diff --git a/apps/ai-game-creator-shell/src-tauri/src/assets.rs b/apps/ai-game-creator-shell/src-tauri/src/assets.rs index 6398725f7..2abccf8f7 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/assets.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/assets.rs @@ -136,23 +136,20 @@ fn normalize_external_editor_api_key(value: &str) -> Result { fn private_external_editor_api_credentials_from_file_at( path: &Path, ) -> Result, String> { - let metadata = match fs::symlink_metadata(path) { - Ok(metadata) => metadata, - Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(None), - Err(error) => { - return Err(format!("读取本机陶泥儿开发者 Key 配置失败:{error}")); - } - }; - if metadata.file_type().is_symlink() || !metadata.is_file() { - return Err("本机陶泥儿开发者 Key 配置必须是普通文件".to_string()); + if !crate::prepare_game_creator_private_path_for_read(path, false, "本机陶泥儿开发者 Key 文件")? + { + return Ok(None); } + let metadata = fs::symlink_metadata(path) + .map_err(|error| format!("读取本机陶泥儿开发者 Key 配置失败:{error}"))?; if metadata.len() > PRIVATE_EXTERNAL_EDITOR_API_KEY_MAX_BYTES { return Err("本机陶泥儿开发者 Key 配置过大,已拒绝读取".to_string()); } - #[cfg(windows)] - secure_windows_game_creator_path_for_current_user(path, false, false)?; - let content = fs::read_to_string(path) - .map_err(|error| format!("读取本机陶泥儿开发者 Key 配置失败:{error}"))?; + let content = crate::read_game_creator_private_file_to_string( + path, + "本机陶泥儿开发者 Key 配置", + PRIVATE_EXTERNAL_EDITOR_API_KEY_MAX_BYTES, + )?; let parsed = serde_json::from_str::(&content) .map_err(|_| "本机陶泥儿开发者 Key 配置格式无效,请重新登录客户端后重试".to_string())?; let api_key = normalize_external_editor_api_key(&parsed.api_key)?; @@ -162,6 +159,22 @@ fn private_external_editor_api_credentials_from_file_at( .as_deref() .unwrap_or(DEFAULT_CANVAS_SYNC_API_BASE_URL), )?; + let expected_fingerprint = format!("{:x}", Sha256::digest(api_base_url.as_bytes())); + let actual_fingerprint = path + .file_name() + .and_then(|value| value.to_str()) + .and_then(|value| { + value + .strip_prefix(PRIVATE_EXTERNAL_EDITOR_API_KEY_FILE_PREFIX) + .and_then(|value| value.strip_suffix(".json")) + }) + .filter(|value| value.len() == 16 && value.bytes().all(|byte| byte.is_ascii_hexdigit())) + .ok_or_else(|| "本机陶泥儿开发者 Key 文件名身份无效,请重新登录客户端后重试".to_string())?; + if !actual_fingerprint.eq_ignore_ascii_case(&expected_fingerprint[..16]) { + return Err( + "本机陶泥儿开发者 Key 文件身份与服务器地址不一致,请重新登录客户端后重试".to_string(), + ); + } Ok(Some(ExternalEditorApiCredentials { api_base_url, api_key, @@ -171,18 +184,13 @@ fn private_external_editor_api_credentials_from_file_at( fn unique_private_external_editor_api_credentials_at( directory: &Path, ) -> Result, String> { - let metadata = match fs::symlink_metadata(directory) { - Ok(metadata) => metadata, - Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(None), - Err(error) => { - return Err(format!("读取本机陶泥儿开发者 Key 目录失败:{error}")); - } - }; - if metadata.file_type().is_symlink() || !metadata.is_dir() { - return Err("本机陶泥儿开发者 Key 目录必须是普通目录".to_string()); + if !crate::prepare_game_creator_private_path_for_read( + directory, + true, + "本机陶泥儿开发者 Key 目录", + )? { + return Ok(None); } - #[cfg(windows)] - secure_windows_game_creator_path_for_current_user(directory, true, false)?; let mut candidates = fs::read_dir(directory) .map_err(|error| format!("读取本机陶泥儿开发者 Key 目录失败:{error}"))? .filter_map(Result::ok) @@ -219,35 +227,15 @@ fn ensure_plain_private_external_editor_directory( path: &Path, label: &str, ) -> Result { - match fs::symlink_metadata(path) { - Ok(metadata) => { - if metadata.file_type().is_symlink() || !metadata.is_dir() { - return Err(format!("本机陶泥儿开发者凭据{label}必须是普通目录")); - } - Ok(false) - } - Err(error) if error.kind() == std::io::ErrorKind::NotFound => { - let created = match fs::create_dir(path) { - Ok(()) => true, - Err(create_error) if create_error.kind() == std::io::ErrorKind::AlreadyExists => { - false - } - Err(create_error) => { - return Err(format!( - "创建本机陶泥儿开发者凭据{label}失败:{create_error}" - )); - } - }; - let metadata = fs::symlink_metadata(path).map_err(|metadata_error| { - format!("读取本机陶泥儿开发者凭据{label}失败:{metadata_error}") - })?; - if metadata.file_type().is_symlink() || !metadata.is_dir() { - return Err(format!("本机陶泥儿开发者凭据{label}必须是普通目录")); - } - Ok(created) - } - Err(error) => Err(format!("读取本机陶泥儿开发者凭据{label}失败:{error}")), + let label = format!("本机陶泥儿开发者凭据{label}"); + let created = crate::ensure_game_creator_private_directory_tree(path, &label)?; + #[cfg(windows)] + if !created { + crate::secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, true, true, + )?; } + Ok(created) } /// Prepares the exact private directory before a one-time remote developer key @@ -264,15 +252,11 @@ fn prepare_private_external_editor_api_credentials_parent_dir_at( .parent() .ok_or_else(|| "本机陶泥儿开发者凭据配置缺少上级目录".to_string())?; ensure_plain_private_external_editor_directory(container, "上级目录")?; - let parent_created = ensure_plain_private_external_editor_directory(parent, "目录")?; + ensure_plain_private_external_editor_directory(parent, "目录")?; #[cfg(windows)] - if parent_created { - initialize_windows_game_creator_directory_owner_for_current_user(parent)?; - } else { - secure_windows_game_creator_path_for_current_user(parent, true, true)?; - } + secure_windows_game_creator_path_for_current_user_with_auto_elevation(parent, true, true)?; #[cfg(unix)] - if parent_created { + { use std::os::unix::fs::PermissionsExt; fs::set_permissions(parent, fs::Permissions::from_mode(0o700)) .map_err(|error| format!("收紧本机陶泥儿开发者凭据目录权限失败:{error}"))?; @@ -301,8 +285,19 @@ fn write_private_external_editor_api_credentials_at( if parent_metadata.file_type().is_symlink() || !parent_metadata.is_dir() { return Err("本机陶泥儿开发者 Key 目录必须是普通目录".to_string()); } - if path.exists() { - return Err("本机陶泥儿开发者 Key 已存在,拒绝覆盖".to_string()); + match fs::symlink_metadata(path) { + Ok(metadata) => { + if metadata.file_type().is_symlink() || !metadata.is_file() { + return Err( + "本机陶泥儿开发者 Key 目标必须是普通文件,不能是链接或其他对象".to_string(), + ); + } + return Err("本机陶泥儿开发者 Key 已存在,拒绝覆盖".to_string()); + } + Err(error) if error.kind() == std::io::ErrorKind::NotFound => {} + Err(error) => { + return Err(format!("读取本机陶泥儿开发者 Key 目标失败:{error}")); + } } let body = serde_json::to_string_pretty(&PrivateExternalEditorApiKeyFile { api_key: credentials.api_key.clone(), @@ -325,9 +320,19 @@ fn write_private_external_editor_api_credentials_at( use std::os::unix::fs::OpenOptionsExt; options.mode(0o600); } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } let mut file = options .open(&temporary) .map_err(|error| format!("创建本机陶泥儿开发者 Key 临时文件失败:{error}"))?; + crate::harden_new_game_creator_private_path(&temporary, false, "本机陶泥儿开发者 Key 临时文件") + .map_err(|error| { + let _ = fs::remove_file(&temporary); + format!("初始化本机陶泥儿开发者 Key 临时文件安全权限失败:{error}") + })?; let write_result = file .write_all(format!("{body}\n").as_bytes()) .and_then(|_| file.sync_all()); @@ -336,8 +341,6 @@ fn write_private_external_editor_api_credentials_at( let _ = fs::remove_file(&temporary); return Err(format!("写入本机陶泥儿开发者 Key 临时文件失败:{error}")); } - #[cfg(windows)] - initialize_windows_game_creator_file_owner_for_current_user(&temporary)?; match fs::hard_link(&temporary, path) { Ok(()) => { let _ = fs::remove_file(&temporary); @@ -353,7 +356,14 @@ fn write_private_external_editor_api_credentials_at( } } #[cfg(windows)] - secure_windows_game_creator_path_for_current_user(path, false, true)?; + if let Err(error) = + secure_windows_game_creator_path_for_current_user_with_auto_elevation(path, false, true) + { + let _ = fs::remove_file(path); + return Err(format!( + "复核本机陶泥儿开发者 Key 文件安全权限失败:{error}" + )); + } Ok(()) } @@ -474,11 +484,10 @@ pub(crate) fn upload_local_asset_at( let relative_path = format!("assets/uploads/{asset_id}-{safe_name}"); let absolute_path = root.join(&relative_path); if let Some(parent) = absolute_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建上传目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "上传目录")?; + prepare_game_creator_private_path_for_read(parent, true, "上传目录")?; } - fs::write(&absolute_path, bytes) - .map_err(|error| format!("写入上传文件失败:{}: {error}", absolute_path.display()))?; + crate::write_game_creator_private_file(&absolute_path, bytes, "上传文件")?; register_local_asset_entry( root, @@ -578,13 +587,11 @@ pub(crate) fn import_canvas_export_at( if !export_path.is_absolute() { return Err("画板导出 ZIP 路径必须是绝对路径".to_string()); } + crate::prepare_game_creator_user_selected_path_for_read(export_path, false, "画板导出 ZIP")?; let metadata = fs::symlink_metadata(export_path) .map_err(|error| format!("读取画板导出 ZIP 失败:{}: {error}", export_path.display()))?; - if metadata.file_type().is_symlink() { - return Err("画板导出 ZIP 不能是符号链接".to_string()); - } - if !metadata.is_file() { - return Err("画板导出路径必须是 ZIP 文件".to_string()); + if metadata.file_type().is_symlink() || !metadata.is_file() { + return Err("画板导出路径必须是普通 ZIP 文件".to_string()); } init_local_game_project_at(root, "local-project-draft", "未命名游戏原型")?; @@ -765,12 +772,10 @@ pub(crate) async fn sync_canvas_project_assets_at( ); let absolute_path = root.join(&local_path); if let Some(parent) = absolute_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建画板同步目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "画板同步目录")?; + prepare_game_creator_private_path_for_read(parent, true, "画板同步目录")?; } - fs::write(&absolute_path, &download.bytes).map_err(|error| { - format!("写入画板同步资产失败:{}: {error}", absolute_path.display()) - })?; + crate::write_game_creator_private_file(&absolute_path, &download.bytes, "画板同步资产")?; assets.push(register_local_asset_entry( root, &local_path, @@ -1523,13 +1528,18 @@ pub(crate) fn extract_canvas_export_zip_files( let local_relative_path = format!("{import_relative_root}/{normalized_relative}"); let target_path = resolve_local_project_path(root, &local_relative_path)?; if let Some(parent) = target_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建画板导入目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "画板导入目录")?; + prepare_game_creator_private_path_for_read(parent, true, "画板导入目录")?; } - let mut output = File::create(&target_path) - .map_err(|error| format!("写入画板导入文件失败:{}: {error}", target_path.display()))?; - std::io::copy(&mut entry, &mut output) + let entry_size = entry.size(); + let mut bytes = Vec::with_capacity(entry_size.min(MAX_CANVAS_EXPORT_BYTES as u64) as usize); + std::io::Read::take(&mut entry, entry_size + 1) + .read_to_end(&mut bytes) .map_err(|error| format!("解压画板导出文件失败:{}: {error}", target_path.display()))?; + if bytes.len() as u64 != entry_size { + return Err("画板导出 ZIP 条目读取长度不一致".to_string()); + } + crate::write_game_creator_private_file(&target_path, &bytes, "画板导入文件")?; copied_files.push(normalized_relative); } if copied_files.is_empty() { @@ -1807,11 +1817,16 @@ mod tests { { let root = tempfile::tempdir().expect("temp dir"); let directory = root.path().join("config").join("genarrative"); - let first_path = directory.join("external-editor-api-0000000000000001.json"); let first = ExternalEditorApiCredentials { api_base_url: "https://dev.genarrative.world".to_string(), api_key: "tnr_sk_headless_fixture_1".to_string(), }; + let first_path = directory.join( + private_external_editor_api_key_path_for_base_url(&first.api_base_url) + .expect("first credential path") + .file_name() + .expect("first credential filename"), + ); write_private_external_editor_api_credentials_at(&first_path, &first) .expect("write first private credential"); let recovered = unique_private_external_editor_api_credentials_at(&directory) @@ -1820,11 +1835,16 @@ mod tests { assert_eq!(recovered.api_base_url, first.api_base_url); assert_eq!(recovered.api_key, first.api_key); - let second_path = directory.join("external-editor-api-0000000000000002.json"); let second = ExternalEditorApiCredentials { api_base_url: "https://www.genarrative.world".to_string(), api_key: "tnr_sk_headless_fixture_2".to_string(), }; + let second_path = directory.join( + private_external_editor_api_key_path_for_base_url(&second.api_base_url) + .expect("second credential path") + .file_name() + .expect("second credential filename"), + ); write_private_external_editor_api_credentials_at(&second_path, &second) .expect("write second private credential"); let error = match unique_private_external_editor_api_credentials_at(&directory) { @@ -1856,11 +1876,17 @@ mod tests { #[test] fn newly_created_private_external_editor_credentials_directory_is_owned_by_token_user() { let root = tempfile::tempdir().expect("temp dir"); + let credential_file_name = + private_external_editor_api_key_path_for_base_url("https://dev.genarrative.world") + .expect("credential path") + .file_name() + .expect("credential filename") + .to_owned(); let path = root .path() .join("config") .join("genarrative") - .join("external-editor-api-test.json"); + .join(credential_file_name); prepare_private_external_editor_api_credentials_parent_dir_at(&path) .expect("prepare private credential directory"); @@ -1889,7 +1915,13 @@ mod tests { "fixture must reproduce the inherited ACL rejection" ); - let path = parent.join("external-editor-api-test.json"); + let credential_file_name = + private_external_editor_api_key_path_for_base_url("https://dev.genarrative.world") + .expect("credential path") + .file_name() + .expect("credential filename") + .to_owned(); + let path = parent.join(credential_file_name); prepare_private_external_editor_api_credentials_parent_dir_at(&path) .expect("current-user directory should be tightened locally before remote creation"); secure_windows_game_creator_path_for_current_user(&parent, true, false) diff --git a/apps/ai-game-creator-shell/src-tauri/src/commands.rs b/apps/ai-game-creator-shell/src-tauri/src/commands.rs index 73221b283..465d07443 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/commands.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/commands.rs @@ -165,8 +165,14 @@ fn validate_local_asset_import_requirements( } let mut total_size = 0u64; for source in source_paths { - let metadata = - fs::symlink_metadata(source.trim()).map_err(|_| "读取本地文件失败".to_string())?; + let path = Path::new(source.trim()); + // Run the explicit user-selection ACL preparation before any size/type + // preflight. On Windows, metadata traversal can itself fail with + // ERROR_ACCESS_DENIED; doing this only in the later import worker would + // leave the early validation path unable to reach the one-shot UAC + // repair entry. + crate::prepare_game_creator_user_selected_path_for_read(path, false, "本地导入文件")?; + let metadata = fs::symlink_metadata(path).map_err(|_| "读取本地文件失败".to_string())?; if metadata.file_type().is_symlink() || !metadata.is_file() { return Err("只能导入普通文件".to_string()); } @@ -282,12 +288,8 @@ pub(crate) fn create_automatic_local_game_project_at( if projects_root.as_os_str().is_empty() || !projects_root.is_absolute() { return Err("自动工作区根目录必须是绝对路径".to_string()); } - fs::create_dir_all(projects_root).map_err(|error| { - format!( - "创建自动工作区根目录失败:{}: {error}", - projects_root.display() - ) - })?; + ensure_game_creator_private_directory_tree(projects_root, "自动工作区根目录")?; + prepare_game_creator_private_path_for_read(projects_root, true, "自动工作区根目录")?; let metadata = fs::symlink_metadata(projects_root).map_err(|error| { format!( "读取自动工作区根目录失败:{}: {error}", @@ -306,6 +308,11 @@ pub(crate) fn create_automatic_local_game_project_at( match fs::create_dir(&project_root) { Ok(()) => { let result = (|| { + prepare_game_creator_private_path_for_read( + &project_root, + true, + "自动项目目录", + )?; enforce_project_permission_policy(&project_root, "project.create")?; let _lock = acquire_project_write_lock(&project_root, "project.create")?; init_local_game_project_at( @@ -377,6 +384,7 @@ pub(crate) fn is_local_project_directory_non_empty(project_path: String) -> Resu if project_path_has_control_chars(root) { return Err("项目目录不能包含控制字符".to_string()); } + crate::prepare_game_creator_project_root_for_read(root, true, "项目目录")?; if !root.exists() { return Ok(false); } @@ -405,6 +413,15 @@ pub(crate) fn inspect_local_project_directory( if project_path_has_control_chars(root) { return Err("项目目录不能包含控制字符".to_string()); } + match fs::symlink_metadata(root) { + Ok(metadata) if metadata.is_dir() => { + crate::prepare_game_creator_project_root_for_read(root, true, "项目目录")?; + } + Err(error) if error.kind() == std::io::ErrorKind::PermissionDenied => { + crate::prepare_game_creator_project_root_for_read(root, true, "项目目录")?; + } + _ => {} + } let recent_run_trace = recent_game_creator_run_trace(root); let godot_project_root = discover_local_godot_project_root(root)?; Ok(LocalProjectDirectoryStatus { @@ -464,7 +481,12 @@ pub(crate) fn game_creator_project_manifest_error(root: &Path) -> Option pub(crate) fn recent_game_creator_run_trace(root: &Path) -> Option { let trace_path = root.join(".agent/run.latest.json"); - let content = fs::read_to_string(trace_path).ok()?; + let content = crate::read_game_creator_private_file_to_string( + &trace_path, + "最近运行状态", + 256 * 1024, + ) + .ok()?; serde_json::from_str::(&content).ok() } @@ -500,9 +522,24 @@ pub(crate) async fn pick_local_project_directory( else { return Ok(None); }; - path.into_path() - .map(|path| Some(path.to_string_lossy().into_owned())) - .map_err(|error| format!