图集切片上限对齐平台契约:客户端结果门 64 → 256
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- 现场(gameagent-6e53c9e8)「AI 生成图标素材」失败:平台已生成并切完图,客户端在绑定结果这一步把整条结果判失败(assetId 为空、付费产物被丢)。 - 根因:同一条链路存在两个上限——平台切分 / Agent 工具 schema sliceCount / 持久化产物批次都是 256,客户端两处结果绑定门仍是 64(external_generation_state.rs、canvas_generation.rs)。 - 修复:两处门统一到 PLATFORM_ART_SPRITESHEET_MAX_SLICES = 256,判据与拒绝文案各只留一份(数字由常量插值),注释点名三处同值权威。 - 用例:新增上限值/边界/文案用例与「64/65/256 片必须能落盘、257 片必须拒」的回归用例;两条都做过变异验证(常量改回 64 即红)。 - 文档:decision-log 与 pitfalls 各补一条(客户端门不得比平台产品上限更严;上限引同一常量)。
This commit is contained in:
@@ -32,6 +32,33 @@ const PLATFORM_ART_SPRITESHEET_MAX_DIMENSION: u32 = 4_096;
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const PLATFORM_ART_SPRITESHEET_TOTAL_PIXELS: u64 = 16 * 1024 * 1024;
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const PLATFORM_ART_SPRITESHEET_MAX_DECODE_ALLOC: u64 = 64 * 1024 * 1024;
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/// 客户端接受的图集切片数量上限。
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///
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/// 这个值**不是**客户端自己的预算,而是与另外三处取同一个值的一致性约束:
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/// 平台切分上限(`server-rs/crates/api-server/src/editor_project_icon.rs` 的
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/// `EDITOR_ICON_SPRITESHEET_MAX_SLICES = 256`)、Agent 工具 schema 的 `sliceCount`(1..256,
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/// 见 `agent_native_tools.rs` 与 `direct_tool_bridge.rs`),以及公开契约
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/// (`docs/【编辑器】画板图标素材生成入口设计-2026-06-15.md`:单边最多 4096 像素、总像素最多
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/// 2048×2048、最多 256 个输出)。
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///
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/// 客户端一旦比平台更严,平台**合法**产出的 65~256 片结果会在绑定结果这一步被整条丢弃:
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/// 用户只会看到「异步生成完成结果无法绑定到 operationId」加一句切片超限,既拿不到图也没法自查。
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/// 现场(`gameagent-6e53c9e8`,`connected-components` 自动切分)就是被旧值 64 挡下的。
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pub(crate) const PLATFORM_ART_SPRITESHEET_MAX_SLICES: usize = 256;
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/// 平台返回的图集切片数量是否超出上限(两个结果绑定入口共用同一条判据)。
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pub(crate) fn platform_art_spritesheet_slice_count_exceeds_limit(slice_count: usize) -> bool {
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slice_count > PLATFORM_ART_SPRITESHEET_MAX_SLICES
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}
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/// 切片数量超限的拒绝文案(两处入口同一句话,数字来自常量,避免再和上限漂移)。
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pub(crate) fn platform_art_spritesheet_slice_limit_error(
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source_label: &str,
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suffix: &str,
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) -> String {
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format!("{source_label}的图集切片超过 {PLATFORM_ART_SPRITESHEET_MAX_SLICES} 个{suffix}")
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}
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type ExternalCanvasBindingAsyncLock = tokio::sync::Mutex<()>;
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const EXTERNAL_CANVAS_BINDING_PARTIAL_SCHEMA_VERSION: &str =
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"game-creator-external-editor-project-binding-partial.v2";
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@@ -2365,8 +2392,11 @@ async fn prepare_platform_art_spritesheet_slices(
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else {
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return Ok(Vec::new());
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};
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if icons.len() > 64 {
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return Err("External Editor 返回的图集切片超过 64 个,已拒绝同步".to_string());
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if platform_art_spritesheet_slice_count_exceeds_limit(icons.len()) {
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return Err(platform_art_spritesheet_slice_limit_error(
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"External Editor 返回",
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",已拒绝同步",
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));
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}
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let mut prepared = Vec::with_capacity(icons.len());
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if initial_download_bytes > PLATFORM_ART_SPRITESHEET_TOTAL_DOWNLOAD_BYTES
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@@ -8394,6 +8424,26 @@ pub(crate) fn build_platform_art_asset_prompt(
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#[cfg(test)]
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mod canvas_generation_tests {
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#[test]
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fn spritesheet_slice_limit_matches_platform_and_tool_contract() {
