object(game_state);
let companions = root
.entry("companions".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !companions.is_array() {
*companions = Value::Array(Vec::new());
}
let items = companions
.as_array_mut()
.expect("companions should be array");
let index = items.iter().position(|item| {
read_optional_string_field(item, "npcId").is_some_and(|value| value == npc_id)
})?;
Some(items.remove(index))
}
/// compat bridge 先只维护一个轻量队伍名单,继续复用旧前端的满员换队语义。
pub(super) fn recruit_companion_to_party(
game_state: &mut Value,
npc_id: &str,
_npc_name: &str,
release_npc_id: Option<&str>,
) -> Result<Option<String>, String> {
let companion_count = read_array_field(game_state, "companions").len();
if companion_count < MAX_TASK5_COMPANIONS {
add_companion_if_absent(
game_state,
npc_id,
None,
read_current_npc_affinity(game_state),
);
return Ok(None);
}
let Some(release_npc_id) = release_npc_id.and_then(normalize_required_string) else {
return Err("队伍已满时必须明确指定一名离队同伴".to_string());
};
let released_companion = remove_companion_by_npc_id(game_state, release_npc_id.as_str())
.ok_or_else(|| "指定的离队同伴不存在,无法完成换队招募".to_string())?;
let released_name = read_optional_string_field(&released_companion, "displayName")
.or_else(|| read_optional_string_field(&released_companion, "name"))
.or_else(|| read_optional_string_field(&released_companion, "npcName"))
.unwrap_or_else(|| release_npc_id.clone());
add_companion_if_absent(
game_state,
npc_id,
None,
read_current_npc_affinity(game_state),
);
Ok(Some(released_name))
}

