补齐游戏分发分片续传与失败恢复用例并收口阶段 A 第 5 条
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- 新增 scripts/check-game-distribution-upload-resume.mjs:prepare 段造 9,437,658 字节真实 ZIP 只传第一片 8,388,608 字节,杀掉 api-server(PID 53844 -> 7728)后 resume 段从对象存储读回权威偏移继续传完、确认 uploaded、送审 202 pending_review - 上传安全检查脚本改名并扩展为 check-game-distribution-upload-safety:新增「结构合法但摘要与声明不符 -> 409 PACKAGE_MISMATCH -> upload_failed + recoveryAction=reupload -> reset 归零 -> 重传确认成功」失败恢复用例,共 24 项 PASS - package.json 注册 check:game-distribution-upload-resume 并改名 check:game-distribution-upload-safety - 游戏分发里程碑阶段 A 第 5 条改为已勾选,写入三段式取证 - decision-log 记录越权一律 404、并发落败给权威偏移两条错误码口径
This commit is contained in:
@@ -0,0 +1,455 @@
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// 游戏分发「分片上传中断 / api-server 进程退出后按权威偏移续传」编排检查。
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//
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// 需要本地 dev 栈(SpacetimeDB standalone + api-server),两个阶段之间由调用方重启 api-server:
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// E2E_ADMIN_USER=<管理员> E2E_ADMIN_PASSWORD=<密码> E2E_STAGE=prepare \
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// npm run check:game-distribution-upload-resume
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// <重启 api-server>
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// E2E_ADMIN_USER=<管理员> E2E_ADMIN_PASSWORD=<密码> E2E_STAGE=resume \
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// npm run check:game-distribution-upload-resume
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//
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// E2E_STATE_FILE 可覆盖状态文件路径(默认在系统临时目录),E2E_API_BASE 默认 http://127.0.0.1:4198。
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//
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// prepare:注册作者 → 建游戏与版本(声明整包摘要/字节数)→ 造一个大于 8 MiB 的真实 ZIP →
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// 按分片协议只上传第一片(8 MiB)→ 断言权威已收字节就是第一片长度。
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// resume :重新登录同一作者 → 断言灰度配置在进程重启后仍然生效 → 读权威已收字节(来自 OSS,
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// 不是进程内状态)→ 从该偏移续传剩余字节 → 确认整包 → 送审。
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// 这条链路只在本机 dev 数据库与该 dev bucket 的对象键下落行。
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import { createHash, randomBytes } from 'node:crypto';
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import { mkdtemp, readFile, rm, writeFile } from 'node:fs/promises';
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import { tmpdir } from 'node:os';
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import path from 'node:path';
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import JSZip from 'jszip';
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const COVER_PNG = Buffer.from(
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'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==',
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'base64',
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);
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const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:4198';
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const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' };
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const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim();
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const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? '';
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const STAGE = (process.env.E2E_STAGE ?? 'prepare').trim();
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const DEV_PASSWORD = 'GenE2e123!';
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const CHUNK_BYTES = 8 * 1024 * 1024;
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if (!ADMIN_USER || !ADMIN_PASSWORD) {
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console.error(
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'缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:本脚本要按发布灰度口径打开 ' +
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'game-distribution:publish 写入口;本地栈可先以 GENARRATIVE_ADMIN_USERNAME / ' +
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'GENARRATIVE_ADMIN_PASSWORD 启动 api-server。',
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);
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process.exit(2);
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}
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if (STAGE !== 'prepare' && STAGE !== 'resume') {
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console.error(`E2E_STAGE 只支持 prepare / resume,收到:${STAGE}`);
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process.exit(2);
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}
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let failures = 0;
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function check(name, ok, detail = '') {
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if (!ok) failures += 1;
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console.log(
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`${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`,
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);
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}
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async function api(pathname, options = {}) {
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const { method = 'GET', token, body, headers = {}, binary } = options;
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const finalHeaders = { ...ENVELOPE, ...headers };
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if (token) finalHeaders.Authorization = `Bearer ${token}`;
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let finalBody;
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if (binary) {
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finalBody = binary;
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} else if (body !== undefined) {
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finalHeaders['Content-Type'] = 'application/json';
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finalBody = JSON.stringify(body);