("读取项目目录失败:{error}")) + let path = path + .into_path() + .map_err(|error| format!("读取项目目录失败:{error}"))?; + #[cfg(windows)] + crate::register_game_creator_user_selected_path(&path, true); + // The native picker is the explicit user-selection boundary. Prepare the + // selected root before returning it so inspect/create/open never races the + // first ACL read. + if let Err(error) = crate::prepare_game_creator_project_root_for_read( + &path, + true, + "用户选择项目目录", + ) { + #[cfg(windows)] + crate::revoke_game_creator_user_selected_path(&path); + return Err(error); + } + Ok(Some(path.to_string_lossy().into_owned())) } #[tauri::command] @@ -521,9 +558,21 @@ pub(crate) async fn pick_local_file(app: tauri::AppHandle) -> Result Result<(), String> { + shutdown_game_creator_codex_app_servers()?; clear_external_agent_runner_platform_session(generation)?; clear_platform_session(generation); Ok(()) @@ -1901,14 +1952,30 @@ pub(crate) fn create_ui_design_resource( let relative_path = format!("ui/{resource_name}.json"); let absolute_path = resolve_local_project_path(root, &relative_path)?; if let Some(parent) = absolute_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建 UI 资源目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "UI 资源目录")?; + prepare_game_creator_private_path_for_read(parent, true, "UI 资源目录")?; } - if absolute_path.exists() { + if prepare_game_creator_private_path_for_read(&absolute_path, false, "UI 资源")? { return Err("UI 设计资源路径已存在,拒绝覆盖".to_string()); } - fs::write(&absolute_path, "") + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options + .open(&absolute_path) .map_err(|error| format!("创建 UI 资源失败:{}: {error}", absolute_path.display()))?; + if let Err(error) = harden_new_game_creator_private_path(&absolute_path, false, "UI 资源") { + drop(file); + let _ = fs::remove_file(&absolute_path); + return Err(error); + } + file.sync_all() + .map_err(|error| format!("同步 UI 资源失败:{}: {error}", absolute_path.display()))?; + drop(file); let asset = match register_local_asset_at( root, &relative_path, @@ -2123,6 +2190,7 @@ pub(crate) fn import_ui_editor_local_files( let mut total_size = 0u64; for source in source_paths { let path = Path::new(source.trim()); + crate::prepare_game_creator_user_selected_path_for_read(path, false, "本地图片")?; let metadata = fs::symlink_metadata(path).map_err(|e| format!("读取本地图片失败:{e}"))?; if metadata.file_type().is_symlink() || !metadata.is_file() { return Err("只能导入普通图片文件".to_string()); @@ -2203,6 +2271,7 @@ fn read_registered_ui_editor_font( return Err("项目资产不是受支持的字体候选".to_string()); } let target = resolve_local_project_path(root, &asset.local_path)?; + prepare_game_creator_private_path_for_read(&target, false, "项目字体")?; let metadata = fs::symlink_metadata(&target).map_err(|_| "读取项目字体失败".to_string())?; if metadata.file_type().is_symlink() || !metadata.is_file() { return Err("项目字体必须是普通文件".to_string()); @@ -2279,6 +2348,7 @@ pub(crate) fn import_ui_editor_local_fonts( let mut input_hashes = std::collections::BTreeSet::new(); for source in source_paths { let path = Path::new(source.trim()); + crate::prepare_game_creator_user_selected_path_for_read(path, false, "本地字体")?; let metadata = fs::symlink_metadata(path).map_err(|_| "读取本地字体失败".to_string())?; if metadata.file_type().is_symlink() || !metadata.is_file() { return Err("只能导入普通字体文件".to_string()); @@ -2337,7 +2407,8 @@ pub(crate) fn import_ui_editor_local_fonts( if !new_inputs.is_empty() { let font_root = root.join("assets/fonts"); - fs::create_dir_all(&font_root).map_err(|_| "创建项目字体目录失败".to_string())?; + ensure_game_creator_private_directory_tree(&font_root, "项目字体目录")?; + prepare_game_creator_private_path_for_read(&font_root, true, "项目字体目录")?; } // 字体批次同样是增量提交合同:已经复制并登记的字体在后续失败时保留。 let mut result = Vec::with_capacity(inputs.len()); @@ -2358,7 +2429,28 @@ pub(crate) fn import_ui_editor_local_fonts( validated.metadata.format.extension() ); let target = resolve_local_project_path(root, &relative_path)?; - fs::write(&target, &bytes).map_err(|_| "写入项目字体失败".to_string())?; + if prepare_game_creator_private_path_for_read(&target, false, "项目字体")? { + return Err(format!("项目字体目标已存在但未登记:{}", target.display())); + } + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options + .open(&target) + .map_err(|error| format!("写入项目字体失败:{}: {error}", target.display()))?; + if let Err(error) = harden_new_game_creator_private_path(&target, false, "项目字体") { + drop(file); + let _ = fs::remove_file(&target); + return Err(error); + } + file.write_all(&bytes) + .and_then(|_| file.sync_all()) + .map_err(|error| format!("写入项目字体失败:{}: {error}", target.display()))?; + drop(file); let registered = register_local_asset_entry( root, &relative_path, @@ -2598,7 +2690,7 @@ mod ui_editor_font_tests { assert_eq!( read_registered_ui_editor_font(root, &entry).expect_err("reject symlink"), - "项目文件路径不能包含符号链接" + "项目文件路径不能包含符号链接或 Windows reparse point" ); } } @@ -3380,6 +3472,7 @@ pub(crate) fn import_local_project_image_assets_for_agent( reject_sensitive_project_file_read(&normalized)?; reject_agent_local_image_source_path(&normalized)?; let source = resolve_local_project_path(root, &normalized)?; + prepare_game_creator_private_path_for_read(&source, false, "本地图片")?; let metadata = fs::symlink_metadata(&source).map_err(|_| format!("本地图片不存在:{normalized}"))?; if metadata.file_type().is_symlink() || !metadata.is_file() { @@ -3430,16 +3523,37 @@ pub(crate) fn import_local_project_image_assets_for_agent( }); continue; } - if target.exists() && source_path != local_path { + if target.exists() { + prepare_game_creator_private_path_for_read(&target, false, "目标图片")?; let existing_bytes = fs::read(&target).map_err(|_| "读取目标图片失败".to_string())?; if existing_bytes != bytes { return Err(format!("本地图片目标已存在且内容不同:{local_path}")); } } else { if let Some(parent) = target.parent() { - fs::create_dir_all(parent).map_err(|_| "创建本地图片导入目录失败".to_string())?; + ensure_game_creator_private_directory_tree(parent, "本地图片导入目录")?; + prepare_game_creator_private_path_for_read(parent, true, "本地图片导入目录")?; } - fs::write(&target, &bytes).map_err(|_| "写入本地图片失败".to_string())?; + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options + .open(&target) + .map_err(|error| format!("写入本地图片失败:{}: {error}", target.display()))?; + if let Err(error) = harden_new_game_creator_private_path(&target, false, "目标图片") + { + drop(file); + let _ = fs::remove_file(&target); + return Err(error); + } + file.write_all(&bytes) + .and_then(|_| file.sync_all()) + .map_err(|error| format!("写入本地图片失败:{}: {error}", target.display()))?; + drop(file); } let registered = register_local_asset_entry( root, @@ -3588,12 +3702,33 @@ pub(crate) async fn import_account_editor_assets_for_agent( continue; } if target.exists() { + prepare_game_creator_private_path_for_read(&target, false, "账户图片目标")?; return Err(format!("账户图片目标已存在但尚未登记:{local_path}")); } if let Some(parent) = target.parent() { - fs::create_dir_all(parent).map_err(|_| "创建账户图片导入目录失败".to_string())?; + ensure_game_creator_private_directory_tree(parent, "账户图片导入目录")?; + prepare_game_creator_private_path_for_read(parent, true, "账户图片导入目录")?; } - fs::write(&target, &bytes).map_err(|_| "写入账户图片失败".to_string())?; + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options + .open(&target) + .map_err(|error| format!("写入账户图片失败:{}: {error}", target.display()))?; + if let Err(error) = harden_new_game_creator_private_path(&target, false, "账户图片目标") + { + drop(file); + let _ = fs::remove_file(&target); + return Err(error); + } + file.write_all(&bytes) + .and_then(|_| file.sync_all()) + .map_err(|error| format!("写入账户图片失败:{}: {error}", target.display()))?; + drop(file); let (source_kind, canvas_project_id, generation_route) = match record.origin { AgentEditorAssetOrigin::AccountLibrary => ( GameCreationAppAssetSourceKind::Canvas, @@ -3695,9 +3830,31 @@ pub(crate) async fn import_ui_editor_remote_assets( for (asset, asset_id, media_type, local_path, bytes) in downloads { let target = resolve_local_project_path(root, &local_path)?; if let Some(parent) = target.parent() { - fs::create_dir_all(parent).map_err(|e| format!("创建导入目录失败:{e}"))?; + ensure_game_creator_private_directory_tree(parent, "平台素材导入目录")?; + prepare_game_creator_private_path_for_read(parent, true, "平台素材导入目录")?; } - fs::write(&target, &bytes).map_err(|e| format!("写入平台素材失败:{e}"))?; + if prepare_game_creator_private_path_for_read(&target, false, "平台素材")? { + return Err(format!("平台素材目标已存在但尚未登记:{local_path}")); + } + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(crate::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options + .open(&target) + .map_err(|error| format!("写入平台素材失败:{e}", e = error))?; + if let Err(error) = harden_new_game_creator_private_path(&target, false, "平台素材") { + drop(file); + let _ = fs::remove_file(&target); + return Err(error); + } + file.write_all(&bytes) + .and_then(|_| file.sync_all()) + .map_err(|error| format!("写入平台素材失败:{error}"))?; + drop(file); let registered = register_local_asset_entry( root, &local_path, diff --git a/apps/ai-game-creator-shell/src-tauri/src/config.rs b/apps/ai-game-creator-shell/src-tauri/src/config.rs index 89d87e38b..514345097 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/config.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/config.rs @@ -1,5 +1,96 @@ use super::*; +#[cfg(windows)] +use std::collections::HashMap; +#[cfg(windows)] +use std::time::Instant; + +#[cfg(windows)] +const GAME_CREATOR_USER_SELECTED_PATH_GRANT_TTL: Duration = Duration::from_secs(300); + +#[cfg(windows)] +#[derive(Clone, Copy)] +struct UserSelectedPathGrant { + is_directory: bool, + expires_at: Instant, +} + +#[cfg(windows)] +static GAME_CREATOR_USER_SELECTED_PATH_GRANTS: + OnceLock>> = OnceLock::new(); + +#[cfg(windows)] +fn user_selected_path_grants() -> &'static Mutex> { + GAME_CREATOR_USER_SELECTED_PATH_GRANTS.get_or_init(|| Mutex::new(HashMap::new())) +} + +#[cfg(windows)] +fn normalize_user_selected_path_key(path: &Path) -> Option { + if !path.is_absolute() + || path + .components() + .any(|component| matches!(component, std::path::Component::ParentDir)) + { + return None; + } + Some( + path.to_string_lossy() + .replace('/', "\\") + .trim_end_matches('\\') + .to_ascii_lowercase(), + ) +} + +#[cfg(windows)] +pub(crate) fn register_game_creator_user_selected_path(path: &Path, is_directory: bool) { + let Some(key) = normalize_user_selected_path_key(path) else { + return; + }; + let mut grants = user_selected_path_grants() + .lock() + .expect("user-selected path grants lock"); + grants.retain(|_, grant| grant.expires_at > Instant::now()); + grants.insert( + key, + UserSelectedPathGrant { + is_directory, + expires_at: Instant::now() + GAME_CREATOR_USER_SELECTED_PATH_GRANT_TTL, + }, + ); +} + +#[cfg(windows)] +pub(crate) fn revoke_game_creator_user_selected_path(path: &Path) { + let Some(key) = normalize_user_selected_path_key(path) else { + return; + }; + user_selected_path_grants() + .lock() + .expect("user-selected path grants lock") + .remove(&key); +} + +#[cfg(windows)] +fn user_selected_path_is_authorized(path: &Path, is_directory: bool) -> bool { + let Some(key) = normalize_user_selected_path_key(path) else { + return false; + }; + let mut grants = user_selected_path_grants() + .lock() + .expect("user-selected path grants lock"); + let now = Instant::now(); + grants.retain(|_, grant| grant.expires_at > now); + grants.iter().any(|(granted_key, grant)| { + if granted_key == &key { + return grant.is_directory == is_directory; + } + grant.is_directory + && key + .strip_prefix(granted_key) + .is_some_and(|suffix| suffix.starts_with('\\')) + }) +} + pub(crate) const GAME_CREATOR_LLM_AGENT_REASONING_EFFORT_DEFAULTS: [(&str, &str); 21] = [ (GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID, "high"), ("planner", "high"), @@ -638,6 +729,1068 @@ fn validate_game_creator_runtime_config_dir_metadata( Ok(()) } +/// Checks every already-existing path component without following links. +/// `canonicalize` alone is insufficient here because it resolves a junction +/// before the caller gets a chance to apply the owner/DACL policy. +pub(crate) fn validate_game_creator_private_path_ancestors( + path: &Path, + label: &str, +) -> Result<(), String> { + if !path.is_absolute() { + return Err(format!("{label}必须是绝对路径")); + } + for ancestor in path.ancestors().collect::>().into_iter().rev() { + match fs::symlink_metadata(ancestor) { + Ok(metadata) => { + if metadata.file_type().is_symlink() { + return Err(format!( + "{label} 路径不能包含符号链接:{}", + ancestor.display() + )); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "{label} 路径不能包含 Windows reparse point:{}", + ancestor.display() + )); + } + } + if ancestor != path && !metadata.is_dir() { + return Err(format!( + "{label} 父路径必须是普通目录:{}", + ancestor.display() + )); + } + } + Err(error) if error.kind() == std::io::ErrorKind::NotFound => {} + Err(error) => { + return Err(format!( + "读取 {label} 路径元数据失败:{}: {error}", + ancestor.display() + )); + } + } + } + Ok(()) +} + +/// Automatic ACL repair for managed paths is limited to objects AGC owns. A +/// separate, explicit user-selected scope below covers native picker/project +/// root results, including projects stored outside the current profile. +fn game_creator_private_path_allows_auto_elevation(path: &Path) -> bool { + if !path.is_absolute() + || path + .components() + .any(|component| matches!(component, std::path::Component::ParentDir)) + { + return false; + } + + let starts_with_path = |root: &Path| path == root || path.starts_with(root); + if game_creator_runtime_config_dir() + .as_deref() + .is_some_and(starts_with_path) + { + return true; + } + + if let Some(home) = std::env::var_os("USERPROFILE") + .or_else(|| std::env::var_os("HOME")) + .map(PathBuf::from) + .filter(|candidate| candidate.is_absolute()) + { + let credentials_root = home.join(".config").join("genarrative"); + if starts_with_path(&credentials_root) { + return true; + } + + // The Tauri release uses this stable per-user AppData directory. The + // elevated helper runs in a fresh process, so the in-memory runtime + // config-dir override is unavailable there; recognize the packaged + // path from the user's profile as well. + let packaged_app_data = home + .join("AppData") + .join("Local") + .join("world.genarrative.ai-game-creator"); + if starts_with_path(&packaged_app_data) { + return true; + } + } + + for environment_name in ["LOCALAPPDATA", "APPDATA"] { + if let Some(root) = std::env::var_os(environment_name) + .map(PathBuf::from) + .filter(|candidate| candidate.is_absolute()) + { + if starts_with_path(&root.join("world.genarrative.ai-game-creator")) { + return true; + } + } + } + + // A bare `.agent` component is not enough to authorize ownership repair: + // an arbitrary user-selected path can contain a directory with that name. + // An existing AGC marker establishes the managed project root, after + // which every regular descendant (for example `game/index.html`) is + // covered by the same repair boundary. New projects use the explicit + // project-root preparation entry below until their marker is written. + // Nested or unrelated `.agent` directories remain outside the boundary. + let agent_components = path + .components() + .filter_map(|component| match component { + std::path::Component::Normal(name) + if name.to_string_lossy().eq_ignore_ascii_case(".agent") => + { + Some(name.to_os_string()) + } + _ => None, + }) + .collect::>(); + if agent_components.len() > 1 { + return false; + } + + for project_root in path.ancestors() { + let root_metadata = match fs::symlink_metadata(project_root) { + Ok(metadata) => metadata, + Err(_) => continue, + }; + if root_metadata.file_type().is_symlink() || !root_metadata.is_dir() { + continue; + } + let agent_directory = project_root.join(".agent"); + let agent_metadata = match fs::symlink_metadata(&agent_directory) { + Ok(metadata) => metadata, + Err(_) => continue, + }; + let manifest_path = agent_directory.join("manifest.json"); + let manifest_metadata = match fs::symlink_metadata(&manifest_path) { + Ok(metadata) => metadata, + Err(_) => continue, + }; + if agent_metadata.file_type().is_symlink() + || !agent_metadata.is_dir() + || manifest_metadata.file_type().is_symlink() + || !manifest_metadata.is_file() + { + continue; + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if root_metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 + || agent_metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 + || manifest_metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 + { + continue; + } + } + + if let Some(agent_name) = agent_components.first() { + let Some(actual_agent_directory) = path.ancestors().find(|candidate| { + candidate + .file_name() + .is_some_and(|name| name.to_string_lossy().eq_ignore_ascii_case(".agent")) + }) else { + continue; + }; + if actual_agent_directory != &agent_directory + || actual_agent_directory + .file_name() + .map(|name| name != agent_name) + .unwrap_or(true) + { + continue; + } + } + return true; + } + false +} + +/// A file-picker/project-root result is an explicit native user action. Once +/// the caller has crossed that boundary, a regular object may be repaired by +/// the one-shot UAC helper even when it lives outside the current profile +/// (projects are commonly stored on another drive). The normal +/// reparse/regular-object/ancestor-type checks still run before this predicate +/// is consulted, so links, junctions and non-regular objects never become +/// elevation targets. +#[cfg(windows)] +fn game_creator_user_selected_path_allows_auto_elevation(path: &Path) -> bool { + if !path.is_absolute() + || path + .components() + .any(|component| matches!