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@@ -0,0 +1,928 @@
use super::*;
pub(super) fn build_runtime_story_state_response(
requested_session_id: &str,
client_version: Option<u32>,
mut snapshot: RuntimeStorySnapshotPayload,
) -> RuntimeStoryActionResponse {
ensure_runtime_story_bridge_state(&mut snapshot.game_state);
let session_id = read_runtime_session_id(&snapshot.game_state)
.unwrap_or_else(|| requested_session_id.to_string());
let options =
build_runtime_story_options(snapshot.current_story.as_ref(), &snapshot.game_state);
let story_text = read_story_text(snapshot.current_story.as_ref())
.unwrap_or_else(|| build_fallback_story_text(&snapshot.game_state));
let server_version = read_u32_field(&snapshot.game_state, "runtimeActionVersion")
.or(client_version)
.unwrap_or(0);
build_runtime_story_action_response(RuntimeStoryActionResponseParts {
requested_session_id: session_id,
server_version,
snapshot,
action_text: String::new(),
result_text: String::new(),
story_text,
options,
patches: Vec::new(),
toast: None,
battle: None,
})
}
pub(super) fn build_runtime_story_action_response(
parts: RuntimeStoryActionResponseParts,
) -> RuntimeStoryActionResponse {
let session_id = read_runtime_session_id(&parts.snapshot.game_state)
.unwrap_or_else(|| parts.requested_session_id);
RuntimeStoryActionResponse {
session_id,
server_version: parts.server_version,
view_model: build_runtime_story_view_model(&parts.snapshot.game_state, &parts.options),
presentation: RuntimeStoryPresentation {
action_text: parts.action_text,
result_text: parts.result_text,
story_text: parts.story_text,
options: parts.options,
toast: parts.toast,
battle: parts.battle,
},
patches: parts.patches,
snapshot: parts.snapshot,
}
}
pub(super) fn build_runtime_story_view_model(
game_state: &Value,
options: &[RuntimeStoryOptionView],
) -> RuntimeStoryViewModel {
RuntimeStoryViewModel {
player: RuntimeStoryPlayerViewModel {
hp: read_i32_field(game_state, "playerHp").unwrap_or(0),
max_hp: read_i32_field(game_state, "playerMaxHp").unwrap_or(1),
mana: read_i32_field(game_state, "playerMana").unwrap_or(0),
max_mana: read_i32_field(game_state, "playerMaxMana").unwrap_or(1),
},
encounter: build_runtime_story_encounter(game_state),
companions: build_runtime_story_companions(game_state),
available_options: options.to_vec(),
status: RuntimeStoryStatusViewModel {
in_battle: read_bool_field(game_state, "inBattle").unwrap_or(false),
npc_interaction_active: read_bool_field(game_state, "npcInteractionActive")
.unwrap_or(false),
current_npc_battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
current_npc_battle_outcome: read_optional_string_field(
game_state,
"currentNpcBattleOutcome",
),
},
}
}
pub(super) fn build_dialogue_current_story(
npc_name: &str,
text: &str,
deferred_options: &[RuntimeStoryOptionView],
) -> Value {
let continue_option = build_continue_adventure_runtime_story_option();
// 对齐 Node 旧 currentStory先展示单轮对话只把真实下一步选项压到 deferredOptions。
json!({
"text": text,
"options": vec![build_story_option_from_runtime_option(&continue_option)],
"displayMode": "dialogue",
"dialogue": parse_dialogue_turns(text, npc_name),
"streaming": false,
"deferredOptions": deferred_options
.iter()
.map(build_story_option_from_runtime_option)
.collect::<Vec<_>>(),
})
}
pub(super) fn build_continue_adventure_runtime_story_option() -> RuntimeStoryOptionView {
build_static_runtime_story_option(CONTINUE_ADVENTURE_FUNCTION_ID, "继续推进冒险", "story")
}
pub(super) fn parse_dialogue_turns(text: &str, npc_name: &str) -> Vec<Value> {
let mut turns = Vec::new();
for raw_line in text.lines() {
let line = raw_line.trim();
if line.is_empty() {
continue;
}
if let Some(turn) = parse_dialogue_line(line, npc_name) {
turns.push(turn);
}
}
if turns.is_empty() && !text.trim().is_empty() {
turns.push(json!({
"speaker": "npc",
"speakerName": npc_name,
"text": text.trim(),
}));
}
turns
}
pub(super) fn parse_dialogue_line(line: &str, npc_name: &str) -> Option<Value> {
let delimiter_index = line.find('').or_else(|| line.find(':'))?;
let speaker_name = line[..delimiter_index].trim();
let content_start = delimiter_index + line[delimiter_index..].chars().next()?.len_utf8();
let content = line[content_start..].trim();
if content.is_empty() {
return None;
}
if speaker_name == "" {
return Some(json!({
"speaker": "player",
"text": content,
}));
}
if speaker_name == npc_name {
return Some(json!({
"speaker": "npc",
"speakerName": npc_name,
"text": content,
}));
}
Some(json!({
"speaker": "companion",
"speakerName": speaker_name,
"text": content,
}))
}
pub(super) fn build_runtime_story_companions(
game_state: &Value,
) -> Vec<RuntimeStoryCompanionViewModel> {
read_array_field(game_state, "companions")
.into_iter()
.filter_map(|entry| {
let npc_id = read_required_string_field(entry, "npcId")?;
Some(RuntimeStoryCompanionViewModel {
npc_id,
character_id: read_optional_string_field(entry, "characterId"),
joined_at_affinity: read_i32_field(entry, "joinedAtAffinity").unwrap_or(0),
})
})
.collect()
}
pub(super) fn build_runtime_story_encounter(
game_state: &Value,
) -> Option<RuntimeStoryEncounterViewModel> {
let encounter = read_object_field(game_state, "currentEncounter")?;
let npc_name = read_required_string_field(encounter, "npcName")
.or_else(|| read_required_string_field(encounter, "name"))
.unwrap_or_else(|| "当前遭遇".to_string());
let encounter_id =
read_required_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
let npc_state = resolve_current_encounter_npc_state(game_state, &encounter_id, &npc_name);
Some(RuntimeStoryEncounterViewModel {
id: encounter_id,
kind: read_required_string_field(encounter, "kind").unwrap_or_else(|| "npc".to_string()),
npc_name,
hostile: read_bool_field(encounter, "hostile").unwrap_or(false),
affinity: npc_state.and_then(|state| read_i32_field(state, "affinity")),
recruited: npc_state.and_then(|state| read_bool_field(state, "recruited")),
interaction_active: read_bool_field(game_state, "npcInteractionActive").unwrap_or(false),
battle_mode: read_optional_string_field(game_state, "currentNpcBattleMode"),
})
}
pub(super) fn resolve_current_encounter_npc_state<'a>(
game_state: &'a Value,
encounter_id: &str,
npc_name: &str,
) -> Option<&'a Value> {
let npc_states = read_object_field(game_state, "npcStates")?;
npc_states
.get(encounter_id)
.or_else(|| npc_states.get(npc_name))
}
pub(super) fn build_runtime_story_options(
current_story: Option<&Value>,
game_state: &Value,
) -> Vec<RuntimeStoryOptionView> {
if let Some(story) = current_story {
let prefers_deferred = read_required_string_field(story, "displayMode")
.is_some_and(|value| value == "dialogue")
&& !read_array_field(story, "deferredOptions").is_empty();
let source = if prefers_deferred {
read_array_field(story, "deferredOptions")
} else {
read_array_field(story, "options")
};
let compiled = source
.into_iter()
.filter_map(build_runtime_story_option_from_story_option)
.collect::<Vec<_>>();
if !compiled.is_empty() {
return compiled;
}
}
build_fallback_runtime_story_options(game_state)
}
pub(super) fn build_runtime_story_option_from_story_option(
value: &Value,
) -> Option<RuntimeStoryOptionView> {
let function_id = read_required_string_field(value, "functionId")?;
let action_text = read_required_string_field(value, "actionText")
.or_else(|| read_required_string_field(value, "text"))
.unwrap_or_else(|| function_id.clone());
Some(RuntimeStoryOptionView {
scope: infer_option_scope(function_id.as_str()).to_string(),
detail_text: read_optional_string_field(value, "detailText"),
interaction: build_runtime_story_option_interaction(read_field(value, "interaction")),
payload: read_field(value, "runtimePayload")
.or_else(|| read_field(value, "payload"))
.cloned(),
disabled: read_bool_field(value, "disabled"),
reason: read_optional_string_field(value, "disabledReason")
.or_else(|| read_optional_string_field(value, "reason")),
function_id,
action_text,
})
}
pub(super) fn build_runtime_story_option_interaction(
value: Option<&Value>,
) -> Option<RuntimeStoryOptionInteraction> {
let interaction = value?;
match read_required_string_field(interaction, "kind")?.as_str() {
"npc" => Some(RuntimeStoryOptionInteraction::Npc {
npc_id: read_required_string_field(interaction, "npcId")?,
action: read_required_string_field(interaction, "action")?,
quest_id: read_optional_string_field(interaction, "questId"),
}),
_ => None,
}
}
pub(super) fn build_fallback_runtime_story_options(
game_state: &Value,
) -> Vec<RuntimeStoryOptionView> {
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
return build_battle_runtime_story_options(game_state);
}
let encounter = read_object_field(game_state, "currentEncounter");
if let Some(encounter) = encounter {
if matches!(
read_required_string_field(encounter, "kind").as_deref(),
Some("npc")
) {
let interaction_active =
read_bool_field(game_state, "npcInteractionActive").unwrap_or(false);
let npc_id = read_required_string_field(encounter, "id")
.unwrap_or_else(|| "npc_current".to_string());
if let Some(active_quest) = find_active_quest_for_issuer(game_state, npc_id.as_str()) {
if read_optional_string_field(active_quest, "status")
.is_some_and(|status| status == "completed")
{
return vec![
build_npc_runtime_story_option_with_quest(
"npc_quest_turn_in",
&format!("{}交付委托", current_encounter_name(game_state)),
&npc_id,
"quest_turn_in",
read_optional_string_field(active_quest, "id"),
),
build_npc_runtime_story_option(
"npc_leave",
"离开当前角色",
&npc_id,
"leave",
),
];
}
}
if interaction_active {
return build_active_npc_runtime_story_options(game_state, npc_id.as_str());
}
return vec![
build_npc_runtime_story_option("npc_preview_talk", "转向眼前角色", &npc_id, "chat"),
build_npc_runtime_story_option("npc_fight", "与对方战斗", &npc_id, "fight"),
build_npc_runtime_story_option("npc_leave", "离开当前角色", &npc_id, "leave"),
];
}
}
vec![
build_static_runtime_story_option("idle_observe_signs", "观察周围迹象", "story"),
build_static_runtime_story_option("idle_call_out", "主动出声试探", "story"),
build_static_runtime_story_option("idle_rest_focus", "原地调息", "story"),
build_static_runtime_story_option("idle_explore_forward", "继续向前探索", "story"),
build_static_runtime_story_option("idle_travel_next_scene", "前往相邻场景", "story"),
build_static_runtime_story_option(CONTINUE_ADVENTURE_FUNCTION_ID, "继续推进冒险", "story"),
]
}
pub(super) fn build_static_runtime_story_option(
function_id: &str,
action_text: &str,
scope: &str,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
function_id: function_id.to_string(),
action_text: action_text.to_string(),
detail_text: None,
scope: scope.to_string(),
interaction: None,
payload: None,
disabled: None,
reason: None,
}
}
pub(super) fn build_runtime_story_option_with_payload(
function_id: &str,
action_text: &str,
scope: &str,
detail_text: Option<String>,
payload: Value,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
detail_text,
payload: Some(payload),
..build_static_runtime_story_option(function_id, action_text, scope)
}
}
pub(super) fn build_disabled_runtime_story_option(
function_id: &str,
action_text: &str,
scope: &str,
detail_text: Option<String>,
reason: &str,
payload: Option<Value>,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
detail_text,
payload,
disabled: Some(true),
reason: Some(reason.to_string()),
..build_static_runtime_story_option(function_id, action_text, scope)
}
}
pub(super) fn build_npc_runtime_story_option(
function_id: &str,
action_text: &str,
npc_id: &str,
action: &str,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
interaction: Some(RuntimeStoryOptionInteraction::Npc {
npc_id: npc_id.to_string(),
action: action.to_string(),
quest_id: None,
}),
..build_static_runtime_story_option(function_id, action_text, "npc")
}
}
pub(super) fn build_npc_runtime_story_option_with_payload(
function_id: &str,
action_text: &str,
npc_id: &str,
action: &str,
payload: Value,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
payload: Some(payload),
..build_npc_runtime_story_option(function_id, action_text, npc_id, action)
}
}
pub(super) fn build_npc_runtime_story_option_with_quest(
function_id: &str,
action_text: &str,
npc_id: &str,
action: &str,
quest_id: Option<String>,
) -> RuntimeStoryOptionView {
RuntimeStoryOptionView {
interaction: Some(RuntimeStoryOptionInteraction::Npc {
npc_id: npc_id.to_string(),
action: action.to_string(),
quest_id,
}),
..build_static_runtime_story_option(function_id, action_text, "npc")
}
}
/// 对齐 Node 旧 compat 入口顺序,在 NPC 交互态下统一补齐交易、赠礼、委托与招募入口。
pub(super) fn build_active_npc_runtime_story_options(
game_state: &Value,
npc_id: &str,
) -> Vec<RuntimeStoryOptionView> {
let mut options = vec![
build_npc_runtime_story_option("npc_chat", "继续交谈", npc_id, "chat"),
build_npc_help_runtime_story_option(game_state, npc_id),
build_npc_runtime_story_option("npc_spar", "点到为止切磋", npc_id, "spar"),
