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This commit is contained in:
2026-09-19 15:39:41 +08:00
228 changed files with 15831 additions and 3162 deletions
+3
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@@ -23,3 +23,6 @@
*.meta text
*.anim text
*.controller text
# Rust ts-rs 生成的共享契约:保留在仓库中供 TS 消费,但不作为手写源文件统计。
packages/shared/src/contracts/generated/** linguist-generated=true
+22 -4
View File
@@ -221,8 +221,7 @@ jobs:
- name: Run AI game creator shell agent-run smoke
run: npm run check:native-shells:agc-rust-smoke
# AGC 壳依赖的共享 / 平台 crate 测试用的是 server-rs workspace 与两个无锁独立 crate
# 的 manifest,属另一套依赖图,因此单独一个 job 预热、单独跑。
# AGC 壳依赖的共享 / 平台和编辑器插件 crate 各自预热独立 manifest,再运行对应测试。
ai-game-creator-shell-rust-crates:
name: AI game creator shell Rust crates
runs-on: genarrative-ci
@@ -263,13 +262,15 @@ jobs:
# `cargo test --manifest-path` 单独跑这两个 crate。不在这里预热的话,这两条测试
# 会在测试阶段自己 `Updating crates.io index`crates.io 一抖动整条 job 就红
# (见 #327 / PR #316 run 1950)。
# 两个 crate 都没有提交 Cargo.lock,所以这里只能做不带锁标志的 fetch:
# Cocos 插件也使用独立且未提交的锁文件,一并预热。
# 这些 crate 都没有提交 Cargo.lock,所以这里只能做不带锁标志的 fetch:
# 加锁标志会因为缺少锁文件直接失败。生成的 Cargo.lock 落在两个 crate 目录内,
# 已被各自的 .gitignore 忽略,只留在容器里;随后的测试阶段因此能用锁定版本
# 解析,不再触碰 registry index。
for manifest_path in \
server-rs/crates/agent-runtime-core/Cargo.toml \
server-rs/crates/agent-runtime-orchestration/Cargo.toml; do
server-rs/crates/agent-runtime-orchestration/Cargo.toml \
plugins/agc-cocos-editor/native/cocos-editor-bridge/Cargo.toml; do
for attempt in $(seq 1 5); do
if cargo fetch \
--target x86_64-unknown-linux-gnu \
@@ -284,6 +285,23 @@ jobs:
done
done
- name: Prepare Unity plugin Rust dependencies
shell: bash
run: |
set -euo pipefail
for attempt in $(seq 1 5); do
if cargo fetch --locked \
--target x86_64-unknown-linux-gnu \
--manifest-path plugins/agc-unity-editor/native/unity-editor-bridge/Cargo.toml; then
break
fi
if [[ "${attempt}" -eq 5 ]]; then
echo 'Unity plugin Cargo dependency fetch failed after 5 attempts.' >&2
exit 1
fi
sleep $((attempt * 2))
done
- name: Run AI game creator shell shared crate gates
run: npm run check:native-shells:agc-rust-crates
+4
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@@ -48,6 +48,10 @@ temp*build*/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/manifest.json
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/NOTICE.md
/plugins/agc-cocos-editor/native/payload/
/plugins/agc-unity-editor/dotnet/**/bin/
/plugins/agc-unity-editor/dotnet/**/obj/
/plugins/agc-unity-editor/dotnet/publish/
/plugins/agc-unity-editor/dotnet/native-build/
/apps/ai-game-creator-shell/logs/
/apps/ai-game-creator-shell/.llm-drafts/
/apps/ai-game-creator-shell/game-creator.config.local.json
+10 -1
View File
@@ -1,5 +1,14 @@
{
"singleQuote": true,
"semi": true,
"trailingComma": "all"
"trailingComma": "all",
"overrides": [
{
"files": "packages/shared/src/contracts/generated/**/*.ts",
"options": {
"printWidth": 1000,
"singleQuote": false
}
}
]
}
@@ -676,11 +676,11 @@ async function runSelfTest() {
designFoundationAssetCall?.arguments?.input?.outputPath ===
'assets/ui-prototype.png' &&
designFoundationAssetCall.arguments.input.aspectRatio === '16:9' &&
designFoundationAssetCall.arguments.input.assetKind === 'ui-prototype' &&
designFoundationAssetCall.arguments.input.assetKind === 'ui-design' &&
artAssetPlanAssetCall?.arguments?.input?.outputPath ===
'assets/art-spritesheet.png' &&
artAssetPlanAssetCall.arguments.input.aspectRatio === '1:1' &&
artAssetPlanAssetCall.arguments.input.assetKind === 'art-spritesheet',
artAssetPlanAssetCall.arguments.input.assetKind === 'icon-spritesheet',
'self-test-visual-assets-invalid',
);
@@ -70,7 +70,7 @@ const requiredFormalArtifactSpecs = [
{ path: 'game/balance.json', kind: 'json' },
{ path: 'assets/manifest.art.json', kind: 'json' },
{ path: 'assets/manifest.audio.json', kind: 'json' },
{ path: 'game/index.html', kind: 'game-entry' },
{ path: 'game/index.html', kind: 'file' },
{ path: 'exports/README.md', kind: 'file' },
];
const editorImageArtifactSpecs = [
@@ -105,6 +105,7 @@ export const agcReleasePathPatterns = [
'packages/',
'server-rs/crates/',
'plugins/agc-cocos-editor/',
'plugins/agc-unity-editor/',
'apps/desktop-shell/src-tauri/icons/',
'package.json',
'package-lock.json',
@@ -344,7 +344,11 @@ test('Windows remains the default and explicit Windows overrides macOS environme
context,
{
spawn: (_binary, command) => {
assert.ok(command.includes('--features=cocos-editor-execute'));
assert.ok(
command.includes(
'--features=cocos-editor-execute,unity-editor-execute',
),
);
assert.ok(command.includes('user-config.json'));
const configIndex = command.lastIndexOf('--config');
const config = JSON.parse(
@@ -19,6 +19,6 @@ export function withDefaultCargoFeatures(argv, features) {
export function defaultEditorFeatures(target) {
return target === 'win32' || target.includes('windows')
? ['cocos-editor-execute']
? ['cocos-editor-execute', 'unity-editor-execute']
: [];
}
@@ -9,7 +9,7 @@ test('Windows release includes the same editor feature as development', () => {
buildTauriBuildArguments([], 'x86_64-pc-windows-msvc', 'win32'),
[
'build',
'--features=cocos-editor-execute',
'--features=cocos-editor-execute,unity-editor-execute',
'--target',
'x86_64-pc-windows-msvc',
],
@@ -143,7 +143,6 @@ const allowedUncalledTauriCommands = [
'reload_agc_plugin',
'call_agc_plugin',
'read_agc_plugin_panel',
'set_agc_plugin_project_path',
'set_agc_plugin_enabled',
];
const sourceExtensions = new Set([
@@ -290,7 +290,7 @@ function deterministicArtManifest(
{
id: 'garden-guardians-spritesheet',
path: 'assets/art-spritesheet.png',
kind: 'art-spritesheet',
kind: 'icon-spritesheet',
usage: ['defenders', 'enemies', 'battlefield-ui'],
source: 'canvas',
status: 'ready',
@@ -710,7 +710,7 @@ function canvasAssetCall(agentId) {
outputPath: 'assets/ui-prototype.png',
aspectRatio: '16:9',
imageSize: '2K',
assetKind: 'ui-prototype',
assetKind: 'ui-design',
assetLabel: '游戏横屏界面原型图',
replaceExisting: false,
});
@@ -721,7 +721,7 @@ function canvasAssetCall(agentId) {
outputPath: 'assets/art-spritesheet.png',
aspectRatio: '1:1',
imageSize: '1K',
assetKind: 'art-spritesheet',
assetKind: 'icon-spritesheet',
assetLabel: '游戏首版核心美术素材',
replaceExisting: false,
sliceMode: 'connected-components',