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// 现场回归(`gameagent-6e53c9e8`):平台按 `connected-components` 自动切图,客户端旧门
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// (>64 就拒)把 65~256 片的**合法**产出整条判失败。这里把上限钉在与平台切分、Agent
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// 工具 schema `sliceCount`(1..256)和公开契约同一个值上。
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assert_eq!(PLATFORM_ART_SPRITESHEET_MAX_SLICES, 256);
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assert!(!platform_art_spritesheet_slice_count_exceeds_limit(0));
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assert!(!platform_art_spritesheet_slice_count_exceeds_limit(64));
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assert!(!platform_art_spritesheet_slice_count_exceeds_limit(
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PLATFORM_ART_SPRITESHEET_MAX_SLICES
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));
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assert!(platform_art_spritesheet_slice_count_exceeds_limit(
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PLATFORM_ART_SPRITESHEET_MAX_SLICES + 1
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));
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// 拒绝文案里的数字来自常量本身,不会和上限再次漂移。
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assert_eq!(
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platform_art_spritesheet_slice_limit_error("External Editor 返回", ",已拒绝同步"),
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"External Editor 返回的图集切片超过 256 个,已拒绝同步"
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);
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}
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use super::*;
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use image::{
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codecs::png::{CompressionType, FilterType, PngEncoder},
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+96
-2
@@ -912,8 +912,14 @@ fn durable_legacy_generation_result(
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.get("iconImageSrcs")
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.and_then(serde_json::Value::as_array)
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{
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if icons.len() > 64 {
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return Err("External Editor 旧同步结果的图集切片超过 64 个".to_string());
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if super::canvas_generation::platform_art_spritesheet_slice_count_exceeds_limit(icons.len())
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{
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return Err(
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super::canvas_generation::platform_art_spritesheet_slice_limit_error(
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"External Editor 旧同步结果",
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"",
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),
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);
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}
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let mut durable_icons = Vec::with_capacity(icons.len());
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for (index, icon) in icons.iter().enumerate() {
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@@ -1995,6 +2001,94 @@ mod external_generation_state_tests {
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);
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}
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/// 现场回归(`gameagent-6e53c9e8`,2026-09-21):平台按 `connected-components` 自动切图,
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/// 切出的数量落在 65~256 之间是**合法**产出;客户端旧门(>64 就拒)会把整条结果判失败,
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/// 用户只看到「异步生成完成结果无法绑定到 operationId」——图没落盘,付费结果被丢弃。
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///
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/// 上限必须与平台切分(`EDITOR_ICON_SPRITESHEET_MAX_SLICES = 256`)和 Agent 工具 schema
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/// 的 `sliceCount`(1..256)同值;超过上限仍然拒,且文案里的数字来自常量本身。
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#[test]
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fn legacy_result_accepts_slice_counts_up_to_platform_limit_and_rejects_beyond() {
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fn slice(index: usize) -> serde_json::Value {
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serde_json::json!({
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"name": format!("素材 {index}"),
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"width": 64,
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"height": 64,
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"resource": {
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"resourceId": format!("slice-{index}"),
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"objectKey": format!("generated/slice-{index}.png")
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}
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})
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}
