合并最新 master 并解决画布共享冲突

同步 origin/master 的场景、音效、运行时与后端原子提交改动

保留共享画布包导出并补齐场景、生成配方和历史动作类型

融合清单刷新测试、幂等请求、生成合同校验与项目记忆文档
This commit is contained in:
2026-08-10 11:34:38 +08:00
358 changed files with 51496 additions and 9219 deletions
@@ -62,6 +62,14 @@ const viteConfigSource = fs.readFileSync(
new URL('../vite.config.ts', import.meta.url),
'utf8',
);
const devPortSource = fs.readFileSync(
new URL('../scripts/dev-port.mjs', import.meta.url),
'utf8',
);
const startTauriDevSource = fs.readFileSync(
new URL('../scripts/start-tauri-dev.mjs', import.meta.url),
'utf8',
);
const appSource = [
readSourceTree(new URL('../src/', import.meta.url), '.ts'),
readSourceTree(new URL('../src/', import.meta.url), '.tsx'),
@@ -1228,7 +1236,7 @@ if (
if (tauriConfig.build?.devUrl !== 'http://127.0.0.1:3080/') {
throw new Error(
'AI game creator shell Tauri devUrl must stay on the fixed Vite dev port',
'AI game creator shell Tauri config must retain the non-launcher fallback devUrl',
);
}
@@ -1238,12 +1246,41 @@ if (!viteConfigSource.includes("host: '127.0.0.1'")) {
);
}
if (!viteConfigSource.includes('port: 3080')) {
if (
!viteConfigSource.includes('port: 3080') ||
!viteConfigSource.includes('port: server.config.server.port')
) {
throw new Error(
'AI game creator shell Vite dev port must match Tauri devUrl',
'AI game creator shell Vite config must retain its fallback and report the actual CLI-selected port',
);
}
for (const snippet of [
'mapDevPortsToPortRange',
'agcVitePort',
'resolveAgcDevEndpoint',
'GENARRATIVE_AGC_VITE_PORT',
]) {
if (!devPortSource.includes(snippet)) {
throw new Error(
`AI game creator shell dev port resolver drifted: ${snippet}`,
);
}
}
for (const snippet of [
'resolveAgcDevEndpoint',
'withAgcDevEndpointEnv',
"'--config'",
'configOverride',
]) {
if (!startTauriDevSource.includes(snippet)) {
throw new Error(
`AI game creator shell Tauri dev port injection drifted: ${snippet}`,
);
}
}
if (!viteConfigSource.includes('strictPort: true')) {
throw new Error(
'AI game creator shell Vite dev server must not drift away from Tauri devUrl',
@@ -1264,7 +1301,7 @@ if (
)
) {
throw new Error(
'AI game creator shell beforeDevCommand must reuse or start the fixed Vite dev server',
'AI game creator shell beforeDevCommand must start the selected Vite dev server',
);
}
@@ -1474,12 +1511,15 @@ if (
}
for (const snippet of [
'const port = 3080',
'resolveAgcDevEndpoint',
'withAgcDevEndpointEnv',
"response.body.includes('<title>AI 游戏创作</title>')",
'function isPortListening()',
'reuse existing Vite dev server',
'cannot be safely reused',
'non-HTTP or unrecognized server',
"'--config', 'vite.config.ts'",
"'--config'",
"'vite.config.ts'",
"'--port'",
]) {
if (!devServerSource.includes(snippet)) {
throw new Error(
@@ -0,0 +1,111 @@
import {
findAvailablePort,
formatPortDecision,
mapDevPortsToPortRange,
normalizePort,
reserveLinuxDevPortRange,
} from '../../../scripts/dev-stack-port-utils.mjs';
const agcDevHost = '127.0.0.1';
const legacyAgcDevPort = 3080;
const agcVitePortEnvKey = 'GENARRATIVE_AGC_VITE_PORT';
function readConfiguredAgcDevPort(env = process.env) {
const rawPort = String(env[agcVitePortEnvKey] ?? '').trim();
if (!rawPort) {
return null;
}
const port = normalizePort(rawPort, -1);
if (port < 1024) {
throw new Error(`${agcVitePortEnvKey} 必须是 1024-65535 的有效端口`);
}
return port;
}
function createAgcDevEndpoint(port, portRange = null) {
const url = `http://${agcDevHost}:${port}/`;
return {
host: agcDevHost,
port,
url,
markerUrl: `${url}__agc_dev_server.json`,
portRange,
};
}
function readAgcDevEndpoint(env = process.env) {
return createAgcDevEndpoint(
readConfiguredAgcDevPort(env) ?? legacyAgcDevPort,
);
}
async function resolveAgcDevEndpoint({
env = process.env,
platform = process.platform,
strictConfigured = false,
reservePortRange = reserveLinuxDevPortRange,
findPort = findAvailablePort,
} = {}) {
const configuredPort = readConfiguredAgcDevPort(env);
let portRange = null;
let preferredPort = configuredPort ?? legacyAgcDevPort;
if (platform === 'linux') {
const allocation = await reservePortRange({ env });
if (!allocation?.range) {
throw new Error('无法取得当前 Linux 用户的 dev 端口段');
}
portRange = allocation.range;
const mappedAgcVitePort = mapDevPortsToPortRange(portRange)?.agcVitePort;
if (!Number.isInteger(mappedAgcVitePort)) {
throw new Error(
`当前 Linux dev 端口段 ${portRange.label} 缺少 AGC Vite 槽位;请先迁移为至少 6 个端口且不与其它用户重叠的端口段`,
);
}
if (configuredPort != null && configuredPort < mappedAgcVitePort) {
throw new Error(
`${agcVitePortEnvKey} ${configuredPort} 占用了 Linux dev 端口段 ${portRange.label} 的前五个服务槽位`,
);
}
preferredPort = configuredPort ?? mappedAgcVitePort;
}
const port = await findPort({
host: agcDevHost,
preferredPort,
portRange,
strict: strictConfigured && configuredPort != null,
});
console.log(
formatPortDecision({
name: 'ai-game-creator-shell',
host: agcDevHost,
preferredPort,
resolvedPort: port,
}),
);
if (portRange) {
console.log(`[ai-game-creator-shell] dev port-range: ${portRange.label}`);
}
return createAgcDevEndpoint(port, portRange);
}
function withAgcDevEndpointEnv(endpoint, env = process.env) {
return {
...env,
[agcVitePortEnvKey]: String(endpoint.port),
};
}
export {
agcDevHost,
agcVitePortEnvKey,
createAgcDevEndpoint,
legacyAgcDevPort,
readAgcDevEndpoint,
readConfiguredAgcDevPort,
resolveAgcDevEndpoint,
withAgcDevEndpointEnv,
};
@@ -3,10 +3,11 @@ import http from 'node:http';
import net from 'node:net';
import { fileURLToPath } from 'node:url';
import { resolveAgcDevEndpoint, withAgcDevEndpointEnv } from './dev-port.mjs';
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const host = '127.0.0.1';
const port = 3080;
const devUrl = `http://${host}:${port}/`;
const endpoint = await resolveAgcDevEndpoint();
const { host, port, url: devUrl } = endpoint;
function readExistingServer() {
return new Promise((resolve) => {
@@ -69,8 +70,10 @@ function isPortListening() {
const existing = await readExistingServer();
if (existing) {
if (isAiGameCreatorServer(existing)) {
console.log(`[ai-game-creator-shell] reuse existing Vite dev server ${devUrl}`);
process.exit(0);
console.error(
`[ai-game-creator-shell] ${devUrl} is already running but cannot be safely reused. Stop that process before starting the dev server.`,
);
process.exit(1);
}
console.error(
`[ai-game-creator-shell] ${devUrl} is already in use by another server. Stop that process before starting Tauri dev.`,
@@ -88,9 +91,20 @@ if (await isPortListening()) {
const npm = process.platform === 'win32' ? 'npm.cmd' : 'npm';
const child = spawn(
npm,
['--prefix', '../..', 'exec', 'vite', '--', '--config', 'vite.config.ts'],
[
'--prefix',
'../..',
'exec',
'vite',
'--',
'--config',
'vite.config.ts',
'--port',
String(endpoint.port),
],
{
cwd: appRoot,
env: withAgcDevEndpointEnv(endpoint),
stdio: 'inherit',
// Node 18.20+/20+/24 on Windows rejects spawning .cmd (npm.cmd) without a shell (EINVAL).