@@ -830,12 +830,12 @@ function missingGeneratedVisualAssetObservation(context, agentId) {
},
'design-foundation': {
path: 'assets/ui-prototype.png',
kind: 'ui-prototype',
kind: 'ui-design',
summary: '策划界面原型图尚未按正式视觉流程生成并登记,不能完成任务',
},
'art-asset-plan': {
path: 'assets/art-spritesheet.png',
kind: 'art-spritesheet',
kind: 'icon-spritesheet',
summary: '首版美术素材图尚未按正式视觉流程生成并登记,不能完成任务',
},
}[agentId];
@@ -2667,7 +2667,7 @@ function createDeterministicCanvasFixture(apiKey) {
asset: {
assetId: `asset-${sliceImageId}`,
assetObjectId: sliceAssetObjectId,
assetKind: 'art-spritesheet-slice',
assetKind: 'icon',
projectId,
taskId,
},
@@ -2707,7 +2707,7 @@ function createDeterministicCanvasFixture(apiKey) {
spritesheetAsset: {
assetId: `asset-${imageId}`,
assetObjectId,
assetKind: 'art-spritesheet',
assetKind: 'icon-spritesheet',
projectId,
taskId,
},
@@ -2749,7 +2749,7 @@ function createDeterministicCanvasFixture(apiKey) {
const assetObjectId = `asset-object-${imageId}`;
const resourceId = `resource-${imageId}`;
const assetKind =
typeof body?.assetKind === 'string' ? body.assetKind : 'game-art';
typeof body?.assetKind === 'string' ? body.assetKind : 'image';
images.set(imageId, {
...image,
objectKey,
@@ -1,7 +1,10 @@
import { resolve } from 'node:path';
import { fileURLToPath } from 'node:url';
import { withDefaultCargoFeatures } from './cargo-features.mjs';
import {
defaultEditorFeatures,
withDefaultCargoFeatures,
} from './cargo-features.mjs';
import {
readAgcDevEndpoint,
resolveAgcDevEndpoint,
@@ -47,9 +50,8 @@ function buildTauriArguments(argv, devUrl = readAgcDevEndpoint().url) {
];
}
// `agc_cocos_execute` 与 Cocos 编辑器适配器只在 `cocos-editor-execute` feature
// 注册。开发构建默认在 Windows 打开它,否则 Agent 的工具清单里根本没有该工具,
// 只能退化成改写脚本。可用 AGC_DEV_CARGO_FEATURES(逗号分隔)覆盖,传空串即关闭。
// 开发和发行构建使用同一平台编辑器 feature 集合。
// 可用 AGC_DEV_CARGO_FEATURES(逗号分隔)覆盖,传空串即关闭。
function readDevCargoFeatures(env = process.env) {
const override = env.AGC_DEV_CARGO_FEATURES;
if (override !== undefined) {
@@ -58,7 +60,7 @@ function readDevCargoFeatures(env = process.env) {
.map((value) => value.trim())
.filter(Boolean);
}
return process.platform === 'win32' ? ['cocos-editor-execute'] : [];
return defaultEditorFeatures(process.platform);
}
function withDevCargoFeatures(argv, features = readDevCargoFeatures()) {
+13
View File
@@ -1793,6 +1793,7 @@ dependencies = [
"ttf-parser",
"typed_floats",
"unicode-normalization",
"unity-editor-bridge",
"url",
"uuid",
"windows-sys 0.61.2",
@@ -3931,6 +3932,7 @@ dependencies = [
"serde",
"serde_json",
"tokio",
"tracing",
]
[[package]]
@@ -5016,6 +5018,7 @@ dependencies = [
"serde",
"serde_json",
"sha2",
"ts-rs",
]
[[package]]
@@ -6407,6 +6410,16 @@ version = "0.2.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b4ac048d71ede7ee76d585517add45da530660ef4390e49b098733c6e897f254"
[[package]]
name = "unity-editor-bridge"
version = "0.1.0"
dependencies = [
"editor-adapter-api",
"serde",
"serde_json",
"windows-sys 0.61.2",
]
[[package]]
name = "unsafe-libyaml"
version = "0.2.11"
@@ -12,6 +12,7 @@ template-library-fixtures = []
cocos-editor = ["cocos-editor-bridge/process-discovery"]
cocos-editor-execute = ["cocos-editor", "cocos-editor-bridge/windows-bootstrap"]
cocos-editor-injection = ["cocos-editor-execute", "cocos-editor-bridge/windows-injection"]
unity-editor-execute = []
[build-dependencies]
serde = { version = "1", features = ["derive"] }
@@ -27,6 +28,7 @@ nalgebra = { version = "0.35.0", features = ["serde-serialize"] }
agent-runtime-core = { path = "../../../server-rs/crates/agent-runtime-core" }
cocos-editor-bridge = { path = "../../../plugins/agc-cocos-editor/native/cocos-editor-bridge", default-features = false }
editor-adapter-api = { path = "../../../server-rs/crates/editor-adapter-api" }
unity-editor-bridge = { path = "../../../plugins/agc-unity-editor/native/unity-editor-bridge" }
base64 = "0.22"
axum = "0.8"
chromiumoxide = "0.9.1"
@@ -56,7 +58,7 @@ platform-agent = { path = "../../../server-rs/crates/platform-agent" }
portable-pty = "0.9"
reqwest = { version = "0.12", default-features = false, features = ["json", "multipart", "native-tls", "stream"] }
regex = "1"
shared-contracts = { path = "../../../server-rs/crates/shared-contracts", default-features = false }
shared-contracts = { path = "../../../server-rs/crates/shared-contracts", default-features = false, features = ["ts-bindings"] }
tauri = { version = "2.11.2", features = [] }
tauri-plugin-dialog = "2.7.1"
tauri-plugin-http = { version = "2.5.9", default-features = false, features = ["charset", "cookies", "http2", "rustls-tls"] }
+109 -1
View File
@@ -196,6 +196,7 @@ fn main() {
);
let manifest_path = manifest_dir.join("prompts/runtime/manifest.json");
stage_bundled_codex_cli(&manifest_dir);
prepare_unity_editor_helper(&manifest_dir);
stage_plugin_workspace(&manifest_dir);
stage_cocos_editor_payload(&manifest_dir);
let compiled = runtime_prompt_bundle::compile_manifest(&manifest_path)
@@ -266,6 +267,107 @@ fn stage_cocos_editor_payload(manifest_dir: &std::path::Path) {
#[cfg(not(windows))]
fn stage_cocos_editor_payload(_manifest_dir: &std::path::Path) {}
/// Unity helper 是插件的随包运行文件。内容指纹避免每次 Cargo 检查都重新发布 .NET。
fn prepare_unity_editor_helper(manifest_dir: &std::path::Path) {
println!("cargo:rerun-if-env-changed=CARGO_FEATURE_UNITY_EDITOR_EXECUTE");
let target = env::var("TARGET").expect("Cargo TARGET");
if env::var_os("CARGO_FEATURE_UNITY_EDITOR_EXECUTE").is_none()
|| target != "x86_64-pc-windows-msvc"
{
return;
}
let root = manifest_dir.join("../../../plugins/agc-unity-editor/dotnet");
let mut sources = Vec::new();
collect_unity_helper_sources(&root, &mut sources);
sources.sort();
let mut fingerprint = Sha256::new();
for source in &sources {
println!("cargo:rerun-if-changed={}", source.display());
fingerprint.update(
source
.strip_prefix(&root)
.expect("helper source")
.to_string_lossy()
.as_bytes(),
);
fingerprint.update([0]);
fingerprint.update(fs::read(source).expect("读取 Unity helper 源文件失败"));
}
let fingerprint = format!("{:x}", fingerprint.finalize());
let publish = root.join("publish/win-x64");
let executable = publish.join("Agc.Unity.Attach.exe");
let stamp = publish.join(".agc-source.sha256");
println!("cargo:rerun-if-changed={}", executable.display());
if unity_helper_publish_complete(&publish)