build_npc_runtime_story_option("npc_fight", "与对方战斗", npc_id, "fight"),
];
if current_npc_inventory_items(game_state)
.iter()
.any(|item| read_i32_field(item, "quantity").unwrap_or(0) > 0)
{
options.push(build_npc_runtime_story_option(
"npc_trade",
"交易",
npc_id,
"trade",
));
}
if has_giftable_player_inventory(game_state) {
options.push(build_npc_runtime_story_option(
"npc_gift",
"赠送礼物",
npc_id,
"gift",
));
}
let active_quest = find_active_quest_for_issuer(game_state, npc_id);
if let Some(active_quest) = active_quest {
let can_turn_in = read_optional_string_field(active_quest, "status")
.is_some_and(|status| status == "completed" || status == "ready_to_turn_in");
if can_turn_in {
options.push(build_npc_runtime_story_option_with_quest(
"npc_quest_turn_in",
&format!("{}交付委托", current_encounter_name(game_state)),
npc_id,
"quest_turn_in",
read_optional_string_field(active_quest, "id"),
));
}
} else {
options.push(build_npc_runtime_story_option(
"npc_quest_accept",
"接下委托",
npc_id,
"quest_accept",
));
}
if read_current_npc_affinity(game_state) >= 60
&& !read_current_npc_state_bool_field(game_state, "recruited").unwrap_or(false)
{
options.push(build_npc_runtime_story_option(
"npc_recruit",
"邀请同行",
npc_id,
"recruit",
));
}
options.push(build_npc_runtime_story_option(
"npc_leave",
"离开当前角色",
npc_id,
"leave",
));
options
}
pub(super) fn build_npc_help_runtime_story_option(
game_state: &Value,
npc_id: &str,
) -> RuntimeStoryOptionView {
if read_current_npc_state_bool_field(game_state, "helpUsed").unwrap_or(false) {
return build_disabled_runtime_story_option(
"npc_help",
"请求援手",
"npc",
None,
"当前 NPC 的一次性援手已经用完了。",
None,
);
}
build_npc_runtime_story_option("npc_help", "请求援手", npc_id, "help")
}
pub(super) fn current_encounter_npc_quest_context(
game_state: &Value,
) -> Result<CurrentEncounterNpcQuestContext, String> {
let encounter = read_object_field(game_state, "currentEncounter")
.ok_or_else(|| "当前不在可结算的 NPC 委托态。".to_string())?;
let kind = read_required_string_field(encounter, "kind")
.ok_or_else(|| "当前不在可结算的 NPC 委托态。".to_string())?;
if kind != "npc" {
return Err("当前不在可结算的 NPC 委托态。".to_string());
}
let npc_name = read_optional_string_field(encounter, "npcName")
.or_else(|| read_optional_string_field(encounter, "name"))
.unwrap_or_else(|| "当前角色".to_string());
let npc_id = read_optional_string_field(encounter, "id").unwrap_or_else(|| npc_name.clone());
if resolve_current_encounter_npc_state(game_state, npc_id.as_str(), npc_name.as_str()).is_none()
{
return Err("当前 NPC 状态不存在,无法处理委托。".to_string());
}
Ok(CurrentEncounterNpcQuestContext { npc_id, npc_name })
}
pub(super) fn read_pending_quest_offer_context(
current_story: Option<&Value>,
npc_key: &str,
) -> Option<PendingQuestOfferContext> {
let current_story = current_story?;
let npc_chat_state = read_object_field(current_story, "npcChatState")?;
let pending_offer = read_object_field(npc_chat_state, "pendingQuestOffer")?;
let quest = read_object_field(pending_offer, "quest")?.clone();
let quest_id = read_optional_string_field(&quest, "id")?;
let pending_npc_id = read_optional_string_field(npc_chat_state, "npcId");
let issuer_npc_id = read_optional_string_field(&quest, "issuerNpcId");
if pending_npc_id
.as_deref()
.is_some_and(|value| value != npc_key)
{
return None;
}
if issuer_npc_id
.as_deref()
.is_some_and(|value| value != npc_key)
{
return None;
}
Some(PendingQuestOfferContext {
dialogue: read_array_field(current_story, "dialogue")
.into_iter()
.cloned()
.collect(),
turn_count: read_i32_field(npc_chat_state, "turnCount").unwrap_or(0),
custom_input_placeholder: read_optional_string_field(
npc_chat_state,
"customInputPlaceholder",
)
.unwrap_or_else(|| "输入你想对 TA 说的话".to_string()),
quest,
quest_id,
intro_text: read_optional_string_field(pending_offer, "introText"),
})
}
pub(super) fn build_quest_offer_dialogue_text(npc_name: &str, quest: &Value) -> String {
let summary_text = read_optional_string_field(quest, "summary")
.or_else(|| read_optional_string_field(quest, "description"))
.unwrap_or_default();
if summary_text.is_empty() {
return format!(
"{npc_name}沉吟了片刻,像是终于把真正想托付的事说了出来。如果你愿意,我想把眼前这件事正式交给你。"
);
}
format!(
"{npc_name}沉吟了片刻,像是终于把真正想托付的事说了出来。如果你愿意,我想把这件事正式交给你:{summary_text}"
)
}
pub(super) fn append_dialogue_turns(existing: &[Value], additions: Vec<Value>) -> Vec<Value> {
let mut dialogue = existing.to_vec();
dialogue.extend(additions);
dialogue
}
pub(super) fn build_pending_quest_offer_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
vec![
build_npc_runtime_story_option_with_payload(
"npc_chat_quest_offer_view",
"查看任务",
npc_id,
"quest_offer_view",
json!({
"npcChatQuestOfferAction": "view"
}),
),
build_npc_runtime_story_option_with_payload(
"npc_chat_quest_offer_replace",
"更换任务",
npc_id,
"quest_offer_replace",
json!({
"npcChatQuestOfferAction": "replace"
}),
),
build_npc_runtime_story_option_with_payload(
"npc_chat_quest_offer_abandon",
"放弃任务",
npc_id,
"quest_offer_abandon",
json!({
"npcChatQuestOfferAction": "abandon"
}),
),
]
}
pub(super) fn build_post_quest_offer_chat_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
vec![
build_npc_runtime_story_option(
"npc_chat",
"那先继续聊聊你刚才没说完的部分",
npc_id,
"chat",
),
build_npc_runtime_story_option(
"npc_chat",
"除了委托,你对眼前局势还有什么判断",
npc_id,
"chat",
),
build_npc_runtime_story_option(
"npc_chat",
"先把这附近真正危险的地方说清楚",
npc_id,
"chat",
),
]
}
pub(super) fn build_post_quest_accept_chat_options(npc_id: &str) -> Vec<RuntimeStoryOptionView> {
vec![
build_npc_runtime_story_option("npc_chat", "这件事里你最担心哪一步", npc_id, "chat"),
build_npc_runtime_story_option("npc_chat", "我回来时你最想先知道什么", npc_id, "chat"),
build_npc_runtime_story_option(
"npc_chat",
"除了这份委托,你还想提醒我什么",
npc_id,
"chat",
),
]
}
pub(super) fn build_pending_quest_offer_story(
dialogue: Vec<Value>,
npc_id: &str,
npc_name: &str,
turn_count: i32,
custom_input_placeholder: &str,
pending_quest: Option<Value>,
options: &[RuntimeStoryOptionView],
) -> Value {
json!({
"text": dialogue
.iter()
.filter_map(|entry| read_optional_string_field(entry, "text"))
.collect::<Vec<_>>()
.join("\n"),
"options": options.iter().map(build_story_option_from_runtime_option).collect::<Vec<_>>(),
"displayMode": "dialogue",
"dialogue": dialogue,
"streaming": false,
"npcChatState": {
"npcId": npc_id,
"npcName": npc_name,
"turnCount": turn_count,
"customInputPlaceholder": custom_input_placeholder,
"pendingQuestOffer": pending_quest.map(|quest| json!({ "quest": quest })),
}
})
}
pub(super) fn build_next_pending_quest_offer(
game_state: &Value,
npc_id: &str,
npc_name: &str,
previous_quest_id: Option<&str>,
) -> Value {
let next_id = if previous_quest_id.is_some_and(|id| id == "quest-bridge-offer") {
"quest-bridge-replaced"
} else {
"quest-generated-replaced"
};
let title = if next_id == "quest-bridge-replaced" {
"断桥夜巡"
} else {
"新的临时委托"
};
let scene_id = read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "id"));
json!({
"id": next_id,
"issuerNpcId": npc_id,
"issuerNpcName": npc_name,
"sceneId": scene_id,
"title": title,
"description": format!("{title}的详细说明。"),
"summary": format!("{title}的简要目标。"),
"objective": {
"kind": "talk_to_npc",
"requiredCount": 1
},
"progress": 0,
"status": "active",
"reward": {
"affinityBonus": 6,
"currency": 30,
"items": []
},
"rewardText": "完成后可以领取报酬。",
"steps": [{
"id": format!("{next_id}-step-1"),
"title": "查清线索",
"kind": "talk_to_npc",
"requiredCount": 1,
"progress": 0,
"revealText": "先去断桥口附近把相关线索问清楚。",
"completeText": "关键线索已经问清。"
}],
"activeStepId": format!("{next_id}-step-1")
})
}
pub(super) fn find_active_quest_for_issuer<'a>(
game_state: &'a Value,
issuer_npc_id: &str,
) -> Option<&'a Value> {
read_array_field(game_state, "quests")
.into_iter()
.find(|quest| {
read_optional_string_field(quest, "issuerNpcId").as_deref() == Some(issuer_npc_id)
&& read_optional_string_field(quest, "status")
.is_some_and(|status| status != "turned_in")
})
}
pub(super) fn push_quest_record(game_state: &mut Value, quest: &Value) {
let root = ensure_json_object(game_state);
let quests = root
.entry("quests".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !quests.is_array() {
*quests = Value::Array(Vec::new());
}
quests
.as_array_mut()
.expect("quests should be array")
.push(quest.clone());
}
pub(super) fn first_quest_reveal_text(quest: &Value) -> Option<String> {
read_array_field(quest, "steps")
.first()
.and_then(|step| read_optional_string_field(step, "revealText"))
}
pub(super) fn build_quest_accept_result_text(quest: &Value) -> String {
let issuer_name =
read_optional_string_field(quest, "issuerNpcName").unwrap_or_else(|| "对方".to_string());
let title = read_optional_string_field(quest, "title").unwrap_or_else(|| "委托".to_string());
format!("你正式接下了 {issuer_name} 的委托「{title}」,接下来可以开始推进任务目标。")
}
pub(super) fn turn_in_quest_record(
game_state: &mut Value,
issuer_npc_id: &str,
quest_id: &str,
) -> Result<Value, String> {
let root = ensure_json_object(game_state);
let quests = root
.entry("quests".to_string())
.or_insert_with(|| Value::Array(Vec::new()));
if !quests.is_array() {
*quests = Value::Array(Vec::new());
}
let quests = quests.as_array_mut().expect("quests should be array");
let Some(index) = quests.iter().position(|quest| {
read_optional_string_field(quest, "id").as_deref() == Some(quest_id)
&& read_optional_string_field(quest, "issuerNpcId").as_deref() == Some(issuer_npc_id)
}) else {
return Err("当前没有可交付的委托。".to_string());
};
let mut turned_in = quests[index].clone();
if read_optional_string_field(&turned_in, "status").as_deref() != Some("completed") {
return Err("这份委托还没有达到可交付状态。".to_string());
}
if let Some(object) = turned_in.as_object_mut() {
object.insert("status".to_string(), Value::String("turned_in".to_string()));
object.insert("completionNotified".to_string(), Value::Bool(true));
if let Some(steps) = object.get_mut("steps").and_then(Value::as_array_mut) {
for step in steps.iter_mut() {
let required_count = read_i32_field(step, "requiredCount").unwrap_or(0);
if let Some(step_object) = step.as_object_mut() {
step_object.insert("progress".to_string(), json!(required_count.max(0)));
}
}
}
}
quests[index] = turned_in.clone();
Ok(turned_in)
}
pub(super) fn build_quest_turn_in_result_text(quest: &Value) -> String {
let title = read_optional_string_field(quest, "title").unwrap_or_else(|| "委托".to_string());
let reward_text = read_optional_string_field(quest, "rewardText")
.unwrap_or_else(|| "报酬已经结清。".to_string());
format!("你已经完成并交付了「{title}」。{reward_text}")
}
pub(super) fn apply_quest_turn_in_rewards(game_state: &mut Value, quest: &Value) {
let Some(reward) = read_field(quest, "reward") else {
return;
};
let currency = read_i32_field(reward, "currency").unwrap_or(0).max(0);
if currency > 0 {
add_player_currency(game_state, currency);
}
let reward_items = read_array_field(reward, "items")
.into_iter()
.cloned()
.collect::<Vec<_>>();
if !reward_items.is_empty() {
add_player_inventory_items(game_state, reward_items);
}
let experience = read_i32_field(reward, "experience").unwrap_or(0).max(0);
if experience > 0 {
grant_player_progression_experience(game_state, experience, "quest");
}
}
pub(super) fn infer_option_scope(function_id: &str) -> &'static str {
if function_id.starts_with("battle_") || function_id == "inventory_use" {
"combat"
} else if function_id.starts_with("npc_") {
"npc"
} else {
"story"
}
}
pub(super) fn build_legacy_current_story(
story_text: &str,
options: &[RuntimeStoryOptionView],
) -> Value {
json!({
"text": story_text,
"options": options.iter().map(build_story_option_from_runtime_option).collect::<Vec<_>>(),
"streaming": false
})
}
pub(super) fn build_story_option_from_runtime_option(option: &RuntimeStoryOptionView) -> Value {
json!({
"functionId": option.function_id,
"actionText": option.action_text,
"text": option.action_text,
"detailText": option.detail_text,
"visuals": {
"playerAnimation": "idle",
"playerMoveMeters": 0,
"playerOffsetY": 0,
"playerFacing": "right",
"scrollWorld": false,
"monsterChanges": []
},
"interaction": option.interaction,
"runtimePayload": option.payload,
"disabled": option.disabled,
"disabledReason": option.reason,
})
}
pub(super) fn read_story_text(current_story: Option<&Value>) -> Option<String> {
current_story.and_then(|story| read_optional_string_field(story, "text"))
}
pub(super) fn build_fallback_story_text(game_state: &Value) -> String {
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
let encounter_name = read_object_field(game_state, "currentEncounter")
.and_then(|encounter| read_optional_string_field(encounter, "npcName"))
.unwrap_or_else(|| "眼前的敌人".to_string());
return format!("战斗还没有结束,{encounter_name} 仍在逼你立刻做出下一步判断。");
}
if let Some(encounter) = read_object_field(game_state, "currentEncounter")
&& let Some(npc_name) = read_optional_string_field(encounter, "npcName")
{
return format!("{npc_name} 正在等你表态,当前局势已经可以继续推进。");
}
"当前故事状态已经同步到兼容状态桥,可以继续推进这一轮运行时动作。".to_string()
}