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}
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const response = await fetch(`${API}${pathname}`, {
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method,
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headers: finalHeaders,
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body: finalBody,
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});
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const text = await response.text();
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let json = null;
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try {
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json = JSON.parse(text);
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} catch {
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json = null;
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}
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return {
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status: response.status,
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json,
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text,
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data: json?.data,
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error: json?.error,
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};
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}
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async function stateFilePaths() {
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const configured = (process.env.E2E_STATE_FILE ?? '').trim();
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if (configured) {
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return { state: configured, zip: `${configured}.zip` };
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}
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const dir = await mkdtemp(path.join(tmpdir(), 'genarrative-gd-resume-'));
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const state = path.join(dir, 'state.json');
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return { state, zip: `${state}.zip` };
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}
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async function adminToken() {
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const login = await api('/admin/api/login', {
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method: 'POST',
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body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
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});
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const token = login.data?.token ?? login.data?.accessToken;
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check(
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'管理员登录成功',
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login.status === 200 && Boolean(token),
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`status=${login.status}`,
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);
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return token;
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}
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const setGate = (token, enabled, rolloutPercent) =>
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api('/admin/api/feature-gates', {
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method: 'PUT',
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token,
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body: {
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gateKey: 'game-distribution:publish',
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enabled,
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rolloutPercent,
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allowUserIds: [],
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allowUserTags: [],
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denyUserIds: [],
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description: 'E2E 分片续传',
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},
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});
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function gameMetadata(title) {
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return {
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title,
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summary: '分片续传用例的临时游戏',
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description: '',
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category: '休闲',
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tags: ['e2e'],
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deviceSupport: { desktop: true, mobile: false, touch: false },
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inputModes: ['keyboard', 'mouse'],
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orientation: 'landscape',
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};
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}
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async function uploadCover(token, id) {
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const fileName = `upload-resume-${id}.png`;
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const ticket = await api('/api/assets/direct-upload-tickets', {
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method: 'POST',
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token,
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body: {
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legacyPrefix: 'generated-character-drafts',
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pathSegments: ['game-distribution', 'upload-resume', String(id)],
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fileName,
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contentType: 'image/png',
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access: 'private',
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maxSizeBytes: COVER_PNG.length,
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metadata: { asset_kind: 'game_distribution_cover' },