&& fs::read_to_string(&stamp).ok().as_deref() == Some(&fingerprint)
{
return;
}
assert!(
cfg!(windows),
"构建 Unity 插件 helper 需要 Windows .NET 10 与 x64 C++ 工具链"
);
let status = std::process::Command::new("powershell.exe")
.args([
"-NoProfile",
"-NonInteractive",
"-ExecutionPolicy",
"Bypass",
"-File",
])
.arg(root.join("build.ps1"))
.current_dir(&root)
.status()
.expect("无法启动 Unity helper 构建脚本");
assert!(
status.success() && unity_helper_publish_complete(&publish),
"Unity helper 构建失败或缺少运行文件/许可"
);
fs::write(stamp, fingerprint).expect("写入 Unity helper 构建指纹失败");
}
fn unity_helper_publish_complete(publish: &std::path::Path) -> bool {
[
"Agc.Unity.Attach.exe",
"NOTICE",
"THIRD-PARTY-NOTICES.txt",
"licenses/DotCraft-Apache-2.0.txt",
"licenses/Roslyn-MIT.txt",
"licenses/upstream.json",
"licenses/dotnet-LICENSE.TXT",
"licenses/dotnet-THIRD-PARTY-NOTICES.TXT",
"licenses/microsoft.codeanalysis.common-ThirdPartyNotices.rtf",
"licenses/microsoft.codeanalysis.csharp-ThirdPartyNotices.rtf",
]
.iter()
.all(|name| {
fs::symlink_metadata(publish.join(name)).is_ok_and(|metadata| {
metadata.is_file() && !metadata.file_type().is_symlink() && metadata.len() > 0
})
})
}
fn collect_unity_helper_sources(root: &std::path::Path, sources: &mut Vec<PathBuf>) {
for entry in fs::read_dir(root)
.expect("Unity helper 源码目录缺失")
.flatten()
{
let kind = entry.file_type().expect("读取 Unity helper 源文件类型失败");
assert!(!kind.is_symlink(), "Unity helper 源码不允许符号链接");
let name = entry.file_name();
if kind.is_dir() {
if !matches!(
name.to_str(),
Some("bin" | "obj" | "publish" | "native-build")
) {
collect_unity_helper_sources(&entry.path(), sources);
}
} else if kind.is_file() {
sources.push(entry.path());
}
}
}
/// 把 `plugins/` 工作区里的插件包随包映射到应用资源目录。
///
/// 只复制插件运行需要的清单、入口、面板和 native payload,不复制 native 源码、
@@ -313,9 +415,15 @@ fn stage_plugin_workspace(manifest_dir: &std::path::Path) {
for relative in [
std::path::PathBuf::from("src"),
std::path::PathBuf::from("panels"),
std::path::PathBuf::from("skills"),
std::path::PathBuf::from("native/payload"),
std::path::PathBuf::from("dotnet/publish/win-x64"),
] {
if relative == std::path::Path::new("native/payload") && !target.contains("windows") {
if (relative == std::path::Path::new("native/payload") && !target.contains("windows"))
|| (relative == std::path::Path::new("dotnet/publish/win-x64")
&& (target != "x86_64-pc-windows-msvc"
|| env::var_os("CARGO_FEATURE_UNITY_EDITOR_EXECUTE").is_none()))
{
continue;
}
copy_plugin_tree(&plugin_root.join(&relative), &destination.join(&relative));
@@ -63,7 +63,7 @@
"agents/openai.yaml",
"references/platform-art-contract.md"
],
"sha256": "47ac742d9b88e5d6cd9833484ab212152578e58ae27f7add312fd1d78183385c"
"sha256": "6668bf1aa69601bcc65c97fdcd879c699c3139befcd70805d95614997f6e44e9"
},
{
"name": "agc-web-game-development",
@@ -19,13 +19,13 @@ image, UI design image, or publication material; use `agc_edit_image` for an
edit of an existing registered image; use `taonier_prepare_game_art` only for
the complete game-art package and its canonical slices.
With `agc_generate_image`, `kind="character"` and `kind="art-spritesheet"`
With `agc_generate_image`, `kind="character"` and `kind="icon-spritesheet"`
generate the subject on a solid-colour background and automatically matte it
away afterwards, producing transparent-background results; write the prompt
for the subject only, never for a scene. `kind="image"` keeps the rendered
frame without extra processing.
When `agc_generate_image` is used with `kind="art-spritesheet"`, `sliceMode` is
When `agc_generate_image` is used with `kind="icon-spritesheet"`, `sliceMode` is
required and has no default, so decide it explicitly:
- Use `sliceMode="grid"` with `gridX` and `gridY` (1-32 each) only when the user
@@ -1198,7 +1198,7 @@ mod tests {
"tool": "agc_generate_image",
"arguments": {
"prompt": prompt,
"kind": "art-spritesheet",
"kind": "icon-spritesheet",
"sliceMode": "connected-components",
"sliceCount": 8,
"screenColor": "#CFEFFF"
@@ -1,6 +1,10 @@
use super::model::{DirectCodexUserContentPart, DirectCodexUserItem};
use super::model::{DirectCodexUserContentPart, DirectCodexUserItem, DirectCodexUserMessageItem};
use super::validation::validate_direct_codex_user_item;
use crate::agent::{read_manifest_for_project, sanitize_attachment_local_path};
use crate::ui_editor::persistence::{
generate_ui_design_code_at, GenerateUiDesignCodeInput, UI_DESIGN_DOC_ASSET_KIND,
UI_DESIGN_DOC_MEDIA_TYPE,
};
use serde_json::Value;
use std::path::Path;
@@ -111,29 +115,165 @@ pub(crate) fn direct_codex_user_item_to_prompt(
item: &DirectCodexUserItem,
) -> Result<String, String> {
let wire = direct_codex_user_item_to_wire_input(root, item)?;
wire.as_array()
let DirectCodexUserItem::Message(message) = item;
let mut prompt = wire
.as_array()
.ok_or_else(|| "DirectProject user item wire input 不是数组".to_string())
.map(|parts| {
.and_then(|parts| {
parts
.iter()
.filter_map(|part| part.get("text").and_then(Value::as_str))
.collect::<String>()
})
.and_then(|prompt| {
if prompt.trim().is_empty() {
Err("DirectProject user item 不能转换为空 prompt".to_string())
} else {
Ok(prompt)
.map(|part| {
part.get("text")
.and_then(Value::as_str)
.ok_or_else(|| "DirectProject user item wire part 缺少 text".to_string())
})
.collect::<Result<String, String>>()
})?;
if let Some(code_context) = render_ui_design_code_context(root, message)? {
prompt.push('\n');
prompt.push_str(&code_context);
}
if prompt.trim().is_empty() {
return Err("DirectProject user item 不能转换为空 prompt".to_string());
}
Ok(prompt)
}
/// 本轮 prompt 的 UI 设计文档引用上下文:复用 UI Editor 代码导出,把带文档注释的
/// JS 片段路径交给模型;生成失败只追加原始错误,不阻断本轮引用,其它引用继续处理。
///
/// 只在生成本轮 prompt 时展开:历史 item 回读走 `direct_codex_user_item_to_response_item`
/// 的纯投影,不得在这里产生项目写副作用。
fn render_ui_design_code_context(
root: &Path,
message: &DirectCodexUserMessageItem,
) -> Result<Option<String>, String> {
let referenced_ids = message
.content
.iter()
.filter_map(|part| match part {
DirectCodexUserContentPart::AgcResourceReference { resource_id } => {
Some(resource_id.trim())
}
_ => None,
})
.collect::<Vec<_>>();
if referenced_ids.is_empty() {
return Ok(None);
}
let manifest = read_manifest_for_project(root)?;
let mut lines = Vec::new();
for resource_id in referenced_ids {
let is_ui_design_doc = manifest.assets.iter().any(|asset| {
