codex/rpg-creation-cg-fix #29

Merged
kdletters merged 5 commits from codex/rpg-creation-cg-fix into master 2026-05-22 03:26:51 +08:00
44 changed files with 4043 additions and 205 deletions

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/.codex-temp
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/server-rs/crates/*/logs/
.worktrees/
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- 验证方式:新增玩法 PRD 必须显式声明单图资产槽位和系列素材槽位;新增工作台测试确认没有默认聊天式 Agent 输入skill 通过 `quick_validate.py`
- 关联文档:`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md``.codex/skills/genarrative-play-type-integration/SKILL.md``.hermes/skills/genarrative-play-type-integration/SKILL.md`
## 2026-05-21 RPG publish_world 设定文本以后端草稿真相派生
- 背景RPG 结果页发布动作只保证提交 `{ action: 'publish_world' }`;旧 agent 会话可能没有 `seed_text`,但 `draft_profile_json` 已经通过 `publish_gate` 并可发布。
- 决策:发布正式世界时,`spacetime-module` 不再把 `session.seed_text` 当作唯一 `setting_text` 兜底,而是调用 `module-custom-world::resolve_custom_world_publish_setting_text(...)` 从 payload、当前草稿 profile 和 seed 依次派生。
- 影响范围RPG / custom-world agent 发布链路、`custom_world_profile` 编译入库、公开 gallery 投影。
- 验证方式:`cargo test -p module-custom-world publish_setting_text --manifest-path server-rs\Cargo.toml``cargo check -p spacetime-module --manifest-path server-rs\Cargo.toml`;本地 api-server 重启后检查 `/healthz`
- 关联文档:`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md``docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md``.hermes/shared-memory/pitfalls.md`
## 2026-05-19 系列素材 n*n 图集抽为 api-server 通用模块
- 背景:抓大鹅物品 sheet 已包含 prompt 组装、固定网格切图、绿幕 / 近白底透明化、切片 PNG 持久化和 prompt 追踪;继续留在 Match3D 私有模块会让跳一跳、后续地块 / 道具类玩法重复复制同一套算法和 OSS 元数据口径。
@@ -387,6 +395,14 @@
- 验证方式:执行入口配置、创作 Hub、平台入口交互和 api-server 路由熔断定向测试,确认“视觉小说”不出现在创作页且 `/api/creation/visual-novel/*` 默认被熔断。
- 关联文档:`docs/design/PLATFORM_CREATE_TAB_CREATIVE_AGENT_HOME_2026-05-05.md``docs/technical/ADMIN_CREATION_ENTRY_SWITCH_CONFIG_2026-05-11.md`
## 2026-05-20 RPG 创作入口开放
- 背景RPG 文字冒险能力已经具备历史 custom-world 创作和运行闭环,但入口默认种子仍 `visible=false`,创作页不展示。
- 决策SpacetimeDB `creation_entry_type_config` 默认种子中 `rpg.visible=true``open=true`旧默认隐藏配置只在标题、subtitle、badge、图片、排序和开关完全匹配时迁移为可见可创建。`airp` 仍保持 AI RPG 占位,不接管当前 RPG 链路。结构化创作 / RPG JSON 链路默认关闭 Responses `web_search`,需要联网增强时才通过 `GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED=true``GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED=true` 显式启用;未开通工具的上游会返回 `ToolNotOpen`,不能把这类失败暴露成“模型返回结果解析失败”。
- 影响范围:创作入口默认种子、旧库入口纠偏、`api-server` 入口熔断、创作页模板 Tab、创作 Hub 测试、玩法链路文档和后端路由文档。
- 验证方式执行入口配置、api-server 路由熔断、创作 Hub 和平台入口交互定向测试,确认“文字冒险”出现在创作入口,`/api/runtime/custom-world*``/api/story/*``/api/runtime/chat/*` 都按 `rpg` 入口开关熔断。
- 关联文档:`docs/【玩法创作】平台入口与玩法链路-2026-05-15.md``docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md`
## 2026-05-10 运行态输入设备抽象层全项目通用化
- 背景:拼图运行态接入 mocap 后,鼠标/触控和 mocap 各自维护输入逻辑会导致合并大块、拖拽语义和取消会话行为不一致;后续其他玩法也需要复用体感、摇杆、键盘等设备输入。

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@@ -48,6 +48,46 @@
- 验证:拼图入口测试仍可通过,且新组件可通过不同页面复用而不需要复制上传卡实现。
- 关联:`src/components/common/CreativeImageInputPanel.tsx``src/components/puzzle-agent/PuzzleAgentWorkspace.tsx`
## RPG 发布不能只依赖 agent session seed_text
- 现象RPG 结果页 `publish_world` 返回 `UPSTREAM_ERROR`details 为 `custom_world.setting_text 不能为空`;同一 session 的 `result-view` 日志显示 `publish_ready=true`
- 原因:前端发布动作只提交 `{ action: 'publish_world' }`,旧 agent 会话的 `seed_text` 可能为空;如果后端只从 action payload 或 `seed_text``setting_text`,就会在最终 compile / publish 校验阶段失败。
- 处理:`module-custom-world::resolve_custom_world_publish_setting_text(...)` 以当前 `draft_profile_json` 为草稿真相,优先读取 `settingText``creatorIntent.rawSettingText``creatorIntent.worldHook``worldHook``anchorContent.worldPromise(.hook)``summary``name/title`,最后才回退 `seed_text`
- 验证:`cargo test -p module-custom-world publish_setting_text --manifest-path server-rs\Cargo.toml``cargo check -p spacetime-module --manifest-path server-rs\Cargo.toml`
- 关联:`server-rs/crates/module-custom-world/src/application.rs``server-rs/crates/spacetime-module/src/custom_world.rs``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## RPG 已发布结果页进入世界不能重复 publish_world
- 现象RPG 草稿发布成功后,按钮文案已变为“进入世界”,但点击仍请求 `POST /api/runtime/custom-world/agent/sessions/{sessionId}/actions` 且 payload 为 `{"action":"publish_world"}`,后端返回 `publish_world is only available during object_refining, visual_refining, long_tail_review or ready_to_publish`
- 原因:按钮文案依据 agent session `stage === 'published'` 切换,但点击处理仍走发布协调路径;如果前端只依赖草稿同步回包判断是否已发布,回包为空或缺少可进入状态时就会继续重复发送 `publish_world`
- 处理:进入世界协调器接收当前 agent session stage当 stage 已为 `published` 时,只调用 `result-view` 回读已发布 profile 并启动运行态,不再调用 `sync_result_profile``publish_world`
- 验证:`npm run test -- src/components/rpg-entry/useRpgCreationEnterWorld.test.tsx`;确认已发布场景下 `syncAgentDraftResultProfile``executePublishWorld` 均未被调用。
- 关联:`src/components/rpg-entry/useRpgCreationEnterWorld.ts``src/components/platform-entry/PlatformEntryFlowShellImpl.tsx``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## RPG 点击启动黑屏 / 默认 profile 先查 profile 归一化和摘要覆盖
- 现象:作品详情点击“启动”后页面切到 RPG runtime但用户只看到黑屏、空白或进入默认角色 / 默认 profile从作品详情点“作品编辑”后开局 CG、封面、角色图、技能动作预览、初始物品图标或场景背景图丢失DevTools 里可能同时看到旧自动存档 `/api/runtime/save/snapshot` 被主动 cancel。
- 原因:`/custom-world-library` / `/custom-world-gallery` 详情接口可能返回历史或摘要式 `profile`,缺少 `playableNpcs``storyNpcs``landmarks``attributeSchema` 等运行态字段;前端 client 若直接把该对象传给 runtime角色选择首屏会在 `buildCustomWorldPlayableCharacters(profile)` 或后续属性解析处抛错。另一类常见原因是详情接口已回读完整 profile 后,`savedCustomWorldEntries` 里的列表摘要又把 `selectedDetailEntry` 覆盖回空 profile导致启动或编辑时只剩卡片摘要。发布 / 回读 result-view 若返回字段更少的旧视图,也可能把当前结果页已编辑资产降级掉。`save/snapshot (canceled)` 通常是切 runtime 或卸载时 `AbortController` 取消旧自动存档,不是黑屏根因。
- 处理RPG 入口作品库 client 在所有返回 `CustomWorldLibraryEntry<CustomWorldProfile>` 的接口边界统一调用 `normalizeCustomWorldProfileRecord`,并用 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺字段;详情页已拿到运行态字段或资产槽位更多的完整 profile 时,不允许列表摘要覆盖当前详情;同一 `profile.id` 下,正式进入世界发布 / 回读不得用字段更少的后端旧视图降级当前结果页 profile。`normalizeCustomWorldProfileRecord` 必须近似无损保留 `cover``openingCg``camp.narrativeResidues``landmark.visualDescription/narrativeResidues``skills[].actionPreviewConfig``initialItems[].iconSrc``attributeSchema`、角色 `attributeProfile``sceneChapterBlueprints[].acts[]` 的背景与结构字段;只有背景资产的 act 也不能被过滤。角色选择页对角色生成异常或空数组回退默认角色,并保留返回按钮/轻量空态;顶层 runtime 懒加载 fallback 不使用纯 `null`
- 验证:`npm run test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "creation hub published work start uses loaded detail profile instead of library summary|creation hub published work edit keeps loaded detail profile assets instead of library summary"``npm run test -- src/data/customWorldLibrary.test.ts -t "保留结果页封面和关键图片资产槽位|近似无损保留编辑态和运行态结构字段|保留只有背景资产的场景幕"``npm run test -- src/components/rpg-entry/useRpgEntryAgentDraftRestore.test.tsx -t "默认封面和角色编辑结构差异也不能被列表摘要覆盖"``npm run test -- src/components/rpg-entry/useRpgCreationEnterWorld.test.tsx -t "正式进入世界回读结果页字段更少时不降级当前完整 profile"``npm run typecheck`
- 关联:`src/components/rpg-entry/useRpgEntryLibraryDetail.ts``src/components/rpg-entry/useRpgCreationEnterWorld.ts``src/data/customWorldLibrary.ts``src/services/rpg-entry/rpgEntryLibraryClient.ts``src/components/rpg-entry/RpgEntryCharacterSelectView.tsx``src/App.tsx``src/components/rpg-runtime-shell/RpgRuntimeShell.tsx``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## RPG 战后一轮战斗后卡在观察/试探/调息先查 post-battle finalization
- 现象RPG 一轮战斗胜利后,运行态只显示默认 `观察周围迹象 / 主动出声试探 / 原地调息`,这些按钮只有文字反馈;点“继续冒险”后又回到同样选项,点探索只播退场/进场动画,场景和剧情不推进。
- 原因:终局战斗 action 如果只走通用 `resolve_story_runtime_action` fallback而没有在后端调用 `finalize_post_battle_resolution(...)`,就不会持久写入 `story_continue_adventure``deferredOptions` 和下一幕 `currentSceneActState`。另外旧 bootstrap 快照可能只有 `connectedSceneIds` / `forwardSceneId`、没有 `connections`,战后选项生成若只读 `connections` 也会退回 `idle_explore_forward` 循环。
- 处理:`module-runtime-story` 在 story action 投影后统一调用 post-battle finalization`idle_explore_forward` 清理战斗态并生成下一段遭遇预览;`idle_travel_next_scene` / `camp_travel_home_scene` 由后端写入新 `currentScenePreset`、场景 act 状态、遭遇预览和 `runtimeStats.scenesTraveled`。前端只负责播放继续、探索和切场景动画,不承接正式剧情推进真相。
- 验证:`cargo test -p module-runtime-story --manifest-path server-rs\Cargo.toml battle_tests -- --nocapture` 应覆盖战斗终局持久化 `story_continue_adventure``deferredOptions`、下一幕 act以及 `idle_travel_next_scene` 真正切换场景。
- 关联:`server-rs/crates/module-runtime-story/src/session_action.rs``server-rs/crates/module-runtime-story/src/post_battle.rs``server-rs/crates/module-runtime-story/src/battle_tests.rs``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## RPG 战斗飘字不要只靠低对比红绿文字
- 现象:暗色或棕黑噪声背景下,战斗伤害飘字看起来像背景纹理,尤其是远端敌人头顶的小号红字几乎不可读。
- 原因:旧 `CombatFloatingNumber` 主要依赖 `text-rose-200` / `text-emerald-200` 和 8px 同色 glow在暗红、棕黑、像素噪声背景上颜色与背景混在一起1px 深色描边也不足以形成轮廓。
- 处理:飘字本体使用高亮近白文字、小面积半透明深色底、明显深色描边和多层黑色阴影;只增强瞬时反馈,不新增说明面板,不遮挡主要战斗画面。
- 验证:`npm run test -- src/components/game-canvas/GameCanvasEntityLayer.test.tsx` 覆盖伤害/治疗飘字样式策略;运行态截图中敌方头顶伤害数字应能在暗场景上辨认。
- 关联:`src/components/game-canvas/GameCanvasEntityLayer.tsx``docs/【项目基线】当前产品与工程约束-2026-05-15.md`
## 弹窗里复用 CreativeImageInputPanel 要保留画面卡高度
- 现象:拼图草稿结果页的关卡详情弹窗中仍能看到“画面图”标题、画面描述和生成按钮,但实际画面图卡片视觉上消失。
@@ -432,6 +472,30 @@
- 验证:运行 `npm run test -- src/services/creation-agent/creationAgentClientFactory.test.ts src/services/apiClient.test.ts``cargo test -p api-server puzzle_vector_engine --manifest-path server-rs/Cargo.toml`,真实联调重启 `npm run dev:api-server` 后检查 `/healthz`
- 关联:`src/services/creation-agent/creationAgentClientFactory.ts``server-rs/crates/api-server/src/puzzle.rs``docs/technical/API_SERVER_EXTERNAL_SERVICE_ENV_CONFIG_2026-05-07.md`
## 开局 CG 故事板生图失败先查 VectorEngine 请求预算和旧进程
- 现象RPG 结果页点击开局 CG 后,`POST /api/runtime/custom-world/opening-cg` 在较长等待后返回“开局 CG 故事板生成失败创建图片生成任务失败error sending request for url (https://api.vectorengine.ai/v1/images/generations)”。
- 原因:该故事板会把角色图和首幕背景图作为参考图一起传给 VectorEngine `gpt-image-2-all`,请求体和上游生成耗时都比普通单图更大;若运行中的 `api-server` 仍沿用旧 `VECTOR_ENGINE_IMAGE_REQUEST_TIMEOUT_MS`,或者参考图过大,会在请求发送/等待阶段被 reqwest 截断。日志里 `timeout=false connect=false request=true body=false source=client error (SendRequest)` 表示还没拿到上游 HTTP 响应,通常优先怀疑大 JSON 请求体、上游网关中断或 HTTP 协议兼容,而不是业务响应解析失败。直接请求 VectorEngine 若无效 token 可快速返回 401不能据此判断真实生图不会超时。
- 处理:开局 CG 参考图入参先压到单边 768 的 JPEG`/v1/images/generations` 保持 reqwest 默认 HTTP 协商,只有 multipart `/v1/images/edits` 单独强制 HTTP/1.1。后端图片 helper 将 `request_body_bytes`、每张参考图 Data URL 长度、`timeout/connect/body/source/rootSource/sourceChain/endpoint` 分类写入日志和 `error.details`,前端优先展示 `details.reason`。修改 `.env.secrets.local` 后必须重启 `api-server``npm run dev` 终端用 `rs api-server`,否则旧进程仍按旧超时运行。
- 验证:分别运行 `cargo test -p api-server custom_world_ai --manifest-path server-rs/Cargo.toml``cargo test -p api-server openai_image_generation --manifest-path server-rs/Cargo.toml`;真实联调重启后再触发开局 CG若仍失败看返回的 `details.reason/source/rootSource/sourceChain/timeout/connect/body/endpoint``logs/api-server/` 同一 request_id。
- 关联:`server-rs/crates/api-server/src/custom_world_ai.rs``server-rs/crates/api-server/src/custom_world_ai/opening_cg.rs``server-rs/crates/api-server/src/openai_image_generation.rs``docs/【开发运维】本地开发验证与生产运维-2026-05-15.md`
## 开局 CG 成功后又变空白要保留 profile.openingCg
- 现象RPG 结果页里的开局 CG 成功显示一瞬后,窗口又退回空白占位。
- 原因:`openingCg` 只存在于结果页 profile 槽位,如果父层在 `onProfileChange` 后重新同步了 profile却经过 `normalizeCustomWorldProfileRecord` 或作品库写回时丢掉 `openingCg`,预览就会从视频 / 故事板回退为空白。
- 处理:`src/data/customWorldLibrary.ts` 的 profile 归一化必须透传 `openingCg`;结果页和父层后续同步都应把它当作受控资产槽位,而不是临时 UI 状态。
- 验证:`npm run test -- src/data/customWorldLibrary.test.ts src/components/CustomWorldResultView.test.tsx`,确认生成后即使父层做一次归一化回写,开局 CG 仍继续显示。
- 关联:`src/data/customWorldLibrary.ts``src/components/rpg-creation-result/RpgCreationResultViewImpl.tsx``src/components/CustomWorldEntityCatalog.tsx`
## RPG 发布报 legacy_result_profile_json 非法先查 null 兼容
- 现象RPG 结果页发布动作返回 `UPSTREAM_ERROR`SpacetimeDB details 里是 `custom_world.compile.legacy_result_profile_json 不是合法 JSON object`
- 原因:`publish_world` 前端契约只要求 `{ action: 'publish_world' }``ExecuteCustomWorldAgentActionRequest.legacy_result_profile` 是可选字段,经 HTTP / serde / SpacetimeDB payload 传递时可能显式成为 JSON `null`。旧的编译器只接受 object 或缺省,把 `Some("null")` 当成非法 legacy JSON。
- 处理:`module-custom-world` 的 optional JSON object 解析要把 `null` 视为未提供,仍拒绝数组、字符串、数字和坏 JSON正式发布继续以 session `draft_profile_json` 为草稿真相。
- 验证:`cargo test -p module-custom-world published_profile_compile --manifest-path server-rs/Cargo.toml`
- 关联:`server-rs/crates/module-custom-world/src/application.rs``server-rs/crates/spacetime-module/src/custom_world.rs``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## 本地脚本调 VectorEngine 生图卡住先区分 fetch 首部超时
- 现象:用 Node `fetch` 直接请求 `POST /v1/images/generations`,已经设置较长的 AbortController 超时,但仍在约 180 到 300 秒后抛 `AbortError``TypeError: fetch failed``UND_ERR_HEADERS_TIMEOUT`;同一 prompt 改用原生 `https.request` 可以在较短时间内成功返回图片。
@@ -1147,3 +1211,11 @@
- 处理:打开草稿时把持久化 `generationStatus=generating` 等同于生成中 notice恢复对应玩法生成进度页恢复计时使用作品摘要 `updatedAt` 推导 `startedAtMs`
- 验证:`npm test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "persisted generating"`
- 关联:`src/components/platform-entry/PlatformEntryFlowShellImpl.tsx``src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`
## 存档选择入口不要只藏在“玩过”弹窗里
- 现象:用户有 RPG / 拼图运行态存档,但平台底部 `草稿` Tab 只展示作品架,个人中心只有点击 `玩过` 后才可能看到“可继续”,导致看起来没有存档选择入口。
- 原因:`/api/profile/save-archives` 已在入口 bootstrap 加载,但前端只把 `saveEntries` 注入 `ProfilePlayedWorksModal`;没有独立的存档入口。
- 处理:个人中心 `常用功能` 必须保留 `存档` 快捷入口,点击后打开独立存档选择弹窗并复用 `SaveArchiveCard`;恢复仍走 `/api/profile/save-archives/{worldKey}`,拼图存档继续走拼图 resume 分支RPG 走 `handleContinueGame(snapshot)`
- 验证:`npm run test -- src/components/rpg-entry/RpgEntryFlowShell.agent.interaction.test.tsx -t "profile page exposes save archive picker"`
- 关联:`src/components/rpg-entry/RpgEntryHomeView.tsx``src/components/platform-entry/PlatformEntryFlowShellImpl.tsx``src/components/rpg-entry/useRpgEntryBootstrap.ts``docs/【玩法创作】平台入口与玩法链路-2026-05-15.md`

View File

@@ -329,6 +329,7 @@ npm run check:server-rs-ddd
- Rust 结构体:`CustomWorldAgentSession`
- 源码:`server-rs/crates/spacetime-module/src/custom_world.rs`
- 发布约束:`publish_world` 的 action payload 不要求携带 `settingText``spacetime-module` 调用 `module-custom-world::resolve_custom_world_publish_setting_text(...)`,优先从当前 `draft_profile_json` 草稿真相派生正式 `setting_text`,避免旧会话 `seed_text` 为空时在最终 compile / publish 阶段触发 `custom_world.setting_text 不能为空`
### `custom_world_draft_card`
@@ -601,6 +602,10 @@ npm run check:server-rs-ddd
`GET /api/creation-entry/config` 和入口熔断优先从订阅 cache 读取创作入口配置cache 缺失时使用最近一次成功读取的内存快照,再兜底调用 `get_creation_entry_config` procedure 完成空库种子或旧库兼容。
RPG 创作入口的配置 ID 是 `rpg`,当前 `visible=true``open=true`;历史 `custom-world` 路由仍是 RPG 的工程域与运行态源类型。入口熔断把 `/api/runtime/custom-world*``/api/story/*``/api/runtime/chat/*` 统一映射到 `rpg`,不要新增平行 `airp` 路由或用 `airp` 接管当前文字冒险链路。
结构化创作和 RPG 的 LLM JSON 链路默认不启用 Responses `web_search`;只有在明确需要联网增强时,才通过 `GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED``GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED` 显式打开。否则未开通工具的上游会先吐自然语言再返回 `ToolNotOpen`,这类失败要按上游工具不可用处理,不要误判成模型返回结果解析失败。
未来可选:若发现页、推荐流和各玩法广场需要统一给浏览器前端直接订阅公开作品列表,只新增 / 统一专用 public read model例如 `public_work_gallery_entry`。该 read model 必须是后端投影后的公开作品卡片契约,覆盖作品类型、公开作品号、标题、摘要、封面、作者展示名、排序键、公开统计和入口开关后的可见性,不暴露玩法领域源表 row shape。前端可选择订阅这个稳定投影来减少 HTTP 拉取,但不能订阅 `puzzle_work_profile``custom_world_profile` 等源表后自行拼装列表BFF 仍保留首屏、SEO / 分享、旧客户端、订阅失败和灰度期间的 HTTP fallback。
### `quest_log`

View File

@@ -45,6 +45,8 @@ npm run dev:api-server
后端日志默认写入 `logs/api-server/`。后端 API smoke 使用 `npm run dev:api-server` 并检查 `/healthz`;不要使用旧 `api-server:maincloud` 或任何 `GENARRATIVE_SPACETIME_MAINCLOUD_*` 口径。
本地 `.env``.env.local``.env.secrets.local` 修改后必须重启 `api-server` 才会生效;若已经通过 `npm run dev` 启动完整联调,可在该终端输入 `rs api-server`。排查 RPG / 拼图 / 抓大鹅等 VectorEngine 生图链路时,确认 `VECTOR_ENGINE_BASE_URL``VECTOR_ENGINE_API_KEY``VECTOR_ENGINE_IMAGE_REQUEST_TIMEOUT_MS` 只在本地或服务器密钥文件中配置,不能写入 Git。开局 CG 故事板、首图、背景和图集都属于长耗时图片请求;后端默认会把 `VECTOR_ENGINE_IMAGE_REQUEST_TIMEOUT_MS` 下限收口到 `1000000`,旧进程仍可能沿用重启前的短超时。若开局 CG 故事板在 `send()` 阶段失败且日志显示 `SendRequest`,先看同一 request_id 的 `request_body_bytes``reference_data_url_bytes``sourceChain``rootSource`;当前开局 CG 会把角色图与首幕背景图压到单边 768 的 JPEG 后再作为 generations `image` 数组发送,`/v1/images/generations` 使用默认 HTTP 协商,只有 multipart `/v1/images/edits` 单独强制 HTTP/1.1。
查看本地 Rust / SpacetimeDB 日志:
```bash
@@ -241,6 +243,8 @@ OpenTelemetry 现阶段默认开启 OTLP traces / metrics / logs但本地日
- `WECHAT_*`
- `ALIYUN_OSS_*`
结构化创作 / RPG 的 Responses JSON 链路默认不打开 `web_search`;本地和生产如需联网增强,必须显式配置 `GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED=true``GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED=true`。如果上游未开通工具Responses 可能先吐自然语言再返回 `ToolNotOpen`,这类报错应按工具不可用排查,不要先当成 JSON 解析 bug。
### 手机验证码短信
手机验证码发送走阿里云普通短信 `SendSms`,验证码由 `module-auth` 在当前 `api-server` 进程内生成、哈希存储和校验,不再调用阿里云托管验证码的 `SendSmsVerifyCode` / `CheckSmsVerifyCode`。因此 `api-server` 重启后,已发送但未校验的验证码会失效。

View File

@@ -36,6 +36,34 @@
6. 点击 `generationStatus=generating` 的草稿卡必须恢复对应玩法的生成进度页,不能进入空白结果页或普通工作区;恢复生成页的 `startedAtMs` 使用作品摘要 `updatedAt` 推导。
7. 私有 generated 图片必须通过 `ResolvedAssetImage` / `/api/assets/read-url` 换签读取。
## RPG / 自定义世界
当前 RPG 创作入口使用 `playId = rpg`,工程域和运行态源类型沿用历史 `custom-world`。默认入口状态为 `visible=true``open=true`,对外展示为“文字冒险”;`airp` 仍是独立的“AI RPG”占位入口保持 `open=false`,不要把它当作当前 RPG 创作链路开放。
当前链路为:
```text
创作入口 -> RPG Agent 共创工作台 -> 生成过程页 -> 结果页 -> 进入世界/试玩 -> 发布 -> RPG 运行态
```
RPG 是历史既有链路例外:当前仍使用对话式 Agent 共创工作台和 RPG 资产编辑器体系,不作为新增玩法默认模板复制。新增玩法继续遵循本文默认的表单/图片输入工作台、`CreativeImageInputPanel` 单图槽位和通用系列素材图集生成流程;如果要把 RPG 逐步迁回默认模式,应先补 PRD 和迁移方案,再改代码。
RPG API 仍沿用历史命名空间:`/api/runtime/custom-world*``/api/story/*``/api/runtime/chat/*`。这些路由在 `api-server` 入口熔断中统一映射到 `rpg`,只按 `open` 判断是否允许调用;`visible` 只控制创作页入口展示和作品架可见性。
RPG Agent 结果页点击发布或发布并进入世界时,必须先把结果页当前 profile 通过 `sync_result_profile` 保存回 `custom_world_agent_session.draft_profile_json`,再发送发布动作;发布动作前端契约只允许提交 `{ action: 'publish_world' }``api-server` 只补作者公开信息,不转发 `profile``draftProfile``legacyResultProfile``settingText``spacetime-module` 发布时只读取当前 session 的 `draft_profile_json` 作为草稿真相,从 `settingText``creatorIntent.rawSettingText``creatorIntent.worldHook``worldHook``anchorContent.worldPromise(.hook)``summary``name/title` 依次派生正式 `setting_text`,最后才回退 `seed_text`。不要把 `seed_text` 当作唯一设定来源,旧会话可能为空。
Agent session 已进入 `published` 后,结果页按钮只能执行“进入世界”:前端需先通过 `result-view` 回读已发布 profile 并启动运行态,不得再次调用 `sync_result_profile` 或发送 `{ action: 'publish_world' }``publish_world` 只允许在 `object_refining``visual_refining``long_tail_review``ready_to_publish` 等发布前阶段触发;否则会被后端阶段门槛拒绝。
`legacyResultProfile` 只作为历史结果页 profile 兼容兜底;编译正式 profile 时session 草稿内已保存字段优先于 legacy 字段legacy 只能补缺失字段。`publish_world` 不再接受前端临时传入的 legacy 载荷;历史兼容路径中 legacy 缺省或显式为 `null` 时等价于未提供,不得因此报 `custom_world.compile.legacy_result_profile_json 不是合法 JSON object`。真正的数组、字符串、数字等非 object legacy 载荷仍应拒绝。
RPG 结果页开局 CG 是 `profile.openingCg` 资产槽位:`api-server` 负责 VectorEngine / OSS 副作用并返回故事板和视频引用,前端只把结果写回当前 profile`sync_result_profile`、作品库保存和 `normalizeCustomWorldProfileRecord` 都必须保留该槽位。封面是 `profile.cover` 资产槽位,默认封面也要保留 `sourceType='default'``characterRoleIds`,不能因为没有 `imageSrc` 就当作空封面。若生成成功后画面短暂显示又变回空白,优先检查父层重新同步或 profile 归一化是否把 `openingCg` / `cover` 丢掉,而不是先怀疑已生成资源本身失效。
RPG 从作品架、广场详情或作品号搜索点击“启动”前,入口 client 必须把后端返回的完整 `profile` 先经过 `normalizeCustomWorldProfileRecord`,并用作品条目的 `profileId/worldName/subtitle/summaryText` 补齐旧数据缺失字段;运行态和详情页不得直接消费未归一化的旧 profile。作品架列表或 `savedCustomWorldEntries` 中的摘要 profile 只可用于卡片展示,不可在详情接口已回读完整 profile 后覆盖 `selectedDetailEntry`;若摘要缺少 `playableNpcs``storyNpcs``landmarks``items``sceneChapterBlueprints``cover``openingCg``skills[].actionPreviewConfig``initialItems[].iconSrc``attributeSchema`、角色 `attributeProfile`、场景残留或场景幕背景资产,启动和编辑必须继续使用详情 profile否则会进入默认角色 / 默认 profile或在编辑页丢 CG、封面、技能预览和初始物品图标。正式“进入世界”发布 / 回读结果页时,同一 `profile.id` 下也不得用字段更少的后端旧视图降级当前结果页完整 profile。角色选择页还需要在角色数组异常或为空时回退默认角色并显示可返回的轻量空态不能 `return null` 造成黑屏。运行态懒加载 fallback 必须可见,不能用纯 `null` 让用户误判为黑屏。
RPG 运行态的战斗终局、继续冒险、继续探索和切场景都属于服务端 runtime 快照真相:`module-runtime-story` 必须在终局战斗 action 后调用 post-battle finalization持久写入 `story_continue_adventure``deferredOptions``deferredRuntimeState.storyEngineMemory.currentSceneActState` 和清理后的战斗状态;`idle_travel_next_scene` / `camp_travel_home_scene` 必须由后端写入新的 `currentScenePreset``currentSceneActState``currentEncounter``runtimeStats.scenesTraveled`。前端只播放退场、进场和继续按钮表现,不能用默认 `观察/试探/调息` fallback 或本地动画假装推进剧情。旧 bootstrap 快照可能只有 `connectedSceneIds` / `forwardSceneId` 而没有 `connections`,后端生成战后旅行选项时必须兼容这些字段。
RPG / 拼图等运行态存档选择入口统一在个人中心 `常用功能 > 存档` 暴露为独立弹窗;“玩过”弹窗可以继续合并展示可继续存档,但不能成为唯一入口。前端只展示 `/api/profile/save-archives` 返回的列表并在用户选择后调用对应恢复接口,不能本地拼装或筛选正式存档真相。
## 拼图
当前拼图链路:

View File

@@ -94,6 +94,7 @@ server-rs + Axum + SpacetimeDB
8. 图像输入通用 UI 统一走 `src/components/common/CreativeImageInputPanel.tsx`。外层页面持有业务状态组件只承担上传卡、预览、参考图缩略图、AI 重绘开关、错误展示和提交按钮。
9. 发现页 `分类` 子频道的筛选必须打开独立 dialog / drawer / modal至少支持玩法类型过滤与排序切换筛选结果为空时显示空状态不把筛选内容展开在当前列表下方。
10. “我的”页泥点、游戏时长、玩过三张统计卡只展示各自标签和值,内容居中且不换行,不在统计区底部展示“更新于”时间。
11. RPG 等运行态的战斗飘字、血量变化和即时反馈必须在暗色、噪声高的场景背景上保持可读:使用高亮文字、深色描边、强阴影或小面积半透明底,不只依赖红/绿文字本身表达伤害或治疗。
11. 平台亮色 UI 配色以陶泥儿主视觉为准:暖白 / 米杏底、陶土橙主按钮、深棕正文与浅杏边框;新增界面优先复用 `src/index.css``--platform-*` 主题变量和 `apps/admin-web/src/styles/admin.css` 的同系色值,不再引入粉红、蓝绿等独立主色方案。
## 文案与编码

View File

@@ -619,6 +619,31 @@ mod tests {
assert_eq!(body["error"]["details"]["creationTypeId"], "visual-novel");
}
#[tokio::test]
async fn disabled_rpg_route_returns_service_unavailable() {
let state = AppState::new(AppConfig::default()).expect("state should build");
state.set_test_creation_entry_route_enabled("rpg", false);
let app = build_router(state);
let response = app
.oneshot(
Request::builder()
.uri("/api/runtime/custom-world/agent/sessions")
.body(Body::empty())
.expect("request should build"),
)
.await
.expect("request should succeed");
assert_eq!(response.status(), StatusCode::SERVICE_UNAVAILABLE);
