Merge remote-tracking branch 'origin/master' into fix/spritesheet-slice-limit-256
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m58s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 3m50s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 6m50s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 7m57s
Project CI / Backend tests (pull_request) Successful in 8m54s
Project CI / Native shell tests (pull_request) Successful in 10m16s
Project CI / Frontend tests (pull_request) Successful in 8m14s
Project CI / Repository checks (pull_request) Successful in 7m19s
Project CI / AI game creator shell web tests (pull_request) Successful in 6m56s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m58s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 3m50s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 6m50s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 7m57s
Project CI / Backend tests (pull_request) Successful in 8m54s
Project CI / Native shell tests (pull_request) Successful in 10m16s
Project CI / Frontend tests (pull_request) Successful in 8m14s
Project CI / Repository checks (pull_request) Successful in 7m19s
Project CI / AI game creator shell web tests (pull_request) Successful in 6m56s
# Conflicts: # docs/project-memory/shared-memory/pitfalls.md
This commit is contained in:
@@ -1,11 +1,16 @@
|
||||
# 踩坑与排障记录
|
||||
|
||||
## copyArtifacts 报「Unable to find project for artifact copy」的用户触发构建差异
|
||||
|
||||
Copy Artifact 插件在**非 SYSTEM 认证**下按「认证用户」判权:只有当被复制 Job 的 `CopyArtifactPermissionProperty`(仓库里由 Declarative 的 `copyArtifactPermission(...)` 维护)显式列出当前消费者,或者该 Job 对认证用户开放 Item.Read 时才放行;`ACL.SYSTEM2` 的定时构建会短路通过。因此会出现「定时调度一路成功、手动发布必挂」的现象(2026-09-21 手动发布 #6/#7 与同期的用户触发探测全部命中,定时调度 #104+ 正常)。`Genarrative-Agc-Global-Version-Issue` 生产权限模式的授权名单必须同时包含 `Genarrative-Scheduled-Revision-Trigger` 与 `Genarrative-Manual-Build-And-Deploy`;改完 `copyArtifactPermission` 后要先跑一次发号 Job 把 Job property 写回 Jenkins,只改仓库文件不生效。
|
||||
|
||||
## 同一条链路两处上限不一致:平台合法产出被客户端整条丢弃
|
||||
|
||||
- 现象:客户端报「生成素材失败:platform-generation-result-unknown: 异步生成完成结果无法绑定到 operationId:External Editor 旧同步结果的图集切片超过 64 个」,而平台侧这次生成**其实已经成功并切完图**(任务账本耗时正常、`assetId` 为空、没有任何素材落盘,付费产物被丢)。
|
||||
- 成因:图集切片上限在链路里存在两份字面量——平台切分、Agent 工具 schema `sliceCount` 与持久化产物批次都是 256,客户端结果绑定门写着 64(`agent/generation/{canvas_generation.rs,external_generation_state.rs}`)。自动切分(`connected-components` + `sliceCount=null`)切出 65~256 片是合法产出,客户端比平台更严就会把结果整条判失败。
|
||||
- 处理:客户端门统一到 `PLATFORM_ART_SPRITESHEET_MAX_SLICES = 256`,判据与文案各只留一份(数字由常量插值),并在注释里点名三处同值权威(平台切分常量、工具 schema、公开契约)。
|
||||
- 复用判据:凡是「平台产出 → 客户端校验后落盘」的链路,客户端门只能表达**安全 / 预算**约束,不得比平台的产品上限更严;两边上限要引同一个常量或同一份文档,改一边时必须同时改另一边,并补一条「上限之内必须能落盘」的回归用例。
|
||||
|
||||
## Jenkins Windows 节点的 PATH 白名单决定 Godot 原生扩展能否构建
|
||||
|
||||
`Genarrative-Agc-Windows-Build` 在阶段里用 `AGC_WINDOWS_PATH` 整体替换 PATH、不继承节点机器的 PATH,所以 Godot C++ 引导需要的 CMake 与 Python 必须显式写进这份白名单,装在机器 PATH 上并不生效。2026-09-21 的 #97–#99 连续失败都停在 `Get-Command cmake.exe`(#93–#96 是更早的手写 C ABI 在 MSVC C 模式下的对齐问题):节点只有 Visual Studio Build Tools(`C:\BuildTools`)自带的 CMake 3.31,缺 Python 3。修复后白名单包含 `C:\BuildTools\Common7\IDE\CommonExtensions\Microsoft\CMake\CMake\bin`、`C:\Python312`、`C:\Python312\Scripts`,preflight 校验 CMake ≥3.25、Python 3 和 Visual Studio 17 2022 生成器;把 `cmake.exe` 单独复制到别的目录会丢掉 `share/cmake-*/Modules`,不能替代加入安装目录。新节点的 Python 用 `python-3.12.10-amd64.exe /quiet InstallAllUsers=1 TargetDir=C:\Python312 PrependPath=1 Include_launcher=1 InstallLauncherAllUsers=1` 静默安装即可,CMake 不必另装。
|
||||
|
||||
Reference in New Issue
Block a user