asset.id == resource_id
&& asset.kind == UI_DESIGN_DOC_ASSET_KIND
&& asset.media_type == UI_DESIGN_DOC_MEDIA_TYPE
});
if !is_ui_design_doc {
continue;
}
lines.push(
match generate_ui_design_code_at(GenerateUiDesignCodeInput {
project_path: root.to_string_lossy().into_owned(),
expected_project_id: manifest.project_id.clone(),
asset_id: resource_id.to_string(),
}) {
Ok(result) => format!("请先阅读生成的带有文档的代码片段: {}", result.relative_path),
Err(error) => format!("生成代码遇到错误{error}"),
},
);
}
if lines.is_empty() {
return Ok(None);
}
Ok(Some(lines.join("\n")))
}
#[cfg(test)]
mod tests {
use super::direct_codex_user_item_to_response_item;
use super::{direct_codex_user_item_to_prompt, direct_codex_user_item_to_response_item};
use crate::ui_editor::persistence::UI_DESIGN_DOC_MEDIA_TYPE;
use serde_json::json;
use shared_contracts::game_creation_app::{
GameCreationAppAssetKind, GameCreationAppAssetSource, GameCreationAppAssetSourceKind,
};
use std::path::Path;
const PROMPT_CONTEXT_PROJECT_ID: &str = "direct-prompt-context-project";
fn prompt_context_project() -> tempfile::TempDir {
let directory = tempfile::tempdir().expect("temp project");
crate::init_local_game_project_at(
directory.path(),
PROMPT_CONTEXT_PROJECT_ID,
"Direct prompt 上下文测试",
)
.expect("init project");
directory
}
fn register_fixture_asset(
root: &Path,
relative_path: &str,
kind: GameCreationAppAssetKind,
media_type: &str,
) -> String {
let absolute_path = crate::resolve_local_project_path(root, relative_path)
.expect("resolve fixture asset path");
std::fs::create_dir_all(absolute_path.parent().expect("fixture asset parent"))
.expect("create fixture asset parent");
std::fs::write(&absolute_path, b"{}").expect("write fixture asset file");
crate::assets::register_local_asset_at(
root,
relative_path,
kind,
media_type,
"prompt-context-test",
GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Generated,
canvas_project_id: None,
resource_id: Some("prompt-context".to_string()),
asset_object_id: None,
task_id: None,
prompt: None,
model: None,
generation_route: None,
generation_kind: None,
reference_resource_ids: Vec::new(),
},
)
.expect("register fixture asset")
.id
}
fn ui_design_doc_fixture(initialize_state: bool) -> (tempfile::TempDir, String) {
let directory = prompt_context_project();
let asset_id = register_fixture_asset(
directory.path(),
"ui/design.json",
GameCreationAppAssetKind::UiDesignDoc,
UI_DESIGN_DOC_MEDIA_TYPE,
);
if initialize_state {
crate::ui_editor::persistence::initialize_ui_design_state_at(
directory.path(),
PROMPT_CONTEXT_PROJECT_ID,
&asset_id,
)
.expect("initialize UI design state");
}
(directory, asset_id)
}
fn user_item_with_resource_reference(asset_id: &str) -> serde_json::Value {
json!({
"type": "message",
"role": "user",
"id": "turn-1:user",
"content": [{"type": "agc_resource_reference", "resourceId": asset_id}],
})
}
#[test]
fn standard_response_item_passes_through_without_agc_private_parts() {
let item = json!({
@@ -174,4 +314,81 @@ mod tests {
.expect_err("history item without type must fail");
assert!(error.contains("缺少 type"), "{error}");
}
#[test]
fn ui_design_doc_reference_appends_generated_code_context() {
let (project, asset_id) = ui_design_doc_fixture(true);
let item: super::DirectCodexUserItem =
serde_json::from_value(user_item_with_resource_reference(&asset_id))
.expect("canonical user item");
let prompt =
direct_codex_user_item_to_prompt(project.path(), &item).expect("prompt projection");
assert!(
prompt.contains(&format!(
"[素材引用 resourceId={asset_id};项目路径=ui/design.json]"
)),
"{prompt}"
);
assert!(
prompt.contains("请先阅读生成的带有文档的代码片段: ui/generated-"),
"{prompt}"
);
}
#[test]
fn history_projection_never_writes_generated_ui_design_code() {
let (project, asset_id) = ui_design_doc_fixture(true);
let item = user_item_with_resource_reference(&asset_id);
direct_codex_user_item_to_response_item(project.path(), &item).expect("history projection");
let generated_root =
crate::resolve_local_project_path(project.path(), "ui").expect("resolve ui directory");
let generated_files = std::fs::read_dir(generated_root)
.expect("read ui directory")
.filter_map(|entry| entry.ok())
.filter(|entry| {
entry
.file_name()
.to_string_lossy()
.starts_with("generated-")
})
.count();
assert_eq!(
generated_files, 0,
"历史回读只做纯投影,不得生成 UI 设计代码"
);
}
#[test]
fn ui_design_generation_failure_keeps_reference_and_reports_error() {
let (project, asset_id) = ui_design_doc_fixture(false);
let item: super::DirectCodexUserItem =
serde_json::from_value(user_item_with_resource_reference(&asset_id))
.expect("canonical user item");
let prompt =
direct_codex_user_item_to_prompt(project.path(), &item).expect("prompt projection");
assert!(prompt.contains("素材引用 resourceId="), "{prompt}");
assert!(prompt.contains("生成代码遇到错误"), "{prompt}");
}
#[test]
fn other_asset_kind_reference_does_not_generate_ui_design_code() {
let project = prompt_context_project();
let asset_id = register_fixture_asset(
project.path(),
"assets/hero.png",
GameCreationAppAssetKind::Character,
"image/png",
);
let item: super::DirectCodexUserItem =
serde_json::from_value(user_item_with_resource_reference(&asset_id))
.expect("canonical user item");
let prompt =
direct_codex_user_item_to_prompt(project.path(), &item).expect("prompt projection");
assert!(prompt.contains("素材引用 resourceId="), "{prompt}");
assert!(
!prompt.contains("请先阅读生成的带有文档的代码片段"),
"{prompt}"
);
assert!(!prompt.contains("生成代码遇到错误"), "{prompt}");
}
}
File diff suppressed because one or more lines are too long
@@ -1197,9 +1197,9 @@ fn bridge_registered_resource(
"mediaType": asset.media_type,
// Agent 与 UI 必须看到同一个口径:UI 栏目走 TS 的 `gameCreationAppAssetCategory`
// (落盘值 + 按 kind 派生 + 读时自愈),这里走 Rust 的同构实现。
// 直接透传落盘 `asset.category` 会让 `kind:"ui"` 的资产在 UI 显示「UI 交互」、
// 直接透传落盘 `asset.category` 会让 UI 设计资产在 UI 显示「UI 交互」、
// 在 Agent 侧读到 `unclassified`(真机 55 条分歧)。
"category": game_creation_app_asset_effective_category(&asset.kind, asset.category),
"category": game_creation_app_asset_effective_category(asset.kind, asset.category),
"tags": asset.tags,
"canvasProjectId": asset.source.canvas_project_id,
"resourceId": asset.source.resource_id,
@@ -1240,7 +1240,9 @@ fn bridge_list_registered_assets(root: &Path, arguments: &Value) -> Value {
arguments,
"kind",
DIRECT_TOOL_BRIDGE_MAX_RESOURCE_KIND_CHARS,
)?;
)?