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},
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});
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if (ticket.status !== 200) {
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throw new Error(
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`创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`,
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);
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}
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const upload = ticket.data.upload;
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const form = new FormData();
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for (const [key, value] of Object.entries(upload.formFields ?? {})) {
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if (value !== null && value !== undefined) form.append(key, String(value));
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}
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form.append('file', new Blob([COVER_PNG], { type: 'image/png' }), fileName);
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const put = await fetch(upload.host, { method: 'POST', body: form });
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if (!put.ok) {
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throw new Error(`直传对象存储失败 ${put.status}`);
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}
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const confirm = await api('/api/assets/objects/confirm', {
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method: 'POST',
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token,
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body: {
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bucket: upload.bucket,
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objectKey: upload.objectKey,
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contentType: 'image/png',
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contentLength: COVER_PNG.length,
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assetKind: 'game_distribution_cover',
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accessPolicy: 'private',
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entityId: 'game-distribution-upload-resume',
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},
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});
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if (confirm.status !== 200) {
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throw new Error(
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`确认素材失败 ${confirm.status} ${confirm.text.slice(0, 300)}`,
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);
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}
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return confirm.data.assetObject.assetObjectId;
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}
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// 真实 ZIP(> 8 MiB,随机内容不可压缩),根目录含 index.html,条目数与声明的 packageFileCount 一致。
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async function buildLargeFixtureZip() {
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const archive = new JSZip();
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archive.file('index.html', '<!doctype html><title>resume</title>');
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archive.file('assets/app.js', "console.log('resume');");
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archive.file('assets/blob.bin', randomBytes(9 * 1024 * 1024));
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const bytes = await archive.generateAsync({ type: 'uint8array' });
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return { bytes: Buffer.from(bytes), fileCount: 3 };
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}
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async function uploadChunk(token, versionId, bytes, offset, key) {
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return api(`/api/game-distribution/versions/${versionId}/package/chunk`, {
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method: 'PUT',
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token,
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headers: {
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'Content-Type': 'application/octet-stream',
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'Idempotency-Key': key,
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'x-genarrative-upload-offset': String(offset),
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},
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binary: bytes,
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});
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}
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async function runPrepare(paths) {
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const admin = await adminToken();
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if (!admin) process.exit(1);
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const gateOpen = await setGate(admin, true, 100);
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check(
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'发布灰度可开启并放量',
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gateOpen.status === 200,
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`status=${gateOpen.status}`,
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);
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const stamp = Date.now();
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const phone = `136${String(stamp).slice(-8)}`;
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const register = await api('/api/auth/entry', {
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method: 'POST',
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body: { purePhoneNumber: phone, password: DEV_PASSWORD },
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});
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const author = register.data?.token;
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check(