(component, std::path::Component::ParentDir)) + { + return false; + } + // Never treat a drive/UNC root as a user file. This also prevents an + // unreadable ancestor walk from turning a picker selection into ownership + // repair of the entire volume root. A native picker can technically + // return Windows/Program Files paths, but taking ownership there would + // damage the operating system rather than repair an AGC user file. + if path.as_os_str().is_empty() || path.file_name().is_none() { + return false; + } + let normalized = path + .to_string_lossy() + .replace('/', "\\") + .trim_end_matches('\\') + .to_ascii_lowercase(); + for variable in [ + "WINDIR", + "PROGRAMFILES", + "PROGRAMFILES(X86)", + "PROGRAMDATA", + "COMMONPROGRAMFILES", + "COMMONPROGRAMFILES(X86)", + ] { + let Some(root) = std::env::var_os(variable).map(PathBuf::from) else { + continue; + }; + let root = root + .to_string_lossy() + .replace('/', "\\") + .trim_end_matches('\\') + .to_ascii_lowercase(); + if normalized == root || normalized.starts_with(&(root + "\\")) { + return false; + } + } + true +} + +#[cfg(windows)] +#[derive(Clone, Copy, Debug, Eq, PartialEq)] +pub(crate) enum WindowsAclRepairScope { + Managed, + UserSelected, +} + +#[cfg(windows)] +impl WindowsAclRepairScope { + fn wire_name(self) -> &'static str { + match self { + Self::Managed => "managed", + Self::UserSelected => "user-selected", + } + } + + fn allows_path(self, path: &Path) -> bool { + match self { + Self::Managed => game_creator_private_path_allows_auto_elevation(path), + Self::UserSelected => game_creator_user_selected_path_allows_auto_elevation(path), + } + } +} + +#[cfg(windows)] +pub(crate) fn parse_windows_acl_repair_scope(value: &str) -> Result { + match value.trim() { + "managed" => Ok(WindowsAclRepairScope::Managed), + "user-selected" => Ok(WindowsAclRepairScope::UserSelected), + _ => Err("AGC ACL 修复 scope 无效".to_string()), + } +} + +#[cfg(windows)] +fn game_creator_runtime_config_repair_scope(path: &Path) -> WindowsAclRepairScope { + let is_builtin_root = |root: PathBuf| path == root || path.starts_with(root); + if let Some(home) = std::env::var_os("USERPROFILE") + .or_else(|| std::env::var_os("HOME")) + .map(PathBuf::from) + .filter(|candidate| candidate.is_absolute()) + { + if is_builtin_root(home.join(".config").join("genarrative")) + || is_builtin_root( + home.join("AppData") + .join("Local") + .join("world.genarrative.ai-game-creator"), + ) + { + return WindowsAclRepairScope::Managed; + } + } + for environment_name in ["LOCALAPPDATA", "APPDATA"] { + if let Some(root) = std::env::var_os(environment_name) + .map(PathBuf::from) + .filter(|candidate| candidate.is_absolute()) + { + if is_builtin_root(root.join("world.genarrative.ai-game-creator")) { + return WindowsAclRepairScope::Managed; + } + } + } + WindowsAclRepairScope::UserSelected +} + +/// Prepares a caller-selected AGC project root. The root itself has no +/// `.agent/manifest.json` yet during first initialization, so it cannot use +/// the marker-based auto-elevation predicate above. This explicit entry is +/// only called by project initialization and the Runner, where the path has +/// already been accepted as the workspace root; descendants remain subject +/// to the marker-based managed-root check. +pub(crate) fn prepare_game_creator_project_root_for_read( + path: &Path, + is_directory: bool, + label: &str, +) -> Result { + let metadata = match fs::symlink_metadata(path) { + Ok(metadata) => metadata, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(false), + Err(error) => { + let detail = format!("读取 {label} 元数据失败:{}: {error}", path.display()); + #[cfg(windows)] + { + // A selected project root may be unreadable before the leaf + // metadata can be inspected. Keep the same explicit + // user-selected scope and one-shot UAC path used after the + // metadata check, while rejecting all paths outside the + // current profile. + let scope = if game_creator_private_path_allows_auto_elevation(path) { + WindowsAclRepairScope::Managed + } else if user_selected_path_is_authorized(path, is_directory) + && game_creator_user_selected_path_allows_auto_elevation(path) + { + WindowsAclRepairScope::UserSelected + } else { + return Err(detail); + }; + if windows_acl_error_may_need_elevation(&detail) { + return secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path, + is_directory, + true, + scope, + ) + .map(|_| true) + .map_err(|repair_error| { + format!("{detail};自动提权修复未完成:{repair_error}") + }); + } + } + return Err(detail); + } + }; + if metadata.file_type().is_symlink() + || (is_directory && !metadata.is_dir()) + || (!is_directory && !metadata.is_file()) + { + return Err(format!( + "{label} 必须是普通{},不能是链接或其他对象:{}", + if is_directory { "目录" } else { "文件" }, + path.display() + )); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "{label} 不能是 Windows reparse point:{}", + path.display() + )); + } + // A project root is explicitly selected by the user before the AGC + // marker exists, so the managed-path predicate cannot identify it yet. + // Use the explicit user-selected scope for the root; this allows a + // project stored on another drive to be repaired while retaining the + // strict reparse/type checks above. + let scope = if game_creator_private_path_allows_auto_elevation(path) { + WindowsAclRepairScope::Managed + } else if user_selected_path_is_authorized(path, is_directory) + && game_creator_user_selected_path_allows_auto_elevation(path) + { + WindowsAclRepairScope::UserSelected + } else { + return secure_windows_game_creator_path_for_current_user(path, is_directory, true) + .map(|_| true); + }; + secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path, + is_directory, + true, + scope, + )?; + } + #[cfg(not(windows))] + { + validate_game_creator_private_path_ancestors(path, label)?; + } + Ok(true) +} + +#[cfg(windows)] +fn validate_game_creator_private_path_ancestors_with_auto_elevation( + path: &Path, + label: &str, +) -> Result<(), String> { + validate_game_creator_private_path_ancestors_with_auto_elevation_scoped( + path, + label, + WindowsAclRepairScope::Managed, + ) +} + +#[cfg(windows)] +fn validate_game_creator_private_path_ancestors_with_auto_elevation_scoped( + path: &Path, + label: &str, + scope: WindowsAclRepairScope, +) -> Result<(), String> { + #[cfg(test)] + { + return validate_game_creator_private_path_ancestors(path, label); + } + #[cfg(not(test))] + { + let target_user_sid = current_windows_token_user_sid_string()?; + let mut attempted_targets = Vec::::new(); + loop { + match validate_game_creator_private_path_ancestors(path, label) { + Ok(()) => return Ok(()), + Err(error) + if scope.allows_path(path) && windows_acl_error_may_need_elevation(&error) => + { + let repair_target = windows_acl_repair_target(path, scope); + if attempted_targets + .iter() + .any(|target| target == &repair_target) + { + return Err(format!( + "{error};自动提权修复重复命中同一目标,拒绝继续重试:{}", + repair_target.display() + )); + } + attempted_targets.push(repair_target); + attempt_elevated_windows_acl_repair(path, &target_user_sid, scope).map_err( + |repair_error| format!("{error};自动提权修复未完成:{repair_error}"), + )?; + } + Err(error) => return Err(error), + } + } + } +} + +/// Creates a private directory tree one component at a time. `create_dir_all` +/// can follow a junction that appears between components, so every existing +/// and newly-created component is checked before the next one is touched. +pub(crate) fn ensure_game_creator_private_directory_tree( + path: &Path, + label: &str, +) -> Result { + #[cfg(windows)] + validate_game_creator_private_path_ancestors_with_auto_elevation(path, label)?; + #[cfg(not(windows))] + validate_game_creator_private_path_ancestors(path, label)?; + let mut missing = Vec::new(); + let mut current = path.to_path_buf(); + loop { + match fs::symlink_metadata(¤t) { + Ok(metadata) => { + if metadata.file_type().is_symlink() { + return Err(format!("{label} 不能包含符号链接:{}", current.display())); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "{label} 不能包含 Windows reparse point:{}", + current.display() + )); + } + } + if !metadata.is_dir() { + return Err(format!( + "{label} 父路径必须是普通目录:{}", + current.display() + )); + } + break; + } + Err(error) if error.kind() == std::io::ErrorKind::NotFound => { + missing.push(current.clone()); + current = current + .parent() + .ok_or_else(|| { + format!("{label} 没有可用于创建的现存父目录:{}", path.display()) + })? + .to_path_buf(); + } + Err(error) => { + return Err(format!( + "读取 {label} 元数据失败:{}: {error}", + current.display() + )); + } + } + } + + let created_target = missing.first().is_some_and(|created| created == path); + for directory in missing.into_iter().rev() { + let create_result = fs::create_dir(&directory); + match create_result { + Ok(()) => { + #[cfg(windows)] + if game_creator_private_path_allows_auto_elevation(&directory) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + &directory, true, true, + )?; + } else { + secure_windows_game_creator_path_for_current_user_with_owner_policy( + &directory, true, true, true, + )?; + } + #[cfg(unix)] + { + use std::os::unix::fs::PermissionsExt; + fs::set_permissions(&directory, fs::Permissions::from_mode(0o700)).map_err( + |error| format!("收紧 {label} 权限失败:{}: {error}", directory.display()), + )?; + } + } + Err(error) if error.kind() == std::io::ErrorKind::AlreadyExists => { + // Another process won the create race. This object was not + // created by the current invocation, so it must go through + // the full existing-object owner/DACL gate before we touch + // any descendant. A type-only metadata check here would allow + // an attacker-created directory to become trusted. + prepare_game_creator_private_path_for_read(&directory, true, label)?; + } + #[cfg(windows)] + Err(error) + if matches!( + error.kind(), + std::io::ErrorKind::PermissionDenied | std::io::ErrorKind::WouldBlock + ) || matches!(error.raw_os_error(), Some(5)) => + { + let parent = directory.parent().ok_or_else(|| { + format!("创建 {label} 失败:{}: {error}", directory.display()) + })?; + if game_creator_private_path_allows_auto_elevation(parent) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + parent, true, true, + )?; + } else { + secure_windows_game_creator_path_for_current_user_with_owner_policy( + parent, true, true, true, + )?; + } + fs::create_dir(&directory).map_err(|retry_error| { + format!("创建 {label} 失败:{}: {retry_error}", directory.display()) + })?; + if game_creator_private_path_allows_auto_elevation(&directory) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + &directory, true, true, + )?; + } else { + secure_windows_game_creator_path_for_current_user_with_owner_policy( + &directory, true, true, true, + )?; + } + } + Err(error) => { + return Err(format!( + "创建 {label} 失败:{}: {error}", + directory.display() + )); + } + } + let metadata = fs::symlink_metadata(&directory) + .map_err(|error| format!("复核 {label} 失败:{}: {error}", directory.display()))?; + if metadata.file_type().is_symlink() || !metadata.is_dir() { + return Err(format!("{label} 必须是普通目录:{}", directory.display())); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "{label} 不能是 Windows reparse point:{}", + directory.display() + )); + } + } + } + Ok(created_target) +} + +/// Hardens a directory or file that this invocation has just created. This +/// intentionally does not adopt an existing object: callers that discover an +/// existing path must go through `prepare_game_creator_private_path_for_read`, +/// which performs the strict owner/reparse/DACL checks and the controlled UAC +/// repair flow. Keeping the two paths separate prevents a race from turning +/// an attacker-owned object into an AGC-managed credential or sidecar file. +pub(crate) fn harden_new_game_creator_private_path( + path: &Path, + is_directory: bool, + label: &str, +) -> Result<(), String> { + if !path.is_absolute() { + return Err(format!("{label}必须是绝对路径")); + } + let metadata = fs::symlink_metadata(path) + .map_err(|error| format!("读取新建 {label} 元数据失败:{}: {error}", path.display()))?; + if metadata.file_type().is_symlink() + || (is_directory && !metadata.is_dir()) + || (!is_directory && !metadata.is_file()) + { + return Err(format!( + "新建 {label} 必须是普通{},不能是链接或其他对象:{}", + if is_directory { "目录" } else { "文件" }, + path.display() + )); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "新建 {label} 不能是 Windows reparse point:{}", + path.display() + )); + } + // A newly-created object normally inherits the creator's security + // descriptor. AGC-owned roots may request the one-shot UAC repair; + // a user-selected path is still hardened strictly after creation so + // a race cannot turn an attacker-owned object into a credential file. + if game_creator_private_path_allows_auto_elevation(path) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, + is_directory, + true, + )?; + } else { + secure_windows_game_creator_path_for_current_user_with_owner_policy( + path, + is_directory, + true, + true, + )?; + } + } + #[cfg(unix)] + { + use std::os::unix::fs::PermissionsExt; + fs::set_permissions( + path, + fs::Permissions::from_mode(if is_directory { 0o700 } else { 0o600 }), + ) + .map_err(|error| format!("收紧新建 {label} 权限失败:{}: {error}", path.display()))?; + } + Ok(()) +} + +/// Writes a regular AGC-managed file only after its parent and any existing +/// target have passed the private-path policy. The post-write check also +/// hardens a newly-created file, so inherited Windows ACLs cannot remain on a +/// file that was created by this process. +pub(crate) fn write_game_creator_private_file( + path: &Path, + bytes: &[u8], + label: &str, +) -> Result<(), String> { + if !path.is_absolute() { + return Err(format!("{label}必须是绝对路径")); + } + let parent = path.parent().ok_or_else(|| format!("{label}缺少父目录"))?; + ensure_game_creator_private_directory_tree(parent, label)?; + prepare_game_creator_private_path_for_read(parent, true, label)?; + let existed = prepare_game_creator_private_path_for_read(path, false, label)?; + + // Never write directly through the checked pathname. A pathname can be + // replaced after the preflight by another process (or by a junction/link + // attack). Create and harden a sibling temporary inode first, then link + // it into place without replacement. Existing targets are moved to a + // unique backup only after a second strict check; if installation fails, + // the original target is restored. + let file_name = path + .file_name() + .and_then(|value| value.to_str()) + .ok_or_else(|| format!("{label}文件名无效"))?; + let temporary = (0..8) + .map(|attempt| { + path.with_file_name(format!( + ".{file_name}.tmp-{}-{}-{attempt}", + std::process::id(), + uuid::Uuid::new_v4().simple() + )) + }) + .find(|candidate| { + matches!( + fs::symlink_metadata(candidate), + Err(error) if error.kind() == std::io::ErrorKind::NotFound + ) + }) + .ok_or_else(|| format!("创建 {label} 临时文件路径失败:目录中存在冲突残留"))?; + + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(unix)] + { + use std::os::unix::fs::OpenOptionsExt; + options.custom_flags(libc::O_NOFOLLOW).mode(0o600); + } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + const FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; + options.custom_flags(FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options.open(&temporary).map_err(|error| { + format!( + "创建 {label} 临时文件失败:{}: {error}", + temporary.display() + ) + })?; + if let Err(error) = harden_new_game_creator_private_path(&temporary, false, label) { + drop(file); + let _ = fs::remove_file(&temporary); + return Err(error); + } + let write_result = std::io::Write::write_all(&mut file, bytes).and_then(|_| file.sync_all()); + drop(file); + if let Err(error) = write_result { + let _ = fs::remove_file(&temporary); + return Err(format!( + "写入 {label} 临时文件失败:{}: {error}", + temporary.display() + )); + } + let backup = path.with_file_name(format!( + ".