.map(|kind| bridge_asset_list_kind_filter(&kind))
.transpose()?;
let asset_id = bridge_optional_bounded_string(
arguments,
"assetId",
@@ -1260,7 +1262,7 @@ fn bridge_list_registered_assets(root: &Path, arguments: &Value) -> Value {
let mut assets = manifest
.assets
.iter()
.filter(|asset| kind.as_ref().is_none_or(|kind| asset.kind == *kind))
.filter(|asset| kind.is_none_or(|kind| asset.kind == kind))
.filter(|asset| {
asset_id
.as_ref()
@@ -1326,6 +1328,24 @@ fn bridge_list_registered_assets(root: &Path, arguments: &Value) -> Value {
}
}
/// `asset.list` 的 `kind` 过滤:只接受 canonical 值,认不出的值直接报错。
///
/// 以前认不出的值会收口成 `unknown` 再参与等值过滤,结果是**静默返回空列表**:调用方(模型)
/// 会以为项目里没有这类资产,而不是"你传的 kind 不合法",于是继续按错误前提往下走。
/// `unknown` 本身仍是合法输入(确有 kind 未知的资产),只拒绝"既不是 canonical、也不是字面
/// `unknown`"的原值。
fn bridge_asset_list_kind_filter(raw: &str) -> Result<GameCreationAppAssetKind, String> {
let kind = GameCreationAppAssetKind::parse_with_context(raw, "asset.list.kind");
if kind == GameCreationAppAssetKind::Unknown
&& raw.trim() != GameCreationAppAssetKind::Unknown.as_str()
{
return Err(format!(
"kind 不是已知的 manifest 资源 kind{raw};请改用 canonical kind(如 image、scene、character、icon、icon-spritesheet、character-animation、audio、video、document"
));
}
Ok(kind)
}
fn bridge_project_file_class(path: &str) -> (&'static str, Option<&'static str>) {
let extension = Path::new(path)
.extension()
@@ -1896,7 +1916,7 @@ async fn bridge_create_or_derive_resource(
source_asset_id: source_asset.as_ref().map(|asset| asset.id.clone()),
source_path: source_asset.as_ref().map(|asset| asset.local_path.clone()),
source_media_type: source_asset.as_ref().map(|asset| asset.media_type.clone()),
source_subtype: source_asset.as_ref().map(|asset| asset.kind.clone()),
source_subtype: source_asset.as_ref().map(|asset| asset.kind.to_string()),
producer_task_id: source_asset
.as_ref()
.and_then(|asset| asset.source.task_id.clone()),
@@ -2006,7 +2026,7 @@ async fn bridge_remove_background(state: &DirectToolBridgeState, arguments: &Val
source_asset_id: Some(source_asset_id.clone()),
source_path: Some(source_asset.local_path.clone()),
source_media_type: Some(source_asset.media_type.clone()),
source_subtype: Some(source_asset.kind.clone()),
source_subtype: Some(source_asset.kind.to_string()),
producer_task_id: source_asset.source.task_id.clone(),
source_version_id: None,
prompt: "去除背景".to_string(),
@@ -2174,35 +2194,37 @@ async fn bridge_prepare_game_art(state: &DirectToolBridgeState, arguments: &Valu
result
}
fn bridge_image_generation_kind(arguments: &Value) -> Result<String, String> {
fn bridge_image_generation_kind(arguments: &Value) -> Result<GameCreationAppAssetKind, String> {
let kind = arguments
.get("kind")
.and_then(Value::as_str)
.map(str::trim)
.filter(|value| !value.is_empty())
.unwrap_or("image");
normalize_platform_art_asset_generation_kind(kind)
.map(str::to_string)
.ok_or_else(|| {
format!(
"工具参数 kind 只允许 {}",
PLATFORM_ART_ASSET_GENERATION_KINDS.join("")
)
})
normalize_platform_art_asset_generation_kind(kind).ok_or_else(|| {
format!(
"工具参数 kind 只允许 {}",
PLATFORM_ART_ASSET_GENERATION_KINDS
.iter()
.map(|kind| kind.as_str())
.collect::<Vec<_>>()
.join("")
)
})
}
/// 切分模式没有默认值:图集必须显式声明,且声明必须与 kind 和网格参数自洽。
fn validate_generate_image_slice_declaration(
kind: &str,
kind: GameCreationAppAssetKind,
slice_mode: Option<&str>,
grid_x: Option<u32>,
grid_y: Option<u32>,
slice_count: Option<usize>,
) -> Result<(), String> {
if kind == "art-spritesheet" {
if kind == GameCreationAppAssetKind::IconSpritesheet {
if slice_mode.is_none() {
return Err(
"kind=art-spritesheet 必须显式声明 sliceMode,没有默认值:需求要求等分网格、固定槽位或指定行列数时传 sliceMode=grid 并提供 gridX/gridY;自由排布、数量不定或只要求一张图集时传 sliceMode=connected-components"
"kind=icon-spritesheet 必须显式声明 sliceMode,没有默认值:需求要求等分网格、固定槽位或指定行列数时传 sliceMode=grid 并提供 gridX/gridY;自由排布、数量不定或只要求一张图集时传 sliceMode=connected-components"
.to_string(),
);
}
@@ -2215,19 +2237,19 @@ fn validate_generate_image_slice_declaration(
}
if slice_mode.is_some() || grid_x.is_some() || grid_y.is_some() || slice_count.is_some() {
return Err(format!(
"工具参数 sliceMode/gridX/gridY/sliceCount 仅对 kind=art-spritesheet 生效,当前 kind={kind}"
"工具参数 sliceMode/gridX/gridY/sliceCount 仅对 kind=icon-spritesheet 生效,当前 kind={kind}"
));
}
Ok(())
}
/// 抠图纯色背景只服务 character 与 art-spritesheet 链路;格式校验收口为
/// 抠图纯色背景只服务 character 与 icon-spritesheet 链路;格式校验收口为
/// `auto` 或 `#RRGGBB`(服务端另有支持色板,客户端不复制),`auto`/空串归一为
/// None(服务端自动决策),hex 统一大写后透传。其它 kind 携带该字段直接拒绝,
/// 避免服务端静默忽略造成“已生效”的误解。
fn normalize_generate_image_screen_color(
arguments: &Value,
kind: &str,
kind: GameCreationAppAssetKind,
) -> Result<Option<String>, String> {
let Some(value) = arguments.get("screenColor") else {
return Ok(None);
@@ -2235,9 +2257,12 @@ fn normalize_generate_image_screen_color(
if value.is_null() {
return Ok(None);
}
if !matches!(kind, "character" | "art-spritesheet") {
if !matches!(
kind,
GameCreationAppAssetKind::Character | GameCreationAppAssetKind::IconSpritesheet
) {
return Err(format!(
"工具参数 screenColor 仅对 kind=character 和 kind=art-spritesheet 生效,当前 kind={kind}"
"工具参数 screenColor 仅对 kind=character 和 kind=icon-spritesheet 生效,当前 kind={kind}"
));
}
let raw = value
@@ -2364,18 +2389,18 @@ async fn bridge_generate_image(state: &DirectToolBridgeState, arguments: &Value)
})
.transpose()?;
validate_generate_image_slice_declaration(
kind.as_str(),
kind,
slice_mode.as_deref(),
grid_x,
grid_y,
slice_count,
)?;
let screen_color = normalize_generate_image_screen_color(arguments, kind.as_str())?;
let screen_color = normalize_generate_image_screen_color(arguments, kind)?;
let options = PlatformArtAssetGenerationOptions {
output_path,
aspect_ratio,
image_size,
asset_kind: kind.clone(),
asset_kind: kind,
asset_label: asset_name.clone(),
replace_existing: false,
slice_count,
@@ -2583,6 +2608,51 @@ async fn bridge_web_search_at(root: &Path, arguments: &Value, search_url: &str)
}
}
#[cfg(all(windows, target_arch = "x86_64", feature = "unity-editor-execute"))]
async fn bridge_unity_execute(state: &DirectToolBridgeState, arguments: &Value) -> Value {
let prepared = (|| {
if !crate::builtin_plugins::unity_editor_agent_tool_available_for_project(&state.root) {
return Err("当前项目不是 Unity 项目或 Unity 插件不可用".to_string());
}
enforce_project_permission_policy(&state.root, "unity.editor.execute")?;
