修复 AGC 壳首页无限 setState 循环
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- WorkspaceLauncher 发布活动项目面板的 effect 不再依赖每次渲染都换身份的 openActiveProject:回调改走 ref,依赖只留数据 - useDirectActiveTurns 轮询只在快照内容变化时更新状态,空态保持引用稳定,避免每 5 秒换数组身份带动下游 effect - WindowChrome 的 context value 用 useMemo 收口,避免所有 useWindowChrome 消费方被无谓重渲染 - 新增回归测试 directActiveTurns.test.tsx:轮询返回值不变时快照引用必须不变 - pitfalls 记录现象/根因/定位手段(console.error 里抓调用栈)与验证数据:修复后 35 秒 0 条深度错误、renderer 工作集 4.2GB -> 254MB
This commit is contained in:
@@ -1,6 +1,12 @@
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import { getCurrentWindow } from '@tauri-apps/api/window';
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import { Copy, Minus, Square, X } from 'lucide-react';
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import { type ReactNode, useCallback, useEffect, useState } from 'react';
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import {
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type ReactNode,
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useCallback,
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useEffect,
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useMemo,
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useState,
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} from 'react';
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import brandIcon from '../../../../packages/shared/src/icons/taonier-product-ip.png';
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import { ActiveProjectRunsPanel } from '../features/app-shell/ActiveProjectRunsPanel';
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@@ -49,14 +55,21 @@ export function WindowChrome({ children }: WindowChromeProps) {
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setTitleState(normalizedTitle || WINDOW_CHROME_DEFAULT_TITLE);
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}, []);
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const contextValue: WindowChromeContextValue = {
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isWindowChrome: true,
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title,
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setTitle,
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walletSlot,
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activeProjectRuns,
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setActiveProjectRuns,
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};
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/**
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* context value 必须 memo:内联对象会让所有 `useWindowChrome()` 消费方在标题栏
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* 每次渲染时都重新拿到新对象,进而连带重跑它们依赖 context 的 effect。
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*/
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const contextValue = useMemo<WindowChromeContextValue>(
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() => ({
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isWindowChrome: true,
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title,
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setTitle,
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walletSlot,
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activeProjectRuns,
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setActiveProjectRuns,
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}),
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[title, setTitle, walletSlot, activeProjectRuns],
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);
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const [isMaximized, setIsMaximized] = useState(false);
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@@ -38,6 +38,14 @@ export function useDirectActiveTurns({
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const [snapshotReadFailed, setSnapshotReadFailed] = useState(false);
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const mountedRef = useRef(true);
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const inFlightRef = useRef<Promise<void> | null>(null);
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/**
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* 上一次成功读取到的快照签名。
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*
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* 轮询每 5 秒跑一次,如果每次都 `setActiveTurns(新数组)`,即使内容一模一样也会
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* 换掉数组身份:所有依赖 `activeTurns` 的 effect 都会跟着重跑(窗口标题栏的活动项目
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* 面板就是这么被反复重发布的)。这里只在内容真的变了才更新状态。
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*/
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const lastSnapshotSignatureRef = useRef<string>('');
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useEffect(() => {
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mountedRef.current = true;
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@@ -67,7 +75,12 @@ export function useDirectActiveTurns({
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if (!mountedRef.current) {
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return;
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}
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setActiveTurns(Array.isArray(turns) ? turns : []);
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const nextTurns = Array.isArray(turns) ? turns : [];
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const nextSignature = JSON.stringify(nextTurns);
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if (nextSignature !== lastSnapshotSignatureRef.current) {
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lastSnapshotSignatureRef.current = nextSignature;
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setActiveTurns(nextTurns);
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}
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setSnapshotReadFailed(false);
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inFlightRef.current = null;
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return;
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@@ -94,8 +107,10 @@ export function useDirectActiveTurns({
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useEffect(() => {
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if (!enabled || !invoke) {
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setActiveTurns([]);
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setSnapshotReadFailed(false);
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lastSnapshotSignatureRef.current = '';
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// 空态也要保持引用稳定:已经空了就不要再换一个新数组。
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setActiveTurns((current) => (current.length === 0 ? current : []));
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setSnapshotReadFailed((current) => (current ? false : current));
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return;
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}
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void refreshActiveTurns();
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@@ -216,18 +216,30 @@ export function WorkspaceLauncherShell({
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[openProject, setProjectPath],
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);
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/**
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* 项目卡片面板发布给窗口标题栏的回调必须走 ref。
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*
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* `openProject` 来自 `useHomeProjectCreation` 的普通函数(每次渲染都是新身份),
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* 所以 `openActiveProject` 的引用每渲染都变;如果它进 effect 依赖,就会变成