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fn persist_legacy_slice_result(
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root: &Path,
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count: usize,
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) -> Result<serde_json::Value, String> {
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let pending = pending_canvas_generation(root);
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let context = platform_art_generation_runtime_context_from_pending(&pending);
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let access = developer_access("https://editor.example.test", "test-api-key");
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let request_body = serde_json::json!({
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"prompt": "生成统一视觉规范图",
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"kind": "spec",
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"projectId": "canvas-project",
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"assetFolderId": "asset-folder",
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"referenceImageSrcs": []
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});
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let (state, _) = prepare_platform_art_generation_runtime_state(
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root,
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&context,
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"/api/external/v1/editor/images/generations",
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"legacy-generation-canvas",
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"生成统一视觉规范图",
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&request_body,
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&access,
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)
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.expect("prepare legacy generation ledger");
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let completed = mark_platform_art_generation_runtime_legacy_completed(
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root,
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state,
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&serde_json::json!({
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"resource": {
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"resourceId": "legacy-resource",
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"objectKey": "generated/legacy.png"
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},
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"iconImageSrcs": (0..count).map(slice).collect::<Vec<_>>()
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}),
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)?;
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remove_platform_art_generation_runtime_state_at(
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root,
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&pending.agent_id,
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&pending.run_id,
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)
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.expect("reset legacy ledger between slice counts");
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platform_art_generation_runtime_legacy_result(&completed)
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.map_err(|error| error.to_string())
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}
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let temporary = crate::tests::canonical_test_tempdir("legacy-generation-slice-limit-");
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let root = temporary.path();
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init_local_game_project_at(root, "legacy-slice-limit", "旧同步切片上限回归")
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.expect("init project");
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// 64(旧上限)到 256(平台上限)之间都是合法产出:必须能持久化,切片一条不少。
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for count in [64_usize, 65, 256] {
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let durable =
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persist_legacy_slice_result(root, count).expect("persist legal slice count");
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assert_eq!(
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durable["iconImageSrcs"].as_array().map(Vec::len),
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Some(count)
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);
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}
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// 257 片仍然拒:与平台同一句口径,数字来自常量。
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let error = persist_legacy_slice_result(root, 257).expect_err("reject beyond limit");
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assert!(
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error.contains("图集切片超过 256 个"),
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"unexpected rejection message: {error}"
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);
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}