bridge_reject_unknown_fields(arguments, &["code"])?;
let code = arguments
.get("code")
.and_then(Value::as_str)
.ok_or_else(|| "code 必须是 C# 代码".to_string())?;
if code.trim().is_empty() || code.len() > 131072 || code.contains('\0') {
return Err("code 不能为空、包含 NUL 或超过 128 KiB".to_string());
}
Ok(code.to_string())
})();
let code = match prepared {
Ok(code) => code,
Err(error) => {
return bridge_tool_result(
redact_agent_runtime_error(&state.root, &error, 480),
Vec::new(),
true,
)
}
};
let root = state.root.clone();
let result = tokio::task::spawn_blocking(move || {
if !crate::builtin_plugins::unity_editor_agent_tool_available_for_project(&root) {
return Err("当前 Unity 插件不可用".to_string());
}
crate::editor_adapters::execute_unity_editor_code(&root, &code)
})
.await;
match result {
Ok(Ok(response)) => {
let failed = response["ok"] != true || response["status"] != "completed";
bridge_tool_result(redact_agent_runtime_error(&state.root, &response.to_string(), 32_000), Vec::new(), failed)
}
Ok(Err(error)) => bridge_tool_result(redact_agent_runtime_error(&state.root, &error, 480), Vec::new(), true),
Err(_) => bridge_tool_result(json!({"ok":false,"status":"needs-reconciliation","retryAllowed":false,"error":"Unity 执行任务异常,请人工核对结果"}).to_string(), Vec::new(), true),
}
}
#[cfg(all(windows, feature = "cocos-editor-execute"))]
async fn bridge_cocos_execute(state: &DirectToolBridgeState, arguments: &Value) -> Value {
bridge_cocos_call(state, arguments, None).await
@@ -2594,6 +2664,9 @@ async fn bridge_cocos_call(
arguments: &Value,
operation: Option<&str>,
) -> Value {
if !crate::builtin_plugins::is_enabled(crate::builtin_plugins::AGC_COCOS_EDITOR_PLUGIN_ID) {
return bridge_tool_result("Cocos 编辑器插件已禁用".to_string(), Vec::new(), true);
}
if !crate::builtin_plugins::cocos_editor_agent_tool_available_for_project(&state.root) {
return bridge_tool_result(
"当前项目不是 Cocos Creator 项目或 Cocos 插件不可用,agc_cocos_execute 不可用"
@@ -2780,6 +2853,8 @@ async fn handle_direct_tool_bridge(
"agc_list_project_files" => bridge_list_project_files(&state.root, &request.arguments),
#[cfg(all(windows, feature = "cocos-editor-execute"))]
"agc_cocos_execute" => bridge_cocos_execute(&state, &request.arguments).await,
#[cfg(all(windows, target_arch = "x86_64", feature = "unity-editor-execute"))]
"agc_unity_execute" => bridge_unity_execute(&state, &request.arguments).await,
#[cfg(all(windows, feature = "cocos-editor-execute"))]
operation if cocos_editor_bridge::is_cocos_operation(operation) => {
bridge_cocos_call(&state, &request.arguments, Some(operation)).await
@@ -2864,14 +2939,19 @@ pub(crate) async fn start_direct_tool_bridge(
mod tests {
#[test]
fn generate_image_slice_declaration_is_explicit_and_self_consistent() {
let missing =
validate_generate_image_slice_declaration("art-spritesheet", None, None, None, None)
.expect_err("art-spritesheet without sliceMode must fail closed");
let missing = validate_generate_image_slice_declaration(
GameCreationAppAssetKind::IconSpritesheet,
None,
None,
None,
None,
)
.expect_err("icon-spritesheet without sliceMode must fail closed");
assert!(missing.contains("没有默认值"), "{missing}");
assert!(missing.contains("connected-components"), "{missing}");
assert!(validate_generate_image_slice_declaration(
"art-spritesheet",
GameCreationAppAssetKind::IconSpritesheet,
Some("connected-components"),
None,
None,
@@ -2879,7 +2959,7 @@ mod tests {
)
.is_ok());
assert!(validate_generate_image_slice_declaration(
"art-spritesheet",
GameCreationAppAssetKind::IconSpritesheet,
Some("grid"),
Some(3),
Some(2),
@@ -2887,7 +2967,7 @@ mod tests {
)
.is_ok());
let grid_with_count = validate_generate_image_slice_declaration(
"art-spritesheet",
GameCreationAppAssetKind::IconSpritesheet,
Some("grid"),
Some(2),
Some(2),
@@ -2897,58 +2977,80 @@ mod tests {
assert!(grid_with_count.contains("gridX×gridY"), "{grid_with_count}");
let wrong_kind = validate_generate_image_slice_declaration(
"image",
GameCreationAppAssetKind::Image,
Some("connected-components"),
None,
None,
None,
)
.expect_err("slice declaration must stay scoped to art-spritesheet");
.expect_err("slice declaration must stay scoped to icon-spritesheet");
assert!(
wrong_kind.contains("仅对 kind=art-spritesheet 生效"),
wrong_kind.contains("仅对 kind=icon-spritesheet 生效"),
"{wrong_kind}"
);
let wrong_kind_count =
validate_generate_image_slice_declaration("image", None, None, None, Some(8))
.expect_err("sliceCount-only violation must be rejected");
let wrong_kind_count = validate_generate_image_slice_declaration(
GameCreationAppAssetKind::Image,
None,
None,
None,
Some(8),
)
.expect_err("sliceCount-only violation must be rejected");
assert!(
wrong_kind_count.contains("sliceCount"),
"sliceCount-only violation must name sliceCount: {wrong_kind_count}"
);
assert!(validate_generate_image_slice_declaration("image", None, None, None, None).is_ok());
assert!(validate_generate_image_slice_declaration(
GameCreationAppAssetKind::Image,
None,
None,
None,
None
)
.is_ok());
}
#[test]
fn generate_image_screen_color_is_normalized_and_kind_gated() {
// 省略与显式 null 等价,且不触发 kind 门禁。
assert_eq!(
normalize_generate_image_screen_color(&json!({}), "image").expect("omitted"),
normalize_generate_image_screen_color(&json!({}), GameCreationAppAssetKind::Image)
.expect("omitted"),
None
);
assert_eq!(
normalize_generate_image_screen_color(&json!({"screenColor": null}), "image")
.expect("null"),
normalize_generate_image_screen_color(
&json!({"screenColor": null}),
GameCreationAppAssetKind::Image
)
.expect("null"),
None
);
// auto 家族归一为 None(服务端自动决策),大小写与空白不敏感。
for raw in ["auto", "AUTO", " auto ", ""] {
assert_eq!(
normalize_generate_image_screen_color(&json!({"screenColor": raw}), "character")
.expect("auto variants"),
normalize_generate_image_screen_color(
&json!({"screenColor": raw}),
GameCreationAppAssetKind::Character
)
.expect("auto variants"),
None,
"{raw}"
);
}
// hex 统一大写透传;色板白名单由服务端权威校验,客户端只守格式。
assert_eq!(
normalize_generate_image_screen_color(&json!({"screenColor": "#cfefff"}), "character")
.expect("lowercase hex"),
normalize_generate_image_screen_color(
&json!({"screenColor": "#cfefff"}),
GameCreationAppAssetKind::Character
)
.expect("lowercase hex"),
Some("#CFEFFF".to_string())
);
assert_eq!(
normalize_generate_image_screen_color(
&json!({"screenColor": " #A0BBA0 "}),
"art-spritesheet"