{file_name}.previous-{}-{}", + std::process::id(), + uuid::Uuid::new_v4().simple() + )); + if existed { + // Re-check immediately before moving the old target. Links and + // reparse points remain fail-closed; only a regular managed file may + // enter the recoverable replacement path. + if let Err(error) = prepare_game_creator_private_path_for_read(path, false, label) { + let _ = fs::remove_file(&temporary); + return Err(error); + } + if fs::symlink_metadata(&backup).is_ok() { + let _ = fs::remove_file(&temporary); + return Err(format!("{label}替换备份路径已存在,已拒绝覆盖")); + } + if let Err(error) = fs::rename(path, &backup) { + let _ = fs::remove_file(&temporary); + return Err(format!("准备替换 {label} 失败:{error}")); + } + } + + let install_result = fs::hard_link(&temporary, path).and_then(|_| fs::remove_file(&temporary)); + if let Err(error) = install_result { + let _ = fs::remove_file(&temporary); + if existed { + let _ = fs::rename(&backup, path); + } + return Err(format!("原子安装 {label} 失败:{error}")); + } + if let Err(error) = prepare_game_creator_private_path_for_read(path, false, label) { + if existed { + let _ = fs::remove_file(path); + let _ = fs::rename(&backup, path); + } else { + let _ = fs::remove_file(path); + } + return Err(format!("复核 {label} 失败:{error}")); + } + if existed { + fs::remove_file(&backup) + .map_err(|error| format!("回收 {label} 旧文件备份失败:{error}"))?; + } + Ok(()) +} + +/// Appends to a regular AGC-managed file while applying the same ACL policy +/// as replacement writes. This is used for human-readable logs and memory +/// journals whose append semantics are part of their existing contract. +pub(crate) fn append_game_creator_private_file( + path: &Path, + bytes: &[u8], + label: &str, +) -> Result<(), String> { + if !path.is_absolute() { + return Err(format!("{label}必须是绝对路径")); + } + let parent = path.parent().ok_or_else(|| format!("{label}缺少父目录"))?; + ensure_game_creator_private_directory_tree(parent, label)?; + prepare_game_creator_private_path_for_read(parent, true, label)?; + let existed = prepare_game_creator_private_path_for_read(path, false, label)?; + if existed { + let metadata = fs::symlink_metadata(path) + .map_err(|error| format!("读取 {label} 元数据失败:{}: {error}", path.display()))?; + if !metadata.is_file() { + return Err(format!("{label} 必须是普通文件")); + } + } + let mut options = fs::OpenOptions::new(); + options.write(true).append(true).read(true); + if !existed { + options.create_new(true); + } + #[cfg(unix)] + { + use std::os::unix::fs::OpenOptionsExt; + options.custom_flags(libc::O_NOFOLLOW).mode(0o600); + } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + const FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; + const FILE_SHARE_READ: u32 = 0x0000_0001; + const FILE_SHARE_WRITE: u32 = 0x0000_0002; + const FILE_SHARE_DELETE: u32 = 0x0000_0004; + options + .custom_flags(FILE_FLAG_OPEN_REPARSE_POINT) + .share_mode(FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE); + } + let mut file = options + .open(path) + .map_err(|error| format!("写入 {label} 失败:{}: {error}", path.display()))?; + let opened_metadata = file.metadata().map_err(|error| { + format!( + "读取 {label} 文件句柄元数据失败:{}: {error}", + path.display() + ) + })?; + if !opened_metadata.is_file() { + drop(file); + return Err(format!("{label} 必须是普通文件")); + } + #[cfg(unix)] + { + use std::os::unix::fs::MetadataExt; + if opened_metadata.nlink() != 1 { + drop(file); + return Err(format!("{label} 不能是硬链接")); + } + let path_metadata = fs::symlink_metadata(path) + .map_err(|error| format!("复核 {label} 路径失败:{}: {error}", path.display()))?; + if path_metadata.file_type().is_symlink() + || path_metadata.dev() != opened_metadata.dev() + || path_metadata.ino() != opened_metadata.ino() + { + drop(file); + return Err(format!("{label} 路径在安全打开期间发生替换")); + } + } + #[cfg(windows)] + crate::runner::validate_windows_regular_file_handle(&file, label)?; + if !existed { + if let Err(error) = harden_new_game_creator_private_path(path, false, label) { + drop(file); + let _ = fs::remove_file(path); + return Err(error); + } + } + use std::io::Write as _; + file.write_all(bytes) + .and_then(|_| file.sync_data()) + .map_err(|error| format!("写入 {label} 失败:{}: {error}", path.display()))?; + if existed { + prepare_game_creator_private_path_for_read(path, false, label)?; + } + Ok(()) +} + +/// Checks a private file/directory before the caller opens it. Windows ACL +/// failures must be handled before `OpenOptions::open`: an inherited DACL can +/// otherwise make the open fail before the strict verifier gets a chance to +/// request UAC repair. Missing leaves are returned as `false`; existing +/// objects are fully validated and, on Windows, repaired/re-validated through +/// the normal auto-elevation path. +pub(crate) fn prepare_game_creator_private_path_for_read( + path: &Path, + is_directory: bool, + label: &str, +) -> Result { + let metadata = match fs::symlink_metadata(path) { + Ok(metadata) => metadata, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(false), + Err(error) => { + let detail = format!("读取 {label} 元数据失败:{}: {error}", path.display()); + #[cfg(windows)] + { + let result = if game_creator_private_path_allows_auto_elevation(path) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, + is_directory, + true, + ) + } else { + secure_windows_game_creator_path_for_current_user(path, is_directory, true) + }; + return result.map(|_| true).map_err(|repair_error| { + if game_creator_private_path_allows_auto_elevation(path) { + format!("{detail};自动提权修复未完成:{repair_error}") + } else { + format!("{detail};严格私有权限校验未通过:{repair_error}") + } + }); + } + #[cfg(not(windows))] + return Err(detail); + } + }; + if metadata.file_type().is_symlink() + || (is_directory && !metadata.is_dir()) + || (!is_directory && !metadata.is_file()) + { + return Err(format!( + "{label} 必须是普通{},不能是链接或其他对象:{}", + if is_directory { "目录" } else { "文件" }, + path.display() + )); + } + // Metadata on the leaf can be readable while traversal of an ancestor is + // blocked by a foreign owner or inherited ACL. Give the managed object a + // single explicit repair opportunity before surfacing a permission error; + // links/reparse points have already been rejected above and therefore stay + // fail-closed. + #[cfg(windows)] + validate_game_creator_private_path_ancestors_with_auto_elevation(path, label)?; + #[cfg(not(windows))] + validate_game_creator_private_path_ancestors(path, label)?; + #[cfg(windows)] + if game_creator_private_path_allows_auto_elevation(path) { + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, + is_directory, + true, + )?; + } else { + // User-selected external files are never silently adopted. Keep the + // strict owner/DACL check, but do not escalate an arbitrary path. + secure_windows_game_creator_path_for_current_user(path, is_directory, true)?; + } + Ok(true) +} + +/// Prepares a path returned by an explicit native file picker. On Windows, +/// owner/DACL failures on a regular selected object receive the same one-shot +/// UAC repair as AGC-managed files, including projects stored outside the +/// current profile. Reparse points, links, non-regular objects and ancestor +/// type conflicts are rejected before any repair attempt. +pub(crate) fn prepare_game_creator_user_selected_path_for_read( + path: &Path, + is_directory: bool, + label: &str, +) -> Result { + let metadata = match fs::symlink_metadata(path) { + Ok(metadata) => metadata, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(false), + Err(error) => { + let detail = format!("读取 {label} 元数据失败:{}: {error}", path.display()); + #[cfg(windows)] + { + // Explicit native file-picker/project-root selections are + // bounded UAC targets even when the normal token cannot + // traverse far enough to read leaf metadata. The helper still + // re-validates owner, type and reparse state before changing + // anything. + if user_selected_path_is_authorized(path, is_directory) + && game_creator_user_selected_path_allows_auto_elevation(path) + && windows_acl_error_may_need_elevation(&detail) + { + return secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path, + is_directory, + true, + WindowsAclRepairScope::UserSelected, + ) + .map(|_| true) + .map_err(|repair_error| { + format!("{detail};自动提权修复未完成:{repair_error}") + }); + } + } + return Err(detail); + } + }; + if metadata.file_type().is_symlink() + || (is_directory && !metadata.is_dir()) + || (!is_directory && !metadata.is_file()) + { + return Err(format!( + "{label} 必须是普通{},不能是链接或其他对象:{}", + if is_directory { "目录" } else { "文件" }, + path.display() + )); + } + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "{label} 不能是 Windows reparse point:{}", + path.display() + )); + } + if user_selected_path_is_authorized(path, is_directory) + && game_creator_user_selected_path_allows_auto_elevation(path) + { + validate_game_creator_private_path_ancestors_with_auto_elevation_scoped( + path, + label, + WindowsAclRepairScope::UserSelected, + )?; + secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path, + is_directory, + true, + WindowsAclRepairScope::UserSelected, + )?; + } else { + validate_game_creator_private_path_ancestors(path, label)?; + secure_windows_game_creator_path_for_current_user(path, is_directory, true)?; + } + } + #[cfg(not(windows))] + { + validate_game_creator_private_path_ancestors(path, label)?; + } + Ok(true) +} + +/// Reads an AGC-managed private text file through a validated regular-file +/// handle. The pathname is used only for preflight/open identity checks; bytes +/// are read from the handle so a later rename cannot redirect the read. +pub(crate) fn read_game_creator_private_file_to_string( + path: &Path, + label: &str, + max_bytes: u64, +) -> Result { + let (mut file, metadata) = open_project_private_regular_file(path, label)?; + if metadata.len() > max_bytes { + return Err(format!("{label}过大,已拒绝读取:{}", path.display())); + } + let mut content = String::with_capacity(metadata.len() as usize); + file.read_to_string(&mut content) + .map_err(|error| format!("读取{label}失败:{}: {error}", path.display()))?; + let final_metadata = file + .metadata() + .map_err(|error| format!("复核{label}失败:{}: {error}", path.display()))?; + if final_metadata.len() != metadata.len() { + return Err(format!("{label}读取期间文件发生漂移:{}", path.display())); + } + Ok(content) +} + fn resolve_game_creator_runtime_config_dir( path: &Path, create_and_tighten: bool, @@ -645,18 +1798,24 @@ fn resolve_game_creator_runtime_config_dir( if !path.is_absolute() { return Err("客户端 AppData 配置目录必须是绝对路径".to_string()); } + #[cfg(windows)] + validate_game_creator_private_path_ancestors_with_auto_elevation_scoped( + path, + "客户端 AppData 配置目录", + game_creator_runtime_config_repair_scope(path), + )?; + #[cfg(not(windows))] + validate_game_creator_private_path_ancestors(path, "客户端 AppData 配置目录")?; let mut created = false; if create_and_tighten { match fs::symlink_metadata(path) { Ok(_) => {} Err(error) if error.kind() == std::io::ErrorKind::NotFound => { if let Some(parent) = path.parent() { - fs::create_dir_all(parent).map_err(|create_error| { - format!( - "创建客户端 AppData 配置父目录失败:{}: {create_error}", - parent.display() - ) - })?; + ensure_game_creator_private_directory_tree( + parent, + "客户端 AppData 配置父目录", + )?; } match fs::create_dir(path) { Ok(()) => created = true, @@ -681,18 +1840,71 @@ fn resolve_game_creator_runtime_config_dir( } // canonicalize 会跟随目录链接,因此必须先检查用户给出的目录项本身。 validate_game_creator_runtime_config_dir_entry_type(path)?; - let canonical = fs::canonicalize(path).map_err(|error| { - format!( - "解析客户端 AppData 配置目录失败:{}: {error}", - path.display() - ) - })?; + let canonical = match fs::canonicalize(path) { + Ok(canonical) => canonical, + Err(error) => { + let detail = format!( + "解析客户端 AppData 配置目录失败:{}: {error}", + path.display() + ); + #[cfg(windows)] + if !cfg!(test) + && windows_acl_error_may_need_elevation(&detail) + && game_creator_private_path_allows_auto_elevation(path) + { + // canonicalize follows the directory and therefore can fail + // with access denied before the normal owner/DACL verifier is + // reached. Repair the managed target first, then canonicalize + // again so a denied config directory gets the same one-shot + // UAC treatment as an already-readable object. + let target_user_sid = current_windows_token_user_sid_string() + .map_err(|sid_error| format!("{detail};读取当前用户 SID 失败:{sid_error}"))?; + attempt_elevated_windows_acl_repair( + path, + &target_user_sid, + game_creator_runtime_config_repair_scope(path), + ) + .map_err(|repair_error| format!("{detail};自动提权修复未完成:{repair_error}"))?; + validate_game_creator_runtime_config_dir_metadata(path, true, false)?; + return fs::canonicalize(path).map_err(|canonicalize_error| { + format!( + "ACL 修复后解析客户端 AppData 配置目录失败:{}: {canonicalize_error}", + path.display() + ) + }); + } + return Err(detail); + } + }; match validate_game_creator_runtime_config_dir_metadata(&canonical, create_and_tighten, created) { Ok(()) => {} #[cfg(windows)] + Err(error) if !cfg!(test) && windows_acl_error_may_need_elevation(&error) => { + // Any existing private AppData directory that cannot be safely + // read is repaired through the one-shot elevated helper. This + // covers inherited ACLs and foreign owners while the earlier + // entry/reparse checks remain fail-closed. + let target_user_sid = current_windows_token_user_sid_string() + .map_err(|sid_error| format!("{error};读取当前用户 SID 失败:{sid_error}"))?; + attempt_elevated_windows_acl_repair( + path, + &target_user_sid, + game_creator_runtime_config_repair_scope(path), + ) + .map_err(|repair_error| format!("{error};自动提权修复未完成:{repair_error}"))?; + validate_game_creator_runtime_config_dir_metadata(path, true, false)?; + return fs::canonicalize(path).map_err(|canonicalize_error| { + format!( + "ACL 修复后解析客户端 AppData 配置目录失败:{}: {canonicalize_error}", + path.display() + ) + }); + } + #[cfg(windows)] Err(error) - if create_and_tighten + if cfg!(test) + && create_and_tighten && !created && error.starts_with("Windows 安全对象不属于当前用户:") => { @@ -820,14 +2032,102 @@ pub(crate) fn secure_windows_game_creator_path_for_current_user( is_directory: bool, tighten: bool, ) -> Result<(), String> { - secure_windows_game_creator_path_for_current_user_with_owner_policy( + secure_windows_game_creator_path_for_user_sid_with_owner_policy( path, is_directory, tighten, false, + None, ) } +/// Strictly validates a Windows private object and, when its owner/DACL cannot +/// be used by the current account, performs one explicit UAC repair before +/// validating again. Reparse points and non-regular objects remain +/// fail-closed; a repaired regular object is reassigned to the current token +/// user and receives a private non-inherited DACL. +#[cfg(windows)] +pub(crate) fn secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path: &Path, + is_directory: bool, + tighten: bool, +) -> Result<(), String> { + secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path, + is_directory, + tighten, + WindowsAclRepairScope::Managed, + ) +} + +/// Same strict verifier as the managed-path entry, but with an explicit scope +/// selected by the caller. This is used by file-picker imports only; the +/// scope is included in the one-shot UAC ticket and checked again by the +/// elevated child process. +#[cfg(windows)] +fn secure_windows_game_creator_path_for_current_user_with_auto_elevation_scoped( + path: &Path, + is_directory: bool, + tighten: bool, + scope: WindowsAclRepairScope, +) -> Result<(), String> { + #[cfg(test)] + { + // Unit tests must not trigger an interactive UAC prompt. The strict + // verifier remains directly testable. For an owner-correct object + // whose only defect is an inherited DACL, emulate the formal prepare + // entry's local tightening in-process; foreign-owner fixtures still + // fail closed because they cannot be reassigned without elevation. + return match secure_windows_game_creator_path_for_current_user(path, is_directory, tighten) + { + Ok(()) => Ok(()), + Err(error) + if scope.allows_path(path) + && windows_acl_error_may_need_elevation(&error) + && !error.contains("安全对象不属于当前用户") => + { + secure_windows_game_creator_path_for_current_user_with_owner_policy( + path, + is_directory, + true, + false, + ) + } + Err(error) => Err(error), + }; + } + #[cfg(not(test))] + { + let target_user_sid = current_windows_token_user_sid_string()?; + let mut attempted_targets = Vec::::new(); + loop { + match secure_windows_game_creator_path_for_current_user(path, is_directory, tighten) { + Ok(()) => return Ok(()), + Err(error) if windows_acl_error_may_need_elevation(&error) => { + if !scope.allows_path(path) { + return Err(error); + } + let repair_target = windows_acl_repair_target(path, scope); + if attempted_targets + .iter() + .any(|target| target == &repair_target) + { + return Err(format!( + "{error};自动提权修复重复命中同一目标,拒绝继续重试:{}", + repair_target.display() + )); + } + attempted_targets.push(repair_target); + attempt_elevated_windows_acl_repair(path, &target_user_sid, scope).map_err( + |repair_error| format!