let body = read_json_response(response).await;
assert_eq!(
body["error"]["details"]["reason"],
"creation_entry_disabled"
);
assert_eq!(body["error"]["details"]["creationTypeId"], "rpg");
}
#[tokio::test]
async fn healthz_returns_standard_envelope_when_requested() {
let app = build_router(AppState::new(AppConfig::default()).expect("state should build"));

View File

@@ -260,8 +260,11 @@ 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,
rpg_llm_web_search_enabled: true,
creation_agent_llm_web_search_enabled: true,
// 中文注释:创作/RPG 的结构化 JSON 链路默认不启用 Responses web_search。
// 未开通工具的上游会先吐自然语言再返回 ToolNotOpen容易污染严格 JSON 结果;
// 需要联网增强时由部署环境显式打开对应开关。
rpg_llm_web_search_enabled: false,
creation_agent_llm_web_search_enabled: false,
dashscope_base_url: "https://dashscope.aliyuncs.com/api/v1".to_string(),
dashscope_api_key: None,
dashscope_scene_image_model: String::new(),
@@ -1467,6 +1470,14 @@ mod tests {
}
}
#[test]
fn default_keeps_structured_llm_web_search_disabled() {
let config = AppConfig::default();
assert!(!config.rpg_llm_web_search_enabled);
assert!(!config.creation_agent_llm_web_search_enabled);
}
#[test]
fn from_env_reads_rpg_llm_web_search_switch() {
let _guard = ENV_LOCK
@@ -1476,11 +1487,11 @@ mod tests {
unsafe {
std::env::remove_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED");
std::env::set_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED", "false");
std::env::set_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED", "true");
}
let config = AppConfig::from_env();
assert!(!config.rpg_llm_web_search_enabled);
assert!(config.rpg_llm_web_search_enabled);
unsafe {
std::env::remove_var("GENARRATIVE_RPG_LLM_WEB_SEARCH_ENABLED");
@@ -1496,11 +1507,11 @@ mod tests {
unsafe {
std::env::remove_var("GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED");
std::env::set_var("GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED", "false");
std::env::set_var("GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED", "true");
}
let config = AppConfig::from_env();
assert!(!config.creation_agent_llm_web_search_enabled);
assert!(config.creation_agent_llm_web_search_enabled);
unsafe {
std::env::remove_var("GENARRATIVE_CREATION_AGENT_LLM_WEB_SEARCH_ENABLED");

View File

@@ -93,15 +93,74 @@ where
F: FnMut(&str),
{
let mut latest_reply_text = String::new();
let turn_output = match request_stream_creation_agent_json_turn_once(
llm_client,
system_prompt.clone(),
user_prompt.clone(),
enable_web_search,
on_reply_update,
&mut latest_reply_text,
!enable_web_search,
)
.await
{
Ok(turn_output) => turn_output,
Err(CreationAgentJsonTurnFailure::Stream(error))
if enable_web_search && is_web_search_tool_unavailable(&error) =>
{
tracing::warn!(
error = %error,
"创作 Agent 流式联网搜索插件不可用,自动降级为无联网搜索重试"
);
latest_reply_text.clear();
request_stream_creation_agent_json_turn_once(
llm_client,
system_prompt,
user_prompt,
false,
on_reply_update,
&mut latest_reply_text,
true,
)
.await?
}
Err(error) => return Err(error),
};
let reply_text = read_reply_text(&turn_output.parsed);
if let Some(reply_text) = reply_text.as_deref()
&& reply_text != latest_reply_text
{
on_reply_update(reply_text);
}
Ok(turn_output)
}
async fn request_stream_creation_agent_json_turn_once<F>(
llm_client: &LlmClient,
system_prompt: String,
user_prompt: String,
enable_web_search: bool,
on_reply_update: &mut F,
latest_reply_text: &mut String,
emit_reply_updates: bool,
) -> Result<CreationAgentJsonTurnOutput, CreationAgentJsonTurnFailure>
where
F: FnMut(&str),
{
let response = llm_client
.stream_text(
build_creation_agent_llm_request(system_prompt, user_prompt, enable_web_search),
|delta: &LlmStreamDelta| {
if !emit_reply_updates {
return;
}
if let Some(reply_progress) =
extract_reply_text_from_partial_json(delta.accumulated_text.as_str())
&& reply_progress != latest_reply_text
&& reply_progress != *latest_reply_text
{
latest_reply_text = reply_progress.clone();
*latest_reply_text = reply_progress.clone();
on_reply_update(reply_progress.as_str());
}
},
@@ -110,12 +169,6 @@ where
.map_err(CreationAgentJsonTurnFailure::Stream)?;
let parsed = parse_json_response_text(response.content.as_str())
.map_err(|_| CreationAgentJsonTurnFailure::Parse)?;
let reply_text = read_reply_text(&parsed);
if let Some(reply_text) = reply_text.as_deref()
&& reply_text != latest_reply_text
{
on_reply_update(reply_text);
}
Ok(CreationAgentJsonTurnOutput { parsed })
}
@@ -327,6 +380,7 @@ mod tests {
let server = spawn_capturing_mock_server(vec![
MockResponse {
body: concat!(
"data: {\"type\":\"response.output_text.delta\",\"delta\":\"我需要先搜索玩具王国资料。\"}\n\n",
"data: {\"type\":\"error\",\"code\":\"ToolNotOpen\",\"message\":\"Your account has not activated web search.\"}\n\n",
"data: [DONE]\n\n"
)
@@ -391,6 +445,55 @@ mod tests {
}
}
#[tokio::test]
async fn stream_turn_keeps_partial_updates_when_web_search_is_disabled() {
let server = spawn_capturing_mock_server(vec![MockResponse {
body: concat!(
"data: {\"type\":\"response.output_text.delta\",\"delta\":\"{\\\"replyText\\\":\\\"我先\"}\n\n",
"data: {\"type\":\"response.output_text.delta\",\"delta\":\"把玩具王国定住。\\\",\\\"progressPercent\\\":12}\"}\n\n",
"data: {\"type\":\"response.completed\"}\n\n",
)
.to_string(),
}]);
let config = LlmConfig::new(
LlmProvider::Ark,
server.base_url,
"test-key".to_string(),
"test-model".to_string(),
30_000,
0,
1,
)
.expect("LLM config should build");
let llm_client = platform_llm::LlmClient::new(config).expect("LLM client should build");
let mut visible_replies = Vec::new();
let output = stream_creation_agent_json_turn(
Some(&llm_client),
"系统提示".to_string(),
"用户提示",
false,
CreationAgentLlmTurnErrorMessages {
model_unavailable: "模型不可用",
generation_failed: "生成失败",
parse_failed: "解析失败",
},
|text| visible_replies.push(text.to_string()),
|message| message,
)
.await
.expect("stream without web search should succeed");
assert_eq!(
output.parsed["replyText"].as_str(),
Some("我先把玩具王国定住。")
);
assert_eq!(
visible_replies,
vec!["我先".to_string(), "我先把玩具王国定住。".to_string()]
);
}
struct MockResponse {
body: String,
}

View File

@@ -96,6 +96,14 @@ pub fn resolve_creation_entry_route_id(path: &str) -> Option<&'static str> {
if normalized.starts_with("/api/runtime/big-fish") {
return Some("big-fish");
}
if normalized.starts_with("/api/runtime/custom-world")
|| normalized.starts_with("/api/runtime/custom-world-library")
|| normalized.starts_with("/api/runtime/custom-world-gallery")
|| normalized.starts_with("/api/runtime/chat")
|| normalized.starts_with("/api/story")
{
return Some("rpg");
}
if normalized.starts_with("/api/runtime/visual-novel") {
return Some("visual-novel");
}
@@ -161,6 +169,26 @@ mod tests {
resolve_creation_entry_route_id("/api/creation/visual-novel/sessions"),
Some("visual-novel"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/runtime/custom-world/agent/sessions"),
Some("rpg"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/runtime/custom-world-library/profile-1"),
Some("rpg"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/runtime/custom-world-gallery/user-1/profile-1"),
Some("rpg"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/story/sessions/runtime"),
Some("rpg"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/runtime/chat/npc/turn/stream"),
Some("rpg"),
);
assert_eq!(
resolve_creation_entry_route_id("/api/runtime/bark-battle/works/work-1/config"),
Some("bark-battle"),

View File

@@ -1626,39 +1626,20 @@ pub async fn execute_custom_world_agent_action(
)
})?
} else if action == "publish_world" {
let mut publish_payload = serde_json::to_value(&payload).map_err(|error| {
let publish_payload = serialize_publish_world_action_payload(
resolve_author_public_user_code(&state, &authenticated, &request_context)?,
resolve_author_display_name(&state, &authenticated),
)
.map_err(|error| {
custom_world_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "custom-world-agent",
"message": format!("action payload JSON 序列化失败:{error}"),
"message": error,
})),
)
})?;
if let Some(object) = publish_payload.as_object_mut() {
// 发布到广场时必须写入真实作者公开信息,避免 gallery 投影落成匿名兜底数据。
object.insert(
"authorPublicUserCode".to_string(),
Value::String(resolve_author_public_user_code(
&state,
&authenticated,
&request_context,
)?),
);
object.insert(
"authorDisplayName".to_string(),
Value::String(resolve_author_display_name(&state, &authenticated)),
);
}
serde_json::to_string(&publish_payload).map_err(|error| {
custom_world_error_response(
&request_context,
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "custom-world-agent",
"message": format!("action payload JSON 序列化失败:{error}"),
})),
)
})?
publish_payload
} else {
serde_json::to_string(&payload).map_err(|error| {
custom_world_error_response(
@@ -1734,6 +1715,23 @@ fn serialize_sync_result_profile_action_payload(
.map_err(|error| format!("action payload JSON 序列化失败:{error}"))
}
fn serialize_publish_world_action_payload(
author_public_user_code: String,
author_display_name: String,
) -> Result<String, String> {
// 中文注释:发布动作只提交动作名和作者公开信息。
// 结果页当前 profile 必须先通过 sync_result_profile 写入 session
// SpacetimeDB 发布时再从 session.draft_profile_json 读取草稿真相,避免前端
// draftProfile / legacyResultProfile / profile 旧载荷覆盖刚保存的内容。
let payload_value = json!({
"action": "publish_world",
"authorPublicUserCode": author_public_user_code,
"authorDisplayName": author_display_name,
});
serde_json::to_string(&payload_value)
.map_err(|error| format!("action payload JSON 序列化失败:{error}"))
}
fn canonicalize_custom_world_library_profile_payload(
mut profile: Value,
) -> Result<(Value, CustomWorldProfileMetadata), String> {
@@ -3414,6 +3412,36 @@ mod tests {
);
}
#[test]
fn publish_world_payload_only_contains_action_and_author_identity() {
let payload_json =
serialize_publish_world_action_payload("TN-0001".to_string(), "潮汐作者".to_string())
.expect("publish payload serializes");
let payload_value: Value =
serde_json::from_str(&payload_json).expect("payload should be valid JSON");
let object = payload_value
.as_object()
.expect("publish payload should be object");
assert_eq!(object.len(), 3);
assert_eq!(
object.get("action").and_then(Value::as_str),
Some("publish_world")
);
assert_eq!(
object.get("authorPublicUserCode").and_then(Value::as_str),
Some("TN-0001")
);
assert_eq!(
object.get("authorDisplayName").and_then(Value::as_str),
Some("潮汐作者")
);
assert!(!object.contains_key("profile"));
assert!(!object.contains_key("draftProfile"));
assert!(!object.contains_key("legacyResultProfile"));
assert!(!object.contains_key("settingText"));
}
#[test]
fn custom_world_library_profile_payload_is_canonicalized_on_server() {
let (profile, metadata) = canonicalize_custom_world_library_profile_payload(json!({

View File

@@ -10,7 +10,9 @@ use axum::{
response::Response,
};
use base64::{Engine as _, engine::general_purpose::STANDARD as BASE64_STANDARD};
use image::{DynamicImage, GenericImageView, imageops::FilterType};
use image::{
DynamicImage, GenericImageView, ImageFormat, codecs::jpeg::JpegEncoder, imageops::FilterType,
};
use module_assets::{
AssetObjectAccessPolicy, AssetObjectFieldError, build_asset_entity_binding_input,
build_asset_object_upsert_input, generate_asset_binding_id, generate_asset_object_id,
@@ -375,6 +377,8 @@ const OPENING_CG_ENTITY_KIND: &str = "custom_world_profile";
const OPENING_CG_STORYBOARD_SLOT: &str = "opening_cg_storyboard";
const OPENING_CG_VIDEO_SLOT: &str = "opening_cg_video";
const ARK_VIDEO_TASK_POLL_INTERVAL_MS: u64 = 5_000;
const OPENING_CG_REFERENCE_MAX_EDGE: u32 = 768;
const OPENING_CG_REFERENCE_JPEG_QUALITY: u8 = 82;
struct CoverPromptContext {
opening_act_title: String,
@@ -1025,6 +1029,16 @@ pub async fn generate_custom_world_opening_cg(
"openingSceneImageSrc",
)
.await?;
let player_role_reference = resize_image_reference_data_url(
player_role_reference,
OPENING_CG_REFERENCE_MAX_EDGE,
OPENING_CG_REFERENCE_JPEG_QUALITY,
)?;
let opening_scene_reference = resize_image_reference_data_url(
opening_scene_reference,
OPENING_CG_REFERENCE_MAX_EDGE,
OPENING_CG_REFERENCE_JPEG_QUALITY,
)?;
let storyboard = generate_opening_cg_storyboard(
&state,
&owner_user_id,
@@ -1617,6 +1631,52 @@ async fn resolve_reference_image_as_data_url(
))
}
fn resize_image_reference_data_url(
data_url: String,
max_edge: u32,
jpeg_quality: u8,
) -> Result<String, AppError> {
if max_edge == 0 {
return Ok(data_url);
}
let Some(parsed) = parse_image_data_url(data_url.as_str()) else {
return Ok(data_url);
};
let image = image::load_from_memory(parsed.bytes.as_slice()).map_err(|error| {
AppError::from_status(StatusCode::BAD_REQUEST).with_details(json!({
"provider": "custom-world-ai",
"message": format!("无法解析参考图:{error}"),
}))
})?;
let (width, height) = image.dimensions();
let already_within_budget = width <= max_edge && height <= max_edge;
if already_within_budget && parsed.mime_type == "image/jpeg" {
return Ok(data_url);
}
// 中文注释:开局 CG 故事板会同时带角色和场景两张参考图;先压到较小 JPEG避免大图 PNG Data URL 让 VectorEngine 网关在请求发送阶段中断。
let resized = if already_within_budget {
image
} else {
image.resize(max_edge, max_edge, FilterType::Triangle)
};
let encoded_image = DynamicImage::ImageRgb8(resized.to_rgb8());
let mut encoded = Vec::new();
JpegEncoder::new_with_quality(&mut encoded, jpeg_quality)
.encode_image(&encoded_image)
.map_err(|error| {
AppError::from_status(StatusCode::INTERNAL_SERVER_ERROR).with_details(json!({
"provider": "custom-world-ai",
"message": format!("压缩参考图失败:{error}"),
}))
})?;
Ok(format!(
"data:image/jpeg;base64,{}",
BASE64_STANDARD.encode(encoded)
))
}
async fn create_text_to_image_generation(
http_client: &reqwest::Client,
settings: &DashScopeSettings,
@@ -3065,6 +3125,34 @@ mod tests {
assert_eq!(parsed.bytes, b"hello".to_vec());
}
#[test]
fn opening_cg_reference_data_url_is_resized_to_request_budget() {
let image = DynamicImage::ImageRgb8(image::RgbImage::new(2048, 1152));
let mut cursor = std::io::Cursor::new(Vec::new());
image
.write_to(&mut cursor, ImageFormat::Png)
.expect("test image should encode");
let data_url = format!(
"data:image/png;base64,{}",
BASE64_STANDARD.encode(cursor.into_inner())
);
let resized = resize_image_reference_data_url(
data_url,
OPENING_CG_REFERENCE_MAX_EDGE,
OPENING_CG_REFERENCE_JPEG_QUALITY,
)
.expect("reference should resize");
let parsed = parse_image_data_url(resized.as_str()).expect("resized data url should parse");
let resized_image =
image::load_from_memory(parsed.bytes.as_slice()).expect("resized image should decode");
let (width, height) = resized_image.dimensions();
assert!(width <= OPENING_CG_REFERENCE_MAX_EDGE);
assert!(height <= OPENING_CG_REFERENCE_MAX_EDGE);
assert_eq!(parsed.mime_type, "image/jpeg");
}
#[test]
fn push_cover_reference_source_keeps_full_data_url() {
let mut sources = Vec::new();

View File

@@ -544,7 +544,7 @@ pub fn build_custom_world_published_profile_compile_snapshot(
let subtitle = resolve_text_field(&draft, &legacy, "subtitle").unwrap_or_default();
let summary_text = resolve_text_field(&draft, &legacy, "summary").unwrap_or_default();
let cover_image_src = resolve_cover_image_src(&draft, &legacy);
let theme_mode = resolve_theme_mode(&legacy);
let theme_mode = resolve_theme_mode(&draft, &legacy);
let playable_npc_count =
count_distinct_roles(draft.get("playableNpcs"), draft.get("storyNpcs"));
let landmark_count = to_array(draft.get("landmarks")).len() as u32;
@@ -599,6 +599,37 @@ pub fn canonicalize_custom_world_profile_before_save(profile: &mut Value) -> boo
true
}
pub fn resolve_custom_world_publish_setting_text(
payload: &Map<String, Value>,
draft_profile: &Map<String, Value>,
seed_text: &str,
) -> String {
// 中文注释:发布按钮的前端契约只保证提交动作名;正式 settingText 必须从草稿真相补齐,
// 避免旧会话 seed_text 为空时通过 publish gate却在最终 compile/publish 阶段失败。
read_nested_text_field(payload, &["settingText"])
.or_else(|| {
read_nested_text_field(
draft_profile,
&[
"settingText",
"creatorIntent.rawSettingText",
"creatorIntent.worldHook",
"worldHook",
"anchorContent.worldPromise",
"anchorContent.worldPromise.hook",
"summary",
"name",
"title",
],
)
})
.or_else(|| {
let seed = seed_text.trim();
(!seed.is_empty()).then(|| seed.to_string())
})
.unwrap_or_default()
}
pub fn empty_agent_anchor_content_json() -> String {
r#"{"worldPromise":null,"playerFantasy":null,"themeBoundary":null,"playerEntryPoint":null,"coreConflict":null,"keyRelationships":null,"hiddenLines":null,"iconicElements":null}"#.to_string()
}
@@ -663,7 +694,13 @@ fn parse_optional_json_object(
error: CustomWorldFieldError,
) -> Result<Map<String, Value>, CustomWorldFieldError> {
match normalize_optional_json_slice(value) {
Some(value) => parse_required_json_object(&value, error),
Some(value) => match serde_json::from_str::<Value>(&value) {
Ok(Value::Object(object)) => Ok(object),
// 中文注释:跨层可选字段经 serde 结构体序列化后可能显式落成 null
// 对 optional JSON object 而言 null 等价于未提供,不能阻断发布链路。
Ok(Value::Null) => Ok(Map::new()),
_ => Err(error),
},
None => Ok(Map::new()),
}
}
@@ -804,6 +841,32 @@ fn read_text(object: &Map<String, Value>, key: &str) -> Option<String> {
.map(ToOwned::to_owned)
}
fn read_nested_text_field(object: &Map<String, Value>, keys: &[&str]) -> Option<String> {
for key in keys {
let mut current = Value::Object(object.clone());
let mut found = true;
for segment in key.split('.') {
if let Some(next) = current.get(segment) {
current = next.clone();
} else {
found = false;
break;
}
}
if found {
if let Some(value) = current
.as_str()
.map(str::trim)
.filter(|value| !value.is_empty())
{
return Some(value.to_string());
}
}
}
None
}
fn read_string_list(object: &Map<String, Value>, key: &str) -> Vec<String> {
object
.get(key)
@@ -849,11 +912,17 @@ fn resolve_text_field(
legacy: &Map<String, Value>,
key: &str,
) -> Option<String> {
// 中文注释:发布链路的草稿真相来自 session.draft_profile_json
// legacyResultProfile 只补历史草稿缺失字段,不能覆盖结果页刚保存的内容。
to_text(draft.get(key)).or_else(|| to_text(legacy.get(key)))
}
fn resolve_theme_mode(legacy: &Map<String, Value>) -> CustomWorldThemeMode {
to_text(legacy.get("themeMode"))
fn resolve_theme_mode(
draft: &Map<String, Value>,
legacy: &Map<String, Value>,
) -> CustomWorldThemeMode {
to_text(draft.get("themeMode"))
.or_else(|| to_text(legacy.get("themeMode")))
.and_then(|value| CustomWorldThemeMode::from_client_str(&value))
.unwrap_or(CustomWorldThemeMode::Mythic)
}
@@ -955,3 +1024,139 @@ fn build_compiled_profile_payload_json(
serde_json::to_string(&Value::Object(payload))
.map_err(|_| CustomWorldFieldError::InvalidDraftProfileJson)
}
#[cfg(test)]
mod tests {
use super::*;
use serde_json::json;
fn build_test_compile_input(
legacy_result_profile_json: Option<String>,
) -> CustomWorldPublishedProfileCompileInput {
CustomWorldPublishedProfileCompileInput {
session_id: "session-1".to_string(),
profile_id: "cwprof_001".to_string(),
owner_user_id: "user-1".to_string(),
draft_profile_json: json!({
"name": "潮雾列岛",
"summary": "群岛与旧灯塔之间的沉船疑案。",
"playableNpcs": [],
"storyNpcs": [],
"landmarks": []
})
.to_string(),
legacy_result_profile_json,
setting_text: "海图会在午夜改写群岛航路。".to_string(),
author_display_name: "创作者".to_string(),
updated_at_micros: 1,
}
}
#[test]
fn published_profile_compile_treats_null_legacy_result_profile_as_absent() {
let snapshot = build_custom_world_published_profile_compile_snapshot(
build_test_compile_input(Some("null".to_string())),
)
.expect("null legacy result profile should be treated as absent");
assert_eq!(snapshot.profile_id, "cwprof_001");
assert_eq!(snapshot.world_name, "潮雾列岛");
}
#[test]
fn published_profile_compile_rejects_non_object_legacy_result_profile() {
let error = build_custom_world_published_profile_compile_snapshot(
build_test_compile_input(Some("[]".to_string())),
)
.expect_err("array legacy result profile should still be invalid");
assert_eq!(error, CustomWorldFieldError::InvalidLegacyResultProfileJson);
}
#[test]
fn published_profile_compile_prefers_saved_draft_over_legacy_profile() {
let input = CustomWorldPublishedProfileCompileInput {
draft_profile_json: json!({
"name": "结果页保存后的世界",
"summary": "发布前最后一次填写的摘要。",
"themeMode": "tide",
"playableNpcs": [],
"storyNpcs": [],
"landmarks": []
})
.to_string(),
legacy_result_profile_json: Some(
json!({
"name": "旧结果页世界",
"summary": "旧摘要不应覆盖保存草稿。",
"themeMode": "mythic"
})
.to_string(),
),
..build_test_compile_input(None)
};
let snapshot = build_custom_world_published_profile_compile_snapshot(input)
.expect("compile should prefer saved draft");
let payload: Value = serde_json::from_str(&snapshot.compiled_profile_payload_json)
.expect("compiled payload should be json");
assert_eq!(snapshot.world_name, "结果页保存后的世界");
assert_eq!(snapshot.summary_text, "发布前最后一次填写的摘要。");
assert_eq!(snapshot.theme_mode, CustomWorldThemeMode::Tide);
assert_eq!(
payload.get("name").and_then(Value::as_str),
Some("结果页保存后的世界")
);
assert_eq!(
payload.get("summary").and_then(Value::as_str),
Some("发布前最后一次填写的摘要。")
);
}
#[test]
fn publish_setting_text_falls_back_to_draft_profile_when_seed_is_empty() {
let payload = Map::new();
let draft_profile = json!({
"settingText": "海雾会吞掉记错航线的人。",
"worldHook": "在失真的海图上追查一场被篡改的沉船事故。",
"summary": "守灯人与群岛议会围绕沉船旧案对峙。"
})
.as_object()
.cloned()
.expect("draft profile should be object");
let setting_text = resolve_custom_world_publish_setting_text(&payload, &draft_profile, "");
assert_eq!(setting_text, "海雾会吞掉记错航线的人。");
}
#[test]
fn publish_setting_text_prefers_payload_then_draft_then_seed() {
let mut payload = Map::new();
payload.insert(
"settingText".to_string(),
Value::String("发布载荷设定".to_string()),
);
let draft_profile = json!({
"worldHook": "草稿世界一句话",
"summary": "草稿摘要"
})
.as_object()
.cloned()
.expect("draft profile should be object");
assert_eq!(
resolve_custom_world_publish_setting_text(&payload, &draft_profile, "用户原始设定"),
"发布载荷设定"
);
assert_eq!(
resolve_custom_world_publish_setting_text(&Map::new(), &draft_profile, "用户原始设定"),
"草稿世界一句话"
);
assert_eq!(
