按第三轮复测修复 M3:dry-run 零写入、所有权先行、指纹与门禁补口
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- P2:preparePlugins 重排——dry-run 只做只读判断即返回,预缓存交付不再排在 dry-run 之前;所有权断言提到任何写入之前 - P3:pluginSourceFingerprint 放开 origin=source 过滤(prepared 内容哈希分支可达),库文件与 payload 交付态纳入指纹,pluginTreeMatches 增加「不该存在却存在 → 需要重建」判定 - P3:门禁交叉校验 nativePayloads[].destinationSubdirectory 必须是同插件 origin=prepared 的子目录之一 - P2:里程碑验收清单注明 Cocos payload 只在 injection 构建交付并给出对应命令;dry-run 用例补 injection feature 覆盖 - 夹具补齐 agc-cocos-editor 插件(所有权检查要求目标插件真实存在) - 验证:工具用例 13/13、声明门禁通过 - 已知缺口:injection 构建后切回默认 feature,随包目录里陈旧 payload 的清理尚未生效(已记在 PR)
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1. **准备步骤单独跑(不打包)**
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- `npm run agc:bundled-resources:prepare -- --target x86_64-pc-windows-msvc`
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- 预期:一行汇总日志;`src-tauri/resources/plugins/agc-unity-editor/dotnet/publish/win-x64/Agc.Unity.Attach.exe`、`agc-godot-editor/native/gdextension/` 下的扩展、`agc-cocos-editor/native/payload/cocos-editor-bridge.dll` 全部在位。
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- 预期:一行汇总日志;`src-tauri/resources/plugins/agc-unity-editor/dotnet/publish/win-x64/Agc.Unity.Attach.exe`、`agc-godot-editor/native/gdextension/` 下的扩展在位。
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- Cocos payload 只在 injection 构建下交付(与迁移前一致):加 `--features=cocos-editor-execute,unity-editor-execute,godot-editor-execute,cocos-editor-injection` 再跑一次,确认 `agc-cocos-editor/native/payload/cocos-editor-bridge.dll` 同时出现在插件工作区与随包目录。
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- 再跑一次:预期全部「命中缓存」,且 `resources/**` 的文件时间戳不变。
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2. **构建期不再写随包资源**
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- 取 `src-tauri/resources` 全量快照(相对路径/大小/mtime/sha256)→ `touch apps/ai-game-creator-shell/src-tauri/build.rs` → 再 `cargo build` → 两次快照必须逐项一致。
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