diff --git a/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs b/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs index 5d746c7cc..80a0a387f 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs @@ -734,6 +734,9 @@ async fn background_agent_runtime_can_generate_platform_art_asset() { "imageSize": "1K", "assetKind": "art-spritesheet", "assetLabel": "游戏首版核心美术素材", + "sliceMode": "grid", + "gridX": 2, + "gridY": 2, "replaceExisting": false } } @@ -934,6 +937,9 @@ async fn background_agent_runtime_can_generate_platform_art_asset() { request_header(generation_request, "idempotency-key").expect("generation idempotency key"); assert!(uuid::Uuid::parse_str(&generation_idempotency_key).is_ok()); assert!(generation_request.contains(r#""source":"ai-game-creator-client""#)); + assert!(generation_request.contains(r#""sliceMode":"grid""#)); + assert!(generation_request.contains(r#""gridX":2"#)); + assert!(generation_request.contains(r#""gridY":2"#)); assert_eq!( canvas_requests .iter() diff --git a/apps/ai-game-creator-shell/src-tauri/src/tests/provider.rs b/apps/ai-game-creator-shell/src-tauri/src/tests/provider.rs index dd4946ea4..fc44d4a5f 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/tests/provider.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/tests/provider.rs @@ -6916,7 +6916,11 @@ fn agent_native_function_catalog_exposes_each_runtime_tool_with_core_schemas() { "imageSize", "assetKind", "assetLabel", - "replaceExisting" + "replaceExisting", + "sliceMode", + "gridX", + "gridY", + "sliceCount" ]) ); assert_eq!( diff --git a/apps/ai-game-creator-shell/src/features/agent-runtime/directActiveTurns.ts b/apps/ai-game-creator-shell/src/features/agent-runtime/directActiveTurns.ts index a9d4c478e..8528be46c 100644 --- a/apps/ai-game-creator-shell/src/features/agent-runtime/directActiveTurns.ts +++ b/apps/ai-game-creator-shell/src/features/agent-runtime/directActiveTurns.ts @@ -45,7 +45,7 @@ export function useDirectActiveTurns({ * 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 * 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。 */ - const lastSnapshotSignatureRef = useRef(''); + const lastSnapshotSignatureRef = useRef('[]'); const retryTimerRef = useRef(null); useEffect(() => { @@ -112,7 +112,7 @@ export function useDirectActiveTurns({ useEffect(() => { if (!enabled || !invoke) { - lastSnapshotSignatureRef.current = ''; + lastSnapshotSignatureRef.current = '[]'; // 空态也要保持引用稳定:已经空了就不要再换一个新数组。 setActiveTurns((current) => (current.length === 0 ? current : [])); setSnapshotReadFailed((current) => (current ? false : current)); diff --git a/apps/ai-game-creator-shell/tests/directActiveTurns.test.tsx b/apps/ai-game-creator-shell/tests/directActiveTurns.test.tsx index 521cf634a..654174a13 100644 --- a/apps/ai-game-creator-shell/tests/directActiveTurns.test.tsx +++ b/apps/ai-game-creator-shell/tests/directActiveTurns.test.tsx @@ -51,19 +51,23 @@ describe('useDirectActiveTurns', () => { }); it('clears to a stable empty snapshot when the hook is disabled', async () => { - const invoke = vi.fn( - async () => [] as GameCreatorDirectActiveTurn[], - ) as never; + let resolveSnapshot!: (turns: GameCreatorDirectActiveTurn[]) => void; + const snapshot = new Promise((resolve) => { + resolveSnapshot = resolve; + }); + const invoke = vi.fn(() => snapshot) as never; const { result, rerender } = renderHook( ({ enabled }: { enabled: boolean }) => useDirectActiveTurns({ invoke, enabled, pollIntervalMs: 60_000 }), { initialProps: { enabled: true } }, ); - await waitFor(() => { - expect(result.current.activeTurns).toEqual([]); - }); const emptySnapshot = result.current.activeTurns; + await act(async () => { + resolveSnapshot([]); + await snapshot; + }); + expect(result.current.activeTurns).toBe(emptySnapshot); rerender({ enabled: false }); expect(result.current.activeTurns).toBe(emptySnapshot); }); diff --git a/apps/ai-game-creator-shell/tests/workspaceWindowSync.test.tsx b/apps/ai-game-creator-shell/tests/workspaceWindowSync.test.tsx index 457f61417..071f23db0 100644 --- a/apps/ai-game-creator-shell/tests/workspaceWindowSync.test.tsx +++ b/apps/ai-game-creator-shell/tests/workspaceWindowSync.test.tsx @@ -84,8 +84,8 @@ it('真实窗口与工作台状态同步收敛,回调读取最新处理器且 await act(async () => { await Promise.resolve(); }); - // 无原生 invoke 时 active-turn Hook 会把初始快照归一为空数组一次。 - expect(publications).toHaveLength(2); + // 无原生 invoke 时保持初始空快照,不额外发布相同状态。 + expect(publications).toHaveLength(1); expect(cleanups).toBe(0); expect(new Set(publications.map((item) => item.onOpenProject)).size).toBe( 1, @@ -94,13 +94,13 @@ it('真实窗口与工作台状态同步收敛,回调读取最新处理器且 const latestOpen = vi.fn(async () => undefined); homeProjectOverride.openProject = latestOpen; rendered.rerender(view('更改显示名')); - expect(publications).toHaveLength(2); + expect(publications).toHaveLength(1); act(() => openProject('/tmp/window-latest-project')); expect(latestOpen).toHaveBeenCalledWith( '/tmp/window-latest-project', 'open', ); - expect(publications).toHaveLength(2); + expect(publications).toHaveLength(1); expect(cleanups).toBe(0); rendered.unmount(); expect(cleanups).toBe(1); diff --git a/docs/project-memory/shared-memory/pitfalls.md b/docs/project-memory/shared-memory/pitfalls.md index 52b39d70a..8ed1f7f40 100644 --- a/docs/project-memory/shared-memory/pitfalls.md +++ b/docs/project-memory/shared-memory/pitfalls.md @@ -1,5 +1,9 @@ # 踩坑与排障记录 +## AGC 空快照测试必须等待请求完成 + +`waitFor(() => expect(activeTurns).toEqual([]))` 在 Hook 初始状态就能成功,不能证明首次异步读取已经完成。引用稳定性回归应显式控制 Promise 完成,并同时检查首次空响应与禁用后的引用;快照签名初值必须与初始空数组一致。窗口同步测试应验证未变化状态不重复发布,不能依赖一次多余的空态更新。 + ## 2026-09-17 AGC 输入盒的「推理档」弹层被祖先裁切:要放开裁切而不是挪弹层 - **现象**:窄窗口下(视口 ≤1000px 时右侧对话面板只有 280px 宽)点开输入盒右下角的「推理档」,弹层是个**空盒子**:档位文字(默认 / 低 / 中 / 高 / 最高)整片看不见,只剩一个方框。 diff --git a/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md b/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md index 457c89436..7ec33d686 100644 --- a/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md +++ b/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md @@ -12,6 +12,7 @@ ## 资源画布交互与工作台状态同步 +- 活动回合初始空快照、首次成功读取的空结果及禁用后的空态保持同一数组引用;快照签名初值与空态重置值均为 `[]`。无原生 invoke 的窗口测试只期待首次状态发布,异步空结果测试显式控制请求完成,不以初始空数组作为请求已完成的证据。 - 工作台向窗口标题栏发布正在运行的项目时,输入未变化不得形成重复发布与清理的渲染循环;打开项目动作始终使用当前工作台处理逻辑,退出工作台后清除其标题栏状态。 - 资源子画布(含「所有资源」)保留空白处左键框选、资源卡左键选中/拖动、触摸板双指平移及捏合缩放;右键按住空白处或资源卡拖动时平移画布,不改变资源选择与布局。中键和空格抓手继续可用。总览保留既有左键平移,并支持右键平移。 - 画布接管的右键手势不弹出原生菜单;输入框、媒体操作、工具条和独立浮层不被画布抢占。指针取消、捕获丢失或窗口失焦后终止平移,不能继续跟随指针。 diff --git a/scripts/check-native-shells.mjs b/scripts/check-native-shells.mjs index 6748f9628..7b5447faf 100644 --- a/scripts/check-native-shells.mjs +++ b/scripts/check-native-shells.mjs @@ -2582,7 +2582,6 @@ function assertAiGameCreatorShellUserDevBoundary() { JSON.stringify([ { url: 'https://dev.genarrative.world/api/*' }, { url: 'https://www.genarrative.world/api/*' }, - { url: 'https://agc-dev.oss-rg-china-mainland.aliyuncs.com/*' }, { url: 'https://*/api/*' }, { url: 'http://localhost:*/*' }, { url: 'http://127.0.0.1:*/*' },