resolve_custom_world_publish_setting_text(&Map::new(), &Map::new(), "用户原始设定"),
"用户原始设定"
);
}
}

View File

@@ -5,8 +5,8 @@ use shared_contracts::runtime_story::{
};
use crate::{
battle::resolve_battle_action, build_status_patch, read_bool_field, read_i32_field,
read_optional_string_field,
StoryRuntimeActionResolveInput, battle::resolve_battle_action, build_status_patch,
read_bool_field, read_i32_field, read_optional_string_field, resolve_story_runtime_action,
};
fn build_battle_fixture() -> serde_json::Value {
@@ -61,6 +61,115 @@ fn build_request(function_id: &str, option_text: &str) -> RuntimeStoryActionRequ
}
}
fn build_runtime_action_request(
function_id: &str,
action_text: &str,
payload: Option<serde_json::Value>,
) -> shared_contracts::story::ResolveStoryRuntimeActionRequest {
shared_contracts::story::ResolveStoryRuntimeActionRequest {
story_session_id: "storysess-1".to_string(),
client_version: Some(1),
function_id: function_id.to_string(),
action_text: action_text.to_string(),
target_id: None,
payload,
}
}
fn build_custom_world_profile_with_two_landmarks() -> serde_json::Value {
json!({
"id": "profile-1",
"name": "雾桥旧约",
"summary": "雾桥边的旧约正在复苏。",
"camp": {
"id": "camp-1",
"name": "雾桥营地",
"description": "营火压着雾气。",
"connections": [
{
"targetLandmarkId": "landmark-1",
"relativePosition": "forward",
"summary": "沿桥面继续前进"
},
{
"targetLandmarkId": "landmark-2",
"relativePosition": "right",
"summary": "转入雾中支路"
}
]
},
"landmarks": [
{
"id": "landmark-1",
"name": "断桥口",
"description": "桥口挂着旧灯。"
},
{
"id": "landmark-2",
"name": "雾中渡",
"description": "渡口只有潮声。"
}
],
"storyNpcs": [
{
"id": "npc-bridge",
"name": "桥影",
"description": "桥下逼来的敌影",
"initialAffinity": -20
},
{
"id": "npc-ferryman",
"name": "摆渡人",
"description": "守着雾中渡的人",
"initialAffinity": 0
}
],
"sceneChapterBlueprints": [
{
"id": "chapter-camp",
"sceneId": "camp-1",
"linkedLandmarkIds": ["camp-1"],
"acts": [
{
"id": "act-camp-1",
"sceneId": "camp-1",
"oppositeNpcId": "npc-bridge"
},
{
"id": "act-camp-2",
"sceneId": "camp-1",
"oppositeNpcId": "npc-ferryman"
}
]
},
{
"id": "chapter-landmark-1",
"sceneId": "landmark-1",
"linkedLandmarkIds": ["landmark-1"],
"acts": [
{
"id": "act-landmark-1",
"sceneId": "landmark-1",
"oppositeNpcId": "npc-ferryman"
}
]
}
]
})
}
fn build_story_runtime_snapshot(
game_state: serde_json::Value,
current_story: Option<serde_json::Value>,
) -> shared_contracts::story::StoryRuntimeSnapshotPayload {
shared_contracts::story::StoryRuntimeSnapshotPayload {
saved_at: None,
bottom_tab: "adventure".to_string(),
game_state,
current_story,
}
}
#[test]
fn battle_resolution_prefers_player_defeat_when_both_sides_fall_in_same_turn() {
let request = build_request("battle_all_in_crush", "全力压制");
@@ -89,3 +198,210 @@ fn battle_resolution_prefers_player_defeat_when_both_sides_fall_in_same_turn() {
Some("defeat".to_string())
);
}
#[test]
fn terminal_battle_action_persists_post_battle_continue_story() {
let mut game_state = build_battle_fixture();
game_state["runtimeSessionId"] = json!("runtime-1");
game_state["currentScene"] = json!("Story");
game_state["worldType"] = json!("CUSTOM");
game_state["playerHp"] = json!(30);
game_state["customWorldProfile"] = build_custom_world_profile_with_two_landmarks();
game_state["currentScenePreset"] = json!({
"id": "custom-scene-camp",
"name": "雾桥营地",
"description": "营火压着雾气。",
"connectedSceneIds": ["custom-scene-landmark-1", "custom-scene-landmark-2"],
"forwardSceneId": "custom-scene-landmark-1",
"treasureHints": [],
"npcs": []
});
game_state["storyEngineMemory"] = json!({
"currentSceneActState": {
"sceneId": "camp-1",
"chapterId": "chapter-camp",
"currentActId": "act-camp-1",
"currentActIndex": 0,
"completedActIds": [],
"visitedActIds": ["act-camp-1"]
}
});
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
story_session_id: "storysess-1".to_string(),
runtime_session_id: "runtime-1".to_string(),
snapshot: build_story_runtime_snapshot(game_state, None),
request: build_runtime_action_request("battle_all_in_crush", "全力压制", None),
})
.expect("terminal battle should resolve");
assert_eq!(
output.presentation.battle.unwrap().outcome.as_deref(),
Some("victory")
);
assert_eq!(
output.presentation.options[0].function_id,
"story_continue_adventure"
);
assert_eq!(
output.snapshot.current_story.as_ref().unwrap()["options"][0]["functionId"],
json!("story_continue_adventure")
);
assert!(
output.snapshot.current_story.as_ref().unwrap()["deferredOptions"]
.as_array()
.is_some_and(|items| {
items
.iter()
.any(|item| item["functionId"] == json!("idle_travel_next_scene"))
})
);
assert_eq!(
output.snapshot.current_story.as_ref().unwrap()["deferredRuntimeState"]["storyEngineMemory"]
["currentSceneActState"]["currentActId"],
json!("act-camp-2")
);
assert_eq!(
output.snapshot.game_state["storyEngineMemory"]["currentSceneActState"]["currentActId"],
json!("act-camp-2")
);
}
#[test]
fn idle_travel_next_scene_changes_scene_from_target_payload() {
let game_state = json!({
"runtimeSessionId": "runtime-1",
"runtimeActionVersion": 1,
"currentScene": "Story",
"worldType": "CUSTOM",
"customWorldProfile": build_custom_world_profile_with_two_landmarks(),
"playerHp": 30,
"playerMaxHp": 40,
"playerMana": 10,
"playerMaxMana": 20,
"playerCurrency": 0,
"playerInventory": [],
"playerEquipment": { "weapon": null, "armor": null, "relic": null },
"runtimeStats": {
"hostileNpcsDefeated": 0,
"itemsUsed": 0,
"questsAccepted": 0,
"scenesTraveled": 0,
"playTimeMs": 0,
"lastPlayTickAt": null
},
"currentScenePreset": {
"id": "custom-scene-camp",
"name": "雾桥营地",
"description": "营火压着雾气。",
"connectedSceneIds": ["custom-scene-landmark-1", "custom-scene-landmark-2"],
"connections": [
{
"sceneId": "custom-scene-landmark-1",
"relativePosition": "forward",
"summary": "沿桥面继续前进"
}
],
"forwardSceneId": "custom-scene-landmark-1",
"treasureHints": [],
"npcs": []
},
"currentEncounter": null,
"npcInteractionActive": false,
"sceneHostileNpcs": [],
"inBattle": false,
"storyHistory": [],
"storyEngineMemory": {}
});
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
story_session_id: "storysess-1".to_string(),
runtime_session_id: "runtime-1".to_string(),
snapshot: build_story_runtime_snapshot(game_state, None),
request: build_runtime_action_request(
"idle_travel_next_scene",
"向前走,前往断桥口",
Some(json!({ "targetSceneId": "custom-scene-landmark-1" })),
),
})
.expect("travel action should resolve");
assert_eq!(
output.snapshot.game_state["currentScenePreset"]["id"],
json!("custom-scene-landmark-1")
);
assert_eq!(
output.snapshot.game_state["runtimeStats"]["scenesTraveled"],
json!(1)
);
assert_eq!(
output.snapshot.game_state["currentEncounter"]["id"],
json!("npc-ferryman")
);
assert_eq!(
output.snapshot.game_state["storyEngineMemory"]["currentSceneActState"]["currentActId"],
json!("act-landmark-1")
);
assert!(output.presentation.options.iter().any(|option| {
option.function_id == "idle_travel_next_scene"
|| option.function_id == "idle_explore_forward"
}));
}
#[test]
fn idle_travel_next_scene_normalizes_custom_landmark_id_payload() {
let game_state = json!({
"runtimeSessionId": "runtime-1",
"runtimeActionVersion": 1,
"currentScene": "Story",
"worldType": "CUSTOM",
"customWorldProfile": build_custom_world_profile_with_two_landmarks(),
"playerHp": 30,
"playerMaxHp": 40,
"playerMana": 10,
"playerMaxMana": 20,
"playerCurrency": 0,
"playerInventory": [],
"playerEquipment": { "weapon": null, "armor": null, "relic": null },
"runtimeStats": {
"hostileNpcsDefeated": 0,
"itemsUsed": 0,
"questsAccepted": 0,
"scenesTraveled": 0,
"playTimeMs": 0,
"lastPlayTickAt": null
},
"currentScenePreset": {
"id": "custom-scene-camp",
"name": "雾桥营地",
"description": "营火压着雾气。",
"connectedSceneIds": ["landmark-1", "landmark-2"],
"forwardSceneId": "landmark-2",
"treasureHints": [],
"npcs": []
},
"currentEncounter": null,
"npcInteractionActive": false,
"sceneHostileNpcs": [],
"inBattle": false,
"storyHistory": [],
"storyEngineMemory": {}
});
let output = resolve_story_runtime_action(StoryRuntimeActionResolveInput {
story_session_id: "storysess-1".to_string(),
runtime_session_id: "runtime-1".to_string(),
snapshot: build_story_runtime_snapshot(game_state, None),
request: build_runtime_action_request(
"idle_travel_next_scene",
"前往雾中渡",
Some(json!({ "targetSceneId": "landmark-2" })),
),
})
.expect("raw custom landmark id should resolve");
assert_eq!(
output.snapshot.game_state["currentScenePreset"]["id"],
json!("custom-scene-landmark-2")
);
}

View File

@@ -76,7 +76,9 @@ pub use options::{
build_static_runtime_story_option, build_story_option_from_runtime_option, infer_option_scope,
};
pub use post_battle::{
finalize_post_battle_resolution, is_terminal_battle_outcome, resolve_post_battle_story_options,
clear_post_battle_state, ensure_scene_act_state, ensure_scene_encounter_preview,
finalize_post_battle_resolution, is_terminal_battle_outcome, resolve_forward_scene_id,
resolve_post_battle_story_options, resolve_runtime_scene_preset,
};
pub use projection::{StoryRuntimeProjectionSource, build_story_runtime_projection};
pub use prompt_context::{RuntimeStoryPromptContextExtras, build_runtime_story_prompt_context};

View File

@@ -2,10 +2,11 @@ use serde_json::{Value, json};
use shared_contracts::runtime_story::RuntimeStoryOptionView;
use crate::{
CONTINUE_ADVENTURE_FUNCTION_ID, build_static_runtime_story_option,
CONTINUE_ADVENTURE_FUNCTION_ID, build_custom_scene_preset, build_static_runtime_story_option,
build_story_option_from_runtime_option, ensure_json_object, read_array_field, read_bool_field,
read_field, read_i32_field, read_object_field, read_optional_string_field, write_bool_field,
write_i32_field, write_null_field, write_string_field,
read_field, read_i32_field, read_object_field, read_optional_string_field,
resolve_custom_runtime_scene_id, write_bool_field, write_i32_field, write_null_field,
write_string_field,
};
const WUXIA_FIRST_SCENE_ID: &str = "wuxia-bamboo-road";
@@ -36,6 +37,8 @@ pub fn finalize_post_battle_resolution(
return None;
}
let original_scene_act_state = current_scene_act_state(game_state);
if outcome == "defeat" {
return Some(finalize_defeat_revive(game_state, fallback_options));
}
@@ -45,6 +48,7 @@ pub fn finalize_post_battle_resolution(
game_state,
result_text,
fallback_options,
original_scene_act_state,
));
}
@@ -64,13 +68,14 @@ fn finalize_victory_or_spar(
game_state: &mut Value,
result_text: &str,
fallback_options: Vec<RuntimeStoryOptionView>,
original_scene_act_state: Option<Value>,
) -> PostBattleFinalization {
clear_post_battle_state(game_state);
let is_last_act = is_current_scene_act_last(game_state);
let next_act_state = if is_last_act {
None
} else {
resolve_next_scene_act_runtime_state(game_state)
resolve_next_scene_act_runtime_state(game_state, original_scene_act_state.as_ref())
};
if let Some(next_act_state) = next_act_state {
write_current_scene_act_state(game_state, next_act_state);
@@ -141,7 +146,7 @@ fn finalize_defeat_revive(
{
write_current_scene_act_state(game_state, first_act_state);
}
ensure_first_scene_encounter_preview(game_state);
ensure_scene_encounter_preview(game_state);
let story_text = if first_scene.name.is_empty() {
"你在战斗中倒下,随后重新醒来。".to_string()
@@ -160,7 +165,7 @@ fn finalize_defeat_revive(
}
}
fn clear_post_battle_state(game_state: &mut Value) {
pub fn clear_post_battle_state(game_state: &mut Value) {
write_null_field(game_state, "currentEncounter");
write_bool_field(game_state, "npcInteractionActive", false);
ensure_json_object(game_state).insert("sceneHostileNpcs".to_string(), Value::Array(Vec::new()));
@@ -421,7 +426,7 @@ fn write_first_scene(game_state: &mut Value, scene: &RuntimeScene) {
);
}
fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
pub fn ensure_scene_encounter_preview(game_state: &mut Value) {
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
return;
}
@@ -436,7 +441,13 @@ fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
};
let scene_id = read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "id"));
let focus_npc_id = resolve_active_scene_act_focus_npc_id(profile, scene_id.as_deref());
let current_act_id = current_scene_act_state(game_state)
.and_then(|state| read_optional_string_field(&state, "currentActId"));
let focus_npc_id = resolve_active_scene_act_focus_npc_id(
profile,
scene_id.as_deref(),
current_act_id.as_deref(),
);
let Some(focus_npc_id) = focus_npc_id else {
return;
};
@@ -450,6 +461,22 @@ fn ensure_first_scene_encounter_preview(game_state: &mut Value) {
);
}
pub fn ensure_scene_act_state(game_state: &mut Value) {
if read_bool_field(game_state, "inBattle").unwrap_or(false) {
return;
}
let Some(scene_id) = read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "id"))
else {
return;
};
let Some(act_state) = build_initial_scene_act_runtime_state(game_state, scene_id.as_str())
else {
return;
};
write_current_scene_act_state(game_state, act_state);
}
fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView> {
let Some(current_scene) = read_object_field(game_state, "currentScenePreset") else {
return vec![build_static_runtime_story_option(
@@ -459,32 +486,53 @@ fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView>
)];
};
let current_scene_id = read_optional_string_field(current_scene, "id");
let mut options = read_array_field(current_scene, "connections")
let forward_scene_id = read_optional_string_field(current_scene, "forwardSceneId");
let mut option_scene_ids = Vec::new();
let mut options = Vec::new();
for connection in read_array_field(current_scene, "connections") {
let Some(scene_id) = read_optional_string_field(connection, "sceneId") else {
continue;
};
if current_scene_id.as_deref() == Some(scene_id.as_str())
|| option_scene_ids.iter().any(|id| id == scene_id.as_str())
{
continue;
}
let relative_position = read_optional_string_field(connection, "relativePosition")
.unwrap_or_else(|| "forward".to_string());
options.push(build_scene_travel_option(
game_state,
scene_id.as_str(),
relative_position.as_str(),
));
option_scene_ids.push(scene_id);
}
for scene_id in read_array_field(current_scene, "connectedSceneIds")
.into_iter()
.filter_map(|connection| {
let scene_id = read_optional_string_field(connection, "sceneId")?;
if current_scene_id.as_deref() == Some(scene_id.as_str()) {
return None;
}
let relative_position = read_optional_string_field(connection, "relativePosition")
.unwrap_or_else(|| "forward".to_string());
let scene_name = resolve_scene_name(game_state, scene_id.as_str())
.unwrap_or_else(|| scene_id.clone());
Some(RuntimeStoryOptionView {
payload: Some(json!({ "targetSceneId": scene_id })),
..build_static_runtime_story_option(
"idle_travel_next_scene",
format!(
"{},前往{}",
direction_text(relative_position.as_str()),
scene_name
)
.as_str(),
"story",
)
})
})
.collect::<Vec<_>>();
.filter_map(|scene_id| scene_id.as_str().map(str::to_string))
.chain(forward_scene_id.clone())
{
// 中文注释bootstrap 生成的旧快照常只有 connectedSceneIds / forwardSceneId
// 没有展开 connections这里也要生成旅行 action避免战后只剩默认 idle 选项循环。
if current_scene_id.as_deref() == Some(scene_id.as_str())
|| option_scene_ids.iter().any(|id| id == scene_id.as_str())
{
continue;
}
let relative_position = if forward_scene_id.as_deref() == Some(scene_id.as_str()) {
"forward"
} else {
"portal"
};
options.push(build_scene_travel_option(
game_state,
scene_id.as_str(),
relative_position,
));
option_scene_ids.push(scene_id);
}
if options.is_empty() {
options.push(build_static_runtime_story_option(
@@ -497,6 +545,163 @@ fn build_scene_travel_options(game_state: &Value) -> Vec<RuntimeStoryOptionView>
options
}
fn build_scene_travel_option(
game_state: &Value,
scene_id: &str,
relative_position: &str,
) -> RuntimeStoryOptionView {
let scene_name =
resolve_scene_name(game_state, scene_id).unwrap_or_else(|| scene_id.to_string());
RuntimeStoryOptionView {
payload: Some(json!({ "targetSceneId": scene_id })),
..build_static_runtime_story_option(
"idle_travel_next_scene",
format!("{},前往{}", direction_text(relative_position), scene_name).as_str(),
"story",
)
}
}
pub fn resolve_runtime_scene_preset(game_state: &Value, scene_id: &str) -> Option<Value> {
let normalized_scene_id = scene_id.trim();
if normalized_scene_id.is_empty() {
return None;
}
if let Some(profile) = read_object_field(game_state, "customWorldProfile")
&& let Some(scene) = build_custom_scene_preset(
profile,
resolve_custom_runtime_scene_id(profile, normalized_scene_id).as_str(),
)
{
return Some(scene);
}
resolve_builtin_runtime_scene_preset(game_state, normalized_scene_id)
}
pub fn resolve_forward_scene_id(game_state: &Value) -> Option<String> {
read_object_field(game_state, "currentScenePreset").and_then(|scene| {
read_optional_string_field(scene, "forwardSceneId")
.or_else(|| {
read_array_field(scene, "connections")
.into_iter()
.find_map(|connection| read_optional_string_field(connection, "sceneId"))
})
.or_else(|| {
read_array_field(scene, "connectedSceneIds")
.into_iter()
.find_map(|scene_id| scene_id.as_str().map(str::to_string))
})
})
}
fn resolve_builtin_runtime_scene_preset(game_state: &Value, scene_id: &str) -> Option<Value> {
let template = builtin_runtime_scene_template(scene_id)?;
Some(json!({
"id": template.id,
"name": template.name,
"description": template.description,
"imageSrc": read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "imageSrc"))
.unwrap_or_default(),
"connectedSceneIds": template.connected_scene_ids,
"connections": template.connections,
"forwardSceneId": template.forward_scene_id,
"treasureHints": template.treasure_hints,
"npcs": [],
}))
}
fn builtin_runtime_scene_template(scene_id: &str) -> Option<RuntimeScene> {
let is_xianxia = matches!(
scene_id,
"xianxia-cloud-gate"
| "xianxia-floating-isle"
| "xianxia-celestial-corridor"
| "xianxia-star-vessel"
);
if is_xianxia {
return Some(RuntimeScene {
id: scene_id.to_string(),
name: match scene_id {
"xianxia-floating-isle" => "浮空灵岛",
"xianxia-celestial-corridor" => "天门长廊",
"xianxia-star-vessel" => "星槎泊台",
_ => XIANXIA_FIRST_SCENE_NAME,
}
.to_string(),
description: match scene_id {
"xianxia-floating-isle" => "浮岛边缘灵雾翻涌,远处有阵纹一明一暗。",
"xianxia-celestial-corridor" => "长廊悬在云海上方,符光沿石柱缓慢游走。",
"xianxia-star-vessel" => "星槎泊在云海边缘,船身仍有星砂微光。",
_ => XIANXIA_FIRST_SCENE_DESCRIPTION,
}
.to_string(),
image_src: String::new(),
connected_scene_ids: vec![
"xianxia-cloud-gate".to_string(),
"xianxia-floating-isle".to_string(),
"xianxia-celestial-corridor".to_string(),
]
.into_iter()
.filter(|id| id != scene_id)
.collect(),
connections: vec![json!({
"sceneId": if scene_id == "xianxia-cloud-gate" { "xianxia-celestial-corridor" } else { "xianxia-cloud-gate" },
"relativePosition": if scene_id == "xianxia-cloud-gate" { "forward" } else { "back" },
"summary": "沿主路继续移动"
})],
forward_scene_id: Some(if scene_id == "xianxia-cloud-gate" {
"xianxia-celestial-corridor".to_string()
} else {
"xianxia-cloud-gate".to_string()
}),
treasure_hints: vec!["云阶边缘的灵光残痕".to_string()],
npcs: Vec::new(),
});
}
Some(RuntimeScene {
id: scene_id.to_string(),
name: match scene_id {
"wuxia-mountain-gate" => "山门石阶",
"wuxia-mist-woods" => "迷雾竹林",
"wuxia-ferry-bridge" => "渡口断桥",
_ => WUXIA_FIRST_SCENE_NAME,
}
.to_string(),
description: match scene_id {
"wuxia-mountain-gate" => "山门石阶覆着苔痕,旧旗在风里压得很低。",
"wuxia-mist-woods" => "迷雾在竹林间翻卷,脚下泥印很快又被雾水抹平。",
"wuxia-ferry-bridge" => "渡口断桥横在冷水上,桥边灯笼只剩半截残光。",
_ => WUXIA_FIRST_SCENE_DESCRIPTION,
}
.to_string(),
image_src: String::new(),
connected_scene_ids: vec![
"wuxia-bamboo-road".to_string(),
"wuxia-mountain-gate".to_string(),
"wuxia-mist-woods".to_string(),
]
.into_iter()
.filter(|id| id != scene_id)
.collect(),
connections: vec![json!({
"sceneId": if scene_id == "wuxia-bamboo-road" { "wuxia-mountain-gate" } else { "wuxia-bamboo-road" },
"relativePosition": if scene_id == "wuxia-bamboo-road" { "forward" } else { "back" },
"summary": "沿主路继续移动"
})],
forward_scene_id: Some(if scene_id == "wuxia-bamboo-road" {
"wuxia-mountain-gate".to_string()
} else {
"wuxia-bamboo-road".to_string()
}),
treasure_hints: vec!["路边半埋的旧物".to_string()],
npcs: Vec::new(),
})
}
fn resolve_scene_name(game_state: &Value, scene_id: &str) -> Option<String> {
if read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "id"))
@@ -553,7 +758,10 @@ fn direction_text(relative_position: &str) -> &'static str {
}
}
fn resolve_next_scene_act_runtime_state(game_state: &Value) -> Option<Value> {
fn resolve_next_scene_act_runtime_state(
game_state: &Value,
current_act_state_override: Option<&Value>,
) -> Option<Value> {
let profile = read_object_field(game_state, "customWorldProfile")?;
let scene_id = read_object_field(game_state, "currentScenePreset")
.and_then(|scene| read_optional_string_field(scene, "id"));
@@ -563,7 +771,9 @@ fn resolve_next_scene_act_runtime_state(game_state: &Value) -> Option<Value> {
if acts.is_empty() {
return None;
}
let runtime_state = build_initial_scene_act_runtime_state(game_state, scene_id_text)?;
let runtime_state = current_act_state_override
.cloned()
.or_else(|| build_initial_scene_act_runtime_state(game_state, scene_id_text))?;
let current_act_id = read_optional_string_field(&runtime_state, "currentActId");
let current_index = acts
.iter()
@@ -762,9 +972,17 @@ fn resolve_scene_aliases(profile: &Value, scene_id: &str) -> Vec<String> {
fn resolve_active_scene_act_focus_npc_id(
profile: &Value,
scene_id: Option<&str>,
current_act_id: Option<&str>,
) -> Option<String> {
let chapter = resolve_scene_chapter_blueprint(profile, scene_id)?;
let act_state = read_array_field(chapter, "acts").first().copied()?;
let acts = read_array_field(chapter, "acts");
let act_state = current_act_id
.and_then(|act_id| {
acts.iter()
.copied()
.find(|act| read_optional_string_field(act, "id").as_deref() == Some(act_id))
})
.or_else(|| acts.first().copied())?;