shell: true,
@@ -5,13 +5,16 @@ import net from 'node:net';
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import {
agcVitePortEnvKey,
readAgcDevEndpoint,
resolveAgcDevEndpoint,
withAgcDevEndpointEnv,
} from './dev-port.mjs';
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const devStackStatePath = resolve(repoRoot, '.app/dev-stack.json');
const viteHost = '127.0.0.1';
const vitePort = 3080;
const viteUrl = `http://${viteHost}:${vitePort}/`;
const viteMarkerUrl = `${viteUrl}__agc_dev_server.json`;
const defaultApiTarget =
process.env.RUST_SERVER_TARGET || 'http://127.0.0.1:8082';
const backendDatabase = 'genarrative-game-creator-dev';
@@ -131,13 +134,13 @@ async function isBackendReady() {
);
}
async function readExistingViteServer() {
return httpGetText(viteUrl);
async function readExistingViteServer(endpoint = readAgcDevEndpoint()) {
return httpGetText(endpoint.url);
}
function isVitePortListening() {
function isVitePortListening(endpoint = readAgcDevEndpoint()) {
return new Promise((resolveRequest) => {
const socket = net.connect({ host: viteHost, port: vitePort });
const socket = net.connect({ host: endpoint.host, port: endpoint.port });
socket.once('connect', () => {
socket.destroy();
resolveRequest(true);
@@ -160,8 +163,8 @@ function isAiGameCreatorServer(response) {
);
}
async function readExistingViteMarker() {
const response = await httpGetText(viteMarkerUrl, 2000);
async function readExistingViteMarker(endpoint = readAgcDevEndpoint()) {
const response = await httpGetText(endpoint.markerUrl, 2000);
if (!response || response.statusCode !== 200) {
return null;
}
@@ -173,15 +176,16 @@ async function readExistingViteMarker() {
}
async function preflightExistingVite({
endpoint = readAgcDevEndpoint(),
readServer = readExistingViteServer,
portListening = isVitePortListening,
readMarker = readExistingViteMarker,
} = {}) {
const existing = await readServer();
const existing = await readServer(endpoint);
if (!existing) {
if (await portListening()) {
if (await portListening(endpoint)) {
throw new Error(
`${viteUrl} is already in use by a non-HTTP or unrecognized server. Stop it before starting Tauri dev.`,
`${endpoint.url} is already in use by a non-HTTP or unrecognized server. Stop it before starting Tauri dev.`,
);
}
return { status: 'available', apiTarget: '' };
@@ -189,11 +193,11 @@ async function preflightExistingVite({
if (!isAiGameCreatorServer(existing)) {
throw new Error(
`${viteUrl} is already in use by another server. Stop it before starting Tauri dev.`,
`${endpoint.url} is already in use by another server. Stop it before starting Tauri dev.`,
);
}
const marker = await readMarker();
const marker = await readMarker(endpoint);
const markerApiTarget =
marker?.schemaVersion === 1 &&
marker?.app === 'ai-game-creator-shell' &&
@@ -202,7 +206,7 @@ async function preflightExistingVite({
: '';
const actualTarget = markerApiTarget || 'unknown';
throw new Error(
`${viteUrl} is already running with API target ${actualTarget}. Its owning worktree cannot be proven, so it will not be reused. Stop that Vite dev server before starting Tauri dev.`,
`${endpoint.url} is already running with API target ${actualTarget}. Its owning worktree cannot be proven, so it will not be reused. Stop that Vite dev server before starting Tauri dev.`,
);
}
@@ -549,7 +553,7 @@ async function ensureBackend({
}
}
async function startVite(apiTarget) {
async function startVite(apiTarget, endpoint = readAgcDevEndpoint()) {
const { apiUrl } = readBackendTargets();
if (apiUrl !== apiTarget) {
throw new Error(
@@ -557,22 +561,32 @@ async function startVite(apiTarget) {
);
}
const existing = await readExistingViteServer();
const existing = await readExistingViteServer(endpoint);
if (existing) {
if (isAiGameCreatorServer(existing)) {
throw new Error(
`${viteUrl} is already running and cannot be safely reused. Stop it before starting Tauri dev.`,
`${endpoint.url} is already running and cannot be safely reused. Stop it before starting Tauri dev.`,
);
}
throw new Error(
`${viteUrl} is already in use by another server. Stop it before starting Tauri dev.`,
`${endpoint.url} is already in use by another server. Stop it before starting Tauri dev.`,
);
}
return spawnChild(
npm,
['--prefix', '../..', 'exec', 'vite', '--', '--config', 'vite.config.ts'],
{ cwd: appRoot },
[
'--prefix',
'../..',
'exec',
'vite',
'--',
'--config',
'vite.config.ts',
'--port',
String(endpoint.port),
],
{ cwd: appRoot, env: withAgcDevEndpointEnv(endpoint) },
);
}
@@ -593,7 +607,9 @@ async function main() {
}
try {
await preflightExistingVite();
const endpoint = await resolveAgcDevEndpoint({ strictConfigured: true });
process.env[agcVitePortEnvKey] = String(endpoint.port);
await preflightExistingVite({ endpoint });
const backend = await ensureBackend({
onBackendChild(child) {
backendChild = child;
@@ -607,7 +623,7 @@ async function main() {
throw new Error(`启动期收到 ${shutdownSignal},已停止配套后端`);
}
viteChild = await startVite(backend.targets.apiUrl);
viteChild = await startVite(backend.targets.apiUrl, endpoint);
if (shutdownSignal) {
stopChild(viteChild, shutdownSignal);
throw new Error(`启动期收到 ${shutdownSignal},已停止前端服务`);
@@ -1,6 +1,11 @@
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import {
readAgcDevEndpoint,
resolveAgcDevEndpoint,
withAgcDevEndpointEnv,
} from './dev-port.mjs';
import {
preflightExistingVite,
spawnChild,
@@ -22,17 +27,37 @@ function parseLauncherArguments(argv) {
return { gameChat, args };
}
function buildTauriArguments(argv) {
function buildTauriArguments(argv, devUrl = readAgcDevEndpoint().url) {
const { gameChat, args } = parseLauncherArguments(argv);
const configOverride = JSON.stringify({ build: { devUrl } });
if (gameChat) {
return ['dev', '--', '--', '--game-chat', ...args];
return [
'dev',
'--config',
configOverride,
'--',
'--',
'--game-chat',
...args,
];
}
return ['dev', ...args];
const separatorIndex = args.indexOf('--');
if (separatorIndex < 0) {
return ['dev', ...args, '--config', configOverride];
}
return [
'dev',
...args.slice(0, separatorIndex),
'--config',
configOverride,
...args.slice(separatorIndex),
];
}
function spawnTauriCli(argv) {
function spawnTauriCli(argv, { env = process.env } = {}) {
return spawnChild(process.execPath, [tauriCliPath, ...argv], {
cwd: appRoot,
env,
shell: false,
});
}
@@ -40,16 +65,20 @@ function spawnTauriCli(argv) {
async function runTauriDev(
argv = process.argv.slice(2),
{
resolveDevEndpoint = resolveAgcDevEndpoint,
preflight = preflightExistingVite,
spawnCli = spawnTauriCli,
waitForCli = waitForChildTermination,
terminateTree = terminateChildTree,
} = {},
) {