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'作者注册拿到 token',
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register.status === 200 && Boolean(author),
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`status=${register.status}`,
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);
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if (!author) process.exit(1);
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const built = await buildLargeFixtureZip();
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const zipBytes = built.bytes;
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const zipSha256 = createHash('sha256').update(zipBytes).digest('hex');
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check(
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'fixture 发行包大于单个分片',
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zipBytes.length > CHUNK_BYTES,
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`packageBytes=${zipBytes.length}`,
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);
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await writeFile(paths.zip, zipBytes);
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const coverAssetId = await uploadCover(author, stamp);
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const title = `分片续传 ${String(stamp).slice(-6)}`;
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const metadata = { ...gameMetadata(title), coverAssetId };
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const created = await api('/api/game-distribution/games', {
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-game-${stamp}` },
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body: metadata,
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});
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const gameId = created.data?.id;
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check(
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'创建游戏成功',
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created.status === 200 && Boolean(gameId),
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`status=${created.status} msg=${created.error?.message ?? ''}`,
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);
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if (!gameId) process.exit(1);
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const versionResponse = await api(
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`/api/game-distribution/games/${gameId}/versions`,
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{
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method: 'POST',
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token: author,
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headers: { 'Idempotency-Key': `resume-version-${stamp}` },
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body: {
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packageSha256: zipSha256,
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packageBytes: zipBytes.length,
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packageFileCount: built.fileCount,
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packageEntryPath: 'index.html',
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gameMetadata: metadata,
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},
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},
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);
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const versionId = versionResponse.data?.versionId;
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check(
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'创建版本成功(awaiting_upload)',
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versionResponse.status === 200 &&
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Boolean(versionId) &&
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versionResponse.data?.status === 'awaiting_upload',
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`status=${versionResponse.status} versionStatus=${versionResponse.data?.status}`,
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);
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if (!versionId) process.exit(1);
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const firstChunk = zipBytes.subarray(0, CHUNK_BYTES);
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const uploaded = await uploadChunk(
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author,
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versionId,
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firstChunk,
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0,
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`resume-chunk-1-${stamp}`,
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);
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check(
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'第一片上传成功',
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uploaded.status === 200 && uploaded.data?.receivedBytes === CHUNK_BYTES,
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`status=${uploaded.status} receivedBytes=${uploaded.data?.receivedBytes ?? 'n/a'}`,
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);
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const state = await api(
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`/api/game-distribution/versions/${versionId}/package/upload-state`,
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{ token: author },
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);
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check(
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'权威已收字节等于第一片长度',
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state.status === 200 && state.data?.receivedBytes === CHUNK_BYTES,
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`status=${state.status} receivedBytes=${state.data?.receivedBytes ?? 'n/a'}`,
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);
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await writeFile(
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paths.state,