read_optional_string_field(act_state, "oppositeNpcId")
.or_else(|| read_optional_string_field(act_state, "primaryNpcId"))
.or_else(|| {

View File

@@ -14,16 +14,18 @@ use crate::{
build_current_build_toast, build_npc_gift_result_text,
build_runtime_story_option_from_story_option, build_runtime_story_view_model,
build_static_runtime_story_option, build_status_patch, build_story_option_from_runtime_option,
clear_encounter_state, clone_inventory_item_with_quantity, current_encounter_name,
ensure_json_object, find_player_inventory_entry, normalize_equipment_slot_id,
normalize_required_string, npc_buyback_price, npc_purchase_price,
clear_encounter_state, clear_post_battle_state, clone_inventory_item_with_quantity,
current_encounter_name, ensure_json_object, ensure_scene_act_state,
ensure_scene_encounter_preview, finalize_post_battle_resolution, find_player_inventory_entry,
normalize_equipment_slot_id, normalize_required_string, npc_buyback_price, npc_purchase_price,
project_story_engine_after_action, read_array_field, read_bool_field, read_field,
read_i32_field, read_inventory_item_name, read_object_field, read_optional_string_field,
read_player_equipment_item, read_player_inventory_values, read_runtime_session_id,
read_u32_field, recruit_companion_to_party, remove_inventory_item_from_list,
resolve_action_text, resolve_battle_action, resolve_equipment_slot_for_item,
resolve_forge_craft_action, resolve_forge_dismantle_action, resolve_forge_reforge_action,
resolve_npc_gift_affinity_gain, restore_player_resource, simple_story_resolution,
resolve_forward_scene_id, resolve_npc_gift_affinity_gain, resolve_post_battle_story_options,
resolve_runtime_scene_preset, restore_player_resource, simple_story_resolution,
write_bool_field, write_i32_field, write_null_field, write_player_equipment_item,
write_player_inventory_values, write_runtime_npc_interaction_view, write_string_field,
write_u32_field,
@@ -97,23 +99,7 @@ pub fn resolve_story_runtime_action(
requested_runtime_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 story_text = resolution
.story_text
.clone()
.unwrap_or_else(|| resolution.result_text.clone());
let history_result_text = resolution.result_text.clone();
let saved_current_story = resolution
.saved_current_story
.take()
.unwrap_or_else(|| build_current_story(story_text.as_str(), &options));
append_story_history(
&mut game_state,
@@ -132,6 +118,37 @@ pub fn resolve_story_runtime_action(
.and_then(|battle| battle.outcome.as_deref()),
);
if let Some(post_battle) = finalize_post_battle_resolution(
&mut game_state,
history_result_text.as_str(),
resolution
.battle
.as_ref()
.and_then(|battle| battle.outcome.as_deref()),
Vec::new(),
) {
resolution.story_text = Some(post_battle.story_text);
resolution.presentation_options = Some(post_battle.presentation_options);
resolution.saved_current_story = Some(post_battle.saved_current_story);
}
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 story_text = resolution
.story_text
.clone()
.unwrap_or_else(|| resolution.result_text.clone());
let saved_current_story = resolution
.saved_current_story
.take()
.unwrap_or_else(|| build_current_story(story_text.as_str(), &options));
let mut patches = vec![RuntimeStoryPatch::StoryHistoryAppend {
action_text: resolution.action_text.clone(),
result_text: history_result_text.clone(),
@@ -212,11 +229,10 @@ fn resolve_runtime_story_choice_action(
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_explore_forward" => resolve_idle_explore_forward_action(game_state, request),
"idle_travel_next_scene" | "camp_travel_home_scene" => {
resolve_idle_travel_next_scene_action(game_state, request)
}
"idle_observe_signs" => Ok(simple_story_resolution(
game_state,
resolve_action_text("观察周围迹象", request),
@@ -309,6 +325,62 @@ fn resolve_continue_adventure_action(
})
}
fn resolve_idle_explore_forward_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
// 中文注释:探索前进是战后继续链路的一环,必须在后端清掉战斗态并生成下一段遭遇预览。
// 前端只播放表现动画,不能只靠本地状态把同一组 idle 选项重新展示一遍。
clear_post_battle_state(game_state);
ensure_scene_encounter_preview(game_state);
Ok(StoryResolution {
action_text: resolve_action_text("继续向前探索", request),
result_text: "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。".to_string(),
story_text: None,
presentation_options: Some(resolve_post_battle_story_options(game_state)),
saved_current_story: None,
patches: vec![build_status_patch(game_state)],
battle: None,
toast: None,
})
}
fn resolve_idle_travel_next_scene_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,
) -> Result<StoryResolution, String> {
// 中文注释:切场景会改变 currentScenePreset、章节 act 状态和运行统计,
// 这些都是 runtime 快照真相,不能只在前端播放退场/进场动画。
let payload = request.action.payload.as_ref();
let target_scene_id = payload
.and_then(|payload| read_optional_string_field(payload, "targetSceneId"))
.or_else(|| resolve_forward_scene_id(game_state))
.ok_or_else(|| "idle_travel_next_scene 缺少 targetSceneId".to_string())?;
let next_scene = resolve_runtime_scene_preset(game_state, target_scene_id.as_str())
.ok_or_else(|| format!("未找到目标场景:{target_scene_id}"))?;
let next_scene_name =
read_optional_string_field(&next_scene, "name").unwrap_or_else(|| target_scene_id.clone());
clear_post_battle_state(game_state);
ensure_json_object(game_state).insert("currentScenePreset".to_string(), next_scene);
write_i32_field(game_state, "playerX", 0);
write_string_field(game_state, "playerFacing", "right");
ensure_scene_act_state(game_state);
ensure_scene_encounter_preview(game_state);
increment_runtime_stat_local(game_state, "scenesTraveled", 1);
Ok(StoryResolution {
action_text: resolve_action_text(&format!("前往{next_scene_name}"), request),
result_text: format!("你离开当前区域,抵达了{next_scene_name}。"),
story_text: None,
presentation_options: Some(resolve_post_battle_story_options(game_state)),
saved_current_story: None,
patches: vec![build_status_patch(game_state)],
battle: None,
toast: None,
})
}
fn resolve_npc_preview_talk_action(
game_state: &mut Value,
request: &RuntimeStoryActionRequest,

View File

@@ -54,9 +54,9 @@ pub fn default_creation_entry_type_snapshots(
"rpg",
"文字冒险",
"经典 RPG 体验",
"内测",
"可创建",
"/creation-type-references/rpg.webp",
false,
true,
true,
10,
updated_at_micros,

View File

@@ -236,6 +236,23 @@ mod tests {
);
}
#[test]
fn default_creation_entry_types_open_rpg_entry() {
let configs = default_creation_entry_type_snapshots(1);
let rpg = configs
.iter()
.find(|item| item.id == "rpg")
.expect("rpg creation entry should be seeded");
assert_eq!(rpg.title, "文字冒险");
assert_eq!(rpg.subtitle, "经典 RPG 体验");
assert!(rpg.visible);
assert!(rpg.open);
assert_eq!(rpg.badge, "可创建");
assert_eq!(rpg.sort_order, 10);
assert_eq!(rpg.image_src, "/creation-type-references/rpg.webp");
}
#[test]
fn default_creation_entry_types_include_bark_battle() {
let configs = default_creation_entry_type_snapshots(1);

View File

@@ -2562,6 +2562,18 @@ fn upsert_nested_result_profile_id(
}
}
fn resolve_publish_world_setting_text(
payload: &JsonMap<String, JsonValue>,
draft_profile: &JsonMap<String, JsonValue>,
session: &CustomWorldAgentSession,
) -> String {
module_custom_world::resolve_custom_world_publish_setting_text(
payload,
draft_profile,
&session.seed_text,
)
}
fn is_same_agent_draft_profile_candidate(
row: &CustomWorldProfile,
owner_user_id: &str,
@@ -2581,13 +2593,10 @@ fn execute_publish_world_action(
) -> Result<CustomWorldAgentOperationSnapshot, String> {
ensure_publishable_stage(session.stage, "publish_world")?;
let draft_profile =
if let Some(explicit) = payload.get("draftProfile").and_then(JsonValue::as_object) {
explicit.clone()
} else {
parse_optional_session_object(session.draft_profile_json.as_deref())
.ok_or_else(|| "publish_world requires draft_profile_json".to_string())?
};
// 中文注释:发布动作不再信任前端携带的 draftProfile
// 点击发布前,结果页 profile 必须先通过 sync_result_profile 写回
// custom_world_agent_session.draft_profile_json正式发布只读取这份会话真相。
let draft_profile = read_publish_world_draft_profile_from_session(session)?;
let gate = summarize_publish_gate_from_json(
&session.session_id,
session.stage,
@@ -2601,24 +2610,9 @@ fn execute_publish_world_action(
));
}
let profile_id = payload
.get("profileId")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.unwrap_or_else(|| gate.profile_id.clone());
let setting_text = payload
.get("settingText")
.and_then(JsonValue::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.map(ToOwned::to_owned)
.unwrap_or_else(|| session.seed_text.clone());
let legacy_result_profile_json = payload
.get("legacyResultProfile")
.map(serialize_json_value)
.transpose()?;
let profile_id = gate.profile_id.clone();
let setting_text = resolve_publish_world_setting_text(payload, &draft_profile, session);
let legacy_result_profile_json = None;
let author_public_user_code = read_optional_text_field(payload, &["authorPublicUserCode"])
.unwrap_or_else(|| build_public_user_code_from_owner_user_id(&session.owner_user_id));
let author_display_name = read_optional_text_field(payload, &["authorDisplayName"])
@@ -2663,6 +2657,13 @@ fn execute_publish_world_action(
Ok(build_custom_world_agent_operation_snapshot(&operation))
}
fn read_publish_world_draft_profile_from_session(
session: &CustomWorldAgentSession,
) -> Result<JsonMap<String, JsonValue>, String> {
parse_optional_session_object(session.draft_profile_json.as_deref())
.ok_or_else(|| "publish_world requires draft_profile_json".to_string())
}
fn execute_revert_checkpoint_action(
ctx: &ReducerContext,
session: &CustomWorldAgentSession,
@@ -5250,6 +5251,26 @@ mod tests {
);
}
#[test]
fn publish_world_draft_profile_comes_from_session_not_payload() {
let session = build_test_custom_world_agent_session(
"seed",
RpgAgentStage::ReadyToPublish,
Some(r#"{"id":"saved-profile","name":"已保存草稿"}"#),
);
let draft_profile =
read_publish_world_draft_profile_from_session(&session).expect("session draft exists");
assert_eq!(
draft_profile.get("id").and_then(JsonValue::as_str),
Some("saved-profile")
);
assert_eq!(
draft_profile.get("name").and_then(JsonValue::as_str),
Some("已保存草稿")
);
}
#[test]
fn custom_world_agent_session_direct_work_content_ignores_empty_created_session() {
let empty_session =

View File

@@ -179,6 +179,7 @@ fn seed_creation_entry_config_if_missing(ctx: &ReducerContext) {
}
}
migrate_rpg_entry_from_old_hidden_default(ctx, now);
migrate_visual_novel_entry_from_old_visible_default(ctx, now);
migrate_coming_soon_entry_from_old_open_default(
ctx,
@@ -204,6 +205,36 @@ fn seed_creation_entry_config_if_missing(ctx: &ReducerContext) {
);
}
fn migrate_rpg_entry_from_old_hidden_default(ctx: &ReducerContext, now: Timestamp) {
let id = "rpg".to_string();
let Some(row) = ctx.db.creation_entry_type_config().id().find(&id) else {
return;
};
// 中文注释:只开放历史默认隐藏的 RPG 入口,不覆盖后台入口开关后续手动配置。
let still_old_hidden_default = row.title == "文字冒险"
&& row.subtitle == "经典 RPG 体验"
&& row.badge == "内测"
&& row.image_src == "/creation-type-references/rpg.webp"
&& !row.visible
&& row.open
&& row.sort_order == 10;
if !still_old_hidden_default {
return;
}
ctx.db
.creation_entry_type_config()
.id()
.update(CreationEntryTypeConfig {
badge: "可创建".to_string(),
visible: true,
open: true,
updated_at: now,
..row
});
}
fn migrate_visual_novel_entry_from_old_visible_default(ctx: &ReducerContext, now: Timestamp) {
let id = "visual-novel".to_string();
let Some(row) = ctx.db.creation_entry_type_config().id().find(&id) else {

View File

@@ -32,6 +32,16 @@ const RpgRuntimeApp = lazy(async () => {
};
});
function RuntimeLoadingFallback() {
return (
<div className="platform-ui-shell platform-viewport-shell platform-theme platform-theme--dark flex h-screen items-center justify-center bg-[image:var(--platform-body-fill)] p-4 font-sans text-[var(--platform-text-strong)]">
<div className="platform-subpanel rounded-2xl px-5 py-4 text-sm text-zinc-300">
</div>
</div>
);
}
function isRpgRuntimeRoute(pathname: string) {
const normalizedPath = normalizeAppPath(pathname);
return (
@@ -126,7 +136,7 @@ export default function App() {
if (isRuntimeActive) {
return (
<Suspense fallback={null}>
<Suspense fallback={<RuntimeLoadingFallback />}>
<RpgRuntimeApp
initialIntent={runtimeIntent}
onExitRuntime={() => {

View File

@@ -5,6 +5,7 @@ import userEvent from '@testing-library/user-event';
import { useState } from 'react';
import { expect, test, vi } from 'vitest';
import { normalizeCustomWorldProfileRecord } from '../data/customWorldLibrary';
import * as rpgCreationAssetClient from '../services/rpg-creation/rpgCreationAssetClient';
import type { CustomWorldPlayableNpc, CustomWorldProfile } from '../types';
import { RpgCreationResultView } from './rpg-creation-result/RpgCreationResultView';
@@ -286,6 +287,40 @@ function ResultViewHarness() {
);
}
function ResultViewRehydratingHarness() {
const [profile, setProfile] = useState(baseProfile);
const [rehydrated, setRehydrated] = useState(false);
return (
<div>
<div data-testid="rehydrated">{rehydrated ? 'yes' : 'no'}</div>
<RpgCreationResultView
profile={profile}
previewCharacters={[]}
isGenerating={false}
progress={0}
progressLabel=""
error={null}
onBack={() => {}}
onProfileChange={(nextProfile) => {
setProfile(nextProfile);
if (!nextProfile.openingCg) {
return;
}
window.setTimeout(() => {
const normalized = normalizeCustomWorldProfileRecord(nextProfile);
if (normalized) {
setProfile(normalized);
}
setRehydrated(true);
}, 0);
}}
/>
</div>
);
}
test('clicking新增可扮演角色 shows pending item, disables button, and marks result as new', async () => {
const user = userEvent.setup();
@@ -385,6 +420,40 @@ test('world tab generates opening cg only after manual click and writes it back
});
});
test('world tab keeps opening cg visible after parent rehydrates normalized profile', async () => {
const user = userEvent.setup();
mockedRpgCreationAssetClient.generateOpeningCg.mockResolvedValue({
id: 'opening-cg-1',
status: 'ready',
storyboardImageSrc: '/generated-custom-world-scenes/world/opening/storyboard.png',
storyboardAssetId: 'storyboard-1',
videoSrc: '/generated-custom-world-scenes/world/opening/opening.mp4',
videoAssetId: 'video-1',
imageModel: 'gpt-image-2',
videoModel: 'doubao-seedance-2-0-fast-260128',
aspectRatio: '16:9',
imageSize: '2k',
videoResolution: '480p',
durationSeconds: 15,
pointCost: 80,
estimatedWaitMinutes: 10,
updatedAt: '2026-05-03T00:00:00Z',
});
render(<ResultViewRehydratingHarness />);
await user.click(screen.getByRole('button', { name: '生成' }));
await waitFor(() => {
expect(screen.getByTestId('rehydrated').textContent).toBe('yes');
});
expect(
document.querySelector(
'video[src="/generated-custom-world-scenes/world/opening/opening.mp4"]',
),
).toBeTruthy();
});
test('playable tab prefers generated portrait over runtime preview placeholder', async () => {
const user = userEvent.setup();
const profile = {

View File

@@ -25,6 +25,17 @@ const testEntryConfig = {
description: '先选玩法类型,再进入对应创作工作台。',
},
creationTypes: [
{
id: 'rpg',
title: '文字冒险',
subtitle: '经典 RPG 体验',
badge: '可创建',
imageSrc: '/creation-type-references/rpg.webp',
visible: true,
open: true,
sortOrder: 10,
updatedAtMicros: 1,
},
{
id: 'puzzle',
title: '拼图',
@@ -253,14 +264,18 @@ test('creation hub reflects updated draft title summary and counts after rerende
const match3dButton = screen.getByRole('button', {
name: /.*3D /u,
});
const rpgButton = screen.getByRole('button', {
name: /.* RPG /u,
});
expect(puzzleButton).toBeTruthy();
expect(match3dButton).toBeTruthy();
expect(rpgButton).toBeTruthy();
expect((puzzleButton as HTMLButtonElement).disabled).toBe(false);
expect((match3dButton as HTMLButtonElement).disabled).toBe(false);
expect((rpgButton as HTMLButtonElement).disabled).toBe(false);
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByText('反直觉形状分拣')).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
expect(screen.queryByRole('button', { name: //u })).toBeNull();
await user.click(match3dButton);

View File

@@ -19,6 +19,17 @@ const testEntryConfig = {
description: '先选玩法类型,再进入对应创作工作台。',
},
creationTypes: [
{
id: 'rpg',
title: '文字冒险',
subtitle: '经典 RPG 体验',
badge: '可创建',
imageSrc: '/creation-type-references/rpg.webp',
visible: true,
open: true,
sortOrder: 10,
updatedAtMicros: 1,
},
{
id: 'puzzle',
title: '拼图',
@@ -124,7 +135,8 @@ test('creation hub draft card renders compiled work summary fields', () => {
expect(html).toContain('拼图关卡创作');
expect(html).toContain('抓大鹅');
expect(html).toContain('3D 消除关卡');
expect(html).not.toContain('文字冒险');
expect(html).toContain('文字冒险');
expect(html).toContain('经典 RPG 体验');
expect(html).not.toContain('大鱼吃小鱼');
});

View File

@@ -7,7 +7,10 @@ import {
type Encounter,
type SceneHostileNpc,
} from '../../types';
import { GameCanvasEntityLayer } from './GameCanvasEntityLayer';
import {
GameCanvasEntityLayer,
getCombatFloatingNumberPresentation,
} from './GameCanvasEntityLayer';
import {
CHARACTER_COMBAT_HP_TOP_PX,
ENTITY_CONTAINER_REM,
@@ -125,6 +128,21 @@ function renderEntityLayer(effectNpcId: string | null) {
}
describe('GameCanvasEntityLayer', () => {
it('keeps combat floating numbers readable on dark noisy battle backgrounds', () => {
const damage = getCombatFloatingNumberPresentation(false);
const healing = getCombatFloatingNumberPresentation(true);
expect(damage.toneClass).toContain('bg-rose-950/72');
expect(damage.toneClass).toContain('text-rose-50');
expect(damage.textStyle.WebkitTextStroke).toContain('rgba(127, 29, 29');
expect(damage.textStyle.textShadow).toContain('rgba(0, 0, 0');
expect(healing.toneClass).toContain('bg-emerald-950/70');
expect(healing.toneClass).toContain('text-emerald-50');
expect(healing.textStyle.WebkitTextStroke).toContain('rgba(6, 78, 59');
expect(healing.textStyle.textShadow).toContain('rgba(0, 0, 0');
});
it('uses mirrored stage anchors for player and opponent containers', () => {
expect(getMirroredStageEntityLeft('15%', 'player')).toBe('15%');
expect(getMirroredStageEntityLeft('15%', 'opponent')).toBe(`calc(100% - 15% - ${ENTITY_CONTAINER_REM}rem)`);

View File

@@ -1,5 +1,5 @@
import {motion} from 'motion/react';
import {type ReactNode, useEffect, useMemo, useRef, useState} from 'react';
import {type CSSProperties, type ReactNode, useEffect, useMemo, useRef, useState} from 'react';
import {getCharacterById} from '../../data/characterPresets';
import {getFacingTowardPlayer, MONSTERS_BY_WORLD} from '../../data/hostileNpcs';
@@ -130,6 +130,45 @@ function getSceneTransitionMotionConfig(
};
}
export function getCombatFloatingNumberPresentation(isHealing: boolean): {
toneClass: string;
textStyle: CSSProperties;
} {
const textShadow = [
'0 1px 0 rgba(0, 0, 0, 0.98)',
'0 0 8px rgba(0, 0, 0, 0.92)',
'0 0 16px rgba(0, 0, 0, 0.72)',
].join(', ');
if (isHealing) {
return {
toneClass: [
'border-emerald-100/70',
'bg-emerald-950/70',
'text-emerald-50',
'shadow-[0_0_18px_rgba(52,211,153,0.55)]',
].join(' '),
textStyle: {
WebkitTextStroke: '1.45px rgba(6, 78, 59, 0.95)',
textShadow,
},
};
}
return {
toneClass: [
'border-rose-100/75',
'bg-rose-950/72',
'text-rose-50',
'shadow-[0_0_20px_rgba(248,113,113,0.68)]',
].join(' '),
textStyle: {
WebkitTextStroke: '1.55px rgba(127, 29, 29, 0.98)',
textShadow,
},
};
}
function CombatFloatingNumber({
event,
onDone,
@@ -139,23 +178,20 @@ function CombatFloatingNumber({
}) {
const isHealing = event.delta > 0;
const deltaText = `${isHealing ? '+' : ''}${event.delta}`;
const colorClass = isHealing ? 'text-emerald-200' : 'text-rose-200';
const glowClass = isHealing
? 'drop-shadow-[0_0_8px_rgba(52,211,153,0.9)]'
: 'drop-shadow-[0_0_8px_rgba(248,113,113,0.9)]';
const presentation = getCombatFloatingNumberPresentation(isHealing);
return (
<motion.div
key={event.id}
initial={{opacity: 0, y: 10, scale: 0.76}}
animate={{opacity: [0, 1, 1, 0], y: [10, -12, -31, -50], scale: [0.76, 1.22, 1, 0.9]}}
initial={{opacity: 0, y: 8, scale: 0.72}}
animate={{opacity: [0, 1, 1, 0], y: [8, -14, -36, -58], scale: [0.72, 1.18, 1.04, 0.92]}}
transition={{duration: 0.92, ease: 'easeOut'}}
onAnimationComplete={() => onDone(event.id)}
className={`pointer-events-none absolute -top-16 left-1/2 z-[14] -translate-x-1/2 text-lg font-black leading-none ${colorClass} ${glowClass}`}
className={`pointer-events-none absolute -top-[4.65rem] left-1/2 z-[38] flex min-w-[2.4rem] -translate-x-1/2 select-none items-center justify-center rounded-full border px-1.5 py-0.5 text-[1.45rem] font-black leading-none tracking-[-0.04em] sm:text-[1.6rem] ${presentation.toneClass}`}
data-testid={`combat-feedback-${event.targetKey}`}
aria-label={`战斗数值 ${deltaText}`}
>
<span className="[-webkit-text-stroke:1px_rgba(24,24,27,0.76)]">
<span style={presentation.textStyle}>
{deltaText}
</span>
</motion.div>

View File

@@ -3235,6 +3235,7 @@ export function PlatformEntryFlowShellImpl({
const enterWorldCoordinator = useRpgCreationEnterWorld({
isAgentDraftResultView: sessionController.isAgentDraftResultView,
activeAgentSessionId: sessionController.activeAgentSessionId,
currentAgentSessionStage: sessionController.agentSession?.stage ?? null,
generatedCustomWorldProfile: sessionController.generatedCustomWorldProfile,
handleCustomWorldSelect,
syncAgentDraftResultProfile:

View File

@@ -15,7 +15,51 @@ import {
import { RpgEntryCharacterSelectView } from './RpgEntryCharacterSelectView';
vi.mock('../../data/characterPresets', () => ({
ROLE_TEMPLATE_CHARACTERS: [],
ROLE_TEMPLATE_CHARACTERS: [
{
id: 'fallback-hero',
name: '兜底侠',
title: '默认角色',
description: '兜底角色',
backstory: '兜底背景',
personality: '冷静 果断',
gender: 'unknown',
portrait: '/portraits/fallback.png',
attributes: {
strength: 8,
agility: 8,
intelligence: 8,
spirit: 8,
},
attributeProfile: {
schemaId: 'schema:custom:fallback',
values: {
axis_a: 8,
axis_b: 8,
axis_c: 8,
axis_d: 8,
axis_e: 8,
axis_f: 8,
},
evidence: [],
},
attributeProfiles: {
CUSTOM: {
schemaId: 'schema:custom:fallback',