View File

@@ -0,0 +1,234 @@
use super::*;
pub(super) fn resolve_pending_quest_offer_view_action(
game_state: &mut Value,
current_story: Option<&Value>,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let encounter = current_encounter_npc_quest_context(game_state)?;
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
.ok_or_else(|| "当前没有待处理的委托可查看。".to_string())?;
Ok(StoryResolution {
action_text: resolve_action_text(&format!("查看{}提出的委托", encounter.npc_name), request),
result_text: pending_offer.intro_text.clone().unwrap_or_else(|| {
build_quest_offer_dialogue_text(encounter.npc_name.as_str(), &pending_offer.quest)
}),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![],
battle: None,
toast: None,
})
}
pub(super) fn resolve_pending_quest_offer_replace_action(
game_state: &mut Value,
current_story: Option<&Value>,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let encounter = current_encounter_npc_quest_context(game_state)?;
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
.ok_or_else(|| "当前没有待处理的委托可更换。".to_string())?;
let next_quest = build_next_pending_quest_offer(
game_state,
encounter.npc_id.as_str(),
encounter.npc_name.as_str(),
Some(pending_offer.quest_id.as_str()),
);
let quest_text = build_quest_offer_dialogue_text(encounter.npc_name.as_str(), &next_quest);
let dialogue = append_dialogue_turns(
pending_offer.dialogue.as_slice(),
vec![
json!({
"speaker": "player",
"text": "能不能换一份更适合眼下局势的委托?"
}),
json!({
"speaker": "npc",
"speakerName": encounter.npc_name,
"text": quest_text,
}),
],
);
let options = build_pending_quest_offer_options(encounter.npc_id.as_str());
let saved_current_story = build_pending_quest_offer_story(
dialogue,
encounter.npc_id.as_str(),
encounter.npc_name.as_str(),
pending_offer.turn_count,
pending_offer.custom_input_placeholder.as_str(),
Some(next_quest.clone()),
options.as_slice(),
);
Ok(StoryResolution {
action_text: resolve_action_text(&format!("{}更换委托", encounter.npc_name), request),
result_text: quest_text.clone(),
story_text: Some(quest_text),
presentation_options: Some(options),
saved_current_story: Some(saved_current_story),
patches: vec![],
battle: None,
toast: None,
})
}
pub(super) fn resolve_pending_quest_offer_abandon_action(
game_state: &mut Value,
current_story: Option<&Value>,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let encounter = current_encounter_npc_quest_context(game_state)?;
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
.ok_or_else(|| "当前没有待处理的委托可放弃。".to_string())?;
let npc_reply = format!(
"{}点了点头,没有继续强求,只把这份委托暂时收了回去。",
encounter.npc_name
);
let dialogue = append_dialogue_turns(
pending_offer.dialogue.as_slice(),
vec![
json!({
"speaker": "player",
"text": "这件事我先不接,咱们还是先聊别的。"
}),
json!({
"speaker": "npc",
"speakerName": encounter.npc_name,
"text": npc_reply,
}),
],
);
let options = build_post_quest_offer_chat_options(encounter.npc_id.as_str());
let saved_current_story = build_pending_quest_offer_story(
dialogue,
encounter.npc_id.as_str(),
encounter.npc_name.as_str(),
pending_offer.turn_count,
pending_offer.custom_input_placeholder.as_str(),
None,
options.as_slice(),
);
Ok(StoryResolution {
action_text: resolve_action_text(&format!("暂不接受{}的委托", encounter.npc_name), request),
result_text: npc_reply.clone(),
story_text: Some(npc_reply),
presentation_options: Some(options),
saved_current_story: Some(saved_current_story),
patches: vec![],
battle: None,
toast: None,
})
}
pub(super) fn resolve_pending_quest_accept_action(
game_state: &mut Value,
current_story: Option<&Value>,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let encounter = current_encounter_npc_quest_context(game_state)?;
let pending_offer = read_pending_quest_offer_context(current_story, encounter.npc_id.as_str())
.ok_or_else(|| "当前没有待处理的委托可接下。".to_string())?;
if find_active_quest_for_issuer(game_state, encounter.npc_id.as_str()).is_some() {
return Err("当前角色已经有未结清的委托。".to_string());
}
let quest = pending_offer.quest.clone();
push_quest_record(game_state, &quest);
increment_runtime_stat(game_state, "questsAccepted", 1);
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
let reply_text = first_quest_reveal_text(&quest)
.map(|text| format!("那就拜托你了。{text}"))
.unwrap_or_else(|| {
format!(
"那就拜托你了。{}",
read_optional_string_field(&quest, "summary")
.unwrap_or_else(|| "这份委托的关键要点我已经交给你。".to_string())
)
});
let dialogue = append_dialogue_turns(
pending_offer.dialogue.as_slice(),
vec![
json!({
"speaker": "player",
"text": "这件事我愿意接下,你把关键要点交给我。"
}),
json!({
"speaker": "npc",
"speakerName": encounter.npc_name,
"text": reply_text,
}),
],
);
let options = build_post_quest_accept_chat_options(encounter.npc_id.as_str());
let saved_current_story = build_pending_quest_offer_story(
dialogue,
encounter.npc_id.as_str(),
encounter.npc_name.as_str(),
pending_offer.turn_count,
pending_offer.custom_input_placeholder.as_str(),
None,
options.as_slice(),
);
Ok(StoryResolution {
action_text: resolve_action_text(&format!("接下{}的委托", encounter.npc_name), request),
result_text: build_quest_accept_result_text(&quest),
story_text: Some(
saved_current_story["text"]
.as_str()
.unwrap_or_default()
.to_string(),
),
presentation_options: Some(options),
saved_current_story: Some(saved_current_story),
patches: vec![],
battle: None,
toast: None,
})
}
pub(super) fn resolve_pending_quest_turn_in_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
let encounter = current_encounter_npc_quest_context(game_state)?;
let quest_id = request
.action
.payload
.as_ref()
.and_then(|payload| read_optional_string_field(payload, "questId"))
.or_else(|| request.action.target_id.clone())
.or_else(|| {
find_active_quest_for_issuer(game_state, encounter.npc_id.as_str())
.and_then(|quest| read_optional_string_field(quest, "id"))
})
.ok_or_else(|| "当前没有可交付的委托。".to_string())?;
let turned_in = turn_in_quest_record(game_state, encounter.npc_id.as_str(), quest_id.as_str())?;
let previous_affinity = read_current_npc_affinity(game_state);
let affinity_bonus = read_field(&turned_in, "reward")
.and_then(|reward| read_i32_field(reward, "affinityBonus"))
.unwrap_or(0);
let next_affinity = previous_affinity.saturating_add(affinity_bonus);
write_current_npc_state_i32_field(game_state, "affinity", next_affinity);
write_current_npc_state_bool_field(game_state, "firstMeaningfulContactResolved", true);
apply_quest_turn_in_rewards(game_state, &turned_in);
Ok(StoryResolution {
action_text: resolve_action_text(&format!("{}交付委托", encounter.npc_name), request),
result_text: build_quest_turn_in_result_text(&turned_in),
story_text: None,
presentation_options: None,
saved_current_story: None,
patches: vec![RuntimeStoryPatch::NpcAffinityChanged {
npc_id: encounter.npc_id,
previous_affinity,
next_affinity,
}],
battle: None,
toast: None,
})
}

File diff suppressed because it is too large Load Diff

View File

@@ -51,6 +51,28 @@
5. `story-sessions/begin`
6. `story-sessions/continue`
当前阶段新增 Stage6 `character visual` 兼容 DTO
1. `assets/character-visual/generate`
2. `assets/character-visual/jobs/:taskId`
3. `assets/character-visual/publish`
当前阶段新增 Stage7 `character animation` 模板与导入兼容 DTO
1. `assets/character-animation/templates`
2. `assets/character-animation/import-video`
当前阶段新增 Stage8 `character workflow cache` 第一批兼容 DTO
1. `assets/character-workflow-cache`
2. `assets/character-workflow-cache/:characterId`
当前阶段新增 Stage9 `character animation` 主链兼容 DTO
1. `assets/character-animation/generate`
2. `assets/character-animation/jobs/:taskId`
3. `assets/character-animation/publish`
当前阶段新增 Stage5 `runtime story` 兼容桥 DTO 基线:
1. `runtime/story/state/resolve` 请求 DTO