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#[cfg(unix)]
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#[test]
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fn dangling_generation_ledger_symlink_is_reconciliation_evidence() {
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@@ -1,5 +1,14 @@
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# 决策记录
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## 2026-09-21 图集切片上限:客户端结果门从 64 对齐到平台契约的 256
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- 背景:现场(项目 `gameagent-6e53c9e8`,2026-09-21 07:54)「AI 生成图标素材」失败:`platform-generation-result-unknown: 异步生成完成结果无法绑定到 operationId:External Editor 旧同步结果的图集切片超过 64 个`。任务账本(`.agent/runtime/asset-generation-tasks/tasks.json`)显示它跑了 99 秒、`assetId` 为空、没有落任何素材;对应的持久化请求(`canvas-generation-requests/manual-canvas-asset-generate/slot-560175669f….json`)是 `sliceMode: connected-components` + `sliceCount: null`(自动切分)。也就是**平台已经生成并切完图了,是客户端在绑定结果这一步把整条结果判失败**,付费产物被丢弃。
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- 根因:同一条链路里存在两个不同的切片上限。平台切分是 256(`server-rs/crates/api-server/src/editor_project_icon.rs` 的 `EDITOR_ICON_SPRITESHEET_MAX_SLICES`),Agent 工具 schema 的 `sliceCount` 是 1..256(`agent_native_tools.rs` / `direct_tool_bridge.rs`),持久化产物批次也是 1..256,公开契约(`docs/【编辑器】画板图标素材生成入口设计-2026-06-15.md`)写的更是「最多 256 个输出」;唯独客户端**两处结果绑定门**还是 `> 64` 就拒(`agent/generation/external_generation_state.rs` 与 `agent/generation/canvas_generation.rs`,由 `602723ea0` 于 2026-08-03 引入)。自动切分落在这个窗口里(65~256 片)时,客户端比平台更严,于是把合法产出整条丢掉。
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- 决策:两处门统一到 `PLATFORM_ART_SPRITESHEET_MAX_SLICES = 256`,并抽成同一条判据 `platform_art_spritesheet_slice_count_exceeds_limit` 与同一句拒绝文案 `platform_art_spritesheet_slice_limit_error`(数字由常量插值,不再手写)。注释里点名三处同值权威(平台切分常量、工具 schema `sliceCount`、公开契约),客户端不得比平台更严。
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- 原因:客户端这两处门的作用是「防止把不可信/超预算的结果写进本地」,不是产品上限;真正的产品上限属于平台切分契约。两处各写一个字面量就会再次漂移,所以值只留一份、判据只留一条。
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- 验证:新增 `canvas_generation_tests::spritesheet_slice_limit_matches_platform_and_tool_contract`(上限值、边界判据与文案)与 `external_generation_state_tests::legacy_result_accepts_slice_counts_up_to_platform_limit_and_rejects_beyond`(64/65/256 片必须能持久化且切片一条不少、257 片必须按同一句文案拒绝),两条都用**变异验证**确认过:把常量改回 64,回归用例立刻变红。定向执行 `cargo test -- spritesheet`(22 passed)、`cargo test -- external_generation_state_tests::`(10 passed)与两条新用例;`cargo fmt --check` 干净。
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- 影响范围:`apps/ai-game-creator-shell/src-tauri/src/agent/generation/{canvas_generation.rs,external_generation_state.rs}`(+用例)。未动平台切分、OpenAPI、数据库或前端。
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- 已知未覆盖:真实客户端复验(重新生成一次图标素材)与远程 CI 未跑;256 片时的累计下载/像素预算未实测——平台自己的总像素上限是 2048×2048,客户端预算是 4096²,按切片是整图互不重叠子矩形推算不会先撞预算,且真撞了也只是给出明确错误而不是损坏数据。
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## 2026-09-21 本批自查(PR #441):三处修正
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- 背景:推 PR 后按「局部到整体」自查这一批(三需求 + 验收修正),查出三条:①拖动到对话的落点在 `pointermove` 上每帧都 `setState` 一个新对象;②替换面板相对 **stage** 写死 `top: 8.5rem`(与刚修的任务开关同一类隐患:工具条换行会压上去),且它和「生成任务」面板抢画布右上角同一个位置;③替换面板不显示「在替换哪张源素材」,而非模态化之后那点线索(画布上的源素材光环)会被一次空白点击清掉。
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@@ -1,5 +1,11 @@
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# 踩坑与排障记录
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## 同一条链路两处上限不一致:平台合法产出被客户端整条丢弃
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- 现象:客户端报「生成素材失败:platform-generation-result-unknown: 异步生成完成结果无法绑定到 operationId:External Editor 旧同步结果的图集切片超过 64 个」,而平台侧这次生成**其实已经成功并切完图**(任务账本耗时正常、`assetId` 为空、没有任何素材落盘,付费产物被丢)。
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- 成因:图集切片上限在链路里存在两份字面量——平台切分、Agent 工具 schema `sliceCount` 与持久化产物批次都是 256,客户端结果绑定门写着 64(`agent/generation/{canvas_generation.rs,external_generation_state.rs}`)。自动切分(`connected-components` + `sliceCount=null`)切出 65~256 片是合法产出,客户端比平台更严就会把结果整条判失败。
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- 处理:客户端门统一到 `PLATFORM_ART_SPRITESHEET_MAX_SLICES = 256`,判据与文案各只留一份(数字由常量插值),并在注释里点名三处同值权威(平台切分常量、工具 schema、公开契约)。
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- 复用判据:凡是「平台产出 → 客户端校验后落盘」的链路,客户端门只能表达**安全 / 预算**约束,不得比平台的产品上限更严;两边上限要引同一个常量或同一份文档,改一边时必须同时改另一边,并补一条「上限之内必须能落盘」的回归用例。
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## Jenkins Windows 节点的 PATH 白名单决定 Godot 原生扩展能否构建
|
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`Genarrative-Agc-Windows-Build` 在阶段里用 `AGC_WINDOWS_PATH` 整体替换 PATH、不继承节点机器的 PATH,所以 Godot C++ 引导需要的 CMake 与 Python 必须显式写进这份白名单,装在机器 PATH 上并不生效。2026-09-21 的 #97–#99 连续失败都停在 `Get-Command cmake.exe`(#93–#96 是更早的手写 C ABI 在 MSVC C 模式下的对齐问题):节点只有 Visual Studio Build Tools(`C:\BuildTools`)自带的 CMake 3.31,缺 Python 3。修复后白名单包含 `C:\BuildTools\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin`、`C:\Python312`、`C:\Python312\Scripts`,preflight 校验 CMake ≥3.25、Python 3 和 Visual Studio 17 2022 生成器;把 `cmake.exe` 单独复制到别的目录会丢掉 `share/cmake-*/Modules`,不能替代加入安装目录。新节点的 Python 用 `python-3.12.10-amd64.exe /quiet InstallAllUsers=1 TargetDir=C:\Python312 PrependPath=1 Include_launcher=1 InstallLauncherAllUsers=1` 静默安装即可,CMake 不必另装。
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