("{error};自动提权修复未完成:{repair_error}"), + )?; + } + Err(error) => return Err(error), + } + } + } +} + #[cfg(windows)] pub(crate) fn initialize_windows_game_creator_file_owner_for_current_user( path: &Path, @@ -845,6 +2145,451 @@ pub(crate) fn initialize_windows_game_creator_directory_owner_for_current_user( secure_windows_game_creator_path_for_current_user_with_owner_policy(path, true, true, true) } +/// Repairs an AGC-managed private object after an explicit UAC elevation. +/// Foreign-owned regular files/directories are deliberately reassigned to the +/// current token user here. The caller has already rejected links/reparse +/// points, and the final strict verification below is mandatory. +#[cfg(windows)] +pub(crate) fn repair_game_creator_private_acl_for_current_user(path: &Path) -> Result<(), String> { + let target_user_sid = current_windows_token_user_sid_string()?; + repair_game_creator_private_acl_for_user_sid(path, &target_user_sid) +} + +#[cfg(windows)] +fn current_windows_token_user_sid_string() -> Result { + use std::ffi::c_void; + + type Handle = *mut c_void; + type Sid = *mut c_void; + + #[repr(C)] + struct SidAndAttributes { + sid: Sid, + attributes: u32, + } + + #[repr(C)] + struct TokenUser { + user: SidAndAttributes, + } + + #[link(name = "advapi32")] + unsafe extern "system" { + fn OpenProcessToken(process: Handle, access: u32, token: *mut Handle) -> i32; + fn GetTokenInformation( + token: Handle, + information_class: u32, + information: *mut c_void, + information_length: u32, + return_length: *mut u32, + ) -> i32; + fn ConvertSidToStringSidW(sid: Sid, string_sid: *mut *mut u16) -> i32; + } + + #[link(name = "kernel32")] + unsafe extern "system" { + fn GetCurrentProcess() -> Handle; + fn CloseHandle(handle: Handle) -> i32; + fn LocalFree(memory: *mut c_void) -> *mut c_void; + } + + const TOKEN_QUERY: u32 = 0x0000_0008; + const TOKEN_USER_CLASS: u32 = 1; + + let mut token = std::ptr::null_mut(); + if unsafe { OpenProcessToken(GetCurrentProcess(), TOKEN_QUERY, &mut token) } == 0 + || token.is_null() + { + return Err(format!( + "读取 Windows 当前用户 token 失败:{}", + std::io::Error::last_os_error() + )); + } + let result = (|| { + let mut required = 0_u32; + unsafe { + GetTokenInformation( + token, + TOKEN_USER_CLASS, + std::ptr::null_mut(), + 0, + &mut required, + ); + } + if required == 0 { + return Err("读取 Windows 当前用户 SID 长度失败".to_string()); + } + let word_size = std::mem::size_of::(); + let mut token_buffer = vec![0_usize; (required as usize).div_ceil(word_size)]; + if unsafe { + GetTokenInformation( + token, + TOKEN_USER_CLASS, + token_buffer.as_mut_ptr().cast(), + required, + &mut required, + ) + } == 0 + { + return Err(format!( + "读取 Windows 当前用户 SID 失败:{}", + std::io::Error::last_os_error() + )); + } + let sid = unsafe { (*(token_buffer.as_ptr().cast::())).user.sid }; + if sid.is_null() { + return Err("Windows 当前用户 SID 无效".to_string()); + } + let mut string_sid = std::ptr::null_mut(); + if unsafe { ConvertSidToStringSidW(sid, &mut string_sid) } == 0 || string_sid.is_null() { + return Err(format!( + "转换 Windows 当前用户 SID 失败:{}", + std::io::Error::last_os_error() + )); + } + let mut length = 0_usize; + while unsafe { *string_sid.add(length) } != 0 { + length = length.saturating_add(1); + if length > 256 { + unsafe { LocalFree(string_sid.cast()) }; + return Err("Windows 当前用户 SID 长度无效".to_string()); + } + } + let value = String::from_utf16(unsafe { std::slice::from_raw_parts(string_sid, length) }) + .map_err(|_| "Windows 当前用户 SID 编码无效".to_string()); + unsafe { LocalFree(string_sid.cast()) }; + value + })(); + unsafe { CloseHandle(token) }; + result +} + +/// The elevated helper may run under administrator credentials that differ +/// from the original desktop user's token. Keep ownership and the private +/// DACL bound to the original TokenUser SID passed by the caller. +#[cfg(windows)] +pub(crate) fn repair_game_creator_private_acl_for_user_sid( + path: &Path, + target_user_sid: &str, +) -> Result<(), String> { + let metadata = fs::symlink_metadata(path) + .map_err(|error| format!("读取待修复私有对象失败:{}: {error}", path.display()))?; + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 + || metadata.file_type().is_symlink() + { + return Err("待修复私有对象不能是 Windows reparse point 或链接".to_string()); + } + if !metadata.is_dir() && !metadata.is_file() { + return Err("待修复私有对象必须是普通文件或目录".to_string()); + } + secure_windows_game_creator_path_for_user_sid_with_owner_policy( + path, + metadata.is_dir(), + true, + true, + Some(target_user_sid), + ) +} + +#[cfg(windows)] +pub(crate) fn windows_acl_error_may_need_elevation(error: &str) -> bool { + (error.contains("DACL") + || error.contains("权限") + || error.contains("error 5") + || error.contains("安全对象不属于当前用户") + || error.contains("启用 Windows") + || error.contains("特权") + || error.contains("1300")) + && !error.contains("链接") + && !error.contains("reparse") +} + +#[cfg(windows)] +fn windows_acl_repair_target(path: &Path, scope: WindowsAclRepairScope) -> PathBuf { + // A user-selected object is the only trusted identity in that scope. Do + // not widen it to an unreadable parent (which could be another user's + // profile or a protected system directory); the helper will validate the + // selected regular object itself and fail closed if traversal remains + // impossible. Managed paths have an established AGC root and may repair + // the first blocked ancestor so inherited ACLs can be fixed in one pass. + if matches!(scope, WindowsAclRepairScope::UserSelected) { + return path.to_path_buf(); + } + // Walk from the filesystem root towards the leaf. If traversal is denied + // on an ancestor, repairing the leaf cannot help because the elevated + // helper will hit the same ancestor before it can inspect the leaf. + for ancestor in path.ancestors().collect::>().into_iter().rev() { + match fs::symlink_metadata(ancestor) { + Ok(_) => {} + Err(error) + if error.kind() == std::io::ErrorKind::PermissionDenied + || error.raw_os_error() == Some(5) => + { + return ancestor.to_path_buf(); + } + Err(_) => {} + } + } + path.to_path_buf() +} + +#[cfg(windows)] +const WINDOWS_ACL_REPAIR_AUTHORIZATION_MAX_BYTES: u64 = 4 * 1024; + +#[cfg(windows)] +struct WindowsAclRepairAuthorizationCleanup { + path: PathBuf, + armed: bool, +} + +#[cfg(windows)] +impl WindowsAclRepairAuthorizationCleanup { + fn new(path: PathBuf) -> Self { + Self { path, armed: true } + } + + fn disarm(&mut self) { + self.armed = false; + } +} + +#[cfg(windows)] +impl Drop for WindowsAclRepairAuthorizationCleanup { + fn drop(&mut self) { + if self.armed { + let _ = fs::remove_file(&self.path); + } + } +} + +#[cfg(windows)] +#[derive(Deserialize, Serialize)] +#[serde(rename_all = "camelCase")] +struct WindowsAclRepairAuthorization { + path: String, + target_user_sid: String, + scope: String, + issued_at: u64, +} + +#[cfg(windows)] +fn windows_acl_repair_authorization_path(nonce: &str) -> Result { + let nonce = nonce.trim(); + if nonce.len() != 32 || !nonce.bytes().all(|byte| byte.is_ascii_hexdigit()) { + return Err("AGC ACL 修复授权票据无效".to_string()); + } + let temporary_directory = std::env::temp_dir(); + if !temporary_directory.is_absolute() { + return Err("AGC ACL 修复临时目录必须是绝对路径".to_string()); + } + Ok(temporary_directory.join(format!(".genarrative-acl-repair-{nonce}.json"))) +} + +#[cfg(windows)] +fn create_windows_acl_repair_authorization( + path: &Path, + target_user_sid: &str, + scope: WindowsAclRepairScope, +) -> Result { + let nonce = uuid::Uuid::new_v4().simple().to_string(); + let authorization_path = windows_acl_repair_authorization_path(&nonce)?; + let payload = serde_json::to_vec(&WindowsAclRepairAuthorization { + path: path.to_string_lossy().into_owned(), + target_user_sid: target_user_sid.to_string(), + scope: scope.wire_name().to_string(), + issued_at: unix_timestamp(), + }) + .map_err(|error| format!("创建 AGC ACL 修复授权票据失败:{error}"))?; + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options.open(&authorization_path).map_err(|error| { + format!( + "创建 AGC ACL 修复授权票据文件失败:{}: {error}", + authorization_path.display() + ) + })?; + // The ticket is created in the per-user TEMP directory while the normal + // process is not elevated. Do not call the auto-elevation wrapper here: + // that wrapper itself creates a ticket and would recurse indefinitely when + // TEMP inherits a broad DACL. The strict owner-policy path can still + // tighten an owner-correct inherited ACL and rejects a foreign TEMP owner. + if let Err(error) = secure_windows_game_creator_path_for_current_user_with_owner_policy( + &authorization_path, + false, + true, + true, + ) { + drop(file); + let _ = fs::remove_file(&authorization_path); + return Err(format!("初始化 AGC ACL 修复授权票据安全权限失败:{error}")); + } + if let Err(error) = file.write_all(&payload).and_then(|_| file.sync_all()) { + drop(file); + let _ = fs::remove_file(&authorization_path); + return Err(format!("写入 AGC ACL 修复授权票据失败:{error}")); + } + drop(file); + Ok(nonce) +} + +#[cfg(windows)] +pub(crate) fn consume_windows_acl_repair_authorization( + path: &Path, + target_user_sid: &str, + nonce: &str, + scope: WindowsAclRepairScope, +) -> Result<(), String> { + if !scope.allows_path(path) { + return Err(format!( + "AGC ACL 修复目标不在当前用户允许的 {} 范围内:{}", + scope.wire_name(), + path.display() + )); + } + let authorization_path = windows_acl_repair_authorization_path(nonce)?; + let mut cleanup = WindowsAclRepairAuthorizationCleanup::new(authorization_path.clone()); + + // Open the ticket before validating its contents. The security helper + // below uses GetNamedSecurityInfoW/SetNamedSecurityInfoW by pathname; an + // exclusive handle would make those calls fail with a sharing violation + // on Windows. Keep the ticket in the per-user TEMP directory with a + // hardened owner-only DACL, then validate the opened handle's metadata and + // exact payload before consuming the one-shot file. + use std::os::windows::fs::MetadataExt; + use std::os::windows::fs::OpenOptionsExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + const FILE_SHARE_READ: u32 = 0x0000_0001; + const FILE_SHARE_WRITE: u32 = 0x0000_0002; + const FILE_SHARE_DELETE: u32 = 0x0000_0004; + use std::io::Read as _; + const FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; + let mut file = fs::OpenOptions::new() + .read(true) + .share_mode(FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE) + .custom_flags(FILE_FLAG_OPEN_REPARSE_POINT) + .open(&authorization_path) + .map_err(|error| format!("读取 AGC ACL 修复授权票据内容失败:{error}"))?; + crate::runner::validate_windows_regular_file_handle(&file, "AGC ACL 修复授权票据")?; + let opened_metadata = file + .metadata() + .map_err(|error| format!("读取 AGC ACL 修复授权票据句柄元数据失败:{error}"))?; + if opened_metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 + || !opened_metadata.is_file() + { + return Err("AGC ACL 修复授权票据必须是普通文件".to_string()); + } + if opened_metadata.len() > WINDOWS_ACL_REPAIR_AUTHORIZATION_MAX_BYTES { + return Err("AGC ACL 修复授权票据过大".to_string()); + } + // The elevated helper runs under an administrator token, so validate the + // ticket against the original desktop user's SID rather than the helper's + // current SID. This also rejects a ticket placed in TEMP by another user. + // This check deliberately happens after opening the ticket handle so the + // payload is tied to a real regular file before it is authorized. + secure_windows_game_creator_path_for_user_sid_with_owner_policy( + &authorization_path, + false, + true, + false, + Some(target_user_sid), + )?; + + let mut content = String::new(); + file.read_to_string(&mut content) + .map_err(|error| format!("读取 AGC ACL 修复授权票据内容失败:{error}"))?; + let final_metadata = file + .metadata() + .map_err(|error| format!("复核 AGC ACL 修复授权票据句柄元数据失败:{error}"))?; + if final_metadata.len() != opened_metadata.len() { + return Err("AGC ACL 修复授权票据读取期间发生漂移".to_string()); + } + let authorization = serde_json::from_str::(&content) + .map_err(|error| format!("AGC ACL 修复授权票据格式无效:{error}"))?; + if unix_timestamp().saturating_sub(authorization.issued_at) > 300 { + return Err("AGC ACL 修复授权票据已过期".to_string()); + } + if authorization.path != path.to_string_lossy() + || authorization.target_user_sid != target_user_sid + || authorization.scope != scope.wire_name() + { + return Err("AGC ACL 修复授权票据与目标不匹配".to_string()); + } + + // Release the read handle before consuming the one-shot file. The cleanup + // guard retries removal on every failure path, while a successful removal + // disarms it to avoid a second delete attempt during unwinding. + drop(file); + fs::remove_file(&authorization_path) + .map_err(|error| format!("删除 AGC ACL 修复授权票据失败:{error}"))?; + cleanup.disarm(); + Ok(()) +} + +/// Starts a one-shot elevated copy of the current executable. The elevated +/// process performs only the allow-listed ACL repair command and exits with a +/// truthful status; UAC cancellation is never treated as success. +#[cfg(windows)] +fn attempt_elevated_windows_acl_repair( + path: &Path, + target_user_sid: &str, + scope: WindowsAclRepairScope, +) -> Result<(), String> { + if !scope.allows_path(path) { + return Err(format!( + "AGC ACL 提权目标不在当前用户允许的 {} 范围内:{}", + scope.wire_name(), + path.display() + )); + } + let executable = + std::env::current_exe().map_err(|error| format!("定位 AGC ACL 修复程序失败:{error}"))?; + if !executable.is_file() { + return Err("AGC ACL 修复程序不存在".to_string()); + } + let repair_path = windows_acl_repair_target(path, scope); + let nonce = create_windows_acl_repair_authorization(&repair_path, target_user_sid, scope)?; + let escaped_executable = executable.to_string_lossy().replace('\'', "''"); + let escaped_path = repair_path.to_string_lossy().replace('\'', "''"); + let escaped_target_user_sid = target_user_sid.replace('\'', "''"); + let escaped_nonce = nonce.replace('\'', "''"); + let script = format!( + "$ErrorActionPreference = 'Stop'; try {{ $p = Start-Process -Verb RunAs -Wait -PassThru -FilePath '{escaped_executable}' -ArgumentList @('--repair-private-acl','{escaped_path}','--target-user-sid','{escaped_target_user_sid}','--authorization','{escaped_nonce}','--scope','{}'); if ($null -eq $p) {{ exit 1223 }}; exit $p.ExitCode }} catch {{ exit 1223 }}", + scope.wire_name() + ); + use std::os::windows::process::CommandExt; + let status = std::process::Command::new("powershell.exe") + .args([ + "-NoProfile", + "-NonInteractive", + "-WindowStyle", + "Hidden", + "-Command", + script.as_str(), + ]) + .creation_flags(0x0800_0000) + .status() + .map_err(|error| format!("启动 AGC ACL 提权修复失败:{error}")); + let _ = windows_acl_repair_authorization_path(&nonce).and_then(|authorization_path| { + fs::remove_file(authorization_path).map_err(|error| error.to_string()) + }); + let status = status?; + if status.success() { + Ok(()) + } else { + Err(format!( + "AGC ACL 提权修复未成功(exit code {:?})", + status.code() + )) + } +} + #[cfg(windows)] pub(crate) fn windows_private_dacl_security_information( initialize_owner: bool, @@ -861,11 +2606,26 @@ pub(crate) fn windows_private_dacl_security_information( } else { 0 } - | if initialize_owner && !owner_matches { - OWNER_SECURITY_INFORMATION - } else { - 0 - } +} + +#[cfg(windows)] +fn windows_security_object_path(path: &Path) -> std::ffi::OsString { + use std::ffi::OsString; + + let raw = path.as_os_str().to_string_lossy(); + // GetNamedSecurityInfoW/SetNamedSecurityInfoW report ERROR_INVALID_NAME + // for ordinary absolute paths at the MAX_PATH boundary. Extended-length + // paths are accepted by these APIs and preserve the exact object identity. + // Do not add the prefix twice, and translate UNC paths to the documented + // \\?\UNC\server\share form. + if raw.starts_with("\\\\?\\") || raw.encode_utf16().count() < 260 { + return path.as_os_str().to_os_string(); + } + if let Some(unc) = raw.strip_prefix("\\\\") { + OsString::from(format!("\\\\?\\UNC\\{unc}")) + } else { + OsString::from(format!("\\\\?\\{raw}")) + } } #[cfg(windows)] @@ -874,10 +2634,57 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( is_directory: bool, tighten: bool, initialize_owner: bool, +) -> Result<(), String> { + secure_windows_game_creator_path_for_user_sid_with_owner_policy( + path, + is_directory, + tighten, + initialize_owner, + None, + ) +} + +#[cfg(windows)] +fn secure_windows_game_creator_path_for_user_sid_with_owner_policy( + path: &Path, + is_directory: bool, + tighten: bool, + initialize_owner: bool, + target_user_sid: Option<&str>, ) -> Result<(), String> { use std::ffi::c_void; use std::os::windows::ffi::OsStrExt; + let metadata = fs::symlink_metadata(path).map_err(|error| { + format!( + "读取 Windows 私有对象元数据失败:{}: {error}", + path.display() + ) + })?; + if metadata.file_type().is_symlink() { + return Err(format!( + "Windows 私有对象不能是符号链接:{}", + path.display() + )); + } + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + if metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0 { + return Err(format!