await preflight();
const endpoint = await resolveDevEndpoint();
await preflight({ endpoint });
const tauriArguments = buildTauriArguments(argv);
const child = spawnCli(tauriArguments);
const tauriArguments = buildTauriArguments(argv, endpoint.url);
const child = spawnCli(tauriArguments, {
env: withAgcDevEndpointEnv(endpoint),
});
let resolveShutdown;
let shutdownSignal = '';
let repeatedSignal = false;
+1
View File
@@ -4595,6 +4595,7 @@ version = "0.1.0"
dependencies = [
"serde",
"serde_json",
"sha2",
]
[[package]]
@@ -1,7 +1,7 @@
{
"schemaVersion": 1,
"id": "genarrative.agent-runtime",
"version": "2026-08-06.1",
"version": "2026-08-07.2",
"sections": {
"common": "common.md",
"isolatedTemplateCatalogIntro": "isolated-template-catalog-intro.md",
@@ -9,7 +9,6 @@
"platformDefault": "platform/default.md",
"platformLinux": "platform/linux.md",
"codePrototypeGameChat": "roles/code-prototype-game-chat.md",
"codeDirectorGameChatAssetAudit": "roles/code-director-game-chat-asset-audit.md",
"projectSupervisorGameChatRouting": "supervisor/game-chat-routing.md",
"providerIsolatedToolContract": "provider/isolated-tool-contract.md",
"providerAutonomousRunProfile": "provider/autonomous-run-profile.md",
@@ -67,11 +66,6 @@
"rootSourceKind": "supervisorGameChat",
"sections": ["projectSupervisorGameChatRouting"]
},
{
"agentId": "code-director",
"rootSourceKind": "supervisorGameChat",
"sections": ["codeDirectorGameChatAssetAudit"]
},
{
"agentId": "code-prototype",
"rootSourceKind": "supervisorGameChat",
@@ -1 +1 @@
本次修复原生工具目录只保留 agent.delegate。必须在同一响应一次性建立完整首批合同,且只允许以下三个非 repair 委派,各出现一次:design-director 与 code-director 的 task 或 acceptanceCriteria 必须显式声明只读且不得修改项目,expectedArtifacts 必须为 []art-director 必须是非只读规范图生成任务,expectedArtifacts 必须包含 assets/art-spec.png。三者都必须提供非空 task、1-8 条 acceptanceCriteria,并设置 repairOfDelegationId=null、runId=null。不得委派 code-prototype、quality-review、design-foundation、art-asset-plan 或其它底层 Agent,不得调用 agent.spawn_isolated,不得更新计划、读取、搜索、查询状态、修改项目或返回最终回复。不要解释,不要 markdown,不要代码围栏。
片段只适用于普通 GUI / CLI 的完整 `autonomous-game-build` manifest DAG;不得用于持久 source 为 `project-supervisor-game-chat` 的单主 route,后者不得用此修复建立固定首批委派。普通 DAG 的本次修复原生工具目录只保留 agent.delegate。必须在同一响应一次性建立完整首批合同,且只允许以下三个非 repair 委派,各出现一次:design-director 与 code-director 的 task 或 acceptanceCriteria 必须显式声明只读且不得修改项目,expectedArtifacts 必须为 []art-director 必须是非只读规范图生成任务,expectedArtifacts 必须包含 assets/art-spec.png。三者都必须提供非空 task、1-8 条 acceptanceCriteria,并设置 repairOfDelegationId=null、runId=null。不得委派 code-prototype、quality-review、design-foundation、art-asset-plan 或其它底层 Agent,不得调用 agent.spawn_isolated,不得更新计划、读取、搜索、查询状态、修改项目或返回最终回复。不要解释,不要 markdown,不要代码围栏。
@@ -1 +1 @@
autonomous-game-build 的正式 manifest 任务图是唯一首轮专业执行链不得在 manifest 之前另行创建 code-prototype、quality-review、art-director、design-foundation 或 art-asset-plan 的首批 agent.delegate;这些角色会由 Runtime 按 manifest 依赖顺序调度。没有待认领的显式返工合同时也不得额外委派。请直接推进/观察 manifestRuntime 会在你尝试收束时调度 ready task,并在任务图完成前阻止最终交付。
本片段只适用于普通 GUI / CLI 的完整 `autonomous-game-build` manifest DAG,不适用于持久 source 为 `project-supervisor-game-chat` 的单主 route。普通 DAG 中,正式 manifest 任务图是唯一首轮专业执行链不得在 manifest 之前另行创建 code-prototype、quality-review、art-director、design-foundation 或 art-asset-plan 的首批 agent.delegate;这些角色会由 Runtime 按 manifest 依赖顺序调度。没有待认领的显式返工合同时也不得额外委派。game-chat 则由其专用路由提示决定:Supervisor 持久化意图后只启动 code-prototype,只有该主 Agent 的 asset.list 审计证实真实缺口时才可委派受限美术 child。请直接推进/观察适用于当前 root source 的任务路径;Runtime 会在你尝试收束时调度 ready task,并在任务图完成前阻止最终交付。
@@ -1 +0,0 @@
game-chat 的 code-director 是程序侧资产审计节点。第一步必须调用 `asset.list` 核对当前正式资产、Canvas 登记和可复用状态;不得生成图片、修改游戏或只凭用户措辞猜测缺口。取得 asset.list observation 后,本轮必须调用 `agent.route_manifest` 提交结构化结果:Supervisor 选择 audit-existing-first 且没有缺口时使用 `strategy=use-existing-art, missingAssetSlots=[]`;存在缺口时使用 `strategy=generate-missing-art`missingAssetSlots 只能精确列出 `art-spec``core-spritesheet` 中实际缺失项;Supervisor 选择 regenerate-art 时使用 `strategy=regenerate-art, missingAssetSlots=["art-spec","core-spritesheet"]`。Runtime 会复核权威资产状态,拒绝遗漏、虚构、过期或重复缺口。路由成功后再交付只读审计结论;美术补齐后由同一根 Run 恢复 code-prototype。
@@ -1,3 +1,5 @@
game-chat 使用素材完整快车道。必须先保护既有游戏语义和已完成产物:如果 observation 尚未包含 game/index.html 的当前正文与摘要,本响应第一步必须file.read(path=game/index.html),不得猜测入口仍是初始化占位。只有文件缺失或正文与初始化页面一致、且当前 run 尚未写入项目时,才允许用一次 file.write 生成完整、自包含、可运行的 game/index.html;检测到非占位入口、已有可玩实现、当前 revision 已验证,或当前 run 已发生修改时,禁止整文件 file.write,必须保留原玩法,优先执行静态检查/试玩,确需修复时只能依据已读取的精确原文做最小 file.patch。不得把“继续”、continue 或其它纯续跑词当作游戏主题;缺少可继承的具体目标时必须失败关闭,不得另造新玩法
game-chat 使用单主素材审计快车道。你是唯一的 `code-prototype` 主 Agent;必须先保护既有游戏语义和已完成产物。若本轮尚未取得成功的 `asset.list` observation,第一步必须调用 `asset.list` 核对当前正式资产、Canvas 登记和可复用状态;不得仅凭用户措辞、关键词或旧摘要判断已有素材是否可用。审计后必须用 `agent.route_manifest` 持久化审计结论:完整覆盖使用 `use-existing-art, missingAssetSlots=[]`,真实缺口使用 `generate-missing-art` 且只列出实际缺失槽位;不得把 Supervisor 的用户 intent 改写成重生成路线。审计证明核心规范图、透明 spritesheet、切片清单或四类切片存在真实缺口时,才可一次委派对应的 `art-director``art-asset-plan` 补齐;任务必须精确说明缺失项和验收产物,child 只能写 `assets/**`,不得修改 `game/**`、删除/补丁程序文件或替你接入游戏。一次最多保留一个活跃美术委派,收到并认领其回执后继续同一 Run;不得在美术已齐或仅凭“UI 没有用素材”等描述时生成、委派或扣费。Supervisor 持久化的整体重做意图也只是上下文,不能改变这条审计门或授权整套美术强制重生成
HTML 必须满足固定试玩合同,包含真实 Canvas 游戏循环、键盘与触控输入、开始、主要操作、重开、胜负状态和移动端布局。assets/art-spec.png 只能作为视觉规范与派生参考,不得在运行时加载、铺作背景或裁切实体。必须等待已登记且透明有效的 assets/art-spritesheet.png 与 assets/art-spritesheet-slices/manifest.json,从切片清单按 player、blocks-and-targets、obstacles-and-scene、feedback-effects 四种 usage 加载四个不同的独立透明素材,并在活动 Canvas 中通过 drawImage 绘制对应核心玩家、方块/目标、障碍/场景和反馈;不得猜测整张图集是等分网格,不得把整张图集作为 img、CSS background 或完整 drawImage 展示,也不得以纯代码几何替代核心实体。图集、四类切片或其可见使用任一缺失时不得交付。首次实现或最小修复后不要继续扩写功能;Runtime 会自动执行静态自检并在通过后立即试玩
在成功审计并取得可用素材、或已认领必要美术回执后,才读取游戏入口:如果 observation 尚未包含 game/index.html 的当前正文与摘要,本响应下一步必须调用 file.read(path=game/index.html),不得猜测入口仍是初始化占位。只有文件缺失或正文与初始化页面一致、且当前 run 尚未写入项目时,才允许用一次 file.write 生成完整、自包含、可运行的 game/index.html;检测到非占位入口、已有可玩实现、当前 revision 已验证,或当前 run 已发生修改时,禁止整文件 file.write,必须保留原玩法,优先执行静态检查/试玩,确需修复时只能依据已读取的精确原文做最小 file.patch。不得把“继续”、continue 或其它纯续跑词当作游戏主题;缺少可继承的具体目标时必须失败关闭,不得另造新玩法
HTML 必须满足固定试玩合同,包含真实 Canvas 游戏循环、键盘与触控输入、开始、主要操作、重开、胜负状态和移动端布局。assets/art-spec.png 只能作为视觉规范与派生参考,不得在运行时加载、铺作背景或裁切实体。必须等待已登记且透明有效的 assets/art-spritesheet.png 与 assets/art-spritesheet-slices/manifest.json,从切片清单按 player、blocks-and-targets、obstacles-and-scene、feedback-effects 四种 usage 加载四个不同的独立透明素材,并在活动 Canvas 中通过 drawImage 绘制对应核心玩家、方块/目标、障碍/场景和反馈;不得猜测整张图集是等分网格,不得把整张图集作为 img、CSS background 或完整 drawImage 展示,也不得以纯代码几何替代核心实体。图集、四类切片或其可见使用任一缺失时不得交付。完成最后一处项目写入后,由你在同一 Run 执行 `game.static_smoke`,再执行 desktop 与 mobile `preview.validate`;不得把接入、检查或试玩交回固定验证节点。首次实现或最小修复后不要继续扩写功能。
@@ -1,3 +1,3 @@