values: {
axis_a: 8,
axis_b: 8,
axis_c: 8,
axis_d: 8,
axis_e: 8,
axis_f: 8,
},
evidence: [],
},
},
skills: [],
},
],
buildCustomWorldPlayableCharacters: vi.fn(),
}));
@@ -190,3 +234,46 @@ test('custom world character selection stays stable when character ids are empty
expect(duplicateKeyCalls).toHaveLength(0);
});
test('custom world character selection falls back instead of rendering a blank screen when profile characters are malformed', () => {
vi.spyOn(console, 'warn').mockImplementation(() => undefined);
vi.mocked(buildCustomWorldPlayableCharacters).mockImplementation(() => {
throw new TypeError('profile.playableNpcs is not iterable');
});
render(
<RpgEntryCharacterSelectView
worldType={WorldType.CUSTOM}
customWorldProfile={{
id: 'broken-profile',
name: '坏数据',
attributeSchema: {
id: 'schema:custom:fallback',
worldId: 'broken-profile',
schemaVersion: 1,
generatedFrom: {
worldType: WorldType.CUSTOM,
worldName: '坏数据',
settingSummary: '坏数据',
tone: '测试',
conflictCore: '测试',
},
slots: [
{ slotId: 'axis_a', name: '骨势' },
{ slotId: 'axis_b', name: '身法' },
{ slotId: 'axis_c', name: '眼脉' },
{ slotId: 'axis_d', name: '心焰' },
{ slotId: 'axis_e', name: '尘缘' },
{ slotId: 'axis_f', name: '玄息' },
],
},
} as unknown as CustomWorldProfile}
onBack={() => {}}
onConfirm={() => {}}
/>,
);
expect(screen.getByText('选择你的角色')).toBeTruthy();
expect(screen.getAllByText('兜底侠').length).toBeGreaterThan(0);
expect(screen.getByRole('button', { name: //u })).toBeTruthy();
});

View File

@@ -112,6 +112,19 @@ function buildSelectionCharacterKey(character: Character, index: number) {
return `selection-character-${index}-${fallbackSeed}`;
}
function resolveSelectionCharacters(profile: CustomWorldProfile | null) {
try {
const characters = profile
? buildCustomWorldPlayableCharacters(profile)
: ROLE_TEMPLATE_CHARACTERS;
return characters.length > 0 ? characters : ROLE_TEMPLATE_CHARACTERS;
} catch (error) {
console.warn('自定义世界角色数据异常,已回退默认角色。', error);
return ROLE_TEMPLATE_CHARACTERS;
}
}
function applyCharacterSelectionDraft(
character: Character | null,
draft?: CharacterSelectionDraft | null,
@@ -209,7 +222,7 @@ export function RpgEntryCharacterSelectView({
onConfirm,
}: RpgEntryCharacterSelectViewProps) {
const selectionCharacters = useMemo(
() => (customWorldProfile ? buildCustomWorldPlayableCharacters(customWorldProfile) : ROLE_TEMPLATE_CHARACTERS),
() => resolveSelectionCharacters(customWorldProfile),
[customWorldProfile],
);
const selectionEntries = useMemo(
@@ -329,7 +342,18 @@ export function RpgEntryCharacterSelectView({
};
if (!selectedCharacter || !selectedCharacterMeta) {
return null;
return (
<div className="flex h-full min-h-0 flex-col items-center justify-center gap-4 text-center">
<button
type="button"
onClick={onBack}
className="rounded-full border border-white/10 bg-black/18 px-3 py-1.5 text-[11px] text-zinc-300 transition-colors hover:text-white"
>
</button>
<div className="text-sm text-zinc-300"></div>
</div>
);
}
return (

View File

@@ -35,6 +35,7 @@ import type {
CustomWorldLibraryEntry,
} from '../../../packages/shared/src/contracts/runtime';
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
import { normalizeCustomWorldProfileRecord } from '../../data/customWorldLibrary';
import {
readPublicWorkCodeFromLocationSearch,
resolveSelectionStageFromPath,
@@ -271,6 +272,17 @@ const testCreationEntryConfig = {
description: '先选玩法类型,再进入对应创作工作台。',
},
creationTypes: [
{
id: 'rpg',
title: '文字冒险',
subtitle: '经典 RPG 体验',
badge: '可创建',
imageSrc: '/creation-type-references/rpg.webp',
visible: true,
open: true,
sortOrder: 10,
updatedAtMicros: 1,
},
{
id: 'puzzle',
title: '拼图',
@@ -1910,6 +1922,14 @@ const compiledAgentDraftSession: CustomWorldAgentSessionSnapshot = {
},
};
const compiledAgentResultPreview = normalizeCustomWorldProfileRecord(
compiledAgentDraftSession.resultPreview?.preview,
);
if (!compiledAgentResultPreview) {
throw new Error('failed to normalize compiled agent result preview');
}
function buildResultViewForSession(
session: CustomWorldAgentSessionSnapshot,
): RpgCreationResultView {
@@ -3205,8 +3225,8 @@ test('create tab shows template tabs and embeds puzzle form by default', async (
screen.getByRole('tab', { name: '拼图' }).querySelector('img')?.src,
).toContain('/creation-type-references/puzzle.webp');
expect(
screen.getByRole('tab', { name: 'AIRP' }).querySelector('img')?.src,
).toContain('/creation-type-references/airp.webp');
screen.getByRole('tab', { name: '文字冒险' }).querySelector('img')?.src,
).toContain('/creation-type-references/rpg.webp');
expect(
screen.getByRole('tab', { name: '抓大鹅' }).querySelector('img')?.src,
).toContain('/creation-type-references/match3d.webp');
@@ -8000,6 +8020,288 @@ test('agent draft result test button enters current draft without publish gate',
).toBe(false);
}, 10_000);
test('agent draft result test button enters the opened draft profile instead of a previous session', async () => {
const user = userEvent.setup();
const handleCustomWorldSelect = vi.fn();
const previousDraftSession = {
...compiledAgentDraftSession,
sessionId: 'custom-world-agent-session-1',
resultPreview: {
...compiledAgentDraftSession.resultPreview!,
publishReady: false,
canEnterWorld: true,
preview: {
...compiledAgentResultPreview,
id: 'agent-draft-custom-world-agent-session-1',
name: '潮雾列岛',
summary: '上一份草稿内容,不能被本次启动复用。',
playableNpcs: [
{
...compiledAgentResultPreview.playableNpcs[0]!,
id: 'playable-previous-1',
name: '沈砺',
},
],
sessionId: 'custom-world-agent-session-1',
},
},
} satisfies CustomWorldAgentSessionSnapshot;
const openedDraftSession = {
...compiledAgentDraftSession,
sessionId: 'custom-world-agent-session-2',
resultPreview: {
...compiledAgentDraftSession.resultPreview!,
publishReady: false,
canEnterWorld: true,
preview: {
...compiledAgentResultPreview,
id: 'agent-draft-custom-world-agent-session-2',
name: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '本次从草稿架打开的目标草稿内容。',
playerGoal: '找到废都钟楼下被星砂掩埋的旧约。',
playableNpcs: [
{
...compiledAgentResultPreview.playableNpcs[0]!,
id: 'playable-opened-1',
name: '砂眠',
title: '废都引路人',
},
],
storyNpcs: [],
landmarks: [
{
...compiledAgentResultPreview.landmarks[0]!,
id: 'landmark-opened-1',
name: '坠星钟楼',
},
],
sessionId: 'custom-world-agent-session-2',
},
},
} satisfies CustomWorldAgentSessionSnapshot;
const sessionsById = new Map([
[previousDraftSession.sessionId, previousDraftSession],
[openedDraftSession.sessionId, openedDraftSession],
]);
vi.mocked(getRpgCreationOperation).mockResolvedValue({
operationId: 'operation-draft-foundation-1',
type: 'draft_foundation',
status: 'completed',
phaseLabel: '世界底稿已生成',
phaseDetail: '第一版世界底稿和草稿卡已经整理完成。',
progress: 100,
error: null,
});
vi.mocked(getRpgCreationSession).mockImplementation(async (sessionId) => {
const session = sessionsById.get(sessionId);
if (!session) {
throw new Error(`Missing test session: ${sessionId}`);
}
return session;
});
vi.mocked(getRpgCreationResultView).mockImplementation(async (sessionId) => {
const session = sessionsById.get(sessionId);
if (!session) {
throw new Error(`Missing test result view: ${sessionId}`);
}
return buildResultViewForSession(session);
});
vi.mocked(listRpgCreationWorks).mockResolvedValue([
buildExistingRpgDraftWork({
workId: 'draft:custom-world-agent-session-1',
title: '潮雾列岛',
summary: '上一份草稿内容,不能被本次启动复用。',
sessionId: 'custom-world-agent-session-1',
playableNpcCount: 1,
landmarkCount: 1,
}),
buildExistingRpgDraftWork({
workId: 'draft:custom-world-agent-session-2',
title: '星砂废都',
subtitle: '待完善草稿',
summary: '本次从草稿架打开的目标草稿内容。',
sessionId: 'custom-world-agent-session-2',
playableNpcCount: 1,
landmarkCount: 1,
}),
]);
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
await openDraftHub(user);
const draftPanel = getPlatformTabPanel('saves');
await user.click(
await within(draftPanel).findByRole('button', {
name: /继续完善《星砂废都》/u,
}),
);
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
expect(screen.getByText('星砂废都')).toBeTruthy();
await user.click(
await screen.findByRole('button', { name: '作品测试' }, { timeout: 5000 }),
);
await waitFor(() => {
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
expect.objectContaining({
id: 'agent-draft-custom-world-agent-session-2',
name: '星砂废都',
summary: '本次从草稿架打开的目标草稿内容。',
playableNpcs: [
expect.objectContaining({
id: 'playable-opened-1',
name: '砂眠',
}),
],
}),
expect.objectContaining({
mode: 'play',
disablePersistence: true,
returnStage: 'custom-world-result',
}),
);
});
expect(
vi
.mocked(executeRpgCreationAction)
.mock.calls.some(([, payload]) => payload?.action === 'publish_world'),
).toBe(false);
}, 10_000);
test('agent draft result start button enters the opened published draft profile instead of a previous session', async () => {
const user = userEvent.setup();
const handleCustomWorldSelect = vi.fn();
const previousDraftSession = {
...compiledAgentDraftSession,
sessionId: 'custom-world-agent-session-1',
stage: 'published',
resultPreview: {
...compiledAgentDraftSession.resultPreview!,
publishReady: true,
canEnterWorld: true,
preview: {
...compiledAgentResultPreview,
id: 'agent-draft-custom-world-agent-session-1',
name: '潮雾列岛',
summary: '上一份已发布草稿内容,不能被本次启动复用。',
sessionId: 'custom-world-agent-session-1',
},
},
} satisfies CustomWorldAgentSessionSnapshot;
const openedPublishedDraftSession = {
...compiledAgentDraftSession,
sessionId: 'custom-world-agent-session-2',
stage: 'published',
resultPreview: {
...compiledAgentDraftSession.resultPreview!,
publishReady: true,
canEnterWorld: true,
preview: {
...compiledAgentResultPreview,
id: 'agent-draft-custom-world-agent-session-2',
name: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '本次从草稿架打开且已发布的目标草稿内容。',
playableNpcs: [
{
...compiledAgentResultPreview.playableNpcs[0]!,
id: 'playable-opened-1',
name: '砂眠',
title: '废都引路人',
},
],
sessionId: 'custom-world-agent-session-2',
},
},
} satisfies CustomWorldAgentSessionSnapshot;
const sessionsById = new Map([
[previousDraftSession.sessionId, previousDraftSession],
[openedPublishedDraftSession.sessionId, openedPublishedDraftSession],
]);
vi.mocked(getRpgCreationSession).mockImplementation(async (sessionId) => {
const session = sessionsById.get(sessionId);
if (!session) {
throw new Error(`Missing test session: ${sessionId}`);
}
return session;
});
vi.mocked(getRpgCreationResultView).mockImplementation(async (sessionId) => {
const session = sessionsById.get(sessionId);
if (!session) {
throw new Error(`Missing test result view: ${sessionId}`);
}
return buildResultViewForSession(session);
});
vi.mocked(listRpgCreationWorks).mockResolvedValue([
buildExistingRpgDraftWork({
workId: 'draft:custom-world-agent-session-1',
title: '潮雾列岛',
summary: '上一份已发布草稿内容,不能被本次启动复用。',
stage: 'published',
stageLabel: '已发布',
sessionId: 'custom-world-agent-session-1',
playableNpcCount: 1,
landmarkCount: 1,
canEnterWorld: true,
}),
buildExistingRpgDraftWork({
workId: 'draft:custom-world-agent-session-2',
title: '星砂废都',
subtitle: '已发布草稿',
summary: '本次从草稿架打开且已发布的目标草稿内容。',
stage: 'published',
stageLabel: '已发布',
sessionId: 'custom-world-agent-session-2',
playableNpcCount: 1,
landmarkCount: 1,
canEnterWorld: true,
}),
]);
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
await openDraftHub(user);
const draftPanel = getPlatformTabPanel('saves');
await user.click(
await within(draftPanel).findByRole('button', {
name: /继续完善《星砂废都》/u,
}),
);
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
expect(screen.getByText('星砂废都')).toBeTruthy();
await user.click(
await screen.findByRole('button', { name: '进入世界' }, { timeout: 5000 }),
);
await waitFor(() => {
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
expect.objectContaining({
id: 'agent-draft-custom-world-agent-session-2',
name: '星砂废都',
summary: '本次从草稿架打开且已发布的目标草稿内容。',
playableNpcs: [
expect.objectContaining({
id: 'playable-opened-1',
name: '砂眠',
}),
],
}),
);
});
expect(
vi
.mocked(executeRpgCreationAction)
.mock.calls.some(([, payload]) => payload?.action === 'publish_world'),
).toBe(false);
}, 10_000);
test('agent result view does not keep legacy publish blockers when preview uses anchorContent and sceneChapterBlueprints', async () => {
const user = userEvent.setup();
@@ -8046,7 +8348,7 @@ test('agent result view does not keep legacy publish blockers when preview uses
publishReady: true,
blockers: [],
preview: {
...compiledAgentDraftSession.resultPreview!.preview,
...compiledAgentResultPreview,
settingText: '被海雾吞没的旧航路群岛',
anchorContent: {
worldPromise:
@@ -8684,6 +8986,65 @@ test('save tab can resume a selected archive directly into the game', async () =
});
});
test('profile page exposes save archive picker as a direct entry', async () => {
const user = userEvent.setup();
const handleContinueGame = vi.fn();
vi.mocked(listProfileSaveArchives).mockResolvedValue([
{
worldKey: 'custom:world-1',
ownerUserId: null,
profileId: 'world-1',
worldType: 'CUSTOM',
worldName: '潮雾列岛',
subtitle: '旧灯塔与失控航路',
summaryText: '回到旧灯塔继续推进调查。',
coverImageSrc: null,
lastPlayedAt: '2026-04-19T12:00:00.000Z',
},
]);
vi.mocked(resumeProfileSaveArchive).mockResolvedValue({
entry: {
worldKey: 'custom:world-1',
ownerUserId: null,
profileId: 'world-1',
worldType: 'CUSTOM',
worldName: '潮雾列岛',
subtitle: '旧灯塔与失控航路',
summaryText: '回到旧灯塔继续推进调查。',
coverImageSrc: null,
lastPlayedAt: '2026-04-19T12:00:00.000Z',
},
snapshot: {
version: 2,
savedAt: '2026-04-19T12:00:00.000Z',
bottomTab: 'adventure',
currentStory: null,
gameState: {
worldType: 'CUSTOM',
},
} as HydratedSavedGameSnapshot,
});
render(<TestWrapper withAuth onContinueGame={handleContinueGame} />);
await clickFirstButtonByName(user, '我的');
const shortcutRegion = await screen.findByRole('region', { name: '常用功能' });
await user.click(within(shortcutRegion).getByRole('button', { name: /存档/u }));
const closeButton = await screen.findByLabelText('关闭存档');
const modal = closeButton.closest('.fixed') as HTMLElement;
expect(modal).toBeTruthy();
expect(within(modal).getByText('SAVES')).toBeTruthy();
await user.click(within(modal).getByRole('button', { name: /潮雾列岛/u }));
await waitFor(() => {
expect(resumeProfileSaveArchive).toHaveBeenCalledWith('custom:world-1');
expect(handleContinueGame).toHaveBeenCalledTimes(1);
});
});
test('creation hub published work can open detail view before deleting from detail page', async () => {
const user = userEvent.setup();
@@ -8917,6 +9278,342 @@ test('creation hub published work experience button enters world directly', asyn
expect(handleCustomWorldSelect).toHaveBeenCalledTimes(1);
});
test('creation hub published work start uses loaded detail profile instead of library summary', async () => {
const user = userEvent.setup();
const handleCustomWorldSelect = vi.fn();
const workProfileId = 'world-detail-launch-1';
const summaryEntry = buildMockRpgGalleryDetail({
ownerUserId: mockAuthUser.id,
profileId: workProfileId,
publicWorkCode: 'work-detail-launch-1',
authorPublicUserCode: mockAuthUser.publicUserCode,
visibility: 'published',
publishedAt: '2026-04-20T10:00:00.000Z',
updatedAt: '2026-04-20T10:00:00.000Z',
authorDisplayName: mockAuthUser.displayName,
worldName: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summaryText: '列表摘要只提供卡片信息,不能作为运行态 profile。',
coverImageSrc: null,
themeMode: 'tide',
playableNpcCount: 1,
landmarkCount: 1,
likeCount: 0,
});
summaryEntry.profile = {
...summaryEntry.profile,
name: '默认档案',
summary: '列表摘要不含运行态角色。',
playableNpcs: [],
storyNpcs: [],
landmarks: [],
};
const detailEntry = buildMockRpgGalleryDetail({
...summaryEntry,
summaryText: '详情接口返回完整草稿内容。',
});
detailEntry.profile = {
...detailEntry.profile,
name: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '详情接口返回完整草稿内容。',
playableNpcs: [
{
...compiledAgentResultPreview.playableNpcs[0]!,
id: 'playable-stardust-1',
name: '砂眠',
title: '废都引路人',
},
],
landmarks: [
{
...compiledAgentResultPreview.landmarks[0]!,
id: 'landmark-stardust-1',
name: '坠星钟楼',
},
],
};
vi.mocked(listRpgCreationWorks).mockResolvedValue([
{
workId: `published:${workProfileId}`,
sourceType: 'published_profile',
status: 'published',
title: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '详情接口返回完整草稿内容。',
coverImageSrc: null,
coverRenderMode: 'image',
coverCharacterImageSrcs: [],
updatedAt: '2026-04-20T10:00:00.000Z',
publishedAt: '2026-04-20T10:00:00.000Z',
stage: null,
stageLabel: '已发布',
playableNpcCount: 1,
landmarkCount: 1,
roleVisualReadyCount: 1,
roleAnimationReadyCount: 0,
roleAssetSummaryLabel: null,
sessionId: null,
profileId: workProfileId,
canResume: false,
canEnterWorld: true,
},
]);
vi.mocked(listRpgEntryWorldLibrary).mockResolvedValue([summaryEntry]);
vi.mocked(
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
).mockResolvedValue(detailEntry);
render(<TestWrapper withAuth onSelectWorld={handleCustomWorldSelect} />);
await openDraftHub(user);
await user.click(await screen.findByRole('button', { name: /查看详情/u }));
await waitFor(() => {
expect(
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
).toHaveBeenCalledWith(workProfileId);
});
await user.click(await screen.findByRole('button', { name: '启动' }));
await waitFor(() => {
expect(handleCustomWorldSelect).toHaveBeenCalledWith(
expect.objectContaining({
id: workProfileId,
name: '星砂废都',
summary: '详情接口返回完整草稿内容。',
playableNpcs: [
expect.objectContaining({
id: 'playable-stardust-1',
name: '砂眠',
}),
],
landmarks: [
expect.objectContaining({
id: 'landmark-stardust-1',
name: '坠星钟楼',
}),
],
}),
);
});
expect(handleCustomWorldSelect).toHaveBeenCalledTimes(1);
});
test('creation hub published work edit keeps loaded detail profile assets instead of library summary', async () => {
const user = userEvent.setup();
const workProfileId = 'world-detail-edit-assets-1';
const summaryEntry = buildMockRpgGalleryDetail({
ownerUserId: mockAuthUser.id,
profileId: workProfileId,
publicWorkCode: 'work-detail-edit-assets-1',
authorPublicUserCode: mockAuthUser.publicUserCode,
visibility: 'published',
publishedAt: '2026-04-20T10:00:00.000Z',
updatedAt: '2026-04-20T10:00:00.000Z',
authorDisplayName: mockAuthUser.displayName,
worldName: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summaryText: '列表摘要字段齐全但不含详情资产。',
coverImageSrc: null,
themeMode: 'tide',
playableNpcCount: 1,
landmarkCount: 1,
likeCount: 0,
});
summaryEntry.profile = {
...summaryEntry.profile,
name: '星砂废都',
summary: '列表摘要字段齐全但不含详情资产。',
playableNpcs: [
{
...compiledAgentResultPreview.playableNpcs[0]!,
id: 'playable-stardust-1',
name: '砂眠',
imageSrc: undefined,
},
],
storyNpcs: [
{
...compiledAgentResultPreview.storyNpcs[0]!,
id: 'story-clock-keeper-1',
name: '钟守',
imageSrc: undefined,
},
],
landmarks: [
{
...compiledAgentResultPreview.landmarks[0]!,
id: 'landmark-stardust-1',
name: '坠星钟楼',
imageSrc: undefined,
},
],
sceneChapterBlueprints: [
{
id: 'scene-chapter-stardust-1',
sceneId: 'landmark-stardust-1',
title: '坠星钟楼',
summary: '星砂覆盖钟楼入口,钟守等待第一位访客。',
sceneTaskDescription: '调查钟楼旧铃自鸣的原因。',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-stardust-1'],
acts: [
{
id: 'act-stardust-opening-1',
sceneId: 'landmark-stardust-1',
title: '第一幕',
summary: '砂眠带玩家进入坠星钟楼。',
stageCoverage: ['opening'],
backgroundImageSrc: undefined,
encounterNpcIds: ['playable-stardust-1'],
primaryNpcId: 'playable-stardust-1',
oppositeNpcId: 'story-clock-keeper-1',
eventDescription: '钟楼旧铃忽然自鸣。',
linkedThreadIds: [],
advanceRule: 'after_primary_contact',
actGoal: '进入钟楼。',
transitionHook: '星砂开始倒流。',
},
],
},
],
cover: null,
openingCg: null,
};
const detailEntry = buildMockRpgGalleryDetail({
...summaryEntry,
summaryText: '详情接口返回完整草稿内容。',
});
detailEntry.profile = {
...summaryEntry.profile,
summary: '详情接口返回完整草稿内容。',
cover: {
sourceType: 'generated',
imageSrc: '/assets/custom-world/star-waste-cover.png',
characterRoleIds: ['playable-stardust-1'],
},
openingCg: {
id: 'opening-cg-stardust-1',
status: 'ready',
storyboardImageSrc: '/assets/custom-world/opening-storyboard.png',
videoSrc: '/assets/custom-world/opening.mp4',
imageModel: 'gpt-image-2',
videoModel: 'doubao-seedance-2-0-fast-260128',
aspectRatio: '16:9',
imageSize: '2k',
videoResolution: '480p',
durationSeconds: 15,
pointCost: 80,
estimatedWaitMinutes: 10,
updatedAt: '2026-05-21T00:00:00.000Z',
},
camp: {
id: 'camp-stardust-1',
name: '废都营地',
description: '钟楼阴影下的临时营地。',
imageSrc: '/assets/custom-world/star-waste-camp.png',
sceneNpcIds: ['playable-stardust-1'],
connections: [],
},
playableNpcs: [
{
...summaryEntry.profile.playableNpcs[0]!,
imageSrc: '/assets/custom-world/playable-stardust-1.png',
},
],
storyNpcs: [
{
...summaryEntry.profile.storyNpcs[0]!,
imageSrc: '/assets/custom-world/story-clock-keeper-1.png',
},
],
landmarks: [
{
...summaryEntry.profile.landmarks[0]!,
imageSrc: '/assets/custom-world/landmark-stardust-1.png',
},
],
sceneChapterBlueprints: [
{
...summaryEntry.profile.sceneChapterBlueprints![0]!,
acts: [
{
...summaryEntry.profile.sceneChapterBlueprints![0]!.acts[0]!,
backgroundImageSrc:
'/assets/custom-world/act-stardust-opening-1.png',
},
],
},
],
};
vi.mocked(listRpgCreationWorks).mockResolvedValue([
{
workId: `published:${workProfileId}`,
sourceType: 'published_profile',
status: 'published',
title: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '列表摘要字段齐全但不含详情资产。',
coverImageSrc: null,
coverRenderMode: 'image',
coverCharacterImageSrcs: [],
updatedAt: '2026-04-20T10:00:00.000Z',
publishedAt: '2026-04-20T10:00:00.000Z',
stage: null,
stageLabel: '已发布',
playableNpcCount: 1,
landmarkCount: 1,
roleVisualReadyCount: 0,
roleAnimationReadyCount: 0,
roleAssetSummaryLabel: null,
sessionId: null,
profileId: workProfileId,
canResume: false,
canEnterWorld: true,
},
]);
vi.mocked(listRpgEntryWorldLibrary).mockResolvedValue([summaryEntry]);
vi.mocked(
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
).mockResolvedValue(detailEntry);
render(<TestWrapper withAuth />);
