按审计结论收口 M3:CI 接线、并发口径、feature 单一推导与文档对齐
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- CI:把 bundled-resources:test(13 条,跨平台、注入假执行器)接进 ai-game-creator-shell:check:web,Linux CI 即可覆盖准备步骤逻辑 - 并发:按「无实际场景不做并发支持」定论——不加锁,但替换失败改为可读错误并保留已生成的 staging;技术方案 §4.3 与风险表同步改写 - feature:新增 cargo-features.resolveEditorFeatures 作为唯一推导入口(env > 命令行 --features > 平台默认),dev 与发布入口的 cargo 参数、随包资源准备步骤共用同一集合;--no-bundle 也执行 staging(app 构建本身需要随包资源),只跳过总号发布 - 文档:pitfalls 的校验收口限定到 source 派生内容;里程碑验收清单按实况修正(命令 --、prepared 只查存在性、Windows 侧已复跑) - 验证:准备步骤 13/13、发布入口 39/39、dev 入口 12/12、声明门禁一致
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## 2026-09-27 随包资源的写入方按产物来源分界:源码派生直接复制,需工具链的先由准备步骤产出
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- **写法**:新增随包内容先判断来源——能从仓库源码复制就写进 `build_support/package-layout.json` 的 `subdirectories`(`origin: source`);需要外部工具链或同一次 cargo 构建才能产出的,写成 `origin: prepared` / `libraryStaging` / `nativePayloads`,并在 `plugins.prepareSteps` 里声明要跑的程序、工作目录、指纹与必需产物——**不要写进构建脚本**(构建脚本自 M3 起只做只读校验,不再生成任何随包资源)。
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- **校验口径**:`origin: source` 的内容在构建期会与仓库源码逐文件比对(插件清单 + 逐文件 sha256 + 整树符号链接),手改 `resources/**` 会被 `cargo build` 直接拒绝;`prepared` 只查存在性,Godot 随包库额外跑 `godot_bundle::validate` 的深度校验。
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- **校验口径**:`origin: source` 的内容在构建期会与仓库源码逐文件比对(插件清单 + 逐文件 sha256 + 整树符号链接),手改这部分会被 `cargo build` 直接拒绝;`origin: prepared` 只查存在性(Godot 随包库额外跑 `godot_bundle::validate`),手改 prepared 产物不会被拒,要改就改准备步骤的来源或声明。
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- **准备步骤指纹**:声明了指纹的步骤(Unity)命中后不会重跑工具链,改 `plugins/**` 源码即失效;指纹戳文件(`publish/win-x64/.agc-source.sha256`)删掉只会多跑一次构建。`resources/plugins` 由准备步骤拥有,不要手工往里放文件。
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## 2026-09-27 AGC 随包资源的布局只能改声明文件,生成物由门禁锁死
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