game-chat 的固定关键词和资产探测只作为 `advisoryOnly=true` 的补充上下文,不能直接选择、重置或跳过 manifest 节点。当前根 Run 尚无工作流决策时,你必须先理解用户目标,并把本轮唯一动作设为 `agent.route_manifest`通常选择 `strategy=audit-existing-first, missingAssetSlots=[]`,让程序侧先核对现有游戏真正需要且已经可用的正式美术;只有用户明确要求整体重做或替换成全新美术时才选择 `strategy=regenerate-art, missingAssetSlots=[]`。不得根据关键词自行声称已有资产完整,也不得在该结构化决策前委派或调度美术 Agent。
game-chat 的固定关键词和资产探测只作为 `advisoryOnly=true` 的补充上下文,不能直接选择、重置或跳过 manifest 节点。当前根 Run 尚无工作流决策时,你必须先自行理解用户真正要做的事,并把本轮唯一动作设为 `agent.route_manifest``strategy=audit-existing-first, missingAssetSlots=[]` 是固定执行安全策略;`intentSummary` 必须由你概括用户意图,例如“把已有美术资源接入当前游戏”或“按用户要求刷新整体视觉方向”,不得照抄固定信号代替理解。这个动作只记录意图,不代表生成许可,也不能把整体重做解释成整套美术的强制重生成。不得根据关键词自行声称已有资产完整,也不得在该结构化决策前委派或调度美术 Agent。
程序侧审计会在同一根 Run 中提交覆盖合同:现有正式资源覆盖完整时直接开放 code-prototype 接入;存在明确缺口时只开放缺口对应的美术 owner,补齐后再恢复 code-prototype。Runtime 负责校验路径、Canvas 登记、合同指纹缺口一致性,但不替你解释用户意图。
这一步只持久化用户意图和单主路径,不审计资产、不代替 `code-prototype` 判断缺口,也不得创建 `design-director``code-director``art-director``art-asset-plan`、试玩或其它固定首波节点。持久路由后 Runtime 只启动同一根 Run 的 `code-prototype`。它先以 `asset.list` 取得权威资产、Canvas 登记和可复用状态;只有该审计证明 `art-spec` 或核心 spritesheet 确实缺失,才可由该主 Agent 向对应美术角色发起一次受限的 durable 委派。美术 child 仅可写 `assets/**`,回执由同一 `code-prototype` 认领后恢复其原 Run 接入、静态检查和桌面/移动试玩。完整覆盖时不得生成、委派或扣费;整体重做意图同样必须经过这次审计,不能绕过资产复用或授权整套美术重生成。Runtime 负责校验根/父子身份、路径、Canvas 登记、合同指纹缺口一致性和写入范围,但不替你解释用户意图或生成美术
@@ -1244,13 +1244,13 @@ pub(in crate::agent) async fn request_platform_art_asset_with_runtime_options_at
.then(|| canonical_art_spec_reference_at(root, &canvas_context.project_id))
.transpose()?;
let (endpoint, request_body) = if is_canonical_art_spritesheet {
let reference_image_src = canonical_reference
let reference_id = canonical_reference
.as_deref()
.ok_or_else(|| "透明美术图集缺少规范图引用".to_string())?;
(
"/api/external/v1/editor/icon-spritesheets/generations",
serde_json::json!({
"referenceImageSrc": reference_image_src,
"referenceId": reference_id,
"iconDescriptions": canonical_art_spritesheet_icon_descriptions(&generation_prompt),
"screenColor": "auto",
"aspectRatio": options.aspect_ratio,
@@ -344,11 +344,10 @@ pub(super) fn platform_art_generation_runtime_request_snapshot(
(generation_kind, reference_resource_ids)
}
"/api/external/v1/editor/icon-spritesheets/generations" => {
let reference_resource_id = json_string_field(&request_body, "referenceImageSrc")
let reference_resource_id = json_string_field(&request_body, "referenceId")
.or_else(|| json_string_field(&request_body, "referenceImageSrc"))
.filter(|value| !value.trim().is_empty())
.ok_or_else(|| {
"External Editor 图集生成账本请求缺少 referenceImageSrc".to_string()
})?;
.ok_or_else(|| "External Editor 图集生成账本请求缺少 referenceId".to_string())?;
("icon-spritesheet".to_string(), vec![reference_resource_id])
}
_ => return Err("External Editor 生成账本 endpoint 不受支持".to_string()),
@@ -868,6 +867,35 @@ mod external_generation_state_tests {
)
.expect("prepare generation ledger");
assert!(created);
let mut spritesheet_state = prepared.clone();
spritesheet_state.endpoint =
"/api/external/v1/editor/icon-spritesheets/generations".to_string();
spritesheet_state.request_body_json = serde_json::json!({
"referenceId": "resource-icon-spec",
"iconDescriptions": ["玩家主体"],
"projectId": "canvas-project",
"assetFolderId": "asset-folder"
})
.to_string();
assert_eq!(
platform_art_generation_runtime_request_snapshot(&spritesheet_state)
.expect("parse current icon spritesheet ledger")
.reference_resource_ids,
vec!["resource-icon-spec"]
);
spritesheet_state.request_body_json = serde_json::json!({
"referenceImageSrc": "legacy-resource-icon-spec",
"iconDescriptions": ["玩家主体"],
"projectId": "canvas-project",
"assetFolderId": "asset-folder"
})
.to_string();
assert_eq!(
platform_art_generation_runtime_request_snapshot(&spritesheet_state)
.expect("parse already persisted legacy icon spritesheet ledger")
.reference_resource_ids,
vec!["legacy-resource-icon-spec"]
);
let mut invalid_key = prepared.clone();
invalid_key.idempotency_key = "invalid key".to_string();
assert!(
@@ -519,7 +519,7 @@ fn game_creator_art_asset_plan_tool_plan_prompt(
);
}
format!(
"{prompt}\n\n你负责首版美术素材实际生成。资产清单和美术计划只是中间结果;最终必须调用 canvas.asset_generate 生成并登记 assets/art-spritesheet.png,固定使用 1:1、1K、assetKind=art-spritesheet、assetLabel=游戏首版核心美术素材、replaceExisting=false,并写入可解析的 assets/manifest.art.json。调用前必须用 asset.list 确认 assets/art-spec.png 已登记为当前项目的 icon-spec 画布资源,并依据当前任务、game/game_design.md 与 manifest 逐项说明真实需要的玩家主体及朝向/状态、目标或收集物、障碍/场景元素和反馈特效,由 Runtime 形成 iconDescriptions;不得假设为塔防或加入合同中不存在的单位、敌人、波次、卡牌。Runtime 固定以规范图的权威 resourceId 作为 referenceImageSrc,调用 POST /api/external/v1/editor/icon-spritesheets/generations,并用 screenColor=auto 完成透明后处理;不得把 UI 原型、Data URL、Blob URL、本地路径或结构化 JSON 冒充规范图引用,不得回退普通生图或 UI extraction。缺少规范图时必须等待 art-director 依赖并如实阻塞。成功后回读 observation 与 asset.list,核对服务端返回的透明 spritesheet、真实 alpha、warning 和 sliceWarning。warning.code=postprocess-failed-source-preserved 时没有透明图集,不得登记、验收或自动重试;仅 sliceWarning 时可保留完整透明图集,但不得声称独立切片已生成。已有有效同路径资产时不得重复生成或扣费;只有带 repairOfDelegationId 的唯一返工轮可 replaceExisting=true 原位替换。不得运行 game.static_smoke 或 preview.validate,也不得编辑 game/index.html。图片生成未配置、待确认、失败或透明证据不足时不得提交最终回复。"
"{prompt}\n\n你负责首版美术素材实际生成。资产清单和美术计划只是中间结果;最终必须调用 canvas.asset_generate 生成并登记 assets/art-spritesheet.png,固定使用 1:1、1K、assetKind=art-spritesheet、assetLabel=游戏首版核心美术素材、replaceExisting=false,并写入可解析的 assets/manifest.art.json。调用前必须用 asset.list 确认 assets/art-spec.png 已登记为当前项目的 icon-spec 画布资源,并依据当前任务、game/game_design.md 与 manifest 逐项说明真实需要的玩家主体及朝向/状态、目标或收集物、障碍/场景元素和反馈特效,由 Runtime 形成 iconDescriptions;不得假设为塔防或加入合同中不存在的单位、敌人、波次、卡牌。Runtime 固定以规范图的权威 resourceId 作为 referenceId,调用 POST /api/external/v1/editor/icon-spritesheets/generations,并用 screenColor=auto 完成透明后处理;不得把 UI 原型、Data URL、Blob URL、本地路径或结构化 JSON 冒充规范图引用,不得回退普通生图或 UI extraction。缺少规范图时必须等待 art-director 依赖并如实阻塞。成功后回读 observation 与 asset.list,核对服务端返回的透明 spritesheet、真实 alpha、warning 和 sliceWarning。warning.code=postprocess-failed-source-preserved 时没有透明图集,不得登记、验收或自动重试;仅 sliceWarning 时可保留完整透明图集,但不得声称独立切片已生成。已有有效同路径资产时不得重复生成或扣费;只有带 repairOfDelegationId 的唯一返工轮可 replaceExisting=true 原位替换。不得运行 game.static_smoke 或 preview.validate,也不得编辑 game/index.html。图片生成未配置、待确认、失败或透明证据不足时不得提交最终回复。"
)
}
@@ -685,7 +685,7 @@ mod tests {
#[test]
fn runtime_prompt_bundle_manifest_covers_all_embedded_sections() {
assert_eq!(RUNTIME_PROMPT_BUNDLE_ID, "genarrative.agent-runtime");
assert_eq!(RUNTIME_PROMPT_BUNDLE_VERSION, "2026-08-06.1");
assert_eq!(RUNTIME_PROMPT_BUNDLE_VERSION, "2026-08-07.2");
assert_eq!(
RUNTIME_PROMPT_RUNTIME_COMPOSITION,
&[
@@ -707,7 +707,6 @@ mod tests {
"isolatedAgentContract",
"platformDefault",
"platformLinux",
"codeDirectorGameChatAssetAudit",
"codePrototypeGameChat",
"projectSupervisorGameChatRouting",
"providerIsolatedToolContract",