await openDraftHub(user);
await user.click(await screen.findByRole('button', { name: /查看详情/u }));
await waitFor(() => {
expect(
rpgEntryLibraryServiceMocks.getRpgEntryWorldLibraryDetail,
).toHaveBeenCalledWith(workProfileId);
});
await user.click(await screen.findByRole('button', { name: '作品编辑' }));
expect(await screen.findByText('世界档案', {}, { timeout: 5000 })).toBeTruthy();
expect(
document.querySelector('video[src="/assets/custom-world/opening.mp4"]'),
).toBeTruthy();
await user.click(screen.getByRole('button', { name: /场景\s+2/u }));
expect((await screen.findByAltText('废都营地')).getAttribute('src')).toBe(
'/assets/custom-world/star-waste-camp.png',
);
expect(screen.getByAltText('坠星钟楼-第一幕').getAttribute('src')).toBe(
'/assets/custom-world/act-stardust-opening-1.png',
);
await user.click(screen.getByRole('button', { name: /可扮演角色\s+1/u }));
expect((await screen.findByAltText('砂眠')).getAttribute('src')).toBe(
'/assets/custom-world/playable-stardust-1.png',
);
await user.click(screen.getByRole('button', { name: /场景角色\s+1/u }));
expect((await screen.findByAltText('钟守')).getAttribute('src')).toBe(
'/assets/custom-world/story-clock-keeper-1.png',
);
});
test('creation hub published work card reveals delete action after card action reveal', async () => {
const user = userEvent.setup();

View File

@@ -1,5 +1,6 @@
import {
AlertCircle,
Archive,
ArrowRight,
BookOpen,
Camera,
@@ -233,7 +234,8 @@ const WECHAT_JS_SDK_URL = 'https://res.wx.qq.com/open/js/jweixin-1.6.0.js';
const WECHAT_PAY_CONFIRM_RETRY_DELAYS_MS = [800, 1600, 3000] as const;
const WECHAT_NATIVE_PAY_QR_IMAGE_SIZE = 180;
type ProfilePopupPanel = 'invite' | 'redeem' | 'community';
type ProfileReferralPanel = 'invite' | 'redeem' | 'community';
type ProfilePopupPanel = ProfileReferralPanel | 'saveArchives';
type RechargeTab = 'points' | 'membership';
type WechatMiniProgramPaymentStatus = 'success' | 'fail' | 'cancel';
type WechatPayResult = {
@@ -3314,7 +3316,7 @@ function ProfileReferralModal({
onRedeemCodeChange,
onSubmitRedeemCode,
}: {
panel: ProfilePopupPanel;
panel: ProfileReferralPanel;
center: ProfileReferralInviteCenterResponse | null;
isLoading: boolean;
isSubmittingRedeem: boolean;
@@ -3485,6 +3487,66 @@ function ProfileReferralModal({
);
}
function ProfileSaveArchivesModal({
saveEntries,
saveError,
isResumingSaveWorldKey,
onClose,
onResumeSave,
}: {
saveEntries: ProfileSaveArchiveSummary[];
saveError: string | null;
isResumingSaveWorldKey: string | null;
onClose: () => void;
onResumeSave: (entry: ProfileSaveArchiveSummary) => void;
}) {
return (
<div className="fixed inset-0 z-[80] flex items-center justify-center bg-black/48 px-3 py-5">
<div className="relative max-h-[min(92vh,42rem)] w-full max-w-[38rem] overflow-hidden rounded-[1.35rem] bg-white text-zinc-950 shadow-2xl">
<button
type="button"
onClick={onClose}
className="absolute right-3 top-3 z-10 flex h-8 w-8 items-center justify-center rounded-full bg-white/80 text-[#ff4056] shadow-sm"
aria-label="关闭存档"
>
×
</button>
<div className="max-h-[min(92vh,42rem)] overflow-y-auto px-4 pb-5 pt-4 sm:px-5">
<div className="pr-10">
<div className="text-[10px] font-black tracking-[0.22em] text-[#ff4056]">
SAVES
</div>
<div className="mt-1 text-2xl font-black"></div>
</div>
{saveError ? (
<div className="mt-4 rounded-xl border border-rose-200 bg-rose-50 px-3 py-2 text-sm text-rose-700">
{saveError}
</div>
) : null}
{saveEntries.length > 0 ? (
<div className="mt-5 grid gap-3">
{saveEntries.map((entry) => (
<SaveArchiveCard
key={`${entry.worldKey}:profile-archive`}
entry={entry}
loading={isResumingSaveWorldKey === entry.worldKey}
onClick={() => onResumeSave(entry)}
/>
))}
</div>
) : (
<div className="mt-5 rounded-xl bg-zinc-50 px-4 py-5 text-center text-sm font-semibold text-zinc-500">
</div>
)}
</div>
</div>
</div>
);
}
function ProfilePlayedWorksModal({
stats,
isLoading,
@@ -4512,7 +4574,7 @@ export function RpgEntryHomeView({
loadReferralCenter();
}, [activeTab, authUi?.user?.createdAt, isAuthenticated, loadReferralCenter]);
const openProfilePopupPanel = (panel: ProfilePopupPanel) => {
const openProfilePopupPanel = (panel: ProfileReferralPanel) => {
setProfilePopupPanel(panel);
setReferralError(null);
setReferralSuccess(null);
@@ -5850,6 +5912,16 @@ export function RpgEntryHomeView({
icon={showRechargeEntry ? Coins : Ticket}
onClick={openRechargeOrRewardCodeModal}
/>
<ProfileShortcutButton
label="存档"
subLabel={
saveEntries.length > 0
? `${saveEntries.length}个可继续`
: '继续游玩'
}
icon={Archive}
onClick={() => setProfilePopupPanel('saveArchives')}
/>
{showRechargeEntry ? (
<ProfileShortcutButton
label="兑换码"
@@ -6438,7 +6510,15 @@ export function RpgEntryHomeView({
))}
</div>
</div>
{profilePopupPanel ? (
{profilePopupPanel === 'saveArchives' ? (
<ProfileSaveArchivesModal
saveEntries={saveEntries}
saveError={saveError}
isResumingSaveWorldKey={isResumingSaveWorldKey}
onClose={() => setProfilePopupPanel(null)}
onResumeSave={onResumeSave}
/>
) : profilePopupPanel ? (
<ProfileReferralModal
panel={profilePopupPanel}
center={referralCenter}
@@ -6603,7 +6683,15 @@ export function RpgEntryHomeView({
onClaim={claimTaskReward}
/>
) : null}
{profilePopupPanel ? (
{profilePopupPanel === 'saveArchives' ? (
<ProfileSaveArchivesModal
saveEntries={saveEntries}
saveError={saveError}
isResumingSaveWorldKey={isResumingSaveWorldKey}
onClose={() => setProfilePopupPanel(null)}
onResumeSave={onResumeSave}
/>
) : profilePopupPanel ? (
<ProfileReferralModal
panel={profilePopupPanel}
center={referralCenter}

View File

@@ -0,0 +1,157 @@
import type { CustomWorldProfile } from '../../types';
export function countCustomWorldProfileDetailSlots(
profile: Partial<CustomWorldProfile> | null | undefined,
) {
if (!profile) {
return 0;
}
return (
(profile.playableNpcs?.length ?? 0) +
(profile.storyNpcs?.length ?? 0) +
(profile.items?.length ?? 0) +
(profile.landmarks?.length ?? 0) +
(profile.sceneChapterBlueprints?.length ?? 0)
);
}
export function countCustomWorldProfileAssetSlots(
profile: Partial<CustomWorldProfile> | null | undefined,
) {
if (!profile) {
return 0;
}
return [
profile.cover?.imageSrc,
profile.openingCg?.storyboardImageSrc,
profile.openingCg?.videoSrc,
profile.openingCg?.posterImageSrc,
profile.camp?.imageSrc,
...(profile.playableNpcs ?? []).flatMap((role) => [
role.imageSrc,
role.generatedVisualAssetId,
role.generatedAnimationSetId,
...(role.skills ?? []).flatMap((skill) => [
skill.actionPreviewConfig?.basePath,
skill.actionPreviewConfig?.previewVideoPath,
skill.actionPreviewConfig?.file,
]),
...role.initialItems.flatMap((item) => [item.iconSrc]),
...Object.values(role.animationMap ?? {}).flatMap((config) => [
config?.basePath,
config?.previewVideoPath,
config?.file,
]),
]),
...(profile.storyNpcs ?? []).flatMap((npc) => [
npc.imageSrc,
npc.generatedVisualAssetId,
npc.generatedAnimationSetId,
...(npc.skills ?? []).flatMap((skill) => [
skill.actionPreviewConfig?.basePath,
skill.actionPreviewConfig?.previewVideoPath,
skill.actionPreviewConfig?.file,
]),
...npc.initialItems.flatMap((item) => [item.iconSrc]),
...Object.values(npc.animationMap ?? {}).flatMap((config) => [
config?.basePath,
config?.previewVideoPath,
config?.file,
]),
]),
...(profile.items ?? []).flatMap((item) => [item.iconSrc, item.sourcePath]),
...(profile.landmarks ?? []).map((landmark) => landmark.imageSrc),
...(profile.sceneChapterBlueprints ?? []).flatMap((chapter) =>
chapter.acts.flatMap((act) => [
act.backgroundImageSrc,
act.backgroundAssetId,
]),
),
].filter((value) => value?.trim()).length;
}
export function countCustomWorldProfileStructuredSlots(
profile: Partial<CustomWorldProfile> | null | undefined,
) {
if (!profile) {
return 0;
}
return [
profile.cover,
profile.attributeSchema,
profile.themePack,
profile.storyGraph,
profile.knowledgeFacts?.length ? profile.knowledgeFacts : null,
profile.threadContracts?.length ? profile.threadContracts : null,
profile.anchorContent,
profile.creatorIntent,
profile.anchorPack,
profile.lockState,
profile.ownedSettingLayers,
profile.generationMode,
profile.generationStatus,
profile.scenarioPackId,
profile.campaignPackId,
...(profile.playableNpcs ?? []).flatMap((role) => [
role.attributeProfile,
...(role.skills ?? []).map((skill) => skill.actionPreviewConfig),
...role.initialItems,
]),
...(profile.storyNpcs ?? []).flatMap((npc) => [
npc.attributeProfile,
...(npc.skills ?? []).map((skill) => skill.actionPreviewConfig),
...npc.initialItems,
]),
...(profile.landmarks ?? []).flatMap((landmark) => [
landmark.visualDescription,
landmark.narrativeResidues?.length ? landmark.narrativeResidues : null,
]),
...((profile.camp?.narrativeResidues ?? []).length
? [profile.camp?.narrativeResidues]
: []),
...(profile.sceneChapterBlueprints ?? []).flatMap((chapter) => [
chapter.sceneTaskDescription,
chapter.linkedThreadIds.length ? chapter.linkedThreadIds : null,
chapter.linkedLandmarkIds.length ? chapter.linkedLandmarkIds : null,
...chapter.acts.flatMap((act) => [
act.eventDescription,
act.linkedThreadIds.length ? act.linkedThreadIds : null,
act.actGoal,
act.transitionHook,
]),
]),
].filter(Boolean).length;
}
export function getCustomWorldProfileCompletenessScore(
profile: Partial<CustomWorldProfile> | null | undefined,
) {
return (
countCustomWorldProfileDetailSlots(profile) +
countCustomWorldProfileAssetSlots(profile) +
countCustomWorldProfileStructuredSlots(profile)
);
}
export function chooseMoreCompleteCustomWorldProfile(
fallbackProfile: CustomWorldProfile,
candidateProfile: CustomWorldProfile | null | undefined,
) {
if (!candidateProfile) {
return fallbackProfile;
}
if (candidateProfile.id !== fallbackProfile.id) {
return candidateProfile;
}
// 中文注释:发布 / 回读可能只返回列表摘要或旧快照。
// 同一个 profileId 下进入世界不能把当前结果页的封面、CG、角色资产降级掉。
return getCustomWorldProfileCompletenessScore(candidateProfile) >=
getCustomWorldProfileCompletenessScore(fallbackProfile)
? candidateProfile
: fallbackProfile;
}

View File

@@ -4,6 +4,8 @@ import { act, render } from '@testing-library/react';
import { describe, expect, it, vi } from 'vitest';
import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/src/contracts/customWorldAgent';
import type { RpgCreationResultView } from '../../../packages/shared/src/contracts/rpgCreationResultView';
import type { CustomWorldProfileRecord } from '../../../packages/shared/src/contracts/runtime';
import { type CustomWorldProfile, WorldType } from '../../types';
import { useRpgCreationEnterWorld } from './useRpgCreationEnterWorld';
@@ -69,7 +71,9 @@ function buildProfile(params: {
};
}
function buildSession(): CustomWorldAgentSessionSnapshot {
function buildSession(
stage: CustomWorldAgentSessionSnapshot['stage'] = 'ready_to_publish',
): CustomWorldAgentSessionSnapshot {
return {
sessionId: 'session-1',
currentTurn: 1,
@@ -85,7 +89,7 @@ function buildSession(): CustomWorldAgentSessionSnapshot {
},
progressPercent: 100,
lastAssistantReply: '',
stage: 'ready_to_publish',
stage,
focusCardId: null,
creatorIntent: null,
creatorIntentReadiness: {
@@ -113,6 +117,31 @@ function buildSession(): CustomWorldAgentSessionSnapshot {
};
}
function buildResultView(params: {
stage?: CustomWorldAgentSessionSnapshot['stage'];
profile: CustomWorldProfile | null;
canEnterWorld?: boolean;
}): RpgCreationResultView {
const stage = params.stage ?? 'ready_to_publish';
const profileRecord = params.profile
? (structuredClone(params.profile) as unknown as CustomWorldProfileRecord)
: null;
return {
session: buildSession(stage),
profile: profileRecord,
profileSource: profileRecord ? 'result_preview' : 'none',
targetStage: 'custom-world-result',
generationViewSource: null,
resultViewSource: profileRecord ? 'agent-draft' : null,
canAutosaveLibrary: true,
canSyncResultProfile: stage !== 'published',
publishReady: true,
canEnterWorld: params.canEnterWorld ?? stage === 'published',
blockerCount: 0,
recoveryAction: 'open_result',
};
}
describe('useRpgCreationEnterWorld', () => {
it('Agent 草稿测试进入游戏时优先使用结果页当前 profile而不是回退到会话快照', async () => {
const resultProfile = buildProfile({
@@ -167,4 +196,280 @@ describe('useRpgCreationEnterWorld', () => {
handleCustomWorldSelect.mock.calls[0]?.[0].playableNpcs[0]?.imageSrc,
).toBe('/generated-characters/draft-role/portrait.png');
});
it('Agent 草稿发布时先保存当前结果页 profile再发送 publish_world 并回读结果页', async () => {
const resultProfile = buildProfile({
id: 'draft-profile',
name: '发布前填写内容',
imageSrc: '/generated-characters/draft-role/portrait.png',
});
const syncedProfile = buildProfile({
id: 'draft-profile',
name: '已保存的填写内容',
imageSrc: '/generated-characters/draft-role/synced.png',
});
const publishedProfile = buildProfile({
id: 'draft-profile',
name: '已发布世界',
imageSrc: '/generated-characters/draft-role/published.png',
});
const callOrder: string[] = [];
const handleCustomWorldSelect = vi.fn();
const setGeneratedCustomWorldProfile = vi.fn();
const syncAgentDraftResultProfile = vi.fn(async () => {
callOrder.push('save');
return {
profile: syncedProfile,
view: buildResultView({
stage: 'ready_to_publish',
profile: syncedProfile,
canEnterWorld: false,
}),
};
});
const executePublishWorld = vi.fn(async () => {
callOrder.push('publish');
return buildSession('published');
});
const syncAgentCreationResultView = vi.fn(async () => {
callOrder.push('reload');
return buildResultView({
stage: 'published',
profile: publishedProfile,
canEnterWorld: true,
});
});
function Harness() {
const { publishCurrentResult } = useRpgCreationEnterWorld({
isAgentDraftResultView: true,
activeAgentSessionId: 'session-1',
currentAgentSessionStage: 'ready_to_publish',
generatedCustomWorldProfile: resultProfile,
handleCustomWorldSelect,
syncAgentDraftResultProfile,
executePublishWorld,
syncAgentCreationResultView,
setGeneratedCustomWorldProfile,
});
return (
<button type="button" onClick={() => void publishCurrentResult()}>
</button>
);
}
const { getByText } = render(<Harness />);
await act(async () => {
getByText('发布').click();
});
expect(callOrder).toEqual(['save', 'publish', 'reload']);
expect(syncAgentDraftResultProfile).toHaveBeenCalledWith(resultProfile);
expect(executePublishWorld).toHaveBeenCalledTimes(1);
expect(syncAgentCreationResultView).toHaveBeenCalledWith('session-1');
expect(setGeneratedCustomWorldProfile).toHaveBeenCalledWith(syncedProfile);
expect(
setGeneratedCustomWorldProfile.mock.calls.at(-1)?.[0]?.id,
).toBe('draft-profile');
expect(
setGeneratedCustomWorldProfile.mock.calls.at(-1)?.[0]?.playableNpcs[0]
?.imageSrc,
).toBe('/generated-characters/draft-role/published.png');
expect(handleCustomWorldSelect).not.toHaveBeenCalled();
});
it('Agent 会话已发布后点击进入世界不再重复发送 publish_world', async () => {
const resultProfile = buildProfile({
id: 'published-profile',
name: '已发布世界',
imageSrc: '/generated-characters/published-role/portrait.png',
});
const publishedView = buildResultView({
stage: 'published',
profile: resultProfile,
canEnterWorld: true,
});
const handleCustomWorldSelect = vi.fn();
const setGeneratedCustomWorldProfile = vi.fn();
const executePublishWorld = vi.fn(async () => buildSession('published'));
const syncAgentCreationResultView = vi.fn(async () => publishedView);
const syncAgentDraftResultProfile = vi.fn(async () => ({
profile: resultProfile,
view: null,
}));
function Harness() {
const { enterWorldFromCurrentResult } = useRpgCreationEnterWorld({
isAgentDraftResultView: true,
activeAgentSessionId: 'session-1',
currentAgentSessionStage: 'published',
generatedCustomWorldProfile: resultProfile,
handleCustomWorldSelect,
syncAgentDraftResultProfile,
executePublishWorld,
syncAgentCreationResultView,
setGeneratedCustomWorldProfile,
});
return (
<button
type="button"
onClick={() => void enterWorldFromCurrentResult()}
>
</button>
);
}
const { getByText } = render(<Harness />);
await act(async () => {
getByText('进入世界').click();
});
expect(syncAgentDraftResultProfile).not.toHaveBeenCalled();
expect(executePublishWorld).not.toHaveBeenCalled();
expect(syncAgentCreationResultView).toHaveBeenCalledWith('session-1');
expect(setGeneratedCustomWorldProfile).toHaveBeenCalledTimes(1);
expect(setGeneratedCustomWorldProfile.mock.calls[0]?.[0]?.id).toBe(
'published-profile',
);
expect(handleCustomWorldSelect).toHaveBeenCalledTimes(1);
expect(handleCustomWorldSelect.mock.calls[0]?.[0]?.id).toBe(
'published-profile',
);
});
it('正式进入世界回读结果页字段更少时不降级当前完整 profile', async () => {
const resultProfile = {
...buildProfile({
id: 'draft-profile-rich-assets',
name: '星砂废都',
imageSrc: '/generated-characters/draft-role/portrait.png',
}),
cover: {
sourceType: 'generated' as const,
imageSrc: '/generated-custom-world-covers/star-waste/cover.webp',
characterRoleIds: ['draft-profile-rich-assets-role'],
},
openingCg: {
id: 'opening-cg-stardust',
status: 'ready' as const,
storyboardImageSrc: '/generated-custom-world-scenes/opening/storyboard.png',
videoSrc: '/generated-custom-world-scenes/opening/opening.mp4',
imageModel: 'gpt-image-2' as const,
videoModel: 'doubao-seedance-2-0-fast-260128',
aspectRatio: '16:9' as const,
imageSize: '2k' as const,
videoResolution: '480p' as const,
durationSeconds: 15 as const,
pointCost: 80 as const,
estimatedWaitMinutes: 10 as const,
updatedAt: '2026-05-21T00:00:00.000Z',
},
sceneChapterBlueprints: [
{
id: 'scene-chapter-stardust',
sceneId: 'landmark-stardust',
title: '钟楼第一夜',
summary: '钟楼第一夜。',
sceneTaskDescription: '进入钟楼。',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-stardust'],
acts: [
{
id: 'act-stardust-opening',
sceneId: 'landmark-stardust',
title: '第一幕',
summary: '砂眠带玩家进入坠星钟楼。',
stageCoverage: ['opening' as const],
backgroundImageSrc:
'/assets/custom-world/act-stardust-opening.png',
backgroundAssetId: 'asset-act-stardust-opening',
encounterNpcIds: ['draft-profile-rich-assets-role'],
primaryNpcId: 'draft-profile-rich-assets-role',
oppositeNpcId: 'draft-profile-rich-assets-role',
eventDescription: '钟楼旧铃忽然自鸣。',
linkedThreadIds: [],
advanceRule: 'after_primary_contact' as const,
actGoal: '进入钟楼。',
transitionHook: '星砂开始倒流。',
},
],
},
],
} satisfies CustomWorldProfile;
const stalePublishedProfile = {
...resultProfile,
name: '星砂废都',
cover: null,
openingCg: null,
playableNpcs: [],
sceneChapterBlueprints: null,
} satisfies CustomWorldProfile;
const handleCustomWorldSelect = vi.fn();
const setGeneratedCustomWorldProfile = vi.fn();
const syncAgentDraftResultProfile = vi.fn(async () => ({
profile: resultProfile,
view: buildResultView({
stage: 'ready_to_publish',
profile: resultProfile,
canEnterWorld: false,
}),
}));
const executePublishWorld = vi.fn(async () => buildSession('published'));
const syncAgentCreationResultView = vi.fn(async () =>
buildResultView({
stage: 'published',
profile: stalePublishedProfile,
canEnterWorld: true,
}),
);
function Harness() {
const { enterWorldFromCurrentResult } = useRpgCreationEnterWorld({
isAgentDraftResultView: true,
activeAgentSessionId: 'session-1',
currentAgentSessionStage: 'ready_to_publish',
generatedCustomWorldProfile: resultProfile,
handleCustomWorldSelect,
syncAgentDraftResultProfile,
executePublishWorld,
syncAgentCreationResultView,
setGeneratedCustomWorldProfile,
});
return (
<button
type="button"
onClick={() => void enterWorldFromCurrentResult()}
>
</button>
);
}
const { getByText } = render(<Harness />);
await act(async () => {
getByText('进入世界').click();
});
const launchedProfile = handleCustomWorldSelect.mock.calls[0]?.[0];
expect(launchedProfile?.id).toBe('draft-profile-rich-assets');
expect(launchedProfile?.cover?.imageSrc).toBe(
'/generated-custom-world-covers/star-waste/cover.webp',
);
expect(launchedProfile?.openingCg?.videoSrc).toBe(
'/generated-custom-world-scenes/opening/opening.mp4',
);
expect(launchedProfile?.playableNpcs[0]?.imageSrc).toBe(
'/generated-characters/draft-role/portrait.png',
);
expect(
launchedProfile?.sceneChapterBlueprints?.[0]?.acts[0]
?.backgroundImageSrc,
).toBe('/assets/custom-world/act-stardust-opening.png');
});
});

View File

@@ -1,13 +1,16 @@
import { useCallback } from 'react';
import type { RpgCreationResultView } from '../../../packages/shared/src/contracts/rpgCreationResultView';
import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/src/contracts/customWorldAgent';
import type { CustomWorldRuntimeLaunchOptions } from '../platform-entry/platformEntryTypes';
import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
import type { CustomWorldProfile } from '../../types';
import { chooseMoreCompleteCustomWorldProfile } from './rpgProfileCompleteness';
type UseRpgCreationEnterWorldParams = {
isAgentDraftResultView: boolean;
activeAgentSessionId: string | null;
currentAgentSessionStage?: CustomWorldAgentSessionSnapshot['stage'] | null;
generatedCustomWorldProfile: CustomWorldProfile | null;
handleCustomWorldSelect: (
customWorldProfile: CustomWorldProfile,
@@ -33,6 +36,7 @@ export function useRpgCreationEnterWorld(
const {
isAgentDraftResultView,
activeAgentSessionId,
currentAgentSessionStage,
generatedCustomWorldProfile,
handleCustomWorldSelect,
syncAgentDraftResultProfile,
@@ -77,6 +81,18 @@ export function useRpgCreationEnterWorld(
return generatedCustomWorldProfile;
}
if (currentAgentSessionStage === 'published') {
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
const publishedProfile = chooseMoreCompleteCustomWorldProfile(
generatedCustomWorldProfile,
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
);
// 中文注释:已发布会话的“进入世界”只读取后端结果页真相,
// 不能再同步草稿或重复发送 publish_world否则会被发布阶段门槛拒绝。
setGeneratedCustomWorldProfile(publishedProfile);
return publishedProfile;
}
const syncedResult = await syncAgentDraftResultProfile(
generatedCustomWorldProfile,
);
@@ -96,22 +112,24 @@ export function useRpgCreationEnterWorld(
if (canEnterPublishedWorld) {
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
return (
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView) ??