( + "Windows 私有对象不能是 reparse point:{}", + path.display() + )); + } + } + if (is_directory && !metadata.is_dir()) || (!is_directory && !metadata.is_file()) { + return Err(format!( + "Windows 私有对象类型不符合预期:{}", + path.display() + )); + } + validate_game_creator_private_path_ancestors(path, "Windows 私有对象")?; + type Handle = *mut c_void; type Sid = *mut c_void; @@ -932,6 +2739,24 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( sid_start: u32, } + #[repr(C)] + struct Luid { + low_part: u32, + high_part: i32, + } + + #[repr(C)] + struct LuidAndAttributes { + luid: Luid, + attributes: u32, + } + + #[repr(C)] + struct TokenPrivileges { + privilege_count: u32, + privileges: [LuidAndAttributes; 1], + } + #[link(name = "advapi32")] unsafe extern "system" { fn GetNamedSecurityInfoW( @@ -960,6 +2785,16 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( new_acl: *mut *mut c_void, ) -> u32; fn OpenProcessToken(process: Handle, access: u32, token: *mut Handle) -> i32; + fn LookupPrivilegeValueW(system_name: *const u16, name: *const u16, luid: *mut Luid) + -> i32; + fn AdjustTokenPrivileges( + token: Handle, + disable_all_privileges: i32, + new_state: *mut TokenPrivileges, + buffer_length: u32, + previous_state: *mut TokenPrivileges, + return_length: *mut u32, + ) -> i32; fn GetTokenInformation( token: Handle, information_class: u32, @@ -967,8 +2802,10 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( information_length: u32, return_length: *mut u32, ) -> i32; + fn ConvertStringSidToSidW(string_sid: *const u16, sid: *mut Sid) -> i32; fn EqualSid(first: Sid, second: Sid) -> i32; fn IsValidSid(sid: Sid) -> i32; + fn GetLengthSid(sid: Sid) -> u32; fn IsValidAcl(acl: *mut c_void) -> i32; fn GetAce(acl: *mut c_void, index: u32, ace: *mut *mut c_void) -> i32; fn GetSecurityDescriptorControl( @@ -983,6 +2820,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( fn GetCurrentProcess() -> Handle; fn CloseHandle(handle: Handle) -> i32; fn LocalFree(memory: *mut c_void) -> *mut c_void; + fn GetLastError() -> u32; } const SE_FILE_OBJECT: u32 = 1; @@ -990,7 +2828,10 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( const DACL_SECURITY_INFORMATION: u32 = 0x0000_0004; const SE_DACL_PROTECTED: u16 = 0x1000; const TOKEN_QUERY: u32 = 0x0000_0008; + const TOKEN_ADJUST_PRIVILEGES: u32 = 0x0000_0020; const TOKEN_USER_CLASS: u32 = 1; + const SE_PRIVILEGE_ENABLED: u32 = 0x0000_0002; + const ERROR_NOT_ALL_ASSIGNED: u32 = 1300; const SET_ACCESS: i32 = 2; const TRUSTEE_IS_SID: i32 = 0; const TRUSTEE_IS_USER: i32 = 1; @@ -1001,7 +2842,13 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( let mut token = std::ptr::null_mut(); // SAFETY: GetCurrentProcess returns a valid pseudo handle and token is a valid output pointer. - if unsafe { OpenProcessToken(GetCurrentProcess(), TOKEN_QUERY, &mut token) } == 0 + if unsafe { + OpenProcessToken( + GetCurrentProcess(), + TOKEN_QUERY | TOKEN_ADJUST_PRIVILEGES, + &mut token, + ) + } == 0 || token.is_null() { return Err(format!( @@ -1010,6 +2857,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( )); } + let mut requested_user_sid = std::ptr::null_mut(); let result = (|| { let mut required = 0_u32; // SAFETY: the null query buffer is the documented size-probe call. @@ -1048,8 +2896,34 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( if current_user_sid.is_null() || unsafe { IsValidSid(current_user_sid) } == 0 { return Err("Windows 当前用户 SID 无效".to_string()); } + let target_user_sid = if let Some(target_user_sid) = target_user_sid { + let target_user_sid = target_user_sid.trim(); + if target_user_sid.is_empty() { + return Err("Windows ACL 修复目标 TokenUser SID 不能为空".to_string()); + } + let mut wide_target_user_sid = target_user_sid + .encode_utf16() + .chain(std::iter::once(0)) + .collect::>(); + if unsafe { + ConvertStringSidToSidW(wide_target_user_sid.as_mut_ptr(), &mut requested_user_sid) + } == 0 + || requested_user_sid.is_null() + || unsafe { IsValidSid(requested_user_sid) } == 0 + { + return Err("Windows ACL 修复目标 TokenUser SID 无效".to_string()); + } + requested_user_sid + } else { + current_user_sid + }; - let mut wide_path = path + // Security APIs otherwise reject a perfectly valid private sidecar at + // the MAX_PATH boundary with ERROR_INVALID_NAME. Use the extended + // length spelling only when needed; short paths retain the ordinary + // Win32 form for compatibility with older Windows builds. + let security_path = windows_security_object_path(path); + let mut wide_path = security_path .as_os_str() .encode_wide() .chain(std::iter::once(0)) @@ -1079,7 +2953,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( )); } let owner_matches = unsafe { IsValidSid(initial_owner) } != 0 - && unsafe { EqualSid(initial_owner, current_user_sid) } != 0; + && unsafe { EqualSid(initial_owner, target_user_sid) } != 0; unsafe { LocalFree(initial_descriptor) }; if !owner_matches { if !(initialize_owner && tighten) { @@ -1088,6 +2962,58 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( path.display() )); } + + // Assigning ownership to the current token user requires the + // take-ownership/restore privileges on an elevated process. + // Enabling them is attempted only for this allow-listed repair; + // a normal process will fail and the caller will request UAC + // elevation instead of weakening the verifier. + for privilege_name in ["SeTakeOwnershipPrivilege", "SeRestorePrivilege"] { + let mut privilege_name_wide = privilege_name + .encode_utf16() + .chain(std::iter::once(0)) + .collect::>(); + let mut luid = Luid { + low_part: 0, + high_part: 0, + }; + if unsafe { + LookupPrivilegeValueW( + std::ptr::null(), + privilege_name_wide.as_mut_ptr(), + &mut luid, + ) + } == 0 + { + return Err(format!( + "启用 Windows {privilege_name} 失败:{}", + std::io::Error::last_os_error() + )); + } + let mut privileges = TokenPrivileges { + privilege_count: 1, + privileges: [LuidAndAttributes { + luid, + attributes: SE_PRIVILEGE_ENABLED, + }], + }; + let adjust_status = unsafe { + AdjustTokenPrivileges( + token, + 0, + &mut privileges, + std::mem::size_of::() as u32, + std::ptr::null_mut(), + std::ptr::null_mut(), + ) + }; + let adjust_error = unsafe { GetLastError() }; + if adjust_status == 0 || adjust_error == ERROR_NOT_ALL_ASSIGNED { + return Err(format!( + "启用 Windows {privilege_name} 失败:error {adjust_error}" + )); + } + } } if tighten { let mut entry = ExplicitAccessW { @@ -1103,7 +3029,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( multiple_trustee_operation: 0, trustee_form: TRUSTEE_IS_SID, trustee_type: TRUSTEE_IS_USER, - name: current_user_sid.cast(), + name: target_user_sid.cast(), }, }; let mut private_dacl = std::ptr::null_mut(); @@ -1124,7 +3050,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( SE_FILE_OBJECT, windows_private_dacl_security_information(initialize_owner, owner_matches), if should_initialize_owner { - current_user_sid + target_user_sid } else { std::ptr::null_mut() }, @@ -1171,8 +3097,7 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( } let validation = (|| { - if unsafe { IsValidSid(owner) } == 0 - || unsafe { EqualSid(owner, current_user_sid) } == 0 + if unsafe { IsValidSid(owner) } == 0 || unsafe { EqualSid(owner, target_user_sid) } == 0 { return Err(format!( "Windows 安全对象不属于当前用户:{}", @@ -1229,18 +3154,23 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( } else { 0 }; - if allowed.header.ace_flags & (OBJECT_INHERIT_ACE | CONTAINER_INHERIT_ACE) - != required_inheritance - { + if allowed.header.ace_flags != required_inheritance { return Err(format!("Windows DACL 继承边界无效:{}", path.display())); } let ace_sid = std::ptr::addr_of!(allowed.sid_start) .cast_mut() .cast::(); - if unsafe { IsValidSid(ace_sid) } == 0 - || unsafe { EqualSid(ace_sid, current_user_sid) } == 0 + let sid_length = unsafe { GetLengthSid(ace_sid) } as usize; + let sid_offset = std::mem::size_of::() + std::mem::size_of::(); + if sid_length == 0 + || sid_offset.saturating_add(sid_length) > usize::from(header.ace_size) + || unsafe { IsValidSid(ace_sid) } == 0 + || unsafe { EqualSid(ace_sid, target_user_sid) } == 0 { - return Err(format!("Windows DACL 含非当前用户 ACE:{}", path.display())); + return Err(format!( + "Windows DACL 当前用户 ACE 身份无效:{}", + path.display() + )); } Ok(()) })(); @@ -1250,6 +3180,10 @@ fn secure_windows_game_creator_path_for_current_user_with_owner_policy( })(); // SAFETY: token was opened successfully above. + if !requested_user_sid.is_null() { + // SAFETY: ConvertStringSidToSidW allocates this SID with LocalAlloc. + unsafe { LocalFree(requested_user_sid.cast()) }; + } unsafe { CloseHandle(token) }; result } @@ -1263,16 +3197,51 @@ pub(crate) fn configure_game_creator_runtime_config_dir( let config_dir = prepare_game_creator_runtime_config_dir(&requested_config_dir) .map_err(std::io::Error::other)?; let config_path = config_dir.join(GAME_CREATOR_CONFIG_FILE_NAME); - if !config_path.exists() { + let config_exists = + validate_game_creator_config_file_entry(&config_path).map_err(std::io::Error::other)?; + if !config_exists { write_game_creator_config_atomically(&config_path, DEFAULT_GAME_CREATOR_APP_CONFIG_JSON) .map_err(std::io::Error::other)?; - } else { - migrate_legacy_game_creator_agent_mode(&config_path).map_err(std::io::Error::other)?; + } + // Both the normal config and the optional local override are persisted + // inputs. A release build must scrub legacy provider credentials from + // either file before the next read can observe them again. + for path in [ + config_path, + config_dir.join(GAME_CREATOR_LOCAL_CONFIG_FILE_NAME), + ] { + migrate_legacy_game_creator_agent_mode(&path).map_err(std::io::Error::other)?; } set_game_creator_runtime_config_dir(config_dir); Ok(()) } +/// Validates a persisted AGC config file without following links. Existing +/// regular files are tightened through the same Windows owner/DACL gate used +/// by credential files before any read is allowed. +fn validate_game_creator_config_file_entry(path: &Path) -> Result { + #[cfg(windows)] + validate_game_creator_private_path_ancestors_with_auto_elevation(path, "客户端配置文件")?; + #[cfg(not(windows))] + validate_game_creator_private_path_ancestors(path, "客户端配置文件")?; + let metadata = match fs::symlink_metadata(path) { + Ok(metadata) => metadata, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => return Ok(false), + Err(error) => { + return Err(format!( + "读取客户端配置文件元数据失败:{}: {error}", + path.display() + )); + } + }; + if metadata.file_type().is_symlink() || !metadata.is_file() { + return Err("客户端配置文件必须是普通文件,不能是链接或其他对象".to_string()); + } + #[cfg(windows)] + secure_windows_game_creator_path_for_current_user_with_auto_elevation(path, false, true)?; + Ok(true) +} + pub(crate) fn legacy_game_creator_agent_mode( config: &GameCreatorAppConfigFile, ) -> Option<&'static str> { @@ -1300,8 +3269,10 @@ pub(crate) fn legacy_game_creator_agent_mode( } fn migrate_legacy_game_creator_agent_mode(path: &Path) -> Result<(), String> { - let content = fs::read_to_string(path) - .map_err(|error| format!("读取客户端配置失败:{}: {error}", path.display()))?; + if !validate_game_creator_config_file_entry(path)? { + return Ok(()); + } + let content = read_game_creator_private_file_to_string(path, "客户端配置", 256 * 1024)?; let mut config = serde_json::from_str::(&content) .map_err(|error| format!("解析客户端配置失败:{}: {error}", path.display()))?; let Some(agent_mode) = legacy_game_creator_agent_mode(&config) else { @@ -1435,15 +3406,15 @@ pub(crate) fn merge_game_creator_config_file( path: &Path, ) -> Result<(), String> { let backup_path = game_creator_config_backup_path(path); - let read_path = if path.is_file() { + let path_exists = validate_game_creator_config_file_entry(path)?; + let read_path = if path_exists { path - } else if backup_path.is_file() { + } else if validate_game_creator_config_file_entry(&backup_path)? { backup_path.as_path() } else { return Ok(()); }; - let content = fs::read_to_string(read_path) - .map_err(|error| format!("读取客户端配置失败:{}: {error}", read_path.display()))?; + let content = read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?; let file_config = serde_json::from_str::(&content) .map_err(|error| format!("解析客户端配置失败:{}: {error}", read_path.display()))?; if let Some(agent_mode) = file_config.agent_mode { @@ -1486,11 +3457,19 @@ pub(crate) fn write_game_creator_config_atomically( path: &Path, content: &str, ) -> Result<(), String> { + #[cfg(windows)] + validate_game_creator_private_path_ancestors_with_auto_elevation(path, "客户端配置文件")?; + #[cfg(not(windows))] + validate_game_creator_private_path_ancestors(path, "客户端配置文件")?; let parent = path .parent() .ok_or_else(|| "客户端配置缺少父目录".to_string())?; - fs::create_dir_all(parent) + ensure_game_creator_private_directory_tree(parent, "客户端配置目录") .map_err(|error| format!("创建客户端配置目录失败:{}: {error}", parent.display()))?; + // Never replace a symlink or another non-regular object. A regular + // existing config is repaired/tightened before it can be moved to the + // recoverable backup below. + let _initial_path_exists = validate_game_creator_config_file_entry(path)?; let temp_path = path.with_file_name(format!( ".{}.tmp.{}.{}", path.file_name() @@ -1509,12 +3488,24 @@ pub(crate) fn write_game_creator_config_atomically( use std::os::unix::fs::OpenOptionsExt; options.mode(0o600); } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } let mut file = options.open(&temp_path).map_err(|error| { format!( "创建客户端配置临时文件失败:{}: {error}", temp_path.display() ) })?; + if let Err(error) = + harden_new_game_creator_private_path(&temp_path, false, "客户端配置临时文件") + { + drop(file); + let _ = fs::remove_file(&temp_path); + return Err(error); + } let write_result = file .write_all(content.as_bytes()) .and_then(|_| file.sync_all()); @@ -1527,44 +3518,55 @@ pub(crate) fn write_game_creator_config_atomically( )); } + let backup_path = game_creator_config_backup_path(path); + // Re-check the destination immediately before changing either directory + // entry. A newly appeared regular target is moved aside; a link, + // reparse point, foreign object, or unsafe ACL is rejected by the same + // private-path policy used for reads. + let had_previous = validate_game_creator_config_file_entry(path)?; + if validate_game_creator_config_file_entry(&backup_path)? { + fs::remove_file(&backup_path).map_err(|error| { + let _ = fs::remove_file(&temp_path); + format!( + "清理旧客户端配置备份失败:{}: {error}", + backup_path.display() + ) + })?; + } + if had_previous { + if let Err(error) = fs::rename(path, &backup_path) { + let _ = fs::remove_file(&temp_path); + return Err(format!( + "准备替换客户端配置失败:{} -> {}: {error}", + path.display(), + backup_path.display() + )); + } + } match fs::rename(&temp_path, path) { Ok(()) => { - let _ = fs::remove_file(game_creator_config_backup_path(path)); + let _ = fs::remove_file(&backup_path); + #[cfg(windows)] + secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, false, true, + )?; Ok(()) } - Err(replace_error) => { - let backup_path = game_creator_config_backup_path(path); - if path.exists() { - let _ = fs::remove_file(&backup_path); - fs::rename(path, &backup_path).map_err(|error| { - let _ = fs::remove_file(&temp_path); - format!( - "准备替换客户端配置失败:{} -> {}: {error}", - path.display(), - backup_path.display() - ) - })?; - } - match fs::rename(&temp_path, path) { - Ok(()) => { - let _ = fs::remove_file(&backup_path); - Ok(()) - } - Err(error) => { - let restore_error = if backup_path.exists() { - fs::rename(&backup_path, path).err() - } else { - None - }; - let _ = fs::remove_file(&temp_path); - let restore_detail = restore_error - .map(|error| format!(";恢复旧配置失败:{error}")) - .unwrap_or_default(); - Err(format!( - "替换客户端配置失败:{replace_error};重试失败:{error}{restore_detail}" - )) - } - } + Err(error) => { + let restore_error = if had_previous { + fs::rename(&backup_path, path).err() + } else { + None + }; + let _ = fs::remove_file(&temp_path); + let restore_detail = restore_error + .map(|error| format!(";恢复旧配置失败:{error}")) + .unwrap_or_default(); + Err(format!( + "替换客户端配置失败:{} -> {}: {error}{restore_detail}", + temp_path.display(), + path.display() + )) } } } @@ -1894,3 +3896,265 @@ mod anthropic_strict_capability_tests { } } } + +#[cfg(test)] +mod private_file_write_tests { + use super::*; + + #[test] + fn private_file_write_installs_via_hardened_sibling_and_replaces_regular_target() { + let root = tempfile::tempdir().expect("create private file fixture"); + let parent = root.path().join("private"); + let path = parent.join("state.json"); + + write_game_creator_private_file(&path, b"first\n", "测试私有文件") + .expect("install first private file"); + assert_eq!( + fs::read(&path).expect("read first private file"), + b"first\n" + ); + + write_game_creator_private_file(&path, b"second\n", "测试私有文件") + .expect("replace private file"); + assert_eq!