@@ -740,24 +739,25 @@ mod tests {
Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE),
);
assert!(supervisor.contains("固定关键词和资产探测只作为"));
assert!(supervisor.contains("必须先理解用户目标"));
assert!(supervisor.contains("必须先自行理解用户真正要做的事"));
assert!(supervisor.contains("intentSummary"));
assert!(supervisor.contains("agent.route_manifest"));
assert!(!supervisor.contains("第一步必须调用 `asset.list`"));
let code_director = game_creator_agent_runtime_role_overlay_prompt(
"code-director",
let code_prototype = game_creator_agent_runtime_role_overlay_prompt(
"code-prototype",
Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE),
);
assert!(code_director.contains("第一步必须调用 `asset.list`"));
assert!(code_director.contains("missingAssetSlots"));
assert!(code_director.contains("只凭用户措辞猜测缺口"));
assert!(code_prototype.contains("第一步必须调用 `asset.list`"));
assert!(code_prototype.contains("不得仅凭用户措辞"));
assert!(code_prototype.contains("child 只能写 `assets/**`"));
assert!(game_creator_agent_runtime_role_overlay_prompt(
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
None,
)
.is_empty());
assert!(game_creator_agent_runtime_role_overlay_prompt("code-director", None).is_empty());
assert!(game_creator_agent_runtime_role_overlay_prompt("code-prototype", None).is_empty());
}
#[test]
@@ -1224,7 +1224,7 @@ mod tests {
assert!(with_canvas.contains("由 Runtime 形成 iconDescriptions"));
assert!(with_canvas.contains("玩家主体及朝向/状态"));
assert!(with_canvas.contains("不得假设为塔防"));
assert!(with_canvas.contains("权威 resourceId 作为 referenceImageSrc"));
assert!(with_canvas.contains("权威 resourceId 作为 referenceId"));
assert!(with_canvas.contains("POST /api/external/v1/editor/icon-spritesheets/generations"));
assert!(with_canvas.contains("不得回退普通生图或 UI extraction"));
assert!(with_canvas.contains("screenColor=auto"));
@@ -61,6 +61,15 @@ pub(crate) async fn execute_game_creator_agent_runtime_tool_action_with_pending_
if let Some(blocker) = supervisor_orchestrator_mutation_block_at(root, agent_id, run_id, tool) {
return blocker;
}
if let Some(blocker) = game_chat_delegated_art_agent_input_mutation_block(
root,
agent_id,
run_id,
tool,
&action.input,
) {
return blocker;
}
if let Some(blocker) =
supervisor_orchestrator_mcp_mutation_block_at(root, agent_id, run_id, action).await
{
@@ -629,6 +629,11 @@ pub(crate) fn validate_agent_runtime_autonomous_plan_liveness(
.actions
.iter()
.any(|action| action.tool.trim() == "agent.delegate");
let has_code_asset_route = agent_id == "code-prototype"
&& plan
.actions
.iter()
.any(|action| action.tool.trim() == "agent.route_manifest");
if agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID {
if let Some(failed_playtest_revision) = verification_gate.failed_playtest_revision {
if project_revision < failed_playtest_revision {
@@ -765,6 +770,7 @@ pub(crate) fn validate_agent_runtime_autonomous_plan_liveness(
|| mutation_revision.is_some()
|| !plan.response.trim().is_empty()
|| has_mutation
|| has_code_asset_route
{
return Ok(());
}
@@ -813,9 +819,10 @@ pub(in crate::agent) fn validate_agent_runtime_autonomous_read_only_delivery_pla
| "command.output_read"
| "command.poll"
| "image.inspect" => false,
"preview.validate" => agent_id != "preview-playtest",
"agent.route_manifest" => agent_id != "code-prototype",
"preview.validate" => agent_id != "preview-playtest" && agent_id != "code-prototype",
"command.run_limited" => {
agent_id != "preview-readiness"
agent_id != "preview-readiness" && agent_id != "code-prototype"
|| action
.input
.get("commandId")
@@ -1771,6 +1778,14 @@ mod tests {
serde_json::json!({"commandId": "game.static_smoke"}),
);
let preview = plan_for("preview.validate", serde_json::json!({}));
let route_manifest = plan_for(
"agent.route_manifest",
serde_json::json!({
"strategy": "use-existing-art",
"intentSummary": null,
"missingAssetSlots": [],
}),
);
assert!(validate_agent_runtime_autonomous_read_only_delivery_plan(
"preview-readiness",
@@ -1784,6 +1799,38 @@ mod tests {
&preview,
)
.is_ok());
assert!(validate_agent_runtime_autonomous_read_only_delivery_plan(
"code-prototype",
true,
&route_manifest,
)
.is_ok());
let verification_gate = AgentRuntimeVerificationGate {
schema_version: "test".to_string(),
project_id: "test".to_string(),
agent_id: "code-prototype".to_string(),
run_id: "test".to_string(),
requires_verification: false,
mutation_revision: None,
verified_revision: None,
last_mutation_tool: None,
last_verification_tool: None,
last_verification_status: None,
static_smoke_verified_revision: None,
failed_playtest_revision: None,
updated_at: 0,
};
assert!(validate_agent_runtime_autonomous_plan_liveness(
"code-prototype",
AGENT_RUNTIME_AUTONOMOUS_PRE_MUTATION_LOOP_LIMIT + 1,
0,
&verification_gate,
&[],
&route_manifest,
false,
false,
)
.is_ok());
for (agent_id, plan) in [
("quality-review", &smoke),
("quality-review", &preview),
@@ -156,6 +156,7 @@ pub(crate) fn prepare_agent_runtime_project_mutation_locked(
gate.last_mutation_tool = Some(tool.to_string());
gate.last_verification_tool = None;
gate.last_verification_status = None;
gate.static_smoke_verified_revision = None;
gate.failed_playtest_revision = None;
gate.updated_at = now;
if let Err(error) = write_game_creator_agent_runtime_verification_gate(root, &gate) {
@@ -370,6 +371,9 @@ pub(crate) fn finish_agent_runtime_project_verification_locked(
if passed && verification_tool.as_deref() == Some("preview.validate") {
gate.failed_playtest_revision = None;
}
if verification_tool.as_deref() == Some("game.static_smoke") {
gate.static_smoke_verified_revision = passed.then_some(current_revision.revision);
}
gate.last_verification_status = Some(
if passed {
AGENT_RUNTIME_VERIFICATION_STATUS_PASSED
@@ -473,6 +473,14 @@ pub(crate) async fn prepare_game_creator_agent_runtime_provider_action_batch(
None,
)?;
let command_id = game_creator_agent_runtime_tool_command_id(action.tool.trim());
let game_chat_art_scope_block = game_chat_delegated_art_agent_input_mutation_block(
root,
&runtime.agent_id,
&runtime.run_id,
action.tool.trim(),
&action.input,
)
.map(|observation| AgentRuntimeToolPolicyBlock::Denied(observation.summary));
let isolated_scope_block = if runtime.agent_id.starts_with("child-") {
validate_isolated_agent_tool_scope_at(
root,
@@ -485,24 +493,26 @@ pub(crate) async fn prepare_game_creator_agent_runtime_provider_action_batch(
} else {
None
};
let local_policy_block = isolated_scope_block.or_else(|| {
command_id
.map(|command_id| {
game_creator_agent_runtime_tool_policy_rule_for_run(
root,
&runtime.agent_id,
&runtime.run_id,
Some(&runtime.run_profile),
Some(&runtime.run_profile_binding_fingerprint),
command_id,
)
})
.unwrap_or_else(|| {