View File

@@ -4,6 +4,7 @@ use platform_oss::{
OssObjectAccess, OssPostObjectFormFields, OssPostObjectResponse, OssSignedGetObjectUrlResponse,
};
use serde::{Deserialize, Serialize};
use serde_json::Value;
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
@@ -83,6 +84,289 @@ pub struct BindAssetObjectRequest {
pub profile_id: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "kebab-case")]
pub enum CharacterVisualSourceMode {
TextToImage,
ImageToImage,
Upload,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterVisualGenerateRequest {
pub character_id: String,
pub source_mode: CharacterVisualSourceMode,
pub prompt_text: String,
#[serde(default)]
pub character_brief_text: Option<String>,
#[serde(default)]
pub reference_image_data_urls: Vec<String>,
pub candidate_count: u32,
pub image_model: String,
pub size: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterVisualDraftPayload {
pub id: String,
pub label: String,
pub image_src: String,
pub width: u32,
pub height: u32,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterVisualGenerateResponse {
pub ok: bool,
pub task_id: String,
pub model: String,
pub prompt: String,
pub drafts: Vec<CharacterVisualDraftPayload>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "lowercase")]
pub enum CharacterAssetJobStatusText {
Queued,
Running,
Completed,
Failed,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAssetJobStatusPayload {
pub task_id: String,
pub kind: String,
pub status: CharacterAssetJobStatusText,
pub character_id: String,
#[serde(skip_serializing_if = "Option::is_none")]
pub animation: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub strategy: Option<String>,
pub model: String,
pub prompt: String,
pub created_at: String,
pub updated_at: String,
#[serde(skip_serializing_if = "Option::is_none")]
pub result: Option<Value>,
#[serde(skip_serializing_if = "Option::is_none")]
pub error_message: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterVisualPublishRequest {
pub character_id: String,
pub source_mode: CharacterVisualSourceMode,
#[serde(default)]
pub prompt_text: Option<String>,
pub selected_preview_source: String,
#[serde(default)]
pub preview_sources: Vec<String>,
pub width: u32,
pub height: u32,
#[serde(default)]
pub update_character_override: Option<bool>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterVisualPublishResponse {
pub ok: bool,
pub asset_id: String,
pub portrait_path: String,
pub override_map: Value,
pub save_message: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationTemplatePayload {
pub id: String,
pub label: String,
pub animation: String,
pub prompt_suffix: String,
pub notes: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationTemplatesResponse {
pub ok: bool,
pub templates: Vec<CharacterAnimationTemplatePayload>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationImportVideoRequest {
pub character_id: String,
pub animation: String,
pub video_source: String,
#[serde(default)]
pub source_label: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationImportVideoResponse {
pub ok: bool,
pub imported_video_path: String,
pub draft_id: String,
pub save_message: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "kebab-case")]
pub enum CharacterAnimationStrategy {
ImageSequence,
ImageToVideo,
MotionTransfer,
ReferenceToVideo,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationGenerateRequest {
pub character_id: String,
pub strategy: CharacterAnimationStrategy,
pub animation: String,
pub prompt_text: String,
#[serde(default)]
pub character_brief_text: Option<String>,
#[serde(default)]
pub action_template_id: Option<String>,
pub visual_source: String,
#[serde(default)]
pub reference_image_data_urls: Vec<String>,
#[serde(default)]
pub reference_video_data_urls: Vec<String>,
#[serde(default)]
pub last_frame_image_data_url: Option<String>,
pub frame_count: u32,
pub fps: u32,
pub duration_seconds: u32,
#[serde(rename = "loop")]
pub loop_: bool,
pub use_chroma_key: bool,
pub resolution: String,
pub ratio: String,
pub image_sequence_model: String,
pub video_model: String,
pub reference_video_model: String,
pub motion_transfer_model: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationGenerateResponse {
pub ok: bool,
pub task_id: String,
pub strategy: CharacterAnimationStrategy,
pub model: String,
pub prompt: String,
#[serde(default, skip_serializing_if = "Vec::is_empty")]
pub image_sources: Vec<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub preview_video_path: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationDraftPayload {
pub frames_data_urls: Vec<String>,
pub fps: u32,
#[serde(rename = "loop")]
pub loop_: bool,
pub frame_width: u32,
pub frame_height: u32,
#[serde(default)]
pub preview_video_path: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationPublishRequest {
pub character_id: String,
pub visual_asset_id: String,
pub animations: BTreeMap<String, CharacterAnimationDraftPayload>,
#[serde(default)]
pub update_character_override: Option<bool>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterAnimationPublishResponse {
pub ok: bool,
pub animation_set_id: String,
pub override_map: Value,
pub animation_map: Value,
pub save_message: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterWorkflowCachePayload {
pub character_id: String,
pub visual_prompt_text: String,
pub animation_prompt_text: String,
pub visual_drafts: Vec<CharacterVisualDraftPayload>,
pub selected_visual_draft_id: String,
pub selected_animation: String,
#[serde(skip_serializing_if = "Option::is_none")]
pub image_src: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub generated_visual_asset_id: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub generated_animation_set_id: Option<String>,
#[serde(default)]
pub animation_map: Option<Value>,
#[serde(skip_serializing_if = "Option::is_none")]
pub updated_at: Option<String>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterWorkflowCacheSaveRequest {
pub character_id: String,
#[serde(default)]
pub visual_prompt_text: Option<String>,
#[serde(default)]
pub animation_prompt_text: Option<String>,
#[serde(default)]
pub visual_drafts: Vec<CharacterVisualDraftPayload>,
#[serde(default)]
pub selected_visual_draft_id: Option<String>,
#[serde(default)]
pub selected_animation: Option<String>,
#[serde(default)]
pub image_src: Option<String>,
#[serde(default)]
pub generated_visual_asset_id: Option<String>,
#[serde(default)]
pub generated_animation_set_id: Option<String>,
#[serde(default)]
pub animation_map: Option<Value>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterWorkflowCacheGetResponse {
pub ok: bool,
pub cache: Option<CharacterWorkflowCachePayload>,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
#[serde(rename_all = "camelCase")]
pub struct CharacterWorkflowCacheSaveResponse {
pub ok: bool,
pub cache: CharacterWorkflowCachePayload,
pub save_message: String,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
#[serde(rename_all = "camelCase")]
pub struct CreateDirectUploadTicketResponse {
@@ -358,4 +642,177 @@ mod tests {
assert_eq!(payload["assetObject"]["accessPolicy"], json!("private"));
assert_eq!(payload["assetObject"]["contentLength"], json!(1024));
}
#[test]
fn character_visual_source_mode_uses_legacy_kebab_case() {
let payload = serde_json::to_value(CharacterVisualSourceMode::ImageToImage)
.expect("source mode should serialize");
assert_eq!(payload, json!("image-to-image"));
}
#[test]
fn character_visual_generate_response_keeps_legacy_shape() {
let payload = serde_json::to_value(CharacterVisualGenerateResponse {
ok: true,
task_id: "visual_1".to_string(),
model: "rust-svg-character-visual".to_string(),
prompt: "角色提示词".to_string(),
drafts: vec![CharacterVisualDraftPayload {
id: "candidate-1".to_string(),
label: "候选 1".to_string(),
image_src: "/generated-character-drafts/hero/visual/visual_1/candidate-01.svg"
.to_string(),
width: 1024,
height: 1024,
}],
})
.expect("response should serialize");
assert_eq!(payload["ok"], json!(true));
assert_eq!(payload["taskId"], json!("visual_1"));
assert_eq!(
payload["drafts"][0]["imageSrc"],
json!("/generated-character-drafts/hero/visual/visual_1/candidate-01.svg")
);
}
#[test]
fn character_animation_templates_response_keeps_legacy_shape() {
let payload = serde_json::to_value(CharacterAnimationTemplatesResponse {
ok: true,
templates: vec![CharacterAnimationTemplatePayload {
id: "idle_loop".to_string(),
label: "待机循环".to_string(),
animation: "idle".to_string(),
prompt_suffix: "保持呼吸感。".to_string(),
notes: "默认待机模板。".to_string(),
}],
})
.expect("response should serialize");
assert_eq!(payload["ok"], json!(true));
assert_eq!(payload["templates"][0]["id"], json!("idle_loop"));
assert_eq!(
payload["templates"][0]["promptSuffix"],
json!("保持呼吸感。")
);
}
#[test]
fn character_animation_import_video_response_keeps_legacy_shape() {
let payload =
serde_json::to_value(CharacterAnimationImportVideoResponse {
ok: true,
imported_video_path:
"/generated-character-drafts/hero/animation/idle/import-1/reference.mp4"
.to_string(),
draft_id: "animation-import-1".to_string(),
save_message: "参考视频已导入 OSS 草稿区。".to_string(),
})
.expect("response should serialize");
assert_eq!(
payload["importedVideoPath"],
json!("/generated-character-drafts/hero/animation/idle/import-1/reference.mp4")
);
assert_eq!(payload["draftId"], json!("animation-import-1"));
}
#[test]
fn character_workflow_cache_response_keeps_legacy_shape() {
let payload = serde_json::to_value(CharacterWorkflowCacheSaveResponse {
ok: true,
cache: CharacterWorkflowCachePayload {
character_id: "hero".to_string(),
visual_prompt_text: "主形象".to_string(),
animation_prompt_text: "待机".to_string(),
visual_drafts: vec![CharacterVisualDraftPayload {
id: "draft-1".to_string(),
label: "候选 1".to_string(),
image_src: "/generated-character-drafts/hero/visual/job/candidate.svg"
.to_string(),
width: 1024,
height: 1536,
}],
selected_visual_draft_id: "draft-1".to_string(),
selected_animation: "idle".to_string(),
image_src: Some("/generated-characters/hero/master.png".to_string()),
generated_visual_asset_id: None,
generated_animation_set_id: None,
animation_map: Some(json!({ "idle": { "frames": 4 } })),
updated_at: Some("2026-04-22T12:00:00Z".to_string()),
},
save_message: "角色形象生成缓存已更新。".to_string(),
})
.expect("response should serialize");
assert_eq!(payload["ok"], json!(true));
assert_eq!(payload["cache"]["characterId"], json!("hero"));
assert_eq!(
payload["cache"]["visualDrafts"][0]["imageSrc"],
json!("/generated-character-drafts/hero/visual/job/candidate.svg")
);
assert_eq!(payload["cache"]["animationMap"]["idle"]["frames"], json!(4));
}
#[test]
fn character_animation_strategy_uses_legacy_kebab_case() {
let payload = serde_json::to_value(CharacterAnimationStrategy::MotionTransfer)
.expect("strategy should serialize");
assert_eq!(payload, json!("motion-transfer"));
}
#[test]
fn character_animation_generate_response_keeps_image_sequence_shape() {
let payload = serde_json::to_value(CharacterAnimationGenerateResponse {
ok: true,
task_id: "animation_1".to_string(),
strategy: CharacterAnimationStrategy::ImageSequence,
model: "rust-svg-animation-sequence".to_string(),
prompt: "待机动作".to_string(),
image_sources: vec![
"/generated-character-drafts/hero/animation/idle/job/frame-01.svg".to_string(),
],
preview_video_path: None,
})
.expect("response should serialize");
assert_eq!(payload["ok"], json!(true));
assert_eq!(payload["taskId"], json!("animation_1"));
assert_eq!(payload["strategy"], json!("image-sequence"));
assert_eq!(
payload["imageSources"][0],
json!("/generated-character-drafts/hero/animation/idle/job/frame-01.svg")
);
}
#[test]
fn character_animation_publish_response_keeps_legacy_shape() {
let payload = serde_json::to_value(CharacterAnimationPublishResponse {
ok: true,
animation_set_id: "animation-set-1".to_string(),
override_map: json!({}),
animation_map: json!({
"idle": {
"folder": "idle",
"prefix": "frame",
"frames": 2,
"startFrame": 1,
"extension": "svg",
"basePath": "/generated-animations/hero/animation-set-1/idle",
"frameWidth": 192,
"frameHeight": 256,
"fps": 8,
"loop": true
}
}),
save_message: "基础动作资源已写入 OSS 并绑定当前角色。".to_string(),
})
.expect("response should serialize");
assert_eq!(payload["animationSetId"], json!("animation-set-1"));
assert_eq!(payload["animationMap"]["idle"]["frames"], json!(2));
}
}

View File

@@ -116,10 +116,6 @@ pub enum RuntimeStoryOptionInteraction {
#[serde(default, skip_serializing_if = "Option::is_none")]
quest_id: Option<String>,
},
#[serde(rename_all = "camelCase")]
Treasure {
action: String,
},
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
@@ -308,11 +304,11 @@ mod tests {
assert_eq!(payload["clientVersion"], json!(8));
assert_eq!(payload["action"]["type"], json!("story_choice"));
assert_eq!(payload["action"]["functionId"], json!("npc_chat"));
assert_eq!(payload["action"]["targetId"], json!("npc_camp_firekeeper"));
assert_eq!(
payload["action"]["targetId"],
json!("npc_camp_firekeeper")
payload["snapshot"]["savedAt"],
json!("2026-04-22T12:00:00.000Z")
);
assert_eq!(payload["snapshot"]["savedAt"], json!("2026-04-22T12:00:00.000Z"));
}
#[test]