GameCreationAppAssetKind::IconSpritesheet
)
.expect("padded hex"),
Some("#A0BBA0".to_string())
@@ -2956,19 +3058,24 @@ mod tests {
// 非 auto/非 hex、非字符串一律拒绝。
for bad in [json!("green"), json!("#GGGGGG"), json!("#FFF"), json!(12)] {
assert!(
normalize_generate_image_screen_color(&json!({"screenColor": bad}), "character")
.is_err(),
normalize_generate_image_screen_color(
&json!({"screenColor": bad}),
GameCreationAppAssetKind::Character
)
.is_err(),
"{bad}"
);
}
// 其它 kind 携带该字段直接拒绝,即使取值合法。
let gated =
normalize_generate_image_screen_color(&json!({"screenColor": "#CFEFFF"}), "image")
.expect_err("screenColor must stay scoped to character/art-spritesheet");
let gated = normalize_generate_image_screen_color(
&json!({"screenColor": "#CFEFFF"}),
GameCreationAppAssetKind::Image,
)
.expect_err("screenColor must stay scoped to character/icon-spritesheet");
assert!(gated.contains("kind=character"), "{gated}");
assert!(normalize_generate_image_screen_color(
&json!({"screenColor": "auto"}),
"ui-prototype"
GameCreationAppAssetKind::UiDesign
)
.is_err());
}
@@ -3737,12 +3844,14 @@ mod tests {
fn bridge_art_resource_exposes_only_the_safe_identity_projection() {
let asset = GameCreationAppAssetManifestEntry {
id: "local-art-1".to_string(),
kind: "art-spritesheet-slice".to_string(),
kind: GameCreationAppAssetKind::Icon,
media_type: "image/png".to_string(),
local_path: "assets/art-spritesheet-slices/player.png".to_string(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("art-spritesheet-slice"),
category: game_creation_app_asset_category_for_kind(
GameCreationAppAssetKind::IconSpritesheet,
),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
@@ -3794,7 +3903,7 @@ mod tests {
fn bridge_registered_resource_exposes_formal_sequence_without_private_generation_fields() {
let asset = GameCreationAppAssetManifestEntry {
id: "animation-1".to_string(),
kind: "character-animation".to_string(),
kind: GameCreationAppAssetKind::CharacterAnimation,
media_type: "video/mp4".to_string(),
local_path: "assets/edits/animation.mp4".to_string(),
image_sequence_frames: Some(vec![
@@ -3807,7 +3916,9 @@ mod tests {
},
]),
image_sequence_duration_ms: Some(4_000),
category: game_creation_app_asset_category_for_kind("character-animation"),
category: game_creation_app_asset_category_for_kind(
GameCreationAppAssetKind::CharacterAnimation,
),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
@@ -3845,7 +3956,7 @@ mod tests {
fn bridge_registered_resource_keeps_explicit_manifest_classification() {
let asset = GameCreationAppAssetManifestEntry {
id: "spec-1".to_string(),
kind: "spec".to_string(),
kind: GameCreationAppAssetKind::Spec,
media_type: "application/json".to_string(),
local_path: "assets/specs/hero.json".to_string(),
image_sequence_frames: None,
@@ -3881,13 +3992,13 @@ mod tests {
///
/// UI 栏目走 TS 的 `gameCreationAppAssetCategory`(落盘值 + 按 kind 派生 + 读时自愈),
/// Agent 走 Rust 的同构实现 `game_creation_app_asset_effective_category`。直接透传落盘
/// `category` 会让 `kind:"ui"` 的资产在 UI 显示「UI 交互」、在 Agent 侧读到
/// `unclassified`——真机 122 条资产里有 55 条这样分叉
/// `category` 会让 `ui-design` 的资产在 UI 显示「UI 交互」、在 Agent 侧读到
/// `unclassified`,两侧分类口径必须一致
#[test]
fn bridge_registered_resource_projects_effective_category_not_raw_persisted_value() {
let asset = GameCreationAppAssetManifestEntry {
id: "ui-1".to_string(),
kind: "ui".to_string(),
id: "ui-design-1".to_string(),
kind: GameCreationAppAssetKind::UiDesign,
media_type: "application/json".to_string(),
local_path: "assets/UI 设计 1.json".to_string(),
image_sequence_frames: None,
@@ -3910,7 +4021,7 @@ mod tests {
};
let projection = bridge_registered_resource(&asset, false);
assert_eq!(projection["kind"], "ui");
assert_eq!(projection["kind"], "ui-design");
assert_eq!(projection["category"], "ui-interaction");
}
@@ -75,7 +75,14 @@ pub(crate) fn run_direct_tools_mcp_if_requested(args: &[String]) -> Option<i32>
async fn direct_tools_mcp_specs() -> Value {
let mut cocos_editor_available = false;
if cfg!(all(windows, feature = "cocos-editor-execute")) {
let mut unity_editor_available = false;
if cfg!(all(windows, feature = "cocos-editor-execute"))
|| cfg!(all(
windows,
target_arch = "x86_64",
feature = "unity-editor-execute"
))
{
// 每次 tools/list 询问绑定的宿主;失败时不广告可选插件工具。
if let Ok(result) = tokio::time::timeout(
std::time::Duration::from_secs(5),
@@ -96,10 +103,22 @@ async fn direct_tools_mcp_specs() -> Value {
.iter()
.any(|tool| tool == crate::builtin_plugins::AGC_COCOS_EDITOR_TOOL_NAME)
});
unity_editor_available = availability
.as_ref()
.and_then(|v| v["tools"].as_array())
.is_some_and(|tools| {
tools
.iter()
.any(|tool| tool == crate::builtin_plugins::AGC_UNITY_EDITOR_TOOL_NAME)
});
}
}
}
direct_tools_mcp_specs_for(controlled_web_search_enabled(), cocos_editor_available)
direct_tools_mcp_specs_for_plugins(
controlled_web_search_enabled(),
cocos_editor_available,
unity_editor_available,
)
}
/// 工具 kind(wire 值)对应的提示词上限。
@@ -128,7 +147,16 @@ fn resource_tool_prompt_schema_max_chars() -> usize {
.unwrap_or(0)
}
fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_available: bool) -> Value {
#[cfg(test)]
fn direct_tools_mcp_specs_for(controlled_web_search: bool, cocos_editor_available: bool) -> Value {
direct_tools_mcp_specs_for_plugins(controlled_web_search, cocos_editor_available, false)
}
fn direct_tools_mcp_specs_for_plugins(
controlled_web_search: bool,
_cocos_editor_available: bool,
_unity_editor_available: bool,
) -> Value {
let tools = vec![
json!({
"name": "client.session.info",
@@ -247,7 +275,7 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_availab
"type": "string",
"enum": PLATFORM_ART_ASSET_GENERATION_KINDS,
"default": "image",
"description": "image=普通新图(不做额外处理),character=角色图(纯色底生成后自动抠图,产出透明背景立绘,prompt 只描述角色主体),spec/icon-spec=统一视觉规范图(spec 是服务端同义词,客户端统一登记为 icon-spec),ui-prototype=完整 UI 设计图,art-spritesheet=透明游戏素材图集(纯色底生成后自动抠图并切片,项目须已有 icon-spec 规范图),publication-material=发布宣传图"
"description": "image=普通新图(不做额外处理),character=角色图(纯色底生成后自动抠图,产出透明背景立绘,prompt 只描述角色主体),icon-spec=统一视觉规范图ui-design=完整 UI 设计图,icon-spritesheet=透明游戏素材图集(纯色底生成后自动抠图并切片,项目须已有 icon-spec 规范图),publication-material=发布宣传图"
},
"aspectRatio": {
"type": "string",
@@ -273,7 +301,7 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_availab
"sliceMode": {
"type": "string",
"enum": ["connected-components", "grid"],