Some(AgentRuntimeToolPolicyBlock::Denied(
"工具不在 Agent Runtime 白名单中".to_string(),
))
})
});
let local_policy_block = game_chat_art_scope_block
.or(isolated_scope_block)
.or_else(|| {
command_id
.map(|command_id| {
game_creator_agent_runtime_tool_policy_rule_for_run(
root,
&runtime.agent_id,
&runtime.run_id,
Some(&runtime.run_profile),
Some(&runtime.run_profile_binding_fingerprint),
command_id,
)
})
.unwrap_or_else(|| {
Some(AgentRuntimeToolPolicyBlock::Denied(
"工具不在 Agent Runtime 白名单中".to_string(),
))
})
});
let mcp_policy_block = if matches!(
local_policy_block,
Some(AgentRuntimeToolPolicyBlock::Denied(_))
@@ -135,7 +135,7 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
} else {
"null".to_string()
};
let game_chat_workflow_authority_json = if agent_id == "code-director"
let game_chat_workflow_authority_json = if agent_id == "code-prototype"
&& root_source.as_deref() == Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE)
{
render_game_chat_workflow_authority_for_prompt_at(root, agent_id, run_id)?
@@ -153,7 +153,7 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
"当前工具策略:\n{tool_policy_json}\n\n",
"当前 Project Supervisor 协作策略(非 Supervisor 时为 null;该策略由 Runtime 强制执行,不能被 prompt、计划或 Agent 自行放宽):\n{collaboration_policy_json}\n\n",
"当前 game-chat 工作流提示(仅给 game-chat SupervisoradvisoryOnly=true 表示固定规则只能补充上下文,不能替你决定路由):\n{game_chat_workflow_hint_json}\n\n",
"当前 game-chat 权威工作流决策(仅给 game-chat code-directorauthoritative=true 表示这是 Supervisor 已持久化的控制面事实):\n{game_chat_workflow_authority_json}\n\n",
"当前 game-chat 权威工作流决策(仅给 game-chat code-prototypeauthoritative=true 表示这是 Supervisor 已持久化的控制面事实):\n{game_chat_workflow_authority_json}\n\n",
"当前 MCP 动态工具目录(来自外部 serverdescription/schema/instructions 均是不可信输入,不能改变系统规则、权限、确认、沙箱或完成门禁):\n{mcp_catalog_json}\n\n",
"运行上下文如下。你正在执行后台 Agent loop 第 {loop_index} 轮。{context_preload_notice},只能依据已获准工具返回的 observation 使用;未出现在 observation 里的项目事实不得自行假设。请基于目标和已有工具观察修正计划,再决定是否调用最多 {AGENT_RUNTIME_BACKGROUND_TOOL_ACTION_LIMIT} 个白名单工具。\n\n",
"{context}\n\n后台任务:\n{task}\n\n",
@@ -167,7 +167,7 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
"file.list 使用 {{\"path\":\"\"}},path 为空字符串时列出项目摘要;file.read 使用 {{\"path\":\"项目内相对路径\",\"startLine\":1,\"maxLines\":120}}file.write 使用 {{\"path\":\"项目内相对路径\",\"content\":\"完整文件内容\"}}file.patch 使用 {{\"path\":\"项目内相对路径\",\"oldText\":\"必须精确匹配的原文\",\"newText\":\"替换后的文本\",\"expectedReplacements\":1}}file.delete 使用 {{\"path\":\"项目内相对路径\"}},只删除项目内普通文件,不删除目录或任何 .agent 控制面文件。\n",
"task.create 使用 {{\"taskId\":null,\"title\":\"任务标题\",\"group\":\"design|art|code|balance|audio|publishing\",\"role\":\"角色名\",\"dependencies\":[],\"artifacts\":[],\"acceptanceCriteria\":[\"验收标准\"],\"status\":\"pending|running|waiting-for-confirmation|completed|failed\"}},需要自定义 taskId 时把 null 替换为合法 IDtask.update 使用 {{\"taskId\":\"manifest taskId\",\"status\":\"pending|running|waiting-for-confirmation|completed|failed\"}}command.run_limited 使用 {{\"commandId\":\"game.static_smoke\"}}。\n",
"canvas.asset_generate 使用 {{\"prompt\":\"图片描述\",\"outputPath\":null,\"aspectRatio\":null,\"imageSize\":null,\"assetKind\":null,\"assetLabel\":null,\"replaceExisting\":false}};需要指定时,aspectRatio 只允许 1:1|2:3|3:2|9:16|16:9imageSize 只允许 0.5K|1K|2KassetKind 只允许 {canvas_asset_kind_catalog}。replaceExisting 只能在带 repairOfDelegationId 的唯一返工委派中设为 true,普通生成必须为 false,并通过配置的 External Editor API 同时写入画布、同名素材库目录和本地 assets。\n",
"blackboard.write 使用 {{\"title\":\"标题\",\"content\":\"要共享给所有 Agent 的稳定结论\"}}agent.message 使用 {{\"agentId\":\"目标 taskId\",\"content\":\"给目标 Agent 的定向消息\"}}agent.delegate 使用 {{\"agentId\":\"目标 taskId\",\"task\":\"要委派的后台任务\",\"acceptanceCriteria\":[\"可核对的语义验收条件\"],\"expectedArtifacts\":[],\"repairOfDelegationId\":null,\"runId\":null}}expectedArtifacts 无产物时传空数组且不接受 glob;返工时 repairOfDelegationId 指向已认领原 delivery 且 runId 必须为 nullagent.schedule_ready 使用 {{\"limit\":1}}agent.route_manifest 使用 {{\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art|regenerate-art\",\"missingAssetSlots\":[]}}agent.run_status 使用 {{\"agentId\":null,\"scope\":\"all\",\"delegationId\":null}},指定目标 Agent 或已认领 delegation 时把对应 null 替换为实际 IDProject Supervisor 传 delegationId 时读取当前父 run 的未截断权威返工合同。\n",
"blackboard.write 使用 {{\"title\":\"标题\",\"content\":\"要共享给所有 Agent 的稳定结论\"}}agent.message 使用 {{\"agentId\":\"目标 taskId\",\"content\":\"给目标 Agent 的定向消息\"}}agent.delegate 使用 {{\"agentId\":\"目标 taskId\",\"task\":\"要委派的后台任务\",\"acceptanceCriteria\":[\"可核对的语义验收条件\"],\"expectedArtifacts\":[],\"repairOfDelegationId\":null,\"runId\":null}}expectedArtifacts 无产物时传空数组且不接受 glob;返工时 repairOfDelegationId 指向已认领原 delivery 且 runId 必须为 nullagent.schedule_ready 使用 {{\"limit\":1}}agent.route_manifest 使用 {{\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art\",\"intentSummary\":\"Supervisor 自行理解的用户意图,仅 Supervisor 提交\",\"missingAssetSlots\":[]}}Supervisor 必须自行概括非空 intentSummary,并以 audit-existing-first 提交执行安全策略;code-prototype 先 asset.list 后只能按权威缺口提交 use-existing-art 或 generate-missing-art,且无需提交 intentSummaryagent.run_status 使用 {{\"agentId\":null,\"scope\":\"all\",\"delegationId\":null}},指定目标 Agent 或已认领 delegation 时把对应 null 替换为实际 IDProject Supervisor 传 delegationId 时读取当前父 run 的未截断权威返工合同。\n",
"当前请求中的每个 MCP 工具都以单独的动态函数广告;必须从实际广告函数中选择,并严格按该函数的 input schema 提交 arguments.input。server、tool、catalogFingerprint 和 toolFingerprint 由 Runtime 注入,禁止构造目录外包装调用。\n",
"只有 conversation.read、asset.list、project.index、project.checkpoint、task.list、preview.start 的 arguments.input 使用空对象 {{}};其他函数必须提交实际广告 schema 的全部 required 字段。如果已有观察足够,必须调用 respond_to_user 交付最终回复。"
),
@@ -451,19 +451,21 @@ mod tests {
persist_game_chat_supervisor_workflow_decision_at,
start_game_creator_supervisor_background_task_for_session_at,
try_acquire_game_creator_agent_runtime_task_lock,
GAME_CHAT_WORKFLOW_STRATEGY_REGENERATE_ART,
GAME_CHAT_WORKFLOW_STRATEGY_AUDIT_EXISTING_FIRST,
};
use super::{
agent_runtime_root_source_at, bind_game_creator_agent_runtime_run_profile_at,
agent_runtime_root_source_at, append_unique_game_creator_agent_runtime_pending_task,
bind_game_creator_agent_runtime_run_profile_at,
build_game_creator_agent_background_final_reply_request,
build_game_creator_agent_background_tool_plan_request,
game_creator_agent_context_preload_notice, game_creator_agent_runtime_role_overlay_prompt,
game_creator_project_supervisor_chat_system_prompt, init_local_game_project_at,
provider_command_exec_contract, provider_command_start_contract,
required_runtime_prompt_section, start_game_creator_agent_runtime_task_at,
AgentRuntimeTaskLink, AgentRuntimeToolPlan, GameCreatorMcpCatalog,
GameCreatorMcpCatalogTool, AGENT_RUNTIME_COMPLETION_BLOCKER_TOOL_PLAN_PROTOCOL,