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JSON.stringify(
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{
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apiBase: API,
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stage: 'prepared',
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phone,
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password: DEV_PASSWORD,
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gameId,
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versionId,
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packageSha256: zipSha256,
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packageBytes: zipBytes.length,
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packageFileCount: built.fileCount,
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firstChunkBytes: CHUNK_BYTES,
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zipPath: paths.zip,
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},
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null,
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2,
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),
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);
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console.log(
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`\nPREPARED gameId=${gameId} versionId=${versionId} packageBytes=${zipBytes.length} receivedBytes=${CHUNK_BYTES}`,
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);
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console.log(
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'下一步:重启 api-server,再用 E2E_STAGE=resume 运行本脚本(同一 E2E_STATE_FILE)。',
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);
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process.exit(failures === 0 ? 0 : 1);
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}
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|
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async function runResume(paths) {
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const raw = await readFile(paths.state, 'utf8');
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const saved = JSON.parse(raw);
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const zipBytes = await readFile(saved.zipPath);
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check(
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'状态文件与 fixture 齐备',
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saved.stage === 'prepared' &&
|
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saved.versionId &&
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zipBytes.length === saved.packageBytes,
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`versionId=${saved.versionId ?? ''} packageBytes=${zipBytes.length}/${saved.packageBytes}`,
|
||||
);
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const admin = await adminToken();
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if (!admin) process.exit(1);
|
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const login = await api('/api/auth/entry', {
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method: 'POST',
|
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body: { purePhoneNumber: saved.phone, password: saved.password },
|
||||
});
|
||||
const author = login.data?.token;
|
||||
check(
|
||||
'重启后同一作者仍能登录',
|
||||
login.status === 200 && Boolean(author),
|
||||
`status=${login.status}`,
|
||||
);
|
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if (!author) process.exit(1);
|
||||
|
||||
const frontendConfig = await api('/api/runtime/frontend-config', {
|
||||
token: author,
|
||||
});
|
||||
check(
|
||||
'灰度配置在 api-server 重启后仍然生效',
|
||||
frontendConfig.status === 200 &&
|
||||
frontendConfig.data?.gameDistributionPublishEnabled === true,
|
||||
`status=${frontendConfig.status} enabled=${frontendConfig.data?.gameDistributionPublishEnabled}`,
|
||||
);
|
||||
|
||||
const state = await api(
|
||||
`/api/game-distribution/versions/${saved.versionId}/package/upload-state`,
|
||||
{ token: author },
|
||||
);
|
||||
check(
|
||||
'重启后权威已收字节仍等于第一片长度(来自对象存储)',
|
||||
state.status === 200 && state.data?.receivedBytes === saved.firstChunkBytes,
|
||||
`status=${state.status} receivedBytes=${state.data?.receivedBytes ?? 'n/a'}`,
|
||||
);
|
||||
|
||||
const remaining = zipBytes.subarray(saved.firstChunkBytes);
|
||||
const resumed = await uploadChunk(
|
||||
author,
|
||||
saved.versionId,
|
||||
remaining,
|
||||
saved.firstChunkBytes,
|
||||
`resume-chunk-2-${saved.versionId}`,
|
||||
);
|
||||
check(
|
||||
'按权威偏移续传剩余字节成功',
|
||||
resumed.status === 200 &&
|
||||
resumed.data?.receivedBytes === saved.packageBytes,
|
||||
`status=${resumed.status} receivedBytes=${resumed.data?.receivedBytes ?? 'n/a'} expected=${saved.packageBytes}`,
|
||||
);
|
||||
|
||||
const completed = await api(
|
||||
`/api/game-distribution/versions/${saved.versionId}/package/complete`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `resume-complete-${saved.versionId}` },
|
||||
},
|
||||
);
|
||||
check(
|
||||
'整包确认成功(回到可送审状态)',
|
||||
completed.status === 200 && completed.data?.status === 'uploaded',
|
||||
`status=${completed.status} versionStatus=${completed.data?.status ?? ''} msg=${completed.error?.message ?? ''}`,
|
||||
);
|
||||
|
||||
const submitted = await api(
|
||||
`/api/game-distribution/versions/${saved.versionId}/submit`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `resume-submit-${saved.versionId}` },
|
||||
body: {
|
||||
expectedPublicationRevision: completed.data?.publicationRevision ?? 0,
|
||||
},
|
||||
},
|
||||
);
|
||||
check(
|
||||
'送审成功(202 + pending_review)',
|
||||
submitted.status === 202 &&
|
||||
submitted.data?.version?.status === 'pending_review',
|
||||
`status=${submitted.status} versionStatus=${submitted.data?.version?.status ?? ''}`,
|
||||
);
|
||||
|
||||
const gateClosed = await setGate(admin, false, 0);
|
||||
check(
|
||||
'发布灰度恢复关闭',
|
||||
gateClosed.status === 200,
|
||||
`status=${gateClosed.status}`,
|
||||
);
|
||||
|
||||
await rm(saved.zipPath, { force: true });
|
||||
console.log(`\n${failures === 0 ? '全部通过' : `${failures} 项失败`}`);
|
||||
process.exit(failures === 0 ? 0 : 1);