( + fs::read(&path).expect("read replaced private file"), + b"second\n" + ); + + let leftovers = fs::read_dir(&parent) + .expect("read private file directory") + .filter_map(Result::ok) + .map(|entry| entry.file_name().to_string_lossy().into_owned()) + .filter(|name| name.contains(".tmp-") || name.contains(".previous-")) + .collect::>(); + assert!( + leftovers.is_empty(), + "temporary/backup residue: {leftovers:?}" + ); + + #[cfg(unix)] + { + use std::os::unix::fs::{MetadataExt, PermissionsExt}; + let metadata = fs::symlink_metadata(&path).expect("metadata"); + assert_eq!(metadata.mode() & 0o777, 0o600); + } + } + + #[test] + fn private_file_append_creates_and_reuses_hardened_target() { + let root = tempfile::tempdir().expect("create append fixture"); + let path = root.path().join("private").join("journal.log"); + + append_game_creator_private_file(&path, b"first\n", "测试追加文件") + .expect("append first record"); + append_game_creator_private_file(&path, b"second\n", "测试追加文件") + .expect("append second record"); + assert_eq!( + fs::read(&path).expect("read append file"), + b"first\nsecond\n" + ); + + #[cfg(unix)] + { + use std::os::unix::fs::{MetadataExt, PermissionsExt}; + let metadata = fs::symlink_metadata(&path).expect("append metadata"); + assert_eq!(metadata.nlink(), 1); + assert_eq!(metadata.mode() & 0o777, 0o600); + } + } +} + +#[cfg(test)] +mod private_path_elevation_policy_tests { + use super::*; + + #[test] + fn automatic_elevation_covers_all_regular_project_descendants() { + let root = tempfile::tempdir().expect("create path policy fixture"); + let external_file = root.path().join("game").join("index.html"); + let nested_project_file = root.path().join("assets").join("sprites").join("hero.png"); + let managed_agent_file = root + .path() + .join(".agent") + .join("runtime") + .join("state.json"); + fs::create_dir_all(managed_agent_file.parent().expect("agent parent")) + .expect("create managed agent fixture"); + fs::write(root.path().join(".agent/manifest.json"), b"{}").expect("create marker"); + let traversal_path = root + .path() + .join(".agent") + .join("..") + .join("Windows") + .join("System32"); + + assert!(game_creator_private_path_allows_auto_elevation( + &external_file + )); + assert!(game_creator_private_path_allows_auto_elevation( + &nested_project_file + )); + assert!(game_creator_private_path_allows_auto_elevation( + &managed_agent_file + )); + assert!(!game_creator_private_path_allows_auto_elevation( + &traversal_path + )); + } + + #[test] + fn project_marker_does_not_authorize_unrelated_or_nested_agent_paths() { + let root = tempfile::tempdir().expect("create path policy fixture"); + fs::create_dir_all(root.path().join(".agent")).expect("create agent directory"); + fs::write(root.path().join(".agent/manifest.json"), b"{}").expect("create marker"); + + let unrelated = tempfile::tempdir().expect("create unrelated fixture"); + let unrelated_file = unrelated.path().join("game/index.html"); + let nested_agent = root.path().join("game").join(".agent").join("state.json"); + + assert!(!game_creator_private_path_allows_auto_elevation( + &unrelated_file + )); + assert!(!game_creator_private_path_allows_auto_elevation( + &nested_agent + )); + } + + #[cfg(windows)] + #[test] + fn explicit_user_selection_allows_repair_on_user_selected_non_system_path() { + let profile = std::env::var_os("USERPROFILE") + .or_else(|| std::env::var_os("HOME")) + .map(PathBuf::from) + .expect("current user profile"); + let windir = std::env::var_os("WINDIR") + .map(PathBuf::from) + .expect("WINDIR"); + let program_files = std::env::var_os("ProgramFiles") + .map(PathBuf::from) + .expect("ProgramFiles"); + let system_drive = std::env::var_os("SystemDrive") + .map(PathBuf::from) + .expect("SystemDrive"); + let selected = profile.join("Documents").join("fixture.png"); + let external_drive = PathBuf::from(r"D:\Genarrative\fixture.png"); + let system_path = windir.join("System32").join("fixture.png"); + let program_files_path = program_files.join("Genarrative").join("fixture.png"); + let drive_root = PathBuf::from(format!( + "{}\\", + system_drive.to_string_lossy().trim_end_matches(['\\', '/']) + )); + let unc_root = PathBuf::from(r"\\server\share\"); + let traversal_path = PathBuf::from(r"C:\Users\test\..\Windows\fixture.png"); + + assert!(game_creator_user_selected_path_allows_auto_elevation( + &selected + )); + assert!(game_creator_user_selected_path_allows_auto_elevation( + &external_drive + )); + assert!(!game_creator_user_selected_path_allows_auto_elevation( + &system_path + )); + assert!(!game_creator_user_selected_path_allows_auto_elevation( + &program_files_path + )); + assert!(!game_creator_user_selected_path_allows_auto_elevation( + &drive_root + )); + assert!(!game_creator_user_selected_path_allows_auto_elevation( + &unc_root + )); + assert!(!game_creator_user_selected_path_allows_auto_elevation( + &traversal_path + )); + } + + #[test] + fn arbitrary_agent_directory_without_project_marker_cannot_trigger_elevation() { + let root = tempfile::tempdir().expect("create unverified agent fixture"); + let path = root + .path() + .join(".agent") + .join("runtime") + .join("state.json"); + fs::create_dir_all(path.parent().expect("agent parent")).expect("create agent fixture"); + assert!(!game_creator_private_path_allows_auto_elevation(&path)); + } + + #[test] + fn nested_agent_components_cannot_trigger_elevation() { + let root = tempfile::tempdir().expect("create nested agent fixture"); + let path = root + .path() + .join(".agent") + .join("nested") + .join(".agent") + .join("state.json"); + fs::create_dir_all(path.parent().expect("nested agent parent")) + .expect("create nested agent"); + fs::write(root.path().join(".agent/manifest.json"), b"{}").expect("create marker"); + assert!(!game_creator_private_path_allows_auto_elevation(&path)); + } + + #[cfg(windows)] + #[test] + fn explicit_project_root_entry_can_tighten_owner_correct_inherited_acl() { + let root = tempfile::tempdir().expect("create project root fixture"); + assert!(prepare_game_creator_project_root_for_read(root.path(), true, "项目根").is_ok()); + } + + #[cfg(windows)] + #[test] + fn owner_flag_is_requested_only_when_owner_initialization_is_needed() { + const OWNER_SECURITY_INFORMATION: u32 = 0x0000_0001; + assert_eq!( + windows_private_dacl_security_information(true, false) & OWNER_SECURITY_INFORMATION, + OWNER_SECURITY_INFORMATION + ); + assert_eq!( + windows_private_dacl_security_information(true, true) & OWNER_SECURITY_INFORMATION, + 0 + ); + } + + #[cfg(windows)] + #[test] + fn canonicalize_access_denied_is_classified_as_acl_repair_candidate() { + let detail = + "解析客户端 AppData 配置目录失败:C:\\Temp\\agc-config: 拒绝访问。 (os error 5)"; + assert!(windows_acl_error_may_need_elevation(detail)); + } + + #[cfg(windows)] + #[test] + fn custom_runtime_config_path_uses_explicit_user_selected_scope() { + let root = tempfile::tempdir().expect("create custom config fixture"); + assert_eq!( + game_creator_runtime_config_repair_scope(&root.path().join("config")), + WindowsAclRepairScope::UserSelected + ); + } + + #[cfg(windows)] + #[test] + fn picker_grant_is_required_and_directory_grant_covers_descendants() { + let root = tempfile::tempdir().expect("create picker grant fixture"); + let directory = root.path().join("selected"); + let child = directory.join("nested").join("file.png"); + let unapproved = root.path().join("other").join("file.png"); + + assert!(!user_selected_path_is_authorized(&directory, true)); + assert!(!user_selected_path_is_authorized(&unapproved, false)); + + register_game_creator_user_selected_path(&directory, true); + assert!(user_selected_path_is_authorized(&directory, true)); + assert!(user_selected_path_is_authorized(&child, false)); + assert!(!user_selected_path_is_authorized(&directory, false)); + assert!(!user_selected_path_is_authorized(&unapproved, false)); + + revoke_game_creator_user_selected_path(&directory); + assert!(!user_selected_path_is_authorized(&directory, true)); + assert!(!user_selected_path_is_authorized(&child, false)); + } +} diff --git a/apps/ai-game-creator-shell/src-tauri/src/main.rs b/apps/ai-game-creator-shell/src-tauri/src/main.rs index 71dfdeb76..92bf0dfe4 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/main.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/main.rs @@ -1980,6 +1980,61 @@ fn install_agent_runtime_async_runtime_with_deep_stack() { Box::leak(Box::new(runtime)); } +#[cfg(windows)] +fn run_windows_acl_repair_if_requested(args: &[String]) -> Option { + let [ + command, + path, + target_user_sid_flag, + target_user_sid, + authorization_flag, + nonce, + scope_flag, + scope_value, + ] = args + else { + if args.first().map(String::as_str) == Some("--repair-private-acl") { + eprintln!( + "用法:--repair-private-acl <路径> --target-user-sid --authorization <票据> --scope " + ); + return Some(1); + } + return None; + }; + if command != "--repair-private-acl" + || target_user_sid_flag != "--target-user-sid" + || authorization_flag != "--authorization" + || scope_flag != "--scope" + { + eprintln!( + "用法:--repair-private-acl <路径> --target-user-sid --authorization <票据> --scope " + ); + return Some(1); + } + let path = std::path::PathBuf::from(path); + let scope = match config::parse_windows_acl_repair_scope(scope_value) { + Ok(scope) => scope, + Err(error) => { + eprintln!("{error}"); + return Some(1); + } + }; + let result = config::consume_windows_acl_repair_authorization( + &path, + target_user_sid, + nonce, + scope, + ) + .and_then(|()| config::repair_game_creator_private_acl_for_user_sid(&path, target_user_sid)); + match result { + Ok(()) => Some(0), + Err(error) => { + eprintln!("AGC ACL 提权修复失败:{error}"); + Some(1) + } + } +} + #[cfg(test)] mod async_runtime_stack_tests { /// 每帧固定占 16 KiB,用 black_box 挡住优化,让递归深度直接换算成栈用量。 @@ -2017,6 +2072,10 @@ fn main() { if let Some(exit_code) = run_direct_tools_mcp_if_requested(&args) { std::process::exit(exit_code); } + #[cfg(windows)] + if let Some(exit_code) = run_windows_acl_repair_if_requested(&args) { + std::process::exit(exit_code); + } #[cfg(target_os = "linux")] if command_sandbox_trampoline::is_trampoline_mode(&args) { match command_sandbox_trampoline::run_trampoline() { diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/agent_db.rs b/apps/ai-game-creator-shell/src-tauri/src/project/agent_db.rs index b9e2f985e..bd2f3e18b 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/agent_db.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/agent_db.rs @@ -349,8 +349,8 @@ fn open_agent_db_directory(root: &Path, create: bool) -> Result Result, String> { if create { - fs::create_dir_all(root) - .map_err(|error| format!("创建 Agent DB 项目目录失败:{}: {error}", root.display()))?; + ensure_game_creator_private_directory_tree(root, "Agent DB 项目目录")?; + } + if !prepare_game_creator_private_path_for_read(root, true, "Agent DB 项目目录")? { + return Ok(None); + } + let agent_path = root.join(".agent"); + if create { + ensure_game_creator_private_directory_tree(&agent_path, "项目 .agent 目录")?; + } + if !prepare_game_creator_private_path_for_read(&agent_path, true, "项目 .agent 目录")? { + return Ok(None); } let root_directory = match open_windows_agent_db_root(root, create) { Ok(file) => file, @@ -875,6 +884,21 @@ fn open_agent_db_storage( create: bool, ) -> Result, String> { verify_agent_db_directory_current(&directory)?; + let path = directory.path.join("agent.db"); + let existed = match fs::symlink_metadata(&path) { + Ok(_) => true, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => false, + Err(_) => { + // Do not let an ACL-denied existing Agent DB fall through to + // NtCreateFile, which would otherwise be reported as a generic + // open failure without trying the approved repair path. + prepare_game_creator_private_path_for_read(&path, false, "Agent 本地索引")?; + true + } + }; + if existed { + prepare_game_creator_private_path_for_read(&path, false, "Agent 本地索引")?; + } let file = { let mut opened = None; for attempt in 0..100 { @@ -924,10 +948,16 @@ fn open_agent_db_storage( return Err("Agent 本地索引必须是普通文件".to_string()); } validate_windows_regular_file_handle(&file, "Agent 本地索引")?; + if existed { + secure_windows_game_creator_path_for_current_user_with_auto_elevation(&path, false, true)?; + } else { + initialize_windows_game_creator_file_owner_for_current_user(&path)?; + secure_windows_game_creator_path_for_current_user_with_auto_elevation(&path, false, false)?; + } verify_agent_db_directory_current(&directory)?; Ok(Some(AgentDbStorage { file, - path: directory.path.join("agent.db"), + path, root_path: directory.root_path, root_directory: directory.root_directory, agent_directory: directory.agent_directory, @@ -4369,13 +4399,10 @@ fn project_append_os_lock_path(path: &Path) -> Result { fn acquire_project_append_os_lock(path: &Path, error_label: &str) -> Result { if let Some(parent) = path.parent() { - fs::create_dir_all(parent).map_err(|error| { - format!( - "创建{error_label}跨进程锁目录失败:{}: {error}", - parent.display() - ) - })?; + ensure_game_creator_private_directory_tree(parent, error_label)?; + prepare_game_creator_private_path_for_read(parent, true, error_label)?; } + prepare_game_creator_private_path_for_read(path, false, error_label)?; for attempt in 0..100 { if let Some(file) = try_open_project_append_os_lock(path, error_label)? { return Ok(file); @@ -4391,12 +4418,58 @@ fn acquire_project_append_os_lock(path: &Path, error_label: &str) -> Result Result, String> { use std::os::fd::AsRawFd; - let file = fs::OpenOptions::new() - .create(true) - .read(true) - .write(true) + let existed = prepare_game_creator_private_path_for_read(path, false, error_label)?; + let mut options = fs::OpenOptions::new(); + options.create(true).read(true).write(true); + use std::os::unix::fs::OpenOptionsExt; + options.custom_flags(libc::O_NOFOLLOW).mode(0o600); + let file = options .open(path) .map_err(|error| format!("打开{error_label}跨进程锁失败:{}: {error}", path.display()))?; + let metadata = file.metadata().map_err(|error| { + format!( + "读取{error_label}跨进程锁元数据失败:{}: {error}", + path.display() + ) + })?; + if !metadata.is_file() { + return Err(format!( + "{error_label}跨进程锁必须是普通文件:{}", + path.display() + )); + } + if !existed { + if let Err(error) = harden_new_game_creator_private_path(path, false, error_label) { + drop(file); + let _ = fs::remove_file(path); + return Err(error); + } + } + let path_metadata = fs::symlink_metadata(path).map_err(|error| { + format!( + "复核{error_label}跨进程锁路径失败:{}: {error}", + path.display() + ) + })?; + if path_metadata.file_type().is_symlink() { + return Err(format!( + "{error_label}跨进程锁不能是符号链接:{}", + path.display() + )); + } + #[cfg(unix)] + { + use std::os::unix::fs::MetadataExt; + if path_metadata.nlink() != 1 + || path_metadata.dev() != metadata.dev() + || path_metadata.ino() != metadata.ino() + { + return Err(format!( + "{error_label}跨进程锁路径在打开期间发生替换:{}", + path.display() + )); + } + } let result = unsafe { libc::flock(file.as_raw_fd(), libc::LOCK_EX | libc::LOCK_NB) }; if result == 0 { return Ok(Some(file)); @@ -4416,14 +4489,33 @@ fn try_open_project_append_os_lock(path: &Path, error_label: &str) -> Result Result, String> { use std::os::windows::fs::OpenOptionsExt; - match fs::OpenOptions::new() - .create(true) - .read(true) - .write(true) - .share_mode(0) - .open(path) - { - Ok(file) => Ok(Some(file)), + let existed = prepare_game_creator_private_path_for_read(path, false, error_label)?; + const FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; + match { + let mut options = fs::OpenOptions::new(); + options + .create(true) + .read(true) + .write(true) + .share_mode(0) + .custom_flags(FILE_FLAG_OPEN_REPARSE_POINT); + options.open(path) + } { + Ok(file) => { + crate::runner::validate_windows_regular_file_handle(&file, error_label)?; + if !existed { + if let Err(error) = harden_new_game_creator_private_path(path, false, error_label) { + drop(file); + let _ = fs::remove_file(path); + return Err(error); + } + } + crate::secure_windows_game_creator_path_for_current_user_with_auto_elevation( + path, false, true, + )?; + crate::runner::validate_windows_regular_file_handle(&file, error_label)?; + Ok(Some(file)) + } Err(error) if matches!( error.kind(), @@ -4453,22 +4545,76 @@ pub(super) fn append_jsonl_line_unlocked( error_label: &str, ) -> Result<(), String> { if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建{error_label}目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, error_label)?; + prepare_game_creator_private_path_for_read(parent, true, error_label)?; } - let mut file = fs::OpenOptions::new() - .create(true) - .read(true) - .write(true) + let existed = prepare_game_creator_private_path_for_read(path, false, error_label)?; + let mut options = fs::OpenOptions::new(); + options.create(true).read(true).write(true); + #[cfg(unix)] + { + use std::os::unix::fs::OpenOptionsExt; + options.custom_flags(libc::O_NOFOLLOW).mode(0o600); + } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + const FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; + const FILE_SHARE_READ: u32 = 0x0000_0001; + const FILE_SHARE_WRITE: u32 = 0x0000_0002; + const FILE_SHARE_DELETE: u32 = 0x0000_0004; + options + .custom_flags(FILE_FLAG_OPEN_REPARSE_POINT) + .share_mode(FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE); + } + let mut file = options .open(path) .map_err(|error| format!