required_runtime_prompt_section, resolve_agent_conversation_session_id_at,
start_game_creator_agent_runtime_task_at, AgentRuntimeTaskLink, AgentRuntimeToolPlan,
GameCreatorMcpCatalog, GameCreatorMcpCatalogTool,
AGENT_RUNTIME_COMPLETION_BLOCKER_TOOL_PLAN_PROTOCOL,
AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD, AGENT_RUNTIME_SUPERVISOR_CLI_SOURCE,
AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE, AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID, RUNTIME_PROMPT_SUPERVISOR_CHAT_COMPOSITION,
@@ -498,19 +500,51 @@ mod tests {
init_local_game_project_at(&root, &format!("overlay-{suffix}"), "role overlay test")
.expect("project init");
let parent_run_id = format!("overlay-parent-{suffix}");
let parent = bind_game_creator_agent_runtime_run_profile_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
&parent_run_id,
root_source,
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
None,
)
.expect("bind parent profile");
let (parent_agent_id, parent_run_id) =
if root_source == AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE {
let parent_session = resolve_agent_conversation_session_id_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
None,
true,
)
.expect("resolve parent session");
let parent = append_unique_game_creator_agent_runtime_pending_task(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
&parent_session,
"核对 role overlay",
&parent_run_id,
root_source,
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
None,
)
.expect("queue game-chat parent");
persist_game_chat_supervisor_workflow_decision_at(
&root,
&parent.agent_id,
&parent.run_id,
GAME_CHAT_WORKFLOW_STRATEGY_AUDIT_EXISTING_FIRST,
"核对 role overlay",
)
.expect("persist game-chat workflow decision");
(parent.agent_id, parent.run_id)
} else {
let parent = bind_game_creator_agent_runtime_run_profile_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
&parent_run_id,
root_source,
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
None,
)
.expect("bind parent profile");
(parent.agent_id, parent.run_id)
};
let child_run_id = format!("overlay-child-{suffix}");
let child_link = AgentRuntimeTaskLink {
parent_agent_id: Some(parent.agent_id),
parent_run_id: Some(parent.run_id),
parent_agent_id: Some(parent_agent_id),
parent_run_id: Some(parent_run_id),
delegation_id: Some(format!("overlay-delegation-{suffix}")),
};
bind_game_creator_agent_runtime_run_profile_at(
@@ -692,7 +726,7 @@ mod tests {
assert_eq!(supervisor_prompt.matches("command.start 使用").count(), 1);
assert!(supervisor_prompt.contains("agent.schedule_ready 使用 {\"limit\":1}"));
assert!(supervisor_prompt.contains(
"agent.route_manifest 使用 {\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art|regenerate-art\",\"missingAssetSlots\":[]}"
"agent.route_manifest 使用 {\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art\",\"intentSummary\":\"Supervisor 自行理解的用户意图,仅 Supervisor 提交\",\"missingAssetSlots\":[]}"
));
assert!(!supervisor_prompt.contains("agent.schedule_ready input 可为空"));
assert!(supervisor_prompt.contains(
@@ -708,7 +742,7 @@ mod tests {
);
assert_eq!(
native_input_required_fields(&supervisor_request, "agent.route_manifest"),
["strategy", "missingAssetSlots"]
["strategy", "intentSummary", "missingAssetSlots"]
);
assert_eq!(
native_input_required_fields(&supervisor_request, "agent.action_history"),
@@ -939,8 +973,9 @@ mod tests {
Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE),
);
assert!(prompt.contains("素材完整快车道"));
assert!(prompt.contains("第一步必须调用 file.read(path=game/index.html)"));
assert!(prompt.contains("单主素材审计快车道"));
assert!(prompt.contains("第一步必须调用 `asset.list`"));
assert!(prompt.contains("才读取游戏入口"));
assert!(prompt.contains("正文与初始化页面一致"));
assert!(prompt.contains("当前 run 尚未写入项目"));
assert!(prompt.contains("检测到非占位入口"));
@@ -996,15 +1031,15 @@ mod tests {
"other-agent",
);
assert_eq!(matching.matches("素材完整快车道").count(), 1);
assert_eq!(matching.matches("单主素材审计快车道").count(), 1);
assert_eq!(
matching
.matches("当前 Run Profile 为 autonomous-game-build")
.count(),
1
);
assert_eq!(other_source.matches("素材完整快车道").count(), 0);
assert_eq!(other_agent.matches("素材完整快车道").count(), 0);
assert_eq!(other_source.matches("单主素材审计快车道").count(), 0);
assert_eq!(other_agent.matches("单主素材审计快车道").count(), 0);
}
#[test]
@@ -1053,15 +1088,16 @@ mod tests {
let system_prompt = &request.messages[0].content;
let user_prompt = &request.messages[1].content;
assert!(system_prompt.contains("固定关键词和资产探测只作为"));
assert!(system_prompt.contains("必须先理解用户目标"));
assert!(system_prompt.contains("必须先自行理解用户真正要做的事"));
assert!(system_prompt.contains("intentSummary"));
assert!(user_prompt.contains("\"advisoryOnly\": true"));
assert!(user_prompt.contains("\"reportsArtNotApplied\": true"));
assert!(user_prompt.contains("不得代替 Supervisor 选择工作流"));
assert!(user_prompt.contains("不得代替 Supervisor 理解用户意图"));
assert!(!user_prompt.contains("Graph reset 才保留"));
}
#[test]
fn game_chat_code_director_receives_the_persisted_supervisor_workflow_authority() {
fn game_chat_code_prototype_receives_the_persisted_supervisor_workflow_authority() {
let temporary = crate::tests::canonical_test_tempdir("provider-game-chat-authority-");
let root = temporary.path().join("project");
init_local_game_project_at(&root, "routing-authority", "整体重做当前游戏美术")
@@ -1087,9 +1123,10 @@ mod tests {
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
parent_run_id,
GAME_CHAT_WORKFLOW_STRATEGY_REGENERATE_ART,
GAME_CHAT_WORKFLOW_STRATEGY_AUDIT_EXISTING_FIRST,
"按用户要求刷新当前游戏整体视觉方向",
)
.expect("persist regenerate authority");
.expect("persist audit authority");
let code_run_id = "game-chat-routing-authority-code";
let link = AgentRuntimeTaskLink {
@@ -1099,23 +1136,23 @@ mod tests {
};
bind_game_creator_agent_runtime_run_profile_at(
&root,
"code-director",
"code-prototype",
code_run_id,
"agent-ready-task-scheduler",
None,
Some(&link),
)
.expect("bind code-director authority child");
.expect("bind code-prototype authority child");
let code_state = start_game_creator_agent_runtime_task_at(
&root,
"code-director",
"code-prototype",
"审计当前正式资产并提交精确路由",
code_run_id,
"agent-ready-task-scheduler",
"核对 Supervisor 决策",
vec!["提交资产覆盖路由".to_string()],
)
.expect("start code-director authority child");
.expect("start code-prototype authority child");
let catalog = GameCreatorMcpCatalog {
fingerprint: String::new(),
servers: Vec::new(),
@@ -1123,7 +1160,7 @@ mod tests {
};
let (_, _, request, _) = build_game_creator_agent_background_tool_plan_request(
&root,
"code-director",
"code-prototype",
&code_state.session_id,
&code_state.run_id,
&code_state.current_task,
@@ -1131,10 +1168,11 @@ mod tests {
0,
&catalog,