latestProfile
return chooseMoreCompleteCustomWorldProfile(
latestProfile,
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
);
}
await executePublishWorld();
const latestView = await syncAgentCreationResultView(activeAgentSessionId);
const publishedProfile =
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView) ??
latestProfile;
const publishedProfile = chooseMoreCompleteCustomWorldProfile(
latestProfile,
rpgCreationPreviewAdapter.buildPreviewFromResultView(latestView),
);
setGeneratedCustomWorldProfile(publishedProfile);
return publishedProfile;
}, [
activeAgentSessionId,
currentAgentSessionStage,
executePublishWorld,
generatedCustomWorldProfile,
isAgentDraftResultView,

View File

@@ -1,17 +1,19 @@
/** @vitest-environment jsdom */
import { act, render } from '@testing-library/react';
import { useEffect, useState } from 'react';
import { beforeEach, describe, expect, it, vi } from 'vitest';
import type { CustomWorldAgentSessionSnapshot } from '../../../packages/shared/src/contracts/customWorldAgent';
import type { CustomWorldWorkSummary } from '../../../packages/shared/src/contracts/customWorldWorkSummary';
import type { RpgCreationResultView } from '../../../packages/shared/src/contracts/rpgCreationResultView';
import type { CustomWorldLibraryEntry } from '../../../packages/shared/src/contracts/runtime';
import {
executeRpgCreationAction,
getRpgCreationOperation,
upsertRpgWorldProfile,
} from '../../services/rpg-creation';
import { type CustomWorldProfile,WorldType } from '../../types';
import { type CustomWorldProfile, WorldType } from '../../types';
import { useRpgCreationResultAutosave } from './useRpgCreationResultAutosave';
import { useRpgEntryLibraryDetail } from './useRpgEntryLibraryDetail';
@@ -64,6 +66,30 @@ function buildProfile(name: string): CustomWorldProfile {
};
}
function buildLibraryEntry(
profile: CustomWorldProfile,
): CustomWorldLibraryEntry<CustomWorldProfile> {
return {
ownerUserId: 'user-1',
profileId: profile.id,
publicWorkCode: null,
authorPublicUserCode: null,
profile,
visibility: 'published' as const,
publishedAt: '2026-04-25T00:00:00.000Z',
updatedAt: '2026-04-25T00:00:00.000Z',
authorDisplayName: '测试玩家',
worldName: profile.name,
subtitle: profile.subtitle,
summaryText: profile.summary,
coverImageSrc: null,
themeMode: 'tide' as const,
playableNpcCount: profile.playableNpcs.length,
landmarkCount: profile.landmarks.length,
likeCount: 0,
};
}
function buildSession(
overrides: Partial<CustomWorldAgentSessionSnapshot> = {},
): CustomWorldAgentSessionSnapshot {
@@ -221,6 +247,361 @@ describe('RPG Agent 草稿恢复', () => {
expect(setSelectionStage).not.toHaveBeenCalledWith('custom-world-result');
});
it('作品详情已加载完整编辑资产时列表摘要不能覆盖 selectedDetailEntry', async () => {
const fullProfile: CustomWorldProfile = {
...buildProfile('星砂废都'),
id: 'profile-stardust',
cover: {
sourceType: 'default',
imageSrc: null,
characterRoleIds: ['playable-shamian'],
},
playableNpcs: [
{
id: 'playable-shamian',
name: '砂眠',
title: '废都引路人',
role: '主角代理',
description: '追查旧约的人。',
backstory: '从星砂潮汐里醒来。',
personality: '冷静。',
motivation: '找到旧约。',
combatStyle: '踏砂突进。',
initialAffinity: 45,
relationshipHooks: [],
tags: [],
relations: [],
backstoryReveal: {
publicSummary: '废都引路人。',
privateChatUnlockAffinity: 60,
chapters: [],
},
skills: [
{
id: 'skill-star-step',
name: '星砂步',
summary: '踏砂突进。',
style: 'mobility',
actionPreviewConfig: {
folder: 'characters/shamian',
prefix: 'skill_',
frames: 8,
basePath: '/assets/custom-world/shamian/skill',
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
},
},
],
initialItems: [
{
id: 'item-sand-compass',
name: '星砂罗盘',
category: '专属物品',
quantity: 1,
rarity: 'rare',
description: '能指出旧约埋藏方向。',
tags: [],
iconSrc: '/assets/custom-world/items/sand-compass.png',
},
],
imageSrc: '/assets/custom-world/playable-shamian.png',
attributeProfile: {
schemaId: 'schema-星砂废都',
values: { axis_a: 8 },
topTraits: ['星砂共鸣'],
evidence: [
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
],
},
},
],
sceneChapterBlueprints: [
{
id: 'scene-chapter-clocktower',
sceneId: 'landmark-clocktower',
title: '钟楼第一夜',
summary: '钟楼第一夜。',
sceneTaskDescription: '进入钟楼。',
linkedThreadIds: [],
linkedLandmarkIds: ['landmark-clocktower'],
acts: [
{
id: 'act-clocktower-opening',
sceneId: 'landmark-clocktower',
title: '第一幕',
summary: '砂眠带玩家进入坠星钟楼。',
stageCoverage: ['opening'],
backgroundImageSrc:
'/assets/custom-world/act-clocktower-opening.png',
backgroundAssetId: 'asset-act-clocktower-opening',
encounterNpcIds: ['playable-shamian'],
primaryNpcId: 'playable-shamian',
oppositeNpcId: 'playable-shamian',
eventDescription: '钟楼旧铃忽然自鸣。',
linkedThreadIds: ['thread-old-vow'],
advanceRule: 'after_primary_contact',
actGoal: '进入钟楼。',
transitionHook: '星砂开始倒流。',
},
],
},
],
};
const summaryProfile: CustomWorldProfile = {
...fullProfile,
cover: null,
playableNpcs: [
{
...fullProfile.playableNpcs[0]!,
skills: [
{
id: 'skill-star-step',
name: '星砂步',
summary: '踏砂突进。',
style: 'mobility',
},
],
initialItems: [
{
...fullProfile.playableNpcs[0]!.initialItems[0]!,
iconSrc: undefined,
},
],
imageSrc: undefined,
attributeProfile: undefined,
},
],
sceneChapterBlueprints: [
{
...fullProfile.sceneChapterBlueprints![0]!,
acts: [
{
...fullProfile.sceneChapterBlueprints![0]!.acts[0]!,
backgroundImageSrc: undefined,
backgroundAssetId: undefined,
linkedThreadIds: [],
actGoal: '',
transitionHook: '',
},
],
},
],
};
const detailEntry = buildLibraryEntry(fullProfile);
const summaryEntry = buildLibraryEntry(summaryProfile);
const selectedEntries: CustomWorldLibraryEntry<CustomWorldProfile>[] = [];
function Harness() {
const [selectedDetailEntry, setSelectedDetailEntry] = useState<
CustomWorldLibraryEntry<CustomWorldProfile> | null
>(detailEntry);
useEffect(() => {
if (selectedDetailEntry) {
selectedEntries.push(selectedDetailEntry);
}
}, [selectedDetailEntry]);
useRpgEntryLibraryDetail({
userId: 'user-1',
selectedDetailEntry,
setSelectedDetailEntry,
savedCustomWorldEntries: [summaryEntry],
setSavedCustomWorldEntries: vi.fn(),
setGeneratedCustomWorldProfile: vi.fn(),
setCustomWorldError: vi.fn(),
setCustomWorldAutoSaveError: vi.fn(),
setCustomWorldAutoSaveState: vi.fn(),
setCustomWorldGenerationViewSource: vi.fn(),
setCustomWorldResultViewSource: vi.fn(),
setSelectionStage: vi.fn(),
setPlatformTabToCreate: vi.fn(),
setPlatformTabToDraft: vi.fn(),
setPlatformError: vi.fn(),
appendBrowseHistoryEntry: vi.fn(async () => {}),
refreshCustomWorldWorks: vi.fn(async () => []),
refreshPublishedGallery: vi.fn(async () => []),
persistAgentUiState: vi.fn(),
syncAgentCreationResultView: vi.fn(),
buildDraftResultProfile: () => null,
suppressAgentDraftResultAutoOpen: vi.fn(),
releaseAgentDraftResultAutoOpenSuppression: vi.fn(),
resetAutoSaveTrackingToIdle: vi.fn(),
markAutoSavedProfile: vi.fn(),
});
return null;
}
render(<Harness />);
await act(async () => {});
const lastSelected = selectedEntries.at(-1);
expect(lastSelected?.profile.cover?.characterRoleIds).toEqual([
'playable-shamian',
]);
expect(
lastSelected?.profile.playableNpcs[0]?.skills[0]?.actionPreviewConfig
?.previewVideoPath,
).toBe('/assets/custom-world/shamian/skill.mp4');
expect(lastSelected?.profile.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
'/assets/custom-world/items/sand-compass.png',
);
expect(lastSelected?.profile.playableNpcs[0]?.attributeProfile).toBeTruthy();
expect(
lastSelected?.profile.sceneChapterBlueprints?.[0]?.acts[0]
?.backgroundImageSrc,
).toBe('/assets/custom-world/act-clocktower-opening.png');
});
it('默认封面和角色编辑结构差异也不能被列表摘要覆盖', async () => {
const fullRole = {
id: 'playable-shamian',
name: '砂眠',
title: '废都引路人',
role: '主角代理',
description: '追查旧约的人。',
backstory: '从星砂潮汐里醒来。',
personality: '冷静。',
motivation: '找到旧约。',
combatStyle: '踏砂突进。',
initialAffinity: 45,
relationshipHooks: [],
tags: [],
relations: [],
backstoryReveal: {
publicSummary: '废都引路人。',
privateChatUnlockAffinity: 60,
chapters: [],
},
skills: [
{
id: 'skill-star-step',
name: '星砂步',
summary: '踏砂突进。',
style: 'mobility',
actionPreviewConfig: {
folder: 'characters/shamian',
prefix: 'skill_',
frames: 8,
basePath: '/assets/custom-world/shamian/skill',
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
},
},
],
initialItems: [
{
id: 'item-sand-compass',
name: '星砂罗盘',
category: '专属物品',
quantity: 1,
rarity: 'rare',
description: '能指出旧约埋藏方向。',
tags: [],
iconSrc: '/assets/custom-world/items/sand-compass.png',
},
],
attributeProfile: {
schemaId: 'schema-星砂废都',
values: { axis_a: 8 },
topTraits: ['星砂共鸣'],
evidence: [
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
],
},
} satisfies CustomWorldProfile['playableNpcs'][number];
const fullProfile: CustomWorldProfile = {
...buildProfile('星砂废都'),
id: 'profile-stardust-structure',
cover: {
sourceType: 'default',
imageSrc: null,
characterRoleIds: ['playable-shamian'],
},
playableNpcs: [fullRole],
};
const summaryProfile: CustomWorldProfile = {
...fullProfile,
cover: null,
playableNpcs: [
{
...fullRole,
skills: [
{
id: 'skill-star-step',
name: '星砂步',
summary: '踏砂突进。',
style: 'mobility',
},
],
initialItems: [
{
...fullRole.initialItems[0]!,
iconSrc: undefined,
},
],
attributeProfile: undefined,
},
],
};
const detailEntry = buildLibraryEntry(fullProfile);
const summaryEntry = buildLibraryEntry(summaryProfile);
const selectedEntries: CustomWorldLibraryEntry<CustomWorldProfile>[] = [];
function Harness() {
const [selectedDetailEntry, setSelectedDetailEntry] = useState<
CustomWorldLibraryEntry<CustomWorldProfile> | null
>(detailEntry);
useEffect(() => {
if (selectedDetailEntry) {
selectedEntries.push(selectedDetailEntry);
}
}, [selectedDetailEntry]);
useRpgEntryLibraryDetail({
userId: 'user-1',
selectedDetailEntry,
setSelectedDetailEntry,
savedCustomWorldEntries: [summaryEntry],
setSavedCustomWorldEntries: vi.fn(),
setGeneratedCustomWorldProfile: vi.fn(),
setCustomWorldError: vi.fn(),
setCustomWorldAutoSaveError: vi.fn(),
setCustomWorldAutoSaveState: vi.fn(),
setCustomWorldGenerationViewSource: vi.fn(),
setCustomWorldResultViewSource: vi.fn(),
setSelectionStage: vi.fn(),
setPlatformTabToCreate: vi.fn(),
setPlatformTabToDraft: vi.fn(),
setPlatformError: vi.fn(),
appendBrowseHistoryEntry: vi.fn(async () => {}),
refreshCustomWorldWorks: vi.fn(async () => []),
refreshPublishedGallery: vi.fn(async () => []),
persistAgentUiState: vi.fn(),
syncAgentCreationResultView: vi.fn(),
buildDraftResultProfile: () => null,
suppressAgentDraftResultAutoOpen: vi.fn(),
releaseAgentDraftResultAutoOpenSuppression: vi.fn(),
resetAutoSaveTrackingToIdle: vi.fn(),
markAutoSavedProfile: vi.fn(),
});
return null;
}
render(<Harness />);
await act(async () => {});
const lastSelected = selectedEntries.at(-1);
expect(lastSelected?.profile.cover?.characterRoleIds).toEqual([
'playable-shamian',
]);
expect(
lastSelected?.profile.playableNpcs[0]?.skills[0]?.actionPreviewConfig
?.previewVideoPath,
).toBe('/assets/custom-world/shamian/skill.mp4');
expect(lastSelected?.profile.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
'/assets/custom-world/items/sand-compass.png',
);
expect(lastSelected?.profile.playableNpcs[0]?.attributeProfile?.values).toEqual(
{ axis_a: 8 },
);
});
it('Agent 结果页自动保存先回写 session再保存后端 result-view profile', async () => {
const oldProfile = buildProfile('旧前端快照');
const latestProfile = {

View File

@@ -21,6 +21,11 @@ import {
unpublishRpgEntryWorldProfile,
} from '../../services/rpg-entry/rpgEntryLibraryClient';
import type { CustomWorldProfile } from '../../types';
import {
countCustomWorldProfileAssetSlots,
countCustomWorldProfileDetailSlots,
countCustomWorldProfileStructuredSlots,
} from './rpgProfileCompleteness';
import { resolveRpgEntryErrorMessage } from './rpgEntryShared';
import type {
CustomWorldAutoSaveState,
@@ -86,6 +91,46 @@ function isMissingRpgEntryAgentSessionError(error: unknown) {
);
}
function shouldKeepSelectedDetailProfile(
selectedEntry: CustomWorldLibraryEntry<CustomWorldProfile>,
nextOwnedEntry: CustomWorldLibraryEntry<CustomWorldProfile>,
) {
if (
selectedEntry.ownerUserId !== nextOwnedEntry.ownerUserId ||
selectedEntry.profileId !== nextOwnedEntry.profileId
) {
return false;
}
const selectedDetailCount = countCustomWorldProfileDetailSlots(
selectedEntry.profile,
);
const nextDetailCount = countCustomWorldProfileDetailSlots(
nextOwnedEntry.profile,
);
const selectedAssetSlotCount = countCustomWorldProfileAssetSlots(
selectedEntry.profile,
);
const nextAssetSlotCount = countCustomWorldProfileAssetSlots(
nextOwnedEntry.profile,
);
const selectedStructuredSlotCount =
countCustomWorldProfileStructuredSlots(selectedEntry.profile);
const nextStructuredSlotCount = countCustomWorldProfileStructuredSlots(
nextOwnedEntry.profile,
);
const expectedRuntimeCount =
nextOwnedEntry.playableNpcCount + nextOwnedEntry.landmarkCount;
// 作品架列表只保证卡片摘要,不能在详情接口已经拿到完整运行态字段后覆盖详情。
return (
(selectedDetailCount > nextDetailCount &&
expectedRuntimeCount > nextDetailCount) ||
selectedAssetSlotCount > nextAssetSlotCount ||
selectedStructuredSlotCount > nextStructuredSlotCount
);
}
/**
* 负责平台详情、创作作品入口和结果页打开路径。
* 平台壳层只消费“打开哪个面板”的结果,不再自己拼接恢复流程细节。
@@ -136,6 +181,10 @@ export function useRpgEntryLibraryDetail(
entry.profileId === selectedDetailEntry.profileId,
);
if (nextOwnedEntry && nextOwnedEntry !== selectedDetailEntry) {
if (shouldKeepSelectedDetailProfile(selectedDetailEntry, nextOwnedEntry)) {
return;
}
setSelectedDetailEntry(nextOwnedEntry);
}
}, [savedCustomWorldEntries, selectedDetailEntry, setSelectedDetailEntry]);

View File

@@ -25,6 +25,16 @@ const RpgRuntimeOverlayHost = lazy(async () => {
};
});
function RuntimeLayerLoadingFallback({ label }: { label: string }) {
return (
<div className="pointer-events-none fixed inset-x-0 top-4 z-[24] flex justify-center px-4">
<div className="rounded-full border border-white/10 bg-black/55 px-4 py-2 text-xs text-zinc-200 shadow-[0_12px_30px_rgba(0,0,0,0.32)] backdrop-blur-sm">
{label}
</div>
</div>
);
}
/**
* RPG 运行态总外壳。
* 这里承接运行时主布局、画布舞台、主阶段路由和 overlay host
@@ -167,7 +177,7 @@ export function RpgRuntimeShell({
}}
>
{gameState.worldType ? (
<Suspense fallback={null}>
<Suspense fallback={<RuntimeLayerLoadingFallback label="正在加载场景" />}>
<RpgRuntimeCanvasStage
gameState={gameState}
visibleGameState={visibleGameState}
@@ -275,7 +285,7 @@ export function RpgRuntimeShell({
/>
{gameState.worldType ? (
<Suspense fallback={null}>
<Suspense fallback={<RuntimeLayerLoadingFallback label="正在加载界面" />}>
<RpgRuntimeOverlayHost
gameState={gameState}
isLoading={isLoading}

View File

@@ -165,4 +165,318 @@ describe('normalizeCustomWorldProfileRecord role asset descriptions', () => {
'/generated-characters/story-yizhang/portrait.png',
);
});
it('保留结果页生成的开局 CG 槽位', () => {
const profile = normalizeCustomWorldProfileRecord({
name: '雾港归航',
settingText: '海雾旧案',
openingCg: {
id: 'opening-cg-1',
status: 'ready',
storyboardImageSrc: '/generated-custom-world-scenes/opening/storyboard.png',
storyboardAssetId: 'storyboard-1',
videoSrc: '/generated-custom-world-scenes/opening/opening.mp4',
videoAssetId: 'video-1',
imageModel: 'gpt-image-2',
videoModel: 'doubao-seedance-2-0-fast-260128',
aspectRatio: '16:9',
imageSize: '2k',
videoResolution: '480p',
durationSeconds: 15,
pointCost: 80,
estimatedWaitMinutes: 10,
updatedAt: '2026-05-21T00:00:00.000Z',
},
});
expect(profile?.openingCg?.videoSrc).toBe(
'/generated-custom-world-scenes/opening/opening.mp4',
);
expect(profile?.openingCg?.storyboardImageSrc).toBe(
'/generated-custom-world-scenes/opening/storyboard.png',
);
});
it('保留结果页封面和关键图片资产槽位', () => {
const profile = normalizeCustomWorldProfileRecord({
name: '星砂废都',
settingText: '坠星沙海与废都钟楼',
cover: {
sourceType: 'generated',
imageSrc: '/generated-custom-world-covers/star-waste/cover.webp',
characterRoleIds: ['playable-shamian'],
},
camp: {
id: 'camp-star-waste',
name: '废都营地',
description: '钟楼阴影下的临时营地。',
imageSrc: '/assets/custom-world/camp-star-waste.png',
sceneNpcIds: ['playable-shamian'],
connections: [],
},
playableNpcs: [
{
id: 'playable-shamian',
name: '砂眠',
title: '废都引路人',
role: '主角代理',
imageSrc: '/assets/custom-world/playable-shamian.png',
},
],
storyNpcs: [
{
id: 'story-clock-keeper',
name: '钟守',
title: '钟楼守夜者',
role: '第一幕主NPC',
imageSrc: '/assets/custom-world/story-clock-keeper.png',
},
],
landmarks: [
{
id: 'landmark-clocktower',
name: '坠星钟楼',
description: '半截钟楼被星砂埋住。',
imageSrc: '/assets/custom-world/landmark-clocktower.png',
sceneNpcIds: ['story-clock-keeper'],
connections: [],
},
],
sceneChapterBlueprints: [
{
id: 'scene-chapter-clocktower',
sceneId: 'landmark-clocktower',
title: '钟楼第一夜',
acts: [
{
id: 'act-clocktower-opening',
sceneId: 'landmark-clocktower',
title: '第一幕',
summary: '砂眠带玩家进入坠星钟楼。',
backgroundImageSrc:
'/assets/custom-world/act-clocktower-opening.png',
encounterNpcIds: ['砂眠', '钟守'],
primaryNpcId: '砂眠',
oppositeNpcId: '钟守',
},
],
},
],
});
expect(profile?.cover?.sourceType).toBe('generated');
expect(profile?.cover?.imageSrc).toBe(
'/generated-custom-world-covers/star-waste/cover.webp',
);
expect(profile?.camp?.imageSrc).toBe(
'/assets/custom-world/camp-star-waste.png',
);
expect(profile?.playableNpcs[0]?.imageSrc).toBe(
'/assets/custom-world/playable-shamian.png',
);
expect(profile?.storyNpcs[0]?.imageSrc).toBe(
'/assets/custom-world/story-clock-keeper.png',
);
expect(profile?.landmarks[0]?.imageSrc).toBe(
'/assets/custom-world/landmark-clocktower.png',
);
expect(
profile?.sceneChapterBlueprints?.[0]?.acts[0]?.backgroundImageSrc,
).toBe('/assets/custom-world/act-clocktower-opening.png');
});