View File

@@ -0,0 +1,753 @@
#[spacetimedb::table(
accessor = ai_task,
index(accessor = by_ai_task_owner_user_id, btree(columns = [owner_user_id])),
index(accessor = by_ai_task_status, btree(columns = [status])),
index(accessor = by_ai_task_kind, btree(columns = [task_kind]))
)]
pub struct AiTask {
#[primary_key]
task_id: String,
task_kind: AiTaskKind,
owner_user_id: String,
request_label: String,
source_module: String,
source_entity_id: Option<String>,
request_payload_json: Option<String>,
status: AiTaskStatus,
failure_message: Option<String>,
latest_text_output: Option<String>,
latest_structured_payload_json: Option<String>,
version: u32,
created_at: Timestamp,
started_at: Option<Timestamp>,
completed_at: Option<Timestamp>,
updated_at: Timestamp,
}
#[spacetimedb::table(
accessor = ai_task_stage,
index(accessor = by_ai_task_stage_task_id, btree(columns = [task_id])),
index(accessor = by_ai_task_stage_task_order, btree(columns = [task_id, stage_order]))
)]
pub struct AiTaskStage {
#[primary_key]
task_stage_id: String,
task_id: String,
stage_kind: AiTaskStageKind,
label: String,
detail: String,
stage_order: u32,
status: AiTaskStageStatus,
text_output: Option<String>,
structured_payload_json: Option<String>,
warning_messages: Vec<String>,
started_at: Option<Timestamp>,
completed_at: Option<Timestamp>,
}
#[spacetimedb::table(
accessor = ai_text_chunk,
index(accessor = by_ai_text_chunk_task_id, btree(columns = [task_id])),
index(
accessor = by_ai_text_chunk_task_stage_sequence,
btree(columns = [task_id, stage_kind, sequence])
)
)]
pub struct AiTextChunk {
#[primary_key]
text_chunk_row_id: String,
chunk_id: String,
task_id: String,
stage_kind: AiTaskStageKind,
sequence: u32,
delta_text: String,
created_at: Timestamp,
}
#[spacetimedb::table(
accessor = ai_result_reference,
index(accessor = by_ai_result_reference_task_id, btree(columns = [task_id]))
)]
pub struct AiResultReference {
#[primary_key]
result_reference_row_id: String,
result_ref_id: String,
task_id: String,
reference_kind: AiResultReferenceKind,
reference_id: String,
label: Option<String>,
created_at: Timestamp,
}
// AI 任务当前先固定成 private 真相表,后续由 Axum / platform-llm 再往外包一层 HTTP 与 SSE 协议。
#[spacetimedb::reducer]
pub fn create_ai_task(ctx: &ReducerContext, input: AiTaskCreateInput) -> Result<(), String> {
create_ai_task_tx(ctx, input).map(|_| ())
}
#[spacetimedb::procedure]
pub fn create_ai_task_and_return(
ctx: &mut ProcedureContext,
input: AiTaskCreateInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| create_ai_task_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::reducer]
pub fn start_ai_task(ctx: &ReducerContext, input: AiTaskStartInput) -> Result<(), String> {
start_ai_task_tx(ctx, input).map(|_| ())
}
#[spacetimedb::reducer]
pub fn start_ai_task_stage(
ctx: &ReducerContext,
input: AiTaskStageStartInput,
) -> Result<(), String> {
start_ai_task_stage_tx(ctx, input).map(|_| ())
}
// 流式增量写入需要同步返回 chunk 与聚合后的任务快照,方便后续 Axum facade 直接复用。
#[spacetimedb::procedure]
pub fn append_ai_text_chunk_and_return(
ctx: &mut ProcedureContext,
input: AiTextChunkAppendInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| append_ai_text_chunk_tx(tx, input.clone())) {
Ok((task, text_chunk)) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: Some(text_chunk),
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::procedure]
pub fn complete_ai_stage_and_return(
ctx: &mut ProcedureContext,
input: AiStageCompletionInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| complete_ai_stage_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::procedure]
pub fn attach_ai_result_reference_and_return(
ctx: &mut ProcedureContext,
input: AiResultReferenceInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| attach_ai_result_reference_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::procedure]
pub fn complete_ai_task_and_return(
ctx: &mut ProcedureContext,
input: AiTaskFinishInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| complete_ai_task_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::procedure]
pub fn fail_ai_task_and_return(
ctx: &mut ProcedureContext,
input: AiTaskFailureInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| fail_ai_task_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
#[spacetimedb::procedure]
pub fn cancel_ai_task_and_return(
ctx: &mut ProcedureContext,
input: AiTaskCancelInput,
) -> AiTaskProcedureResult {
match ctx.try_with_tx(|tx| cancel_ai_task_tx(tx, input.clone())) {
Ok(task) => AiTaskProcedureResult {
ok: true,
task: Some(task),
text_chunk: None,
error_message: None,
},
Err(message) => AiTaskProcedureResult {
ok: false,
task: None,
text_chunk: None,
error_message: Some(message),
},
}
}
fn create_ai_task_tx(
ctx: &ReducerContext,
input: AiTaskCreateInput,
) -> Result<AiTaskSnapshot, String> {
validate_task_create_input(&input).map_err(|error| error.to_string())?;
if ctx.db.ai_task().task_id().find(&input.task_id).is_some() {
return Err("ai_task.task_id 已存在".to_string());
}
let task_snapshot = build_ai_task_snapshot_from_create_input(&input);
ctx.db.ai_task().insert(build_ai_task_row(&task_snapshot));
replace_ai_task_stages(ctx, &task_snapshot.task_id, &task_snapshot.stages);
get_ai_task_snapshot_tx(ctx, &task_snapshot.task_id)
}
fn start_ai_task_tx(
ctx: &ReducerContext,
input: AiTaskStartInput,
) -> Result<AiTaskSnapshot, String> {
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
snapshot.status = AiTaskStatus::Running;
if snapshot.started_at_micros.is_none() {
snapshot.started_at_micros = Some(input.started_at_micros);
}
snapshot.updated_at_micros = input.started_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn start_ai_task_stage_tx(
ctx: &ReducerContext,
input: AiTaskStageStartInput,
) -> Result<AiTaskSnapshot, String> {
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
let stage = snapshot
.stages
.iter_mut()
.find(|stage| stage.stage_kind == input.stage_kind)
.ok_or_else(|| "ai_task.stage 不存在".to_string())?;
snapshot.status = AiTaskStatus::Running;
if snapshot.started_at_micros.is_none() {
snapshot.started_at_micros = Some(input.started_at_micros);
}
stage.status = AiTaskStageStatus::Running;
if stage.started_at_micros.is_none() {
stage.started_at_micros = Some(input.started_at_micros);
}
snapshot.updated_at_micros = input.started_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn append_ai_text_chunk_tx(
ctx: &ReducerContext,
input: AiTextChunkAppendInput,
) -> Result<(AiTaskSnapshot, AiTextChunkSnapshot), String> {
if input.delta_text.trim().is_empty() {
return Err("ai_text_chunk.delta_text 不能为空".to_string());
}
if input.sequence == 0 {
return Err("ai_text_chunk.sequence 必须大于 0".to_string());
}
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
let stage = snapshot
.stages
.iter_mut()
.find(|stage| stage.stage_kind == input.stage_kind)
.ok_or_else(|| "ai_task.stage 不存在".to_string())?;
let chunk = AiTextChunkSnapshot {
chunk_id: generate_ai_text_chunk_id(input.created_at_micros, input.sequence),
task_id: input.task_id.trim().to_string(),
stage_kind: input.stage_kind,
sequence: input.sequence,
delta_text: input.delta_text.trim().to_string(),
created_at_micros: input.created_at_micros,
};
ctx.db
.ai_text_chunk()
.insert(build_ai_text_chunk_row(&chunk));
let aggregated_text = collect_ai_stage_text_output(ctx, &chunk.task_id, chunk.stage_kind);
snapshot.status = AiTaskStatus::Running;
if snapshot.started_at_micros.is_none() {
snapshot.started_at_micros = Some(input.created_at_micros);
}
stage.status = AiTaskStageStatus::Running;
if stage.started_at_micros.is_none() {
stage.started_at_micros = Some(input.created_at_micros);
}
stage.text_output = aggregated_text.clone();
snapshot.latest_text_output = aggregated_text;
snapshot.updated_at_micros = input.created_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok((snapshot, chunk))
}
fn complete_ai_stage_tx(
ctx: &ReducerContext,
input: AiStageCompletionInput,
) -> Result<AiTaskSnapshot, String> {
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
let stage = snapshot
.stages
.iter_mut()
.find(|stage| stage.stage_kind == input.stage_kind)
.ok_or_else(|| "ai_task.stage 不存在".to_string())?;
stage.status = AiTaskStageStatus::Completed;
stage.completed_at_micros = Some(input.completed_at_micros);
stage.text_output = normalize_optional_text(input.text_output.clone());
stage.structured_payload_json = normalize_optional_text(input.structured_payload_json.clone());
stage.warning_messages = normalize_string_list(input.warning_messages.clone());
snapshot.latest_text_output = stage.text_output.clone();
snapshot.latest_structured_payload_json = stage.structured_payload_json.clone();
snapshot.updated_at_micros = input.completed_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn attach_ai_result_reference_tx(
ctx: &ReducerContext,
input: AiResultReferenceInput,
) -> Result<AiTaskSnapshot, String> {
let reference_id = input.reference_id.trim().to_string();
if reference_id.is_empty() {
return Err("ai_result_reference.reference_id 不能为空".to_string());
}
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
let reference = AiResultReferenceSnapshot {
result_ref_id: generate_ai_result_ref_id(input.created_at_micros),
task_id: input.task_id.trim().to_string(),
reference_kind: input.reference_kind,
reference_id,
label: normalize_optional_text(input.label),
created_at_micros: input.created_at_micros,
};
ctx.db
.ai_result_reference()
.insert(build_ai_result_reference_row(&reference));
snapshot.result_references.push(reference);
snapshot.updated_at_micros = input.created_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn complete_ai_task_tx(
ctx: &ReducerContext,
input: AiTaskFinishInput,
) -> Result<AiTaskSnapshot, String> {