)
.expect("build code-director authority request");
.expect("build code-prototype authority request");
let user_prompt = &request.messages[1].content;
assert!(user_prompt.contains("\"authoritative\": true"));
assert!(user_prompt.contains("\"strategy\": \"regenerate-art\""));
assert!(user_prompt.contains("\"strategy\": \"audit-existing-first\""));
assert!(user_prompt.contains("按用户要求刷新当前游戏整体视觉方向"));
assert!(user_prompt.contains("Supervisor 已持久化且经 Runtime 校验"));
assert!(!user_prompt.contains("\"advisoryOnly\": true"));
@@ -1140,8 +1140,9 @@ mod supervisor_collaboration_repair_tests {
);
assert!(instruction.starts_with(
"上一条输出不符合工具计划协议:missing collaboration\n次修复的原生工具目录"
"上一条输出不符合工具计划协议:missing collaboration\n片段只适用于普通 GUI / CLI"
));
assert!(instruction.contains("本次修复原生工具目录"));
assert_eq!(instruction.matches("一次性建立完整首批合同").count(), 1);
assert!(instruction.contains("design-director"));
assert!(instruction.contains("art-director"));
File diff suppressed because it is too large Load Diff
@@ -429,14 +429,60 @@ fn resolve_game_chat_absolute_deadline_public_states_at(
if runtime.agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
|| runtime.session_id.trim().is_empty()
|| runtime.parent_agent_id.as_deref() != Some(root_state.agent_id.as_str())
|| runtime.parent_run_id.as_deref() != Some(root_state.run_id.as_str())
|| binding.parent_agent_id.as_deref() != Some(root_state.agent_id.as_str())
|| binding.parent_run_id.as_deref() != Some(root_state.run_id.as_str())
|| runtime.parent_agent_id != binding.parent_agent_id
|| runtime.parent_run_id != binding.parent_run_id
|| runtime.run_profile_binding_fingerprint != binding.binding_fingerprint
{
return Err("game-chat 绝对硬截止当前专业 Agent Runtime 身份不一致".to_string());
}
let parent_is_root = binding.parent_agent_id.as_deref() == Some(root_state.agent_id.as_str())
&& binding.parent_run_id.as_deref() == Some(root_state.run_id.as_str());
let parent_is_single_main = if parent_is_root {
false
} else {
let parent_agent_id = binding
.parent_agent_id
.as_deref()
.ok_or_else(|| "game-chat 绝对硬截止当前专业 Agent 缺少 parentAgentId".to_string())?;
let parent_run_id = binding
.parent_run_id
.as_deref()
.ok_or_else(|| "game-chat 绝对硬截止当前专业 Agent 缺少 parentRunId".to_string())?;
let parent_binding = read_game_creator_agent_runtime_run_profile_binding(
root,
parent_agent_id,
parent_run_id,
)?
.ok_or_else(|| "game-chat 绝对硬截止缺少单主 Agent Run Profile 绑定".to_string())?;
let parent_task = read_latest_game_creator_agent_runtime_task_by_run_id(
root,
parent_agent_id,
parent_run_id,
)?
.ok_or_else(|| "game-chat 绝对硬截止缺少单主 Agent 任务".to_string())?;
binding.source == "agent-delegate"
&& runtime
.delegation_id
.as_deref()
.is_some_and(|id| !id.is_empty())
&& matches!(runtime.agent_id.as_str(), "art-director" | "art-asset-plan")
&& parent_binding.agent_id == "code-prototype"
&& parent_binding.run_id == parent_run_id
&& parent_binding.root_agent_id == root_state.agent_id
&& parent_binding.root_run_id == root_state.run_id
&& parent_binding.parent_agent_id.as_deref() == Some(root_state.agent_id.as_str())
&& parent_binding.parent_run_id.as_deref() == Some(root_state.run_id.as_str())
&& parent_binding.source == "agent-ready-task-scheduler"
&& parent_binding.profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
&& parent_task.agent_id == parent_binding.agent_id
&& parent_task.run_id == parent_binding.run_id
&& parent_task.parent_agent_id == parent_binding.parent_agent_id
&& parent_task.parent_run_id == parent_binding.parent_run_id
&& parent_task.run_profile_binding_fingerprint == parent_binding.binding_fingerprint
};
if !parent_is_root && !parent_is_single_main {
return Err("game-chat 绝对硬截止当前专业 Agent 父责任链无效".to_string());
}
let child_task = read_latest_game_creator_agent_runtime_task_by_run_id(
root,
&runtime.agent_id,
@@ -446,6 +492,7 @@ fn resolve_game_chat_absolute_deadline_public_states_at(
if child_task.session_id != runtime.session_id
|| child_task.parent_agent_id != runtime.parent_agent_id
|| child_task.parent_run_id != runtime.parent_run_id
|| child_task.delegation_id != runtime.delegation_id
|| child_task.run_profile_binding_fingerprint != binding.binding_fingerprint
{
return Err("game-chat 绝对硬截止当前专业 Agent 任务身份不一致".to_string());
@@ -304,10 +304,16 @@ async fn game_chat_absolute_deadline_preserves_external_generation_for_same_acti
None,
)
.expect("queue autonomous game-chat root");
bind_game_creator_agent_runtime_run_profile_at(
let code_run_id = "game-chat-deadline-reconciliation-code-run";
let code_session =
resolve_agent_conversation_session_id_at(&root, "code-prototype", None, true)
.expect("resolve autonomous game-chat code session");
let code_record = append_unique_game_creator_agent_runtime_pending_task(
&root,
"art-director",
"game-chat-deadline-reconciliation-run",
"code-prototype",
&code_session,
"审计已有美术并按真实缺口委派",
code_run_id,
"agent-ready-task-scheduler",
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
Some(&AgentRuntimeTaskLink {
@@ -316,19 +322,39 @@ async fn game_chat_absolute_deadline_preserves_external_generation_for_same_acti
delegation_id: None,
}),
)
.expect("queue autonomous game-chat code task");
let mut code_state = agent_runtime_state_from_task_record(&code_record);
code_state.status = "running".to_string();
code_state.phase = "planning".to_string();
append_game_creator_agent_runtime_task(&root, &code_state)
.expect("persist running autonomous game-chat code task");
let delegation_id = "game-chat-deadline-reconciliation-art-delegation";
bind_game_creator_agent_runtime_run_profile_at(
&root,
"art-director",
"game-chat-deadline-reconciliation-run",
"agent-delegate",
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
Some(&AgentRuntimeTaskLink {
parent_agent_id: Some("code-prototype".to_string()),
parent_run_id: Some(code_run_id.to_string()),
delegation_id: Some(delegation_id.to_string()),
}),
)
.expect("bind autonomous game-chat art profile");
let mut runtime = start_game_creator_agent_runtime_task_at(
&root,
"art-director",
"执行可能悬挂的外部图片生成",
"game-chat-deadline-reconciliation-run",
"agent-ready-task-scheduler",
"agent-delegate",
"正在执行外部图片生成",
vec!["执行外部图片生成".to_string()],
)
.expect("start runtime");
runtime.parent_agent_id = Some(root_record.agent_id.clone());
runtime.parent_run_id = Some(root_record.run_id.clone());
runtime.parent_agent_id = Some("code-prototype".to_string());
runtime.parent_run_id = Some(code_run_id.to_string());
runtime.delegation_id = Some(delegation_id.to_string());
runtime.loop_iteration = 1;
let action = AgentRuntimeToolAction {
tool: "canvas.asset_generate".to_string(),
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