实现游戏共创 M3:创作族谱树与衍生列表
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- 新增 module-game-distribution/src/lineage.rs:锚点可读性、可见性过滤、稳定排序、上限截断的纯函数,附 15 个单测(复用 M1 的软删除判定,不重写第二套规则)
- 新增公开只读 procedure get_game_distribution_lineage / list_game_distribution_derived_games;锚点必须公开可读(未公开/已软删除/不存在一律按不存在处理),树内只出现未软删除且已公开的节点,不补 null 占位节点
- api-server 新增 GET /games/{id}/lineage 与 /games/{id}/derived(匿名可读、no-store),响应走结构化 DTO,节点键集合由测试钉死,杜绝下发对象键/素材键
- 作者自有游戏聚合追加 forkCount(与公开详情 forkCount 同口径),供「被改编 N」入口使用
- shared-contracts 与 TS 契约新增 LineageNode / LineageResponse / DerivedResponse 三型并登记 DTO 一致性检查
- 前端新增 /games/lineage 族谱页,登记 stage 类型、路由表、页面标题与壳层渲染分支;详情页共创卡新增「查看创作族谱」入口(仅已公开作品)
- 我的作品页新增「被改编 N」行内展开,列出直接子代的标题/作者/代际/状态,含空态与失败重试(仅已公开作品)
- 补前端组件/路由/标题/客户端用例与 api-server 路由、负载映射用例;同步里程碑验收标准与技术方案 §3.4 的锚点可读性口径
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@@ -60,6 +60,9 @@ const PAIRS = [
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'GameDistributionForkAuthorization',
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],
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['GameDistributionLineage', 'GameDistributionLineage'],
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['GameDistributionLineageNode', 'GameDistributionLineageNode'],
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['GameDistributionLineageResponse', 'GameDistributionLineageResponse'],
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['GameDistributionDerivedResponse', 'GameDistributionDerivedResponse'],
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['GameDistributionForkDeclaration', 'GameDistributionForkDeclaration'],
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[
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'GameDistributionSetForkAuthorizationRequest',
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