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
snapshot.status = AiTaskStatus::Completed;
snapshot.completed_at_micros = Some(input.completed_at_micros);
snapshot.updated_at_micros = input.completed_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn fail_ai_task_tx(
ctx: &ReducerContext,
input: AiTaskFailureInput,
) -> Result<AiTaskSnapshot, String> {
let failure_message = input.failure_message.trim().to_string();
if failure_message.is_empty() {
return Err("ai_task.failure_message 不能为空".to_string());
}
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
snapshot.status = AiTaskStatus::Failed;
snapshot.failure_message = Some(failure_message);
snapshot.completed_at_micros = Some(input.completed_at_micros);
snapshot.updated_at_micros = input.completed_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn cancel_ai_task_tx(
ctx: &ReducerContext,
input: AiTaskCancelInput,
) -> Result<AiTaskSnapshot, String> {
let mut snapshot = get_ai_task_snapshot_tx(ctx, &input.task_id)?;
ensure_ai_task_can_transition(snapshot.status)?;
snapshot.status = AiTaskStatus::Cancelled;
snapshot.completed_at_micros = Some(input.completed_at_micros);
snapshot.updated_at_micros = input.completed_at_micros;
snapshot.version += 1;
persist_ai_task_snapshot(ctx, &snapshot)?;
Ok(snapshot)
}
fn get_ai_task_snapshot_tx(ctx: &ReducerContext, task_id: &str) -> Result<AiTaskSnapshot, String> {
let row = ctx
.db
.ai_task()
.task_id()
.find(&task_id.trim().to_string())
.ok_or_else(|| "ai_task 不存在".to_string())?;
Ok(build_ai_task_snapshot_from_row(ctx, &row))
}
fn persist_ai_task_snapshot(ctx: &ReducerContext, snapshot: &AiTaskSnapshot) -> Result<(), String> {
ctx.db.ai_task().task_id().delete(&snapshot.task_id);
ctx.db.ai_task().insert(build_ai_task_row(snapshot));
replace_ai_task_stages(ctx, &snapshot.task_id, &snapshot.stages);
Ok(())
}
fn replace_ai_task_stages(ctx: &ReducerContext, task_id: &str, stages: &[AiTaskStageSnapshot]) {
let stage_ids = ctx
.db
.ai_task_stage()
.iter()
.filter(|row| row.task_id == task_id)
.map(|row| row.task_stage_id.clone())
.collect::<Vec<_>>();
for stage_id in stage_ids {
ctx.db.ai_task_stage().task_stage_id().delete(&stage_id);
}
for stage in stages {
ctx.db
.ai_task_stage()
.insert(build_ai_task_stage_row(task_id, stage));
}
}
fn collect_ai_stage_text_output(
ctx: &ReducerContext,
task_id: &str,
stage_kind: AiTaskStageKind,
) -> Option<String> {
let mut chunks = ctx
.db
.ai_text_chunk()
.iter()
.filter(|row| row.task_id == task_id && row.stage_kind == stage_kind)
.map(|row| build_ai_text_chunk_snapshot_from_row(&row))
.collect::<Vec<_>>();
chunks.sort_by_key(|chunk| chunk.sequence);
let aggregated = chunks
.into_iter()
.map(|chunk| chunk.delta_text)
.collect::<Vec<_>>()
.join("");
if aggregated.trim().is_empty() {
None
} else {
Some(aggregated)
}
}
fn ensure_ai_task_can_transition(status: AiTaskStatus) -> Result<(), String> {
if matches!(
status,
AiTaskStatus::Completed | AiTaskStatus::Failed | AiTaskStatus::Cancelled
) {
Err("当前 ai_task 状态不允许执行该操作".to_string())
} else {
Ok(())
}
}
fn build_ai_task_snapshot_from_create_input(input: &AiTaskCreateInput) -> AiTaskSnapshot {
AiTaskSnapshot {
task_id: input.task_id.trim().to_string(),
task_kind: input.task_kind,
owner_user_id: input.owner_user_id.trim().to_string(),
request_label: input.request_label.trim().to_string(),
source_module: input.source_module.trim().to_string(),
source_entity_id: normalize_optional_text(input.source_entity_id.clone()),
request_payload_json: normalize_optional_text(input.request_payload_json.clone()),
status: AiTaskStatus::Pending,
failure_message: None,
stages: input
.stages
.iter()
.map(|stage| AiTaskStageSnapshot {
stage_kind: stage.stage_kind,
label: stage.label.trim().to_string(),
detail: stage.detail.trim().to_string(),
order: stage.order,
status: AiTaskStageStatus::Pending,
text_output: None,
structured_payload_json: None,
warning_messages: Vec::new(),
started_at_micros: None,
completed_at_micros: None,
})
.collect(),
result_references: Vec::new(),
latest_text_output: None,
latest_structured_payload_json: None,
version: INITIAL_AI_TASK_VERSION,
created_at_micros: input.created_at_micros,
started_at_micros: None,
completed_at_micros: None,
updated_at_micros: input.created_at_micros,
}
}
fn build_ai_task_row(snapshot: &AiTaskSnapshot) -> AiTask {
AiTask {
task_id: snapshot.task_id.clone(),
task_kind: snapshot.task_kind,
owner_user_id: snapshot.owner_user_id.clone(),
request_label: snapshot.request_label.clone(),
source_module: snapshot.source_module.clone(),
source_entity_id: snapshot.source_entity_id.clone(),
request_payload_json: snapshot.request_payload_json.clone(),
status: snapshot.status,
failure_message: snapshot.failure_message.clone(),
latest_text_output: snapshot.latest_text_output.clone(),
latest_structured_payload_json: snapshot.latest_structured_payload_json.clone(),
version: snapshot.version,
created_at: Timestamp::from_micros_since_unix_epoch(snapshot.created_at_micros),
started_at: snapshot
.started_at_micros
.map(Timestamp::from_micros_since_unix_epoch),
completed_at: snapshot
.completed_at_micros
.map(Timestamp::from_micros_since_unix_epoch),
updated_at: Timestamp::from_micros_since_unix_epoch(snapshot.updated_at_micros),
}
}
fn build_ai_task_snapshot_from_row(ctx: &ReducerContext, row: &AiTask) -> AiTaskSnapshot {
let mut stages = ctx
.db
.ai_task_stage()
.iter()
.filter(|stage| stage.task_id == row.task_id)
.map(|stage| build_ai_task_stage_snapshot_from_row(&stage))
.collect::<Vec<_>>();
stages.sort_by_key(|stage| stage.order);
let mut result_references = ctx
.db
.ai_result_reference()
.iter()
.filter(|reference| reference.task_id == row.task_id)
.map(|reference| build_ai_result_reference_snapshot_from_row(&reference))
.collect::<Vec<_>>();
result_references.sort_by_key(|reference| reference.created_at_micros);
AiTaskSnapshot {
task_id: row.task_id.clone(),
task_kind: row.task_kind,
owner_user_id: row.owner_user_id.clone(),
request_label: row.request_label.clone(),
source_module: row.source_module.clone(),
source_entity_id: row.source_entity_id.clone(),
request_payload_json: row.request_payload_json.clone(),
status: row.status,
failure_message: row.failure_message.clone(),
stages,
result_references,
latest_text_output: row.latest_text_output.clone(),
latest_structured_payload_json: row.latest_structured_payload_json.clone(),
version: row.version,
created_at_micros: row.created_at.to_micros_since_unix_epoch(),
started_at_micros: row
.started_at
.map(|value| value.to_micros_since_unix_epoch()),
completed_at_micros: row
.completed_at
.map(|value| value.to_micros_since_unix_epoch()),
updated_at_micros: row.updated_at.to_micros_since_unix_epoch(),
}
}
fn build_ai_task_stage_row(task_id: &str, snapshot: &AiTaskStageSnapshot) -> AiTaskStage {
AiTaskStage {
task_stage_id: generate_ai_task_stage_id(task_id, snapshot.stage_kind),
task_id: task_id.to_string(),
stage_kind: snapshot.stage_kind,
label: snapshot.label.clone(),
detail: snapshot.detail.clone(),
stage_order: snapshot.order,
status: snapshot.status,
text_output: snapshot.text_output.clone(),
structured_payload_json: snapshot.structured_payload_json.clone(),
warning_messages: snapshot.warning_messages.clone(),
started_at: snapshot
.started_at_micros
.map(Timestamp::from_micros_since_unix_epoch),
completed_at: snapshot
.completed_at_micros
.map(Timestamp::from_micros_since_unix_epoch),
}
}
fn build_ai_task_stage_snapshot_from_row(row: &AiTaskStage) -> AiTaskStageSnapshot {
AiTaskStageSnapshot {
stage_kind: row.stage_kind,
label: row.label.clone(),
detail: row.detail.clone(),
order: row.stage_order,
status: row.status,
text_output: row.text_output.clone(),
structured_payload_json: row.structured_payload_json.clone(),
warning_messages: row.warning_messages.clone(),
started_at_micros: row
.started_at
.map(|value| value.to_micros_since_unix_epoch()),
completed_at_micros: row
.completed_at
.map(|value| value.to_micros_since_unix_epoch()),
}
}
fn build_ai_text_chunk_row(snapshot: &AiTextChunkSnapshot) -> AiTextChunk {
AiTextChunk {
text_chunk_row_id: format!(
"{}{}_{}_{}",
AI_TEXT_CHUNK_ID_PREFIX,
snapshot.task_id,
snapshot.stage_kind.as_str(),
snapshot.sequence
),
chunk_id: snapshot.chunk_id.clone(),
task_id: snapshot.task_id.clone(),
stage_kind: snapshot.stage_kind,
sequence: snapshot.sequence,
delta_text: snapshot.delta_text.clone(),
created_at: Timestamp::from_micros_since_unix_epoch(snapshot.created_at_micros),
}
}
fn build_ai_text_chunk_snapshot_from_row(row: &AiTextChunk) -> AiTextChunkSnapshot {
AiTextChunkSnapshot {
chunk_id: row.chunk_id.clone(),
task_id: row.task_id.clone(),
stage_kind: row.stage_kind,
sequence: row.sequence,
delta_text: row.delta_text.clone(),
created_at_micros: row.created_at.to_micros_since_unix_epoch(),
}
}
fn build_ai_result_reference_row(snapshot: &AiResultReferenceSnapshot) -> AiResultReference {
AiResultReference {
result_reference_row_id: format!(
"{}{}_{}",
AI_RESULT_REF_ID_PREFIX, snapshot.task_id, snapshot.result_ref_id
),
result_ref_id: snapshot.result_ref_id.clone(),
task_id: snapshot.task_id.clone(),
reference_kind: snapshot.reference_kind,
reference_id: snapshot.reference_id.clone(),
label: snapshot.label.clone(),
created_at: Timestamp::from_micros_since_unix_epoch(snapshot.created_at_micros),
}
}
fn build_ai_result_reference_snapshot_from_row(
row: &AiResultReference,
) -> AiResultReferenceSnapshot {
AiResultReferenceSnapshot {
result_ref_id: row.result_ref_id.clone(),
task_id: row.task_id.clone(),
reference_kind: row.reference_kind,
reference_id: row.reference_id.clone(),
label: row.label.clone(),
created_at_micros: row.created_at.to_micros_since_unix_epoch(),
}
}