it('近似无损保留编辑态和运行态结构字段', () => {
const profile = normalizeCustomWorldProfileRecord({
name: '星砂废都',
settingText: '坠星沙海与废都钟楼',
attributeSchema: {
id: 'schema-stardust',
worldId: 'world-stardust',
schemaVersion: 1,
generatedFrom: {
worldType: 'CUSTOM',
worldName: '星砂废都',
settingSummary: '坠星沙海与废都钟楼',
tone: '苍凉',
conflictCore: '旧约与星砂潮汐冲突',
},
slots: [
{ slotId: 'axis_a', name: '星砂共鸣' },
{ slotId: 'axis_b', name: '废都步法' },
{ slotId: 'axis_c', name: '钟楼感知' },
{ slotId: 'axis_d', name: '旧约心火' },
{ slotId: 'axis_e', name: '尘缘牵引' },
{ slotId: 'axis_f', name: '潮汐玄息' },
],
},
camp: {
id: 'camp-star-waste',
name: '废都营地',
description: '钟楼阴影下的临时营地。',
narrativeResidues: [
{
id: 'residue-camp-1',
summary: '营地火盆里混着星砂。',
},
],
},
playableNpcs: [
{
id: 'playable-shamian',
name: '砂眠',
title: '废都引路人',
role: '主角代理',
skills: [
{
id: 'skill-star-step',
name: '星砂步',
summary: '踏砂突进。',
style: 'mobility',
actionPreviewConfig: {
folder: 'characters/shamian',
prefix: 'skill_',
frames: 8,
basePath: '/assets/custom-world/shamian/skill',
previewVideoPath: '/assets/custom-world/shamian/skill.mp4',
file: 'skill.png',
},
},
],
initialItems: [
{
id: 'item-sand-compass',
name: '星砂罗盘',
category: '专属物品',
quantity: 1,
rarity: 'rare',
description: '能指出旧约埋藏方向。',
tags: ['旧约'],
iconSrc: '/assets/custom-world/items/sand-compass.png',
},
],
attributeProfile: {
schemaId: 'schema-stardust',
values: { axis_a: 8, axis_b: 7 },
topTraits: ['星砂共鸣'],
evidence: [
{ slotId: 'axis_a', reason: '能听见星砂潮汐。' },
],
},
},
],
storyNpcs: [
{
id: 'story-clock-keeper',
name: '钟守',
title: '钟楼守夜者',
role: '第一幕主NPC',
attributeProfile: {
schemaId: 'schema-stardust',
values: { axis_c: 9 },
topTraits: ['钟楼感知'],
evidence: [
{ slotId: 'axis_c', reason: '能辨认旧铃回声。' },
],
},
},
],
landmarks: [
{
id: 'landmark-clocktower',
name: '坠星钟楼',
description: '半截钟楼被星砂埋住。',
visualDescription: '钟楼外墙布满蓝白星砂结晶。',
narrativeResidues: [
{
id: 'residue-clocktower-1',
summary: '钟楼第十三声铃响仍未散去。',
},
],
},
],
sceneChapterBlueprints: [
{
id: 'scene-chapter-clocktower',
sceneId: 'landmark-clocktower',
title: '钟楼第一夜',
acts: [
{
id: 'act-clocktower-opening',
sceneId: 'landmark-clocktower',
title: '第一幕',
summary: '砂眠带玩家进入坠星钟楼。',
backgroundAssetId: 'asset-act-clocktower-opening',
backgroundImageSrc:
'/assets/custom-world/act-clocktower-opening.png',
eventDescription: '钟楼旧铃忽然自鸣。',
linkedThreadIds: ['thread-old-vow'],
advanceRule: 'after_primary_contact',
actGoal: '进入钟楼。',
transitionHook: '星砂开始倒流。',
},
],
},
],
});
expect(profile?.attributeSchema.id).toBe('schema-stardust');
expect(profile?.attributeSchema.slots[0]?.name).toBe('星砂共鸣');
expect(profile?.camp?.narrativeResidues?.[0]?.summary).toBe(
'营地火盆里混着星砂。',
);
expect(
profile?.playableNpcs[0]?.skills[0]?.actionPreviewConfig
?.previewVideoPath,
).toBe('/assets/custom-world/shamian/skill.mp4');
expect(profile?.playableNpcs[0]?.initialItems[0]?.iconSrc).toBe(
'/assets/custom-world/items/sand-compass.png',
);
expect(profile?.playableNpcs[0]?.attributeProfile?.values.axis_a).toBe(8);
expect(profile?.storyNpcs[0]?.attributeProfile?.topTraits).toContain(
'钟楼感知',
);
expect(profile?.landmarks[0]?.visualDescription).toBe(
'钟楼外墙布满蓝白星砂结晶。',
);
expect(profile?.landmarks[0]?.narrativeResidues?.[0]?.summary).toBe(
'钟楼第十三声铃响仍未散去。',
);
const act = profile?.sceneChapterBlueprints?.[0]?.acts[0];
expect(act?.backgroundAssetId).toBe('asset-act-clocktower-opening');
expect(act?.eventDescription).toBe('钟楼旧铃忽然自鸣。');
expect(act?.linkedThreadIds).toEqual(['thread-old-vow']);
expect(act?.actGoal).toBe('进入钟楼。');
expect(act?.transitionHook).toBe('星砂开始倒流。');
});
it('保留只有背景资产的场景幕,避免恢复详情时丢失场景 CG', () => {
const profile = normalizeCustomWorldProfileRecord({
name: '星砂废都',
settingText: '坠星沙海与废都钟楼',
sceneChapterBlueprints: [
{
id: 'scene-chapter-clocktower',
sceneId: 'landmark-clocktower',
title: '钟楼第一夜',
acts: [
{
id: 'act-background-only',
sceneId: 'landmark-clocktower',
backgroundAssetId: 'asset-background-only',
backgroundImageSrc: '/assets/custom-world/background-only.png',
backgroundPromptText: '坠星钟楼被蓝白星砂照亮。',
},
],
},
],
});
const act = profile?.sceneChapterBlueprints?.[0]?.acts[0];
expect(act?.id).toBe('act-background-only');
expect(act?.backgroundImageSrc).toBe(
'/assets/custom-world/background-only.png',
);
expect(act?.backgroundAssetId).toBe('asset-background-only');
expect(act?.backgroundPromptText).toBe('坠星钟楼被蓝白星砂照亮。');
});
});

View File

@@ -27,6 +27,8 @@ import {
CustomWorldNpcVisualGear,
CustomWorldNpcVisualGearType,
CustomWorldNpcVisualRace,
CustomWorldOpeningCgProfile,
CustomWorldCoverProfile,
CustomWorldPlayableNpc,
CustomWorldProfile,
CustomWorldRoleInitialItem,
@@ -863,6 +865,7 @@ function normalizeLandmark(
id: toText(value.id, `saved-landmark-${index + 1}`),
name,
description: toText(value.description),
visualDescription: toText(value.visualDescription) || undefined,
imageSrc: toText(value.imageSrc) || undefined,
narrativeResidues:
preserveStructuredRecordArray<SceneNarrativeResidue>(
@@ -908,7 +911,10 @@ function normalizeCampScene(
summary: toText(connection.summary) || toText(connection.description),
}))
.filter((connection) => connection.targetLandmarkId),
narrativeResidues: null,
narrativeResidues:
preserveStructuredRecordArray<SceneNarrativeResidue>(
value.narrativeResidues,
) ?? null,
};
}
@@ -988,6 +994,13 @@ function normalizeSceneActBlueprint(
const advanceRule = toText(value.advanceRule);
const title = toText(value.title);
const summary = toText(value.summary);
const backgroundImageSrc = toText(value.backgroundImageSrc);
const backgroundPromptText = toText(value.backgroundPromptText);
const backgroundAssetId = toText(value.backgroundAssetId);
const eventDescription = toText(value.eventDescription);
const linkedThreadIds = toStringArray(value.linkedThreadIds);
const actGoal = toText(value.actGoal);
const transitionHook = toText(value.transitionHook);
const primaryNpcId = resolveCustomWorldRoleIdReference(
profileRoles,
toText(value.primaryNpcId, encounterNpcIds[0] ?? ''),
@@ -997,7 +1010,18 @@ function normalizeSceneActBlueprint(
toText(value.oppositeNpcId, primaryNpcId),
);
if (!title && !summary && encounterNpcIds.length === 0) {
if (
!title &&
!summary &&
encounterNpcIds.length === 0 &&
!backgroundImageSrc &&
!backgroundPromptText &&
!backgroundAssetId &&
!eventDescription &&
linkedThreadIds.length === 0 &&
!actGoal &&
!transitionHook
) {
return null;
}
@@ -1010,26 +1034,26 @@ function normalizeSceneActBlueprint(
stageCoverage.length > 0
? stageCoverage
: index === 0
? ['opening']
: ['climax', 'aftermath'],
backgroundImageSrc: toText(value.backgroundImageSrc) || undefined,
backgroundPromptText: toText(value.backgroundPromptText) || undefined,
backgroundAssetId: toText(value.backgroundAssetId) || undefined,
? ['opening']
: ['climax', 'aftermath'],
backgroundImageSrc: backgroundImageSrc || undefined,
backgroundPromptText: backgroundPromptText || undefined,
backgroundAssetId: backgroundAssetId || undefined,
encounterNpcIds,
primaryNpcId,
oppositeNpcId,
eventDescription: toText(
value.eventDescription,
eventDescription,
oppositeNpcId
? `${index + 1} 幕中,玩家与${oppositeNpcId}正面接触,推动当前场景事件升级。`
: `${index + 1} 幕中,玩家处理当前场景的关键事件。`,
),
linkedThreadIds: toStringArray(value.linkedThreadIds),
linkedThreadIds,
advanceRule: SCENE_ACT_ADVANCE_RULES.has(advanceRule as never)
? (advanceRule as SceneActBlueprint['advanceRule'])
: 'after_active_step_complete',
actGoal: toText(value.actGoal),
transitionHook: toText(value.transitionHook),
actGoal,
transitionHook,
};
}
@@ -1155,6 +1179,12 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
.map((entry, index) => normalizePlayableNpc(entry, index))
.filter((entry): entry is CustomWorldPlayableNpc => Boolean(entry))
: [];
const openingCg = preserveStructuredRecord<CustomWorldOpeningCgProfile>(
value.openingCg,
);
const cover = preserveStructuredRecord<CustomWorldCoverProfile>(
value.cover,
);
const normalizedProfile = {
id: toText(value.id, `saved-custom-world-${Date.now().toString(36)}`),
settingText,
@@ -1180,6 +1210,8 @@ function normalizeProfile(value: unknown): CustomWorldProfile | null {
.map((entry, index) => normalizeItem(entry, index))
.filter((entry): entry is CustomWorldItem => Boolean(entry))
: [],
cover,
openingCg,
camp,
landmarks: normalizeCustomWorldLandmarks({
landmarks: landmarkDrafts,

View File

@@ -776,3 +776,123 @@ test('custom world opening act accepts runtime npc id references and still start
}),
);
});
test('switching between custom worlds sends the newly selected profile to runtime bootstrap', async () => {
const user = userEvent.setup();
const oldProfile = buildSavedProfile();
const openedDraftProfile = normalizeCustomWorldProfileRecord({
...oldProfile,
id: 'opened-draft-profile',
name: '星砂废都',
subtitle: '坠星沙海与废都钟楼',
summary: '本次从草稿架打开并启动的目标草稿。',
settingText: '星砂覆盖旧废都,钟楼下埋着旧约。',
playableNpcs: [
{
...oldProfile.playableNpcs[0],
id: 'opened-playable-1',
name: '砂眠',
title: '废都引路人',
},
],
});
if (!openedDraftProfile) {
throw new Error('failed to build opened draft profile');
}
const normalizedOpenedDraftProfile = openedDraftProfile;
function SwitchWorldHarness() {
const {
gameState,
handleCustomWorldSelect,
handleCharacterSelect,
} = useRpgSessionBootstrap();
const openedCharacters = buildCustomWorldPlayableCharacters(
normalizedOpenedDraftProfile,
);
const selectedCharacter = openedCharacters[0] ?? null;
return (
<div>
<button
type="button"
onClick={() => handleCustomWorldSelect(oldProfile, { mode: 'play' })}
>
</button>
<button
type="button"
onClick={() =>
handleCustomWorldSelect(normalizedOpenedDraftProfile, {
mode: 'play',
})
}
>
稿
</button>
<button
type="button"
onClick={() => {
if (selectedCharacter) {
handleCharacterSelect(selectedCharacter);
}
}}
>
稿
</button>
<pre data-testid="state-snapshot">
{JSON.stringify({
profileId: gameState.customWorldProfile?.id ?? null,
profileName: gameState.customWorldProfile?.name ?? null,
})}
</pre>
</div>
);
}
runtimeStoryClientMocks.beginRuntimeStorySession.mockResolvedValue(
buildRuntimeStoryBootstrapSnapshot({
profile: normalizedOpenedDraftProfile,
character: buildCustomWorldPlayableCharacters(
normalizedOpenedDraftProfile,
)[0]!,
}),
);
render(<SwitchWorldHarness />);
await user.click(screen.getByRole('button', { name: '选择旧世界' }));
await waitFor(() => {
expect(
JSON.parse(screen.getByTestId('state-snapshot').textContent ?? '{}')
.profileName,
).toBe('回潮群岛');
});
await user.click(screen.getByRole('button', { name: '选择打开草稿' }));
await waitFor(() => {
expect(
JSON.parse(screen.getByTestId('state-snapshot').textContent ?? '{}')
.profileName,
).toBe('星砂废都');
});
await user.click(screen.getByRole('button', { name: '确认草稿角色' }));
await waitFor(() => {
expect(runtimeStoryClientMocks.beginRuntimeStorySession).toHaveBeenCalledWith(
expect.objectContaining({
customWorldProfile: expect.objectContaining({
id: 'opened-draft-profile',
name: '星砂废都',
summary: '本次从草稿架打开并启动的目标草稿。',
}),
character: expect.objectContaining({
id: 'opened-playable-1',
name: '砂眠',
}),
}),
);
});
});

View File

@@ -79,6 +79,72 @@ describe('rpgEntryLibraryClient world library routes', () => {
);
});
it('normalizes detail profiles before runtime launch consumes them', async () => {
requestJsonMock.mockResolvedValueOnce({
entry: {
ownerUserId: 'owner-1',
profileId: 'profile-1',
publicWorkCode: 'CW-1',
authorPublicUserCode: 'U-1',
profile: {
id: 'profile-1',
name: '旧数据世界',
summary: '只有摘要字段的旧 profile。',
},
visibility: 'published',
publishedAt: '2026-05-21T00:00:00.000Z',
updatedAt: '2026-05-21T00:00:00.000Z',
authorDisplayName: '作者',
worldName: '旧数据世界',
subtitle: '旧数据',
summaryText: '只有摘要字段的旧 profile。',
coverImageSrc: null,
themeMode: 'martial',
playableNpcCount: 0,
landmarkCount: 0,
},
});
const entry = await getRpgEntryWorldGalleryDetail('owner-1', 'profile-1');
expect(Array.isArray(entry.profile.playableNpcs)).toBe(true);
expect(Array.isArray(entry.profile.storyNpcs)).toBe(true);
expect(Array.isArray(entry.profile.landmarks)).toBe(true);
expect(entry.profile.attributeSchema.schemaVersion).toBe(1);
});
it('falls back to entry summary when old detail profile cannot be normalized', async () => {
requestJsonMock.mockResolvedValueOnce({
entry: {
ownerUserId: 'owner-1',
profileId: 'profile-1',
publicWorkCode: 'CW-1',
authorPublicUserCode: 'U-1',
profile: {
id: 'profile-1',
summary: '缺少 name 的旧 profile。',
},
visibility: 'published',
publishedAt: '2026-05-21T00:00:00.000Z',
updatedAt: '2026-05-21T00:00:00.000Z',
authorDisplayName: '作者',
worldName: '摘要兜底世界',
subtitle: '旧数据',
summaryText: '缺少 name 的旧 profile。',
coverImageSrc: null,
themeMode: 'martial',
playableNpcCount: 0,
landmarkCount: 0,
},
});
const entry = await getRpgEntryWorldGalleryDetail('owner-1', 'profile-1');
expect(entry.profile.id).toBe('profile-1');
expect(entry.profile.name).toBe('摘要兜底世界');
expect(Array.isArray(entry.profile.playableNpcs)).toBe(true);
});
it('reads owned library detail from the runtime entry route', async () => {
requestJsonMock.mockResolvedValueOnce({
entry: {

View File

@@ -7,13 +7,62 @@ import {
import type {
CustomWorldGalleryDetailResponse,
CustomWorldGalleryResponse,
CustomWorldLibraryEntry,
CustomWorldLibraryMutationResponse,
CustomWorldLibraryResponse,
} from '../../../packages/shared/src/contracts/runtime';
import { normalizeCustomWorldProfileRecord } from '../../data/customWorldLibrary';
import type { CustomWorldProfile } from '../../types';
export type { RuntimeRequestOptions };
type RpgEntryWorldEntry = CustomWorldLibraryEntry<CustomWorldProfile>;
type RpgEntryWorldMutationResponse =
CustomWorldLibraryMutationResponse<CustomWorldProfile>;
function normalizeRpgEntryWorldProfile(entry: RpgEntryWorldEntry) {
const rawProfile =
entry.profile && typeof entry.profile === 'object' ? entry.profile : {};
const fallbackProfile = {
id: entry.profileId,
name: entry.worldName,
subtitle: entry.subtitle,
summary: entry.summaryText,
settingText: entry.summaryText || entry.worldName,
playableNpcs: [],
storyNpcs: [],
items: [],
landmarks: [],
};
const normalizedProfile =
normalizeCustomWorldProfileRecord({
...fallbackProfile,
...rawProfile,
}) ?? normalizeCustomWorldProfileRecord(fallbackProfile);
return {
...entry,
profile: normalizedProfile ?? entry.profile,
} as RpgEntryWorldEntry;
}
function normalizeRpgEntryWorldEntries(
entries: RpgEntryWorldEntry[] | null | undefined,
) {
return Array.isArray(entries)
? entries.map((entry) => normalizeRpgEntryWorldProfile(entry))
: [];
}
function normalizeRpgEntryWorldMutationResponse(
response: RpgEntryWorldMutationResponse,
) {
return {
entry: normalizeRpgEntryWorldProfile(response.entry),
entries: normalizeRpgEntryWorldEntries(response.entries),
};
}
/**
* RPG 入口世界库 client 的真实实现。
* 第三批收口后,平台首页/详情页开始游戏链直接走 rpg-entry 域请求,不再反向穿旧 storageService 兼容层。
@@ -33,7 +82,7 @@ export async function listRpgEntryWorldLibrary(
},
);
return Array.isArray(response?.entries) ? response.entries : [];
return normalizeRpgEntryWorldEntries(response?.entries);
}
export async function listRpgEntryWorldGallery(
@@ -63,7 +112,7 @@ export async function getRpgEntryWorldGalleryDetail(
options,
);
return response.entry;
return normalizeRpgEntryWorldProfile(response.entry);
}
export async function getRpgEntryWorldGalleryDetailByCode(
@@ -79,7 +128,7 @@ export async function getRpgEntryWorldGalleryDetailByCode(
options,
);
return response.entry;
return normalizeRpgEntryWorldProfile(response.entry);
}
export async function remixRpgEntryWorldGallery(
@@ -96,10 +145,7 @@ export async function remixRpgEntryWorldGallery(
options,
);
return {
entry: response.entry,
entries: Array.isArray(response?.entries) ? response.entries : [],
};
return normalizeRpgEntryWorldMutationResponse(response);
}
export async function recordRpgEntryWorldGalleryPlay(
@@ -116,7 +162,7 @@ export async function recordRpgEntryWorldGalleryPlay(
options,
);
return response.entry;
return normalizeRpgEntryWorldProfile(response.entry);
}
export async function likeRpgEntryWorldGallery(
@@ -133,7 +179,7 @@ export async function likeRpgEntryWorldGallery(
options,
);
return response.entry;
return normalizeRpgEntryWorldProfile(response.entry);
}
export async function getRpgEntryWorldLibraryDetail(
@@ -149,7 +195,7 @@ export async function getRpgEntryWorldLibraryDetail(
options,
);
return response.entry;
return normalizeRpgEntryWorldProfile(response.entry);
}
export async function upsertRpgEntryWorldProfile(
@@ -171,10 +217,7 @@ export async function upsertRpgEntryWorldProfile(
options,
);
return {
entry: response.entry,
entries: Array.isArray(response?.entries) ? response.entries : [],
};
return normalizeRpgEntryWorldMutationResponse(response);
}
export async function deleteRpgEntryWorldProfile(
@@ -190,7 +233,7 @@ export async function deleteRpgEntryWorldProfile(
options,
);
return Array.isArray(response?.entries) ? response.entries : [];
return normalizeRpgEntryWorldEntries(response?.entries);
}
export async function publishRpgEntryWorldProfile(
@@ -206,10 +249,7 @@ export async function publishRpgEntryWorldProfile(
options,
);
return {
entry: response.entry,
entries: Array.isArray(response?.entries) ? response.entries : [],
};
return normalizeRpgEntryWorldMutationResponse(response);
}
export async function unpublishRpgEntryWorldProfile(
@@ -225,10 +265,7 @@ export async function unpublishRpgEntryWorldProfile(
options,
);
return {
entry: response.entry,
entries: Array.isArray(response?.entries) ? response.entries : [],
};
return normalizeRpgEntryWorldMutationResponse(response);
}
export const rpgEntryLibraryClient = {