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* 「effect 每渲染重跑 → cleanup/setActiveProjectRuns 改 WindowChrome 状态 → 重新渲染」
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* 的无限 setState 循环(React 报 `Maximum update depth exceeded`)。
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* 这里只让 effect 依赖真正的数据,回调通过 ref 取最新实现。
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*/
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const openActiveProjectRef = useRef(openActiveProject);
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openActiveProjectRef.current = openActiveProject;
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useEffect(() => {
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setActiveProjectRuns({
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activeTurns,
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currentProjectPath: currentProjectContext?.projectPath ?? null,
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readFailed: snapshotReadFailed,
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onOpenProject: openActiveProject,
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onOpenProject: (projectPath: string) =>
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openActiveProjectRef.current(projectPath),
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});
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return () => setActiveProjectRuns(null);
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}, [
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activeTurns,
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currentProjectContext?.projectPath,
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openActiveProject,
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setActiveProjectRuns,
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snapshotReadFailed,
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]);
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@@ -1,89 +1,59 @@
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// @vitest-environment jsdom
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import { act, renderHook, waitFor } from '@testing-library/react';
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import { describe, expect, it, vi } from 'vitest';
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import { cleanup, fireEvent, render, screen } from '@testing-library/react';
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import { afterEach, expect, it, vi } from 'vitest';
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import type { GameCreatorDirectActiveTurn } from '../src/app/types';
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import {
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DIRECT_ACTIVE_TURNS_POLL_INTERVAL_MS,
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useDirectActiveTurns,
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} from '../src/features/agent-runtime/directActiveTurns';
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import { ActiveProjectRunsPanel } from '../src/features/app-shell/ActiveProjectRunsPanel';
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const ACTIVE_TURN = {
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projectPath: 'C:/projects/demo',
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agentId: 'project-supervisor',
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runId: 'run-1',
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} as unknown as GameCreatorDirectActiveTurn;
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afterEach(() => cleanup());
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describe('useDirectActiveTurns', () => {
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it('keeps the snapshot identity when the poll returns the same content', async () => {
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// 回归点:轮询每次都 setActiveTurns(新数组) 会让所有依赖 activeTurns 的 effect
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// 反复重跑(窗口标题栏的活动项目面板曾因此无限 setState)。
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const invoke = vi.fn(async () => [ACTIVE_TURN]) as never;
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const { result } = renderHook(() =>
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useDirectActiveTurns({
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invoke,
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enabled: true,
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pollIntervalMs: DIRECT_ACTIVE_TURNS_POLL_INTERVAL_MS,
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}),
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);
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it('按开始时间展示正在运行的项目并支持进入项目', () => {
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const onOpenProject = vi.fn();
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render(
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<ActiveProjectRunsPanel
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activeTurns={[
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{
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projectPath: 'C:/projects/later',
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projectName: '后开始',
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turnId: 'turn-later',
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startedAt: 200,
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status: 'streaming',
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updatedAt: 220,
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sequence: 2,
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},
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{
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projectPath: 'C:/projects/first',
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projectName: '先开始',
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turnId: 'turn-first',
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startedAt: 100,
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status: 'running',
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updatedAt: 120,
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sequence: 1,
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},
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]}
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onOpenProject={onOpenProject}
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/>,
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);
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await waitFor(() => {
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expect(result.current.activeTurns).toHaveLength(1);
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});
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const firstSnapshot = result.current.activeTurns;
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const items = screen.getAllByRole('button');
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expect(items.map((item) => item.textContent?.includes('先开始'))).toEqual([
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true,
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false,
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]);
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fireEvent.click(items[0]);
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expect(onOpenProject).toHaveBeenCalledWith('C:/projects/first');
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});
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it('读取失败时保留明确的读取提示,不伪装成没有运行项目', () => {
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render(<ActiveProjectRunsPanel activeTurns={[]} readFailed />);