|
||||
}
|
||||
|
||||
const paths = await stateFilePaths();
|
||||
if (STAGE === 'prepare') {
|
||||
await runPrepare(paths);
|
||||
} else {
|
||||
await runResume(paths);
|
||||
}
|
||||
+127
-5
@@ -1,8 +1,9 @@
|
||||
// 游戏分发「同版本并发上传不混写 + 幂等重放」真实链路检查(需要本地 dev 栈:SpacetimeDB + api-server)。
|
||||
// 游戏分发「同版本并发上传不混写 + 幂等重放 + 失败后可恢复上传」真实链路检查
|
||||
// (需要本地 dev 栈:SpacetimeDB + api-server)。
|
||||
//
|
||||
// 用法:
|
||||
// E2E_ADMIN_USER=<管理员用户名> E2E_ADMIN_PASSWORD=<管理员密码> \
|
||||
// npm run check:game-distribution-upload-concurrency
|
||||
// npm run check:game-distribution-upload-safety
|
||||
// E2E_API_BASE 可覆盖 api-server 地址(默认 http://127.0.0.1:4198)。
|
||||
//
|
||||
// 覆盖:
|
||||
@@ -12,6 +13,8 @@
|
||||
// 已收字节等于单份包长,随后的确认校验必须通过(混写或重复追加都会让校验失败)。
|
||||
// 3. 送审成功后用同一个 Key 重放 → 202 `replayed=true` 且仍是同一版本;
|
||||
// 不同 Key 重复送审不会产生第二份提交(版本数仍为 1、状态不变)。
|
||||
// 4. 内容与声明摘要不符的分片:确认时明确失败、版本落到 `upload_failed`、半包对象被清理
|
||||
// (确定失败),随后同一版本重新上传正确字节仍能确认成功(失败可恢复)。
|
||||
// 整条链路只在本地 dev 数据库与该 dev bucket 的对象前缀下落行;一个几百字节的发行包对象
|
||||
// 会在确认后留在 bucket 里(与现役上传链路的产物一致),另有 67 字节封面 PNG。
|
||||
import { createHash } from 'node:crypto';
|
||||
@@ -77,11 +80,11 @@ async function api(path, options = {}) {
|
||||
};
|
||||
}
|
||||
|
||||
// 两份内容不同但长度一致的条目,保证 fixture ZIP 的可复现长度(分片并发用例需要固定声明大小)。
|
||||
async function buildFixtureZip() {
|
||||
// filler 只影响条目内容:换 filler 得到「结构同样合法、长度一致、摘要不同」的另一份包。
|
||||
async function buildFixtureZip(filler = 'x') {
|
||||
const archive = new JSZip();
|
||||
archive.file('index.html', '<!doctype html><title>concurrency</title>');
|
||||
archive.file('assets/app.js', `console.log('${'x'.repeat(384)}');`);
|
||||
archive.file('assets/app.js', `console.log('${filler.repeat(384)}');`);
|
||||
const bytes = await archive.generateAsync({ type: 'uint8array' });
|
||||
return Buffer.from(bytes);
|
||||
}
|
||||
@@ -422,6 +425,125 @@ async function main() {
|
||||
`submitStatus=${resubmitted.status} replayed=${resubmitted.data?.replayed} versions=${gameAfterResubmit?.versions?.length ?? 'n/a'}`,
|
||||
);
|
||||
|
||||
// 4. 确定失败与失败后恢复:结构合法但摘要与声明不符的包必须明确失败并给出恢复动作,
|
||||
// 同一版本重置后重传正确字节仍能确认成功。
|
||||
const mismatchedBytes = await buildFixtureZip('y');
|
||||
check(
|
||||
'对照组包结构合法、长度一致但摘要不同',
|
||||
mismatchedBytes.length === zipBytes.length &&
|
||||
createHash('sha256').update(mismatchedBytes).digest('hex') !== zipSha256,
|
||||
`length=${mismatchedBytes.length}/${zipBytes.length}`,
|
||||
);
|
||||
const recoveryVersion = await api(
|
||||
`/api/game-distribution/games/${gameId}/versions`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `safety-version-recovery-${stamp}` },
|
||||
body: versionBody,
|
||||
},
|
||||
);
|
||||
const recoveryVersionId = recoveryVersion.data?.versionId;
|
||||
check(
|
||||
'为失败恢复用例创建第二个版本',
|
||||
recoveryVersion.status === 200 && Boolean(recoveryVersionId),
|
||||
`status=${recoveryVersion.status}`,
|
||||
);
|
||||
if (recoveryVersionId) {
|
||||
const brokenChunk = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/chunk`,
|
||||
{
|
||||
method: 'PUT',
|
||||
token: author,
|
||||
headers: {
|
||||
'Content-Type': 'application/octet-stream',
|
||||
'Idempotency-Key': `safety-mismatch-chunk-${stamp}`,
|
||||
'x-genarrative-upload-offset': '0',
|
||||
},
|
||||
binary: mismatchedBytes,
|
||||
},
|
||||
);
|
||||
check(
|
||||
'摘要不符的分片仍会写入暂存区',
|
||||
brokenChunk.status === 200 &&
|
||||
brokenChunk.data?.receivedBytes === mismatchedBytes.length,
|
||||
`status=${brokenChunk.status} receivedBytes=${brokenChunk.data?.receivedBytes ?? 'n/a'}`,
|
||||
);
|
||||
|
||||
const brokenComplete = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/complete`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `safety-mismatch-complete-${stamp}` },
|
||||
},
|
||||
);
|
||||
check(
|
||||
'内容与声明不符时确认明确失败(PACKAGE_MISMATCH,不是静默成功)',
|
||||
brokenComplete.status === 409 &&
|
||||
brokenComplete.error?.code === 'PACKAGE_MISMATCH',
|
||||
`status=${brokenComplete.status} code=${brokenComplete.error?.code ?? ''} msg=${brokenComplete.error?.message ?? ''}`,
|
||||
);
|
||||
|
||||
const failedVersion = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}`,
|
||||
{ token: author },
|
||||
);
|
||||
check(
|
||||
'失败后版本落到 upload_failed 且恢复动作是 reupload',
|
||||
failedVersion.data?.version?.status === 'upload_failed' &&
|
||||
failedVersion.data?.version?.recoveryAction === 'reupload',
|
||||
`versionStatus=${failedVersion.data?.version?.status ?? ''} recoveryAction=${failedVersion.data?.version?.recoveryAction ?? ''}`,
|
||||
);
|
||||
|
||||
const reset = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/reset`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `safety-reset-${stamp}` },
|
||||
},
|
||||
);
|
||||
const resetState = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/upload-state`,
|
||||
{ token: author },
|
||||
);
|
||||
check(
|
||||
'失败后可显式重置分片会话(权威已收字节归零)',
|
||||
reset.status === 200 && resetState.data?.receivedBytes === 0,
|
||||
`resetStatus=${reset.status} receivedBytes=${resetState.data?.receivedBytes ?? 'n/a'}`,
|
||||
);
|
||||
|
||||
const recoveryChunk = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/chunk`,
|
||||
{
|
||||
method: 'PUT',
|
||||
token: author,
|
||||
headers: {
|
||||
'Content-Type': 'application/octet-stream',
|
||||
'Idempotency-Key': `safety-recovery-chunk-${stamp}`,
|
||||
'x-genarrative-upload-offset': '0',
|
||||
},
|
||||
binary: zipBytes,
|
||||
},
|
||||
);
|
||||
const recoveryComplete = await api(
|
||||
`/api/game-distribution/versions/${recoveryVersionId}/package/complete`,
|
||||
{
|
||||
method: 'POST',
|
||||
token: author,
|
||||
headers: { 'Idempotency-Key': `safety-recovery-complete-${stamp}` },
|
||||
},
|
||||
);
|
||||
check(
|
||||
'同一版本重传正确字节后确认成功(校验失败可恢复)',
|
||||
recoveryChunk.status === 200 &&
|
||||
recoveryComplete.status === 200 &&
|
||||
recoveryComplete.data?.status === 'uploaded',
|
||||
`chunkStatus=${recoveryChunk.status} completeStatus=${recoveryComplete.status} versionStatus=${recoveryComplete.data?.status ?? ''}`,
|
||||
);
|
||||
}
|
||||
|
||||
const gateClosed = await setGate(false, 0);
|
||||
check(
|
||||
'发布灰度恢复关闭',
|
||||
Reference in New Issue
Block a user