"description": "仅 kind=art-spritesheet 生效,且必填、没有默认值:需求明确要求等分网格、固定槽位或指定行列数时传 grid,并用 gridX/gridY 传入来自需求本身的行列数;自由排布、数量不定或只要求一张图集时传 connected-components,需要约束素材张数时用 sliceCount。省略、与 kind 不匹配或与 gridX/gridY 互相矛盾时客户端直接拒绝,不会替你选择"
"description": "仅 kind=icon-spritesheet 生效,且必填、没有默认值:需求明确要求等分网格、固定槽位或指定行列数时传 grid,并用 gridX/gridY 传入来自需求本身的行列数;自由排布、数量不定或只要求一张图集时传 connected-components,需要约束素材张数时用 sliceCount。省略、与 kind 不匹配或与 gridX/gridY 互相矛盾时客户端直接拒绝,不会替你选择"
},
"gridX": {
"type": "integer",
@@ -291,11 +319,11 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_availab
"type": "integer",
"minimum": 1,
"maximum": 256,
"description": "只与 kind=art-spritesheet 且 sliceMode=connected-components 同时提供,用于约束目标素材张数;省略时按图像内容自动识别"
"description": "只与 kind=icon-spritesheet 且 sliceMode=connected-components 同时提供,用于约束目标素材张数;省略时按图像内容自动识别"
},
"screenColor": {
"type": "string",
"description": "抠图纯色背景,仅 kind=character(角色形象)和 kind=art-spritesheet(图标素材)生效,其它 kind 携带会被拒绝。生成时把主体置于该纯色背景上,回图后据此抠除背景。取值只能是 auto 或下列色板 hex 之一,传值只填 hex 本身、不要附带色名:#CFEFFF(浅雾蓝)、#B0C2E0(浅钢蓝)、#FFD6C2(暖浅桃色)、#E6D8FF(淡薰衣草紫)、#F4D8E8(浅粉灰)、#7FB3FF(中度天蓝)、#FFF2A8(浅柠黄)、#CFFFE1(淡薄荷绿)、#D8DEE8(浅中性灰)、#D8D2E8(淡灰紫)、#A8F7F0(高对比浅青)、#A0BBA0(灰竹绿);auto 时由服务端自动选色。手动指定时不能与角色或素材本体的颜色接近"
"description": "抠图纯色背景,仅 kind=character(角色形象)和 kind=icon-spritesheet(图标素材)生效,其它 kind 携带会被拒绝。生成时把主体置于该纯色背景上,回图后据此抠除背景。取值只能是 auto 或下列色板 hex 之一,传值只填 hex 本身、不要附带色名:#CFEFFF(浅雾蓝)、#B0C2E0(浅钢蓝)、#FFD6C2(暖浅桃色)、#E6D8FF(淡薰衣草紫)、#F4D8E8(浅粉灰)、#7FB3FF(中度天蓝)、#FFF2A8(浅柠黄)、#CFFFE1(淡薄荷绿)、#D8DEE8(浅中性灰)、#D8D2E8(淡灰紫)、#A8F7F0(高对比浅青)、#A0BBA0(灰竹绿);auto 时由服务端自动选色。手动指定时不能与角色或素材本体的颜色接近"
}
},
"required": ["prompt"],
@@ -341,7 +369,7 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_availab
"type": "string",
"minLength": 1,
"maxLength": 80,
"description": "可选的 manifest 资源 kind 精确过滤,例如 video、character-animation、sound-effect、background-music 或 art-spritesheet-slice"
"description": "可选的 manifest 资源 kind 精确过滤,必须是 canonical kind例如 video、character-animation、sound-effect、background-music、icon-spritesheet);传非 canonical 值会被拒绝并报错,不会静默返回空列表"
},
"assetId": {
"type": "string",
@@ -568,6 +596,14 @@ fn direct_tools_mcp_specs_for(controlled_web_search: bool, _cocos_editor_availab
.cloned(),
);
}
#[cfg(all(windows, target_arch = "x86_64", feature = "unity-editor-execute"))]
if _unity_editor_available {
tools.push(json!({
"name": "agc_unity_execute",
"description": "在当前项目已打开的 Windows x64 Unity Mono Editor 执行 C#,可使用 return 返回值。仅提交 code;宿主绑定项目及进程。needs-reconciliation 或超时后禁止自动重发。",
"inputSchema": {"type":"object", "properties":{"code":{"type":"string", "minLength":1, "maxLength":131072}}, "required":["code"], "additionalProperties":false}
}));
}
if controlled_web_search {
tools.push(json!({
"name": "agc_web_search",
@@ -655,6 +691,24 @@ async fn call_agc_cocos_execute(arguments: &Value) -> Value {
call_client_tool_bridge("agc_cocos_execute", arguments).await
}
#[cfg(all(windows, target_arch = "x86_64", feature = "unity-editor-execute"))]
async fn call_agc_unity_execute(arguments: &Value) -> Value {
let validated = validate_tool_object_fields(arguments, &["code"]).and_then(|()| {
let code = arguments
.get("code")
.and_then(Value::as_str)
.ok_or_else(|| "code 必须是 C# 代码".to_string())?;
if code.trim().is_empty() || code.len() > 131072 || code.contains('\0') {
return Err("code 不能为空、包含 NUL 或超过 128 KiB".to_string());
}
Ok(())
});
if let Err(error) = validated {
return mcp_tool_result(error, Vec::new(), true);
}
call_client_tool_bridge("agc_unity_execute", arguments).await
}
fn mcp_success(id: Value, result: Value) -> Value {
json!({ "jsonrpc": "2.0", "id": id, "result": result })
}
@@ -1757,6 +1811,8 @@ async fn handle_direct_tools_mcp_request(root: &Path, request: Value) -> Option<
"agc_write_file" => call_agc_write_file(&arguments).await,
#[cfg(all(windows, feature = "cocos-editor-execute"))]
"agc_cocos_execute" => call_agc_cocos_execute(&arguments).await,
#[cfg(all(windows, target_arch = "x86_64", feature = "unity-editor-execute"))]
"agc_unity_execute" => call_agc_unity_execute(&arguments).await,
#[cfg(all(windows, feature = "cocos-editor-execute"))]
operation if cocos_editor_bridge::is_cocos_operation(operation) => {
call_client_tool_bridge(operation, &arguments).await
@@ -2523,7 +2579,7 @@ mod tests {
// 目录外的 kind 必须在本地拒绝:既不下发 bridge,也不产生任何计费副作用。
let unsupported_kind = call_agc_generate_image(&json!({
"prompt": "像素月光主角",
"kind": "game-art"
"kind": "future-kind"
}))
.await;
assert_eq!(unsupported_kind["isError"], json!(true));
@@ -2533,7 +2589,7 @@ mod tests {
let oversized_prompt = call_agc_generate_image(&json!({
"prompt": "x".repeat(DIRECT_TOOLS_MCP_MAX_IMAGE_PROMPT_CHARS + 1),
"kind": "art-spritesheet"
"kind": "icon-spritesheet"
}))
.await;
assert_eq!(oversized_prompt["isError"], json!(true));
@@ -2897,12 +2953,12 @@ mod tests {
fn tool_chain_image_asset(id: &str, local_path: &str) -> GameCreationAppAssetManifestEntry {
GameCreationAppAssetManifestEntry {
id: id.to_string(),
kind: "image".to_string(),
kind: GameCreationAppAssetKind::Image,
media_type: "image/png".to_string(),
local_path: local_path.to_string(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind("image"),
category: game_creation_app_asset_category_for_kind(GameCreationAppAssetKind::Image),
tags: Vec::new(),
source: GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
File diff suppressed because it is too large Load Diff
@@ -31,9 +31,9 @@ fn is_direct_platform_art_generation_runtime_context(
context: &PlatformArtGenerationRuntimeContext,
) -> bool {
let asset_kind = match context.run_id.as_str() {
"art-spec" => "icon-spec",
"game-background" => "game-background",
"art-spritesheet" => "art-spritesheet",
"art-spec" => GameCreationAppAssetKind::IconSpec,
"game-background" => GameCreationAppAssetKind::Scene,
"art-spritesheet" => GameCreationAppAssetKind::IconSpritesheet,
_ => return false,
};
context.agent_id == "direct-codex-art"
@@ -42,7 +42,11 @@ fn is_direct_platform_art_generation_runtime_context(
&& context.source == "direct-codex"
&& context.action_id == format!("direct-taonier-{}", context.run_id)
&& context.action_fingerprint
== format!("direct-taonier-art-v1:{asset_kind}:{}", context.run_id)
== format!(
"direct-taonier-art-v1:{}:{}",
asset_kind.as_str(),
context.run_id
)
}
#[derive(Clone, Debug, Eq, PartialEq)]

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