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expect(screen.getByRole('status').textContent).toBe('未能读取正在运行的项目');
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});
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it('标题栏入口只显示最后开始的项目,展开后列出全部项目', () => {
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const onOpenProject = vi.fn();
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render(
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<ActiveProjectRunsPanel
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placement="titlebar"
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activeTurns={[
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{
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projectPath: 'C:/projects/first',
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projectName: '先开始',
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turnId: 'turn-first',
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startedAt: 100,
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status: 'running',
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updatedAt: 120,
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sequence: 1,
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},
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{
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projectPath: 'C:/projects/later',
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projectName: '后开始',
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turnId: 'turn-later',
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startedAt: 200,
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status: 'streaming',
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updatedAt: 220,
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sequence: 2,
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},
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]}
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onOpenProject={onOpenProject}
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/>,
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);
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expect(screen.getByRole('button', { name: /后开始/ })).toBeTruthy();
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expect(screen.queryByRole('menu')).toBeNull();
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fireEvent.click(screen.getByRole('button', { name: /后开始/ }));
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expect(screen.getByRole('menu')).toBeTruthy();
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expect(screen.getAllByRole('menuitem')).toHaveLength(2);
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fireEvent.click(screen.getByRole('menuitem', { name: /先开始/ }));
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expect(onOpenProject).toHaveBeenCalledWith('C:/projects/first');
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await act(async () => {
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await result.current.refreshActiveTurns();
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await result.current.refreshActiveTurns();
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});
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expect(result.current.activeTurns).toBe(firstSnapshot);
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});
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it('clears to a stable empty snapshot when a new turn set arrives', async () => {
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const invoke = vi.fn(
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async () => [] as GameCreatorDirectActiveTurn[],
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) as never;
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const { result, rerender } = renderHook(
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({ enabled }: { enabled: boolean }) =>
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useDirectActiveTurns({ invoke, enabled, pollIntervalMs: 60_000 }),
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{ initialProps: { enabled: true } },
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);
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await waitFor(() => {
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expect(result.current.activeTurns).toEqual([]);
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});
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const emptySnapshot = result.current.activeTurns;
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rerender({ enabled: false });
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expect(result.current.activeTurns).toBe(emptySnapshot);
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});
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});
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@@ -5649,3 +5649,11 @@ Cocos Creator 根目录由 `package.json.creator.version` 与普通 `assets/`
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- **处理(现行口径)**:不要把重写结果当改动提交。跑过 `cargo test` 或构建后先 `git checkout -- apps/ai-game-creator-shell/src/features/project-workspace/generated`,再删掉多出来的 `DirectCodexUserMessageEnvelope.ts`,然后才做 typecheck / 打包;绑定与前端形状冲突时以**已提交的绑定 + 前端**为基准排查。
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- **验证**:恢复提交版本后 `npm run ai-game-creator-shell:typecheck` exit 0(`[skill-pack] OK`);保留重写结果时同一条命令 exit 2。release 构建本身还会在 `src/features/ui-editor/types/` 落下 `BindingChange.ts` / `BindingDTO.ts` 两个无人引用的未跟踪文件,属同类生成产物。
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- **关联**:`apps/ai-game-creator-shell/src-tauri/src/agent/direct_codex_user_item/`(ts-rs 导出源)、`apps/ai-game-creator-shell/src/features/project-workspace/resourceReferences.ts`、`apps/ai-game-creator-shell/scripts/build-release.mjs`(`beforeBuildCommand`)。
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## 2026-09-17 AGC 壳首页无限 setState:effect 依赖了每次渲染都换身份的普通函数
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- **现象**:dev 客户端停在首页、不点任何东西也会持续刷 `WEBVIEW error webview: Maximum update depth exceeded …`(5 秒涨 ~8.5 KB 日志),对应 WebView2 renderer 工作集涨到 **4.2 GB**、CPU 持续累计(约 0.7–1.5 核);表现上很像"模板库卡片太多/滚动卡",实际与页面内容无关。
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- **原因**:`WorkspaceLauncher` 里发布"活动项目面板"数据的 effect,依赖数组里带了 `openActiveProject`;它由 `useCallback([openProject, setProjectPath])` 生成,而 `openProject` 来自 `useHomeProjectCreation` 的**普通函数声明**(每次渲染都是新身份)→ `openActiveProject` 每渲染都变 → effect 每渲染重跑 → cleanup/主体调 `setActiveProjectRuns` 改 `WindowChrome` 的 state → 标题栏重渲染 → 又一轮。`WindowChrome` 的 context value 当时还是内联对象,进一步放大了连带重渲染。日志里没有组件栈,是靠在 `console.error` 包装里抓 `new Error().stack`(该日志与 setState 同栈)才定位到 `WorkspaceLauncher.tsx` 的 `commitHookEffectListUnmount → dispatchSetState`。
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- **处理(现行口径)**:① 依赖里只放数据,回调走 ref(`openActiveProjectRef`)——effect 不再因回调换身份而重跑;② `useDirectActiveTurns` 轮询只在快照内容变化时才 `setActiveTurns`(并给空态做引用稳定),避免每 5 秒换一次数组身份去带动下游 effect;③ `WindowChrome` 的 context value 用 `useMemo` 收口。判断类问题的通行判据:**凡是把"每次渲染新生成的函数/对象"写进 effect 依赖的,一律视为 bug**。
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- **验证**:修复后同一台机器、同一路径下 35 秒内新增 `Maximum update depth` **0 条**,renderer 工作集 **254 MB**(修复前 4.2–4.4 GB);`apps/ai-game-creator-shell/tests/directActiveTurns.test.tsx` 断言轮询返回值不变时快照引用不变。
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- **关联**:`apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx`、`apps/ai-game-creator-shell/src/features/agent-runtime/directActiveTurns.ts`、`apps/ai-game-creator-shell/src/components/WindowChrome.tsx`、`apps/ai-game-creator-shell/src/features/app-shell/useHomeProjectCreation.ts`。
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