View File

@@ -0,0 +1,305 @@
#[spacetimedb::table(
accessor = asset_object,
index(accessor = by_bucket_object_key, btree(columns = [bucket, object_key]))
)]
pub struct AssetObject {
#[primary_key]
asset_object_id: String,
// 正式对象定位固定拆成 bucket + object_key 两列,避免后续再从单字符串路径做 schema 拆分。
bucket: String,
object_key: String,
access_policy: AssetObjectAccessPolicy,
content_type: Option<String>,
content_length: u64,
content_hash: Option<String>,
version: u32,
source_job_id: Option<String>,
owner_user_id: Option<String>,
profile_id: Option<String>,
entity_id: Option<String>,
#[index(btree)]
asset_kind: String,
created_at: Timestamp,
updated_at: Timestamp,
}
#[spacetimedb::table(
accessor = asset_entity_binding,
index(accessor = by_entity_slot, btree(columns = [entity_kind, entity_id, slot])),
index(accessor = by_asset_object_id, btree(columns = [asset_object_id]))
)]
pub struct AssetEntityBinding {
#[primary_key]
binding_id: String,
asset_object_id: String,
entity_kind: String,
entity_id: String,
slot: String,
asset_kind: String,
owner_user_id: Option<String>,
profile_id: Option<String>,
created_at: Timestamp,
updated_at: Timestamp,
}
// reducer 负责固定资产对象的正式写规则,供后续内部模块逻辑复用。
#[spacetimedb::reducer]
pub fn confirm_asset_object(
ctx: &ReducerContext,
input: AssetObjectUpsertInput,
) -> Result<(), String> {
upsert_asset_object(ctx, input).map(|_| ())
}
// procedure 面向 Axum 同步确认接口,返回最终持久化后的对象记录,避免 HTTP 层再额外查询 private table。
#[spacetimedb::procedure]
pub fn confirm_asset_object_and_return(
ctx: &mut ProcedureContext,
input: AssetObjectUpsertInput,
) -> AssetObjectProcedureResult {
match ctx.try_with_tx(|tx| upsert_asset_object(tx, input.clone())) {
Ok(record) => AssetObjectProcedureResult {
ok: true,
record: Some(record),
error_message: None,
},
Err(message) => AssetObjectProcedureResult {
ok: false,
record: None,
error_message: Some(message),
},
}
}
// reducer 负责把已确认对象绑定到实体槽位,强业务资产表稳定前先用通用绑定表承接关系。
#[spacetimedb::reducer]
pub fn bind_asset_object_to_entity(
ctx: &ReducerContext,
input: AssetEntityBindingInput,
) -> Result<(), String> {
upsert_asset_entity_binding(ctx, input).map(|_| ())
}
// procedure 面向 Axum 同步绑定接口,返回最终绑定快照,避免 HTTP 层读取 private table。
#[spacetimedb::procedure]
pub fn bind_asset_object_to_entity_and_return(
ctx: &mut ProcedureContext,
input: AssetEntityBindingInput,
) -> AssetEntityBindingProcedureResult {
match ctx.try_with_tx(|tx| upsert_asset_entity_binding(tx, input.clone())) {
Ok(record) => AssetEntityBindingProcedureResult {
ok: true,
record: Some(record),
error_message: None,
},
Err(message) => AssetEntityBindingProcedureResult {
ok: false,
record: None,
error_message: Some(message),
},
}
}
fn upsert_asset_object(
ctx: &ReducerContext,
input: AssetObjectUpsertInput,
) -> Result<AssetObjectUpsertSnapshot, String> {
validate_asset_object_fields(
&input.bucket,
&input.object_key,
&input.asset_kind,
input.version,
)
.map_err(|error| error.to_string())?;
let updated_at = Timestamp::from_micros_since_unix_epoch(input.updated_at_micros);
// 这里先保持最小可发布实现:查重语义已经冻结,后续再把实现优化回组合索引扫描。
let current = ctx
.db
.asset_object()
.iter()
.find(|row| row.bucket == input.bucket && row.object_key == input.object_key);
let snapshot = match current {
Some(existing) => {
ctx.db
.asset_object()
.asset_object_id()
.delete(&existing.asset_object_id);
let row = AssetObject {
asset_object_id: existing.asset_object_id.clone(),
bucket: input.bucket.clone(),
object_key: input.object_key.clone(),
access_policy: input.access_policy,
content_type: input.content_type.clone(),
content_length: input.content_length,
content_hash: input.content_hash.clone(),
version: input.version,
source_job_id: input.source_job_id.clone(),
owner_user_id: input.owner_user_id.clone(),
profile_id: input.profile_id.clone(),
entity_id: input.entity_id.clone(),
asset_kind: input.asset_kind.clone(),
created_at: existing.created_at,
updated_at,
};
ctx.db.asset_object().insert(row);
AssetObjectUpsertSnapshot {
asset_object_id: existing.asset_object_id,
bucket: input.bucket,
object_key: input.object_key,
access_policy: input.access_policy,
content_type: input.content_type,
content_length: input.content_length,
content_hash: input.content_hash,
version: input.version,
source_job_id: input.source_job_id,
owner_user_id: input.owner_user_id,
profile_id: input.profile_id,
entity_id: input.entity_id,
asset_kind: input.asset_kind,
created_at_micros: existing.created_at.to_micros_since_unix_epoch(),
updated_at_micros: input.updated_at_micros,
}
}
None => {
let created_at = updated_at;
let row = AssetObject {
asset_object_id: input.asset_object_id.clone(),
bucket: input.bucket.clone(),
object_key: input.object_key.clone(),
access_policy: input.access_policy,
content_type: input.content_type.clone(),
content_length: input.content_length,
content_hash: input.content_hash.clone(),
version: input.version,
source_job_id: input.source_job_id.clone(),
owner_user_id: input.owner_user_id.clone(),
profile_id: input.profile_id.clone(),
entity_id: input.entity_id.clone(),
asset_kind: input.asset_kind.clone(),
created_at,
updated_at,
};
ctx.db.asset_object().insert(row);
AssetObjectUpsertSnapshot {
asset_object_id: input.asset_object_id,
bucket: input.bucket,
object_key: input.object_key,
access_policy: input.access_policy,
content_type: input.content_type,
content_length: input.content_length,
content_hash: input.content_hash,
version: input.version,
source_job_id: input.source_job_id,
owner_user_id: input.owner_user_id,
profile_id: input.profile_id,
entity_id: input.entity_id,
asset_kind: input.asset_kind,
created_at_micros: input.updated_at_micros,
updated_at_micros: input.updated_at_micros,
}
}
};
Ok(snapshot)
}
fn upsert_asset_entity_binding(
ctx: &ReducerContext,
input: AssetEntityBindingInput,
) -> Result<AssetEntityBindingSnapshot, String> {
validate_asset_entity_binding_fields(
&input.binding_id,
&input.asset_object_id,
&input.entity_kind,
&input.entity_id,
&input.slot,
&input.asset_kind,
)
.map_err(|error| error.to_string())?;
if ctx
.db
.asset_object()
.asset_object_id()
.find(&input.asset_object_id)
.is_none()
{
return Err("asset_entity_binding.asset_object_id 对应的 asset_object 不存在".to_string());
}
let updated_at = Timestamp::from_micros_since_unix_epoch(input.updated_at_micros);
// 首版绑定按 entity_kind + entity_id + slot 幂等定位,后续访问量明确后再改为组合索引扫描。
let current = ctx.db.asset_entity_binding().iter().find(|row| {
row.entity_kind == input.entity_kind
&& row.entity_id == input.entity_id
&& row.slot == input.slot
});
let snapshot = match current {
Some(existing) => {
ctx.db
.asset_entity_binding()
.binding_id()
.delete(&existing.binding_id);
let row = AssetEntityBinding {
binding_id: existing.binding_id.clone(),
asset_object_id: input.asset_object_id.clone(),
entity_kind: input.entity_kind.clone(),
entity_id: input.entity_id.clone(),
slot: input.slot.clone(),
asset_kind: input.asset_kind.clone(),
owner_user_id: input.owner_user_id.clone(),
profile_id: input.profile_id.clone(),
created_at: existing.created_at,
updated_at,
};
ctx.db.asset_entity_binding().insert(row);
AssetEntityBindingSnapshot {
binding_id: existing.binding_id,
asset_object_id: input.asset_object_id,
entity_kind: input.entity_kind,
entity_id: input.entity_id,
slot: input.slot,
asset_kind: input.asset_kind,
owner_user_id: input.owner_user_id,
profile_id: input.profile_id,
created_at_micros: existing.created_at.to_micros_since_unix_epoch(),
updated_at_micros: input.updated_at_micros,
}
}
None => {
let created_at = updated_at;
let row = AssetEntityBinding {
binding_id: input.binding_id.clone(),
asset_object_id: input.asset_object_id.clone(),
entity_kind: input.entity_kind.clone(),
entity_id: input.entity_id.clone(),
slot: input.slot.clone(),
asset_kind: input.asset_kind.clone(),
owner_user_id: input.owner_user_id.clone(),
profile_id: input.profile_id.clone(),
created_at,
updated_at,
};
ctx.db.asset_entity_binding().insert(row);
AssetEntityBindingSnapshot {
binding_id: input.binding_id,
asset_object_id: input.asset_object_id,
entity_kind: input.entity_kind,
entity_id: input.entity_id,
slot: input.slot,
asset_kind: input.asset_kind,
owner_user_id: input.owner_user_id,
profile_id: input.profile_id,
created_at_micros: input.updated_at_micros,
updated_at_micros: input.updated_at_micros,
}
}
};
Ok(snapshot)
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,29 @@
#[derive(Clone, Debug, PartialEq, Eq, SpacetimeType)]
pub struct ResolveNpcBattleInteractionInput {
pub npc_interaction: ResolveNpcInteractionInput,
pub story_session_id: String,
pub actor_user_id: String,
pub battle_state_id: Option<String>,
pub player_hp: i32,
pub player_max_hp: i32,
pub player_mana: i32,
pub player_max_mana: i32,
pub target_hp: i32,
pub target_max_hp: i32,
pub experience_reward: u32,
pub reward_items: Vec<RuntimeItemRewardItemSnapshot>,
}
// 输出同时返回 NPC 交互结果与 battle_state 快照,避免 Axum 再回头读取 private table。
#[derive(Clone, Debug, PartialEq, Eq, SpacetimeType)]
pub struct NpcBattleInteractionResult {
pub interaction: module_npc::NpcInteractionResult,
pub battle_state: BattleStateSnapshot,
}
#[derive(Clone, Debug, PartialEq, Eq, SpacetimeType)]
pub struct NpcBattleInteractionProcedureResult {
pub ok: bool,
pub result: Option<NpcBattleInteractionResult>,
pub error_message: Option<String>,
}

View File

@@ -0,0 +1,23 @@
// 当前阶段先落可发布的最小模块入口,后续再补对象确认、业务绑定与任务编排 reducer。
#[spacetimedb::reducer(init)]
pub fn init(_ctx: &ReducerContext) {
log::info!(
"spacetime-module 初始化完成asset_object 已固定 bucket/object_key 双列主存储口径runtime_setting 已固定默认音量={} 和默认主题={}battle_state 前缀={},战斗初始版本={}npc_state 前缀={}npc 招募阈值={}story_session 前缀={}story_event 前缀={}inventory_slot 前缀={}inventory_mutation 前缀={}quest_log 前缀={}treasure_record 前缀={}player_progression 与 chapter_progression 已接入成长真相表M5 custom_world_profile/session/agent/gallery 首批表骨架已接入,默认对象 ID 前缀={},默认绑定 ID 前缀={},资产初始版本={},故事会话初始版本={}",
DEFAULT_MUSIC_VOLUME,
DEFAULT_PLATFORM_THEME.as_str(),
BATTLE_STATE_ID_PREFIX,
INITIAL_BATTLE_VERSION,
NPC_STATE_ID_PREFIX,
NPC_RECRUIT_AFFINITY_THRESHOLD,
STORY_SESSION_ID_PREFIX,
STORY_EVENT_ID_PREFIX,
INVENTORY_SLOT_ID_PREFIX,
INVENTORY_MUTATION_ID_PREFIX,
QUEST_LOG_ID_PREFIX,
TREASURE_RECORD_ID_PREFIX,
ASSET_OBJECT_ID_PREFIX,
ASSET_BINDING_ID_PREFIX,
INITIAL_ASSET_OBJECT_VERSION,
INITIAL_STORY_SESSION_VERSION
);
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,80 @@
[CmdletBinding()]
param(
[Alias("h")]
[switch]$Help,
[switch]$RunSmoke,
[switch]$RunSpacetimeBuild
)
$ErrorActionPreference = "Stop"
function Write-Usage {
@(
'Usage:',
' ./server-rs/scripts/m7-preflight.ps1',
' ./server-rs/scripts/m7-preflight.ps1 -RunSmoke',
' ./server-rs/scripts/m7-preflight.ps1 -RunSpacetimeBuild',
'',
'Notes:',
' 1. Run M7 cutover preflight checks for Rust backend',
' 2. Default checks are non-destructive and do not publish or clear SpacetimeDB data',
' 3. -RunSmoke starts a temporary api-server and verifies /healthz contract',
' 4. -RunSpacetimeBuild requires spacetime CLI and only builds the module'
) -join [Environment]::NewLine
}
if ($Help) {
Write-Usage
exit 0
}
$scriptDir = Split-Path -Parent $MyInvocation.MyCommand.Path
$serverRsDir = Split-Path -Parent $scriptDir
$repoRoot = Split-Path -Parent $serverRsDir
$manifestPath = Join-Path $serverRsDir "Cargo.toml"
$modulePath = Join-Path $serverRsDir "crates\spacetime-module"
if (-not (Test-Path $manifestPath)) {
throw "Missing server-rs/Cargo.toml, cannot start M7 preflight."
}
Write-Host "[m7:preflight] repo root: $repoRoot"
Write-Host "[m7:preflight] server-rs: $serverRsDir"
Push-Location $serverRsDir
try {
Write-Host "[m7:preflight] step: cargo check -p spacetime-module"
cargo check -p spacetime-module --manifest-path $manifestPath
Write-Host "[m7:preflight] step: cargo check -p api-server"
cargo check -p api-server --manifest-path $manifestPath
Write-Host "[m7:preflight] step: cargo test -p shared-contracts"
cargo test -p shared-contracts --manifest-path $manifestPath
if ($RunSpacetimeBuild) {
$spacetimeCommand = Get-Command spacetime -ErrorAction SilentlyContinue
if ($null -eq $spacetimeCommand) {
throw "Missing spacetime CLI, cannot run spacetime build."
}
Write-Host "[m7:preflight] step: spacetime build --debug"
Push-Location $modulePath
try {
& $spacetimeCommand.Source build --debug
}
finally {
Pop-Location
}
}
}
finally {
Pop-Location
}
if ($RunSmoke) {
Write-Host "[m7:preflight] step: server-rs smoke"
& (Join-Path $serverRsDir "scripts\smoke.ps1")
}
Write-Host "[m7:preflight] all checks passed"

View File

@@ -17,9 +17,16 @@ export default defineConfig(({mode}) => {
'**/public/generated-custom-world-scenes/**',
'**/public/generated-qwen-sprites/**',
];
const runtimeServerTarget =
const backendStack = (env.GENARRATIVE_BACKEND_STACK || 'node').trim().toLowerCase();
const nodeServerTarget =
env.NODE_SERVER_TARGET ||
'http://127.0.0.1:8081';
const rustServerTarget =
env.RUST_SERVER_TARGET ||
'http://127.0.0.1:3000';
const runtimeServerTarget =
env.GENARRATIVE_RUNTIME_SERVER_TARGET ||
(backendStack === 'rust' ? rustServerTarget : nodeServerTarget);
return {
root: __dirname,
@@ -59,11 +66,21 @@ export default defineConfig(({mode}) => {
changeOrigin: true,
secure: false,
},
'/generated-animations': {
target: runtimeServerTarget,
changeOrigin: true,
secure: false,
},
'/generated-custom-world-scenes': {
target: runtimeServerTarget,
changeOrigin: true,
secure: false,
},
'/generated-custom-world-covers': {
target: runtimeServerTarget,
changeOrigin: true,
secure: false,
},
'/generated-qwen-sprites': {
target: runtimeServerTarget,
changeOrigin: true,