("打开{error_label}失败:{}: {error}", path.display()))?; + let opened_metadata = file.metadata().map_err(|error| { + format!( + "读取{error_label}文件句柄元数据失败:{}: {error}", + path.display() + ) + })?; + if !opened_metadata.is_file() { + return Err(format!("{error_label}必须是普通文件:{}", path.display())); + } + #[cfg(unix)] + { + use std::os::unix::fs::MetadataExt; + if opened_metadata.nlink() != 1 { + return Err(format!("{error_label}不能是硬链接:{}", path.display())); + } + let path_metadata = fs::symlink_metadata(path) + .map_err(|error| format!("复核{error_label}路径失败:{}: {error}", path.display()))?; + if path_metadata.file_type().is_symlink() + || path_metadata.dev() != opened_metadata.dev() + || path_metadata.ino() != opened_metadata.ino() + { + return Err(format!( + "{error_label}路径在安全打开期间发生替换:{}", + path.display() + )); + } + } + #[cfg(windows)] + crate::runner::validate_windows_regular_file_handle(&file, error_label)?; + if !existed { + if let Err(error) = harden_new_game_creator_private_path(path, false, error_label) { + drop(file); + let _ = fs::remove_file(path); + return Err(error); + } + } repair_truncated_jsonl_tail_unlocked(&mut file, path, error_label)?; let framed = format!("{line}\n"); file.seek(SeekFrom::End(0)) .and_then(|_| file.write_all(framed.as_bytes())) .and_then(|_| file.flush()) .and_then(|_| file.sync_data()) - .map_err(|error| format!("写入{error_label}失败:{}: {error}", path.display())) + .map_err(|error| format!("写入{error_label}失败:{}: {error}", path.display()))?; + prepare_game_creator_private_path_for_read(path, false, error_label)?; + Ok(()) } const AGENT_DB_FINALIZATION_SLOT_PREPARED: u8 = 0; diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/checkpoint.rs b/apps/ai-game-creator-shell/src-tauri/src/project/checkpoint.rs index 66b6b142b..9c99aaede 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/checkpoint.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/checkpoint.rs @@ -5,6 +5,54 @@ use super::filesystem::validate_portable_project_path_component; #[cfg(windows)] use super::filesystem::PROJECT_FILE_FLAG_OPEN_REPARSE_POINT; +#[cfg(windows)] +fn windows_regular_file_handle_identity(file: &File, label: &str) -> Result<(u32, u64), String> { + use std::ffi::c_void; + use std::os::windows::io::AsRawHandle; + + #[repr(C)] + struct FileTime { + low_date_time: u32, + high_date_time: u32, + } + + #[repr(C)] + struct ByHandleFileInformation { + file_attributes: u32, + creation_time: FileTime, + last_access_time: FileTime, + last_write_time: FileTime, + volume_serial_number: u32, + file_size_high: u32, + file_size_low: u32, + number_of_links: u32, + file_index_high: u32, + file_index_low: u32, + } + + #[link(name = "kernel32")] + unsafe extern "system" { + fn GetFileInformationByHandle( + file: *mut c_void, + information: *mut ByHandleFileInformation, + ) -> i32; + } + + // SAFETY: the structure is plain data initialized by GetFileInformationByHandle. + let mut information = unsafe { std::mem::zeroed::() }; + // SAFETY: file owns a live kernel handle and information is a valid output pointer. + if unsafe { GetFileInformationByHandle(file.as_raw_handle().cast(), &mut information) } == 0 { + return Err(format!( + "读取 {label} Windows 文件句柄身份失败:{}", + std::io::Error::last_os_error() + )); + } + Ok(( + information.volume_serial_number, + (u64::from(information.file_index_high) << 32) | u64::from(information.file_index_low), + )) +} + pub(crate) fn create_local_project_checkpoint_at( root: &Path, ) -> Result { @@ -22,10 +70,10 @@ pub(crate) fn create_local_project_checkpoint_at( &checkpoint_file_relative_path(&checkpoint_id, &normalized_path), )?; if let Some(parent) = target.parent() { - fs::create_dir_all(parent).map_err(|error| { - format!("创建 checkpoint 目录失败:{}: {error}", parent.display()) - })?; + ensure_game_creator_private_directory_tree(parent, "checkpoint 目录")?; + prepare_game_creator_private_path_for_read(parent, true, "checkpoint 目录")?; } + prepare_game_creator_private_path_for_read(&target, false, "checkpoint 文件")?; fs::copy(&source, &target).map_err(|error| { format!( "写入 checkpoint 文件失败:{} -> {}: {error}", @@ -33,6 +81,7 @@ pub(crate) fn create_local_project_checkpoint_at( target.display() ) })?; + prepare_game_creator_private_path_for_read(&target, false, "checkpoint 文件")?; } let total_bytes = files.iter().map(|file| file.size).sum::(); let manifest = serde_json::json!({ @@ -42,20 +91,21 @@ pub(crate) fn create_local_project_checkpoint_at( }); let manifest_path = resolve_local_project_path(root, &checkpoint_manifest_relative_path(&checkpoint_id))?; - fs::write( + if let Some(parent) = manifest_path.parent() { + ensure_game_creator_private_directory_tree(parent, "checkpoint manifest 目录")?; + prepare_game_creator_private_path_for_read(parent, true, "checkpoint manifest 目录")?; + } + prepare_game_creator_private_path_for_read(&manifest_path, false, "checkpoint manifest")?; + crate::write_game_creator_private_file( &manifest_path, format!( "{}\n", serde_json::to_string_pretty(&manifest) .map_err(|error| format!("序列化 checkpoint 失败:{error}"))? - ), - ) - .map_err(|error| { - format!( - "写入 checkpoint manifest 失败:{}: {error}", - manifest_path.display() ) - })?; + .as_bytes(), + "checkpoint manifest", + )?; append_agent_db_record( root, serde_json::json!({ @@ -147,13 +197,68 @@ pub(crate) fn open_project_snapshot_regular_file( } #[cfg(windows)] validate_windows_regular_file_handle(&file, label)?; + // The pathname was checked before opening, but another process can replace + // it between those two operations. Compare the opened handle identity to + // the current directory entry before any caller reads bytes; subsequent + // reads use the already-open handle and therefore are not pathname-based. + let path_metadata = fs::symlink_metadata(path) + .map_err(|error| format!("复核{label}路径失败:{}: {error}", path.display()))?; + if path_metadata.file_type().is_symlink() || !path_metadata.is_file() { + return Err(format!( + "{label}路径在安全打开期间发生替换:{}", + path.display() + )); + } + #[cfg(unix)] + { + use std::os::unix::fs::MetadataExt; + if path_metadata.dev() != metadata.dev() || path_metadata.ino() != metadata.ino() { + return Err(format!( + "{label}路径在安全打开期间发生替换:{}", + path.display() + )); + } + } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + let mut identity_options = fs::OpenOptions::new(); + identity_options + .read(true) + .custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + let identity_file = identity_options + .open(path) + .map_err(|error| format!("复核{label}路径失败:{}: {error}", path.display()))?; + validate_windows_regular_file_handle(&identity_file, label)?; + if windows_regular_file_handle_identity(&identity_file, label)? + != windows_regular_file_handle_identity(&file, label)? + { + return Err(format!( + "{label}路径在安全打开期间发生替换:{}", + path.display() + )); + } + } Ok((file, metadata)) } +/// Opens an AGC-managed project file after the private-path owner/DACL gate +/// has had a chance to repair an inherited or foreign ACL. Callers that read +/// arbitrary user-selected files must keep using +/// `open_project_snapshot_regular_file` so importing an external file never +/// silently changes its owner. +pub(crate) fn open_project_private_regular_file( + path: &Path, + label: &str, +) -> Result<(File, fs::Metadata), String> { + prepare_game_creator_private_path_for_read(path, false, label)?; + open_project_snapshot_regular_file(path, label) +} + fn read_local_project_content_diff_source( path: &Path, ) -> Result { - let (mut file, metadata) = open_project_snapshot_regular_file(path, "内容 diff 文件")?; + let (mut file, metadata) = open_project_private_regular_file(path, "内容 diff 文件")?; let mut hasher = Sha256::new(); let mut bytes = (metadata.len() <= PROJECT_CONTENT_DIFF_MAX_FILE_BYTES) .then(|| Vec::with_capacity(metadata.len() as usize)); @@ -518,10 +623,12 @@ pub(crate) fn restore_local_project_checkpoint_at( let restored_count = restore_plan.len(); for (source, target) in restore_plan { + prepare_game_creator_private_path_for_read(&source, false, "checkpoint 源文件")?; if let Some(parent) = target.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建恢复目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "恢复目录")?; + prepare_game_creator_private_path_for_read(parent, true, "恢复目录")?; } + prepare_game_creator_private_path_for_read(&target, false, "恢复目标文件")?; fs::copy(&source, &target).map_err(|error| { format!( "恢复 checkpoint 文件失败:{} -> {}: {error}", @@ -529,6 +636,7 @@ pub(crate) fn restore_local_project_checkpoint_at( target.display() ) })?; + prepare_game_creator_private_path_for_read(&target, false, "恢复目标文件")?; } let deleted_count = delete_plan.len(); for target in delete_plan { diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/conversation.rs b/apps/ai-game-creator-shell/src-tauri/src/project/conversation.rs index 12eb9f5d0..3ad3d43f7 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/conversation.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/conversation.rs @@ -68,6 +68,9 @@ fn file_modified_timestamp(path: &Path) -> u64 { } fn count_conversation_messages(path: &Path) -> Result { + if !prepare_game_creator_private_path_for_read(path, false, "对话记录")? { + return Ok(0); + } match File::open(path) { Ok(file) => { let mut count = 0_u64; @@ -118,6 +121,7 @@ fn read_agent_conversation_session_catalog_unlocked( validate_project_root(root)?; let agent_id = normalize_conversation_agent_id(agent_id)?; let catalog_path = agent_conversation_session_catalog_path(root, &agent_id); + prepare_game_creator_private_path_for_read(&catalog_path, false, "Agent Session 目录")?; let mut catalog = match fs::read_to_string(&catalog_path) { Ok(content) => serde_json::from_str::(&content) .map_err(|error| { @@ -305,37 +309,16 @@ fn write_agent_conversation_session_catalog_unlocked( ) -> Result<(), String> { let path = agent_conversation_session_catalog_path(root, &catalog.agent_id); if let Some(parent) = path.parent() { - fs::create_dir_all(parent).map_err(|error| { - format!("创建 Agent Session 目录失败:{}: {error}", parent.display()) - })?; + ensure_game_creator_private_directory_tree(parent, "Agent Session 目录")?; + prepare_game_creator_private_path_for_read(parent, true, "Agent Session 目录")?; } let content = serde_json::to_string_pretty(catalog) .map_err(|error| format!("序列化 Agent Session 目录失败:{error}"))?; - let temp_path = path.with_file_name(format!( - ".{}.tmp.{}.{}", - path.file_name() - .and_then(|value| value.to_str()) - .unwrap_or("sessions.json"), - std::process::id(), - SystemTime::now() - .duration_since(UNIX_EPOCH) - .unwrap_or_default() - .as_nanos() - )); - fs::write(&temp_path, format!("{content}\n")).map_err(|error| { - format!( - "写入 Agent Session 临时目录失败:{}: {error}", - temp_path.display() - ) - })?; - fs::rename(&temp_path, &path).map_err(|error| { - let _ = fs::remove_file(&temp_path); - format!( - "替换 Agent Session 目录失败:{} -> {}: {error}", - temp_path.display(), - path.display() - ) - }) + write_game_creator_private_file( + &path, + format!("{content}\n").as_bytes(), + "Agent Session 目录", + ) } pub(crate) fn ensure_agent_conversation_session_at( @@ -419,6 +402,7 @@ pub(crate) fn ensure_agent_session_has_no_live_tasks( let task_path = root .join(".agent/runtime/tasks") .join(format!("{agent_id}.jsonl")); + prepare_game_creator_private_path_for_read(&task_path, false, "Agent Runtime 任务")?; match File::open(&task_path) { Ok(file) => { for line in BufReader::new(file).lines() { @@ -497,6 +481,7 @@ pub(crate) fn ensure_agent_session_has_no_live_tasks( if path.extension().and_then(|value| value.to_str()) != Some("jsonl") { continue; } + prepare_game_creator_private_path_for_read(&path, false, "Agent Runtime 任务")?; let mut delegated_latest_by_run = BTreeMap::::new(); let file = File::open(&path) .map_err(|error| format!("读取 Agent Runtime 任务失败:{}: {error}", path.display()))?; @@ -558,19 +543,33 @@ pub(crate) fn create_game_creator_agent_session_at( let conversation_path = conversation_file_path_for_resolved_session(root, &agent_id, &session_id); if let Some(parent) = conversation_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建对话目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "对话目录")?; + prepare_game_creator_private_path_for_read(parent, true, "对话目录")?; } - fs::OpenOptions::new() - .create_new(true) - .write(true) - .open(&conversation_path) - .map_err(|error| { - format!( - "创建 Agent Session 对话失败:{}: {error}", - conversation_path.display() - ) - })?; + prepare_game_creator_private_path_for_read(&conversation_path, false, "对话记录")?; + let mut options = fs::OpenOptions::new(); + options.create_new(true).write(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let file = options.open(&conversation_path).map_err(|error| { + format!( + "创建 Agent Session 对话失败:{}: {error}", + conversation_path.display() + ) + })?; + if let Err(error) = harden_new_game_creator_private_path( + &conversation_path, + false, + "对话记录", + ) { + drop(file); + let _ = fs::remove_file(&conversation_path); + return Err(error); + } + drop(file); catalog.sessions.push(AgentConversationSessionRecord { session_id: session_id.clone(), title, @@ -665,20 +664,28 @@ where let conversation_path = conversation_file_path_for_resolved_session(root, &agent_id, &session_id); if let Some(parent) = conversation_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建对话目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "对话目录")?; + prepare_game_creator_private_path_for_read(parent, true, "对话目录")?; } + prepare_game_creator_private_path_for_read( + &conversation_path, + false, + "Agent Session 分叉对话", + )?; let write_result = (|| -> Result<(), String> { - let mut file = fs::OpenOptions::new() - .create_new(true) - .write(true) - .open(&conversation_path) - .map_err(|error| { - format!( - "创建 Agent Session 分叉对话失败:{}: {error}", - conversation_path.display() - ) - })?; + let mut options = fs::OpenOptions::new(); + options.create_new(true).write(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let mut file = options.open(&conversation_path).map_err(|error| { + format!( + "创建 Agent Session 分叉对话失败:{}: {error}", + conversation_path.display() + ) + })?; for record in &records { serde_json::to_writer(&mut file, record) .map_err(|error| format!("序列化 Agent Session 分叉消息失败:{error}"))?; @@ -700,6 +707,11 @@ where let _ = fs::remove_file(&conversation_path); return Err(error); } + prepare_game_creator_private_path_for_read( + &conversation_path, + false, + "Agent Session 分叉对话", + )?; let now = unix_timestamp(); let requested_title = title.trim(); @@ -938,6 +950,7 @@ fn read_persisted_local_conversation_records_unlocked( path: &Path, ) -> Result, String> { let mut records = Vec::new(); + prepare_game_creator_private_path_for_read(path, false, "对话记录")?; match File::open(path) { Ok(file) => { for line in BufReader::new(file).lines() { @@ -1431,23 +1444,22 @@ pub(crate) fn append_markdown_entry( error_label: &str, ) -> Result<(), String> { if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("{error_label}:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, error_label)?; + prepare_game_creator_private_path_for_read(parent, true, error_label)?; } + prepare_game_creator_private_path_for_read(path, false, error_label)?; let needs_header = fs::metadata(path) .map(|metadata| metadata.len() == 0) .unwrap_or(true); - let mut file = fs::OpenOptions::new() - .create(true) - .append(true) - .open(path) - .map_err(|error| format!("{error_label}:{}: {error}", path.display()))?; - if needs_header { - file.write_all(header.as_bytes()) - .map_err(|error| format!("{error_label}:{}: {error}", path.display()))?; - } - file.write_all(entry.as_bytes()) - .map_err(|error| format!("{error_label}:{}: {error}", path.display())) + let bytes = if needs_header { + let mut bytes = Vec::with_capacity(header.len() + entry.len()); + bytes.extend_from_slice(header.as_bytes()); + bytes.extend_from_slice(entry.as_bytes()); + bytes + } else { + entry.as_bytes().to_vec() + }; + append_game_creator_private_file(path, &bytes, error_label) } pub(crate) fn append_local_permission_log_at( @@ -1474,16 +1486,12 @@ pub(crate) fn append_local_permission_log_at( let log_path = root.join(".agent/logs/command.log"); if let Some(parent) = log_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建命令日志目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "命令日志目录")?; + prepare_game_creator_private_path_for_read(parent, true, "命令日志目录")?; } + prepare_game_creator_private_path_for_read(&log_path, false, "命令日志")?; let line = format!("{} {event} {command_id}\n", unix_timestamp()); - fs::OpenOptions::new() - .create(true) - .append(true) - .open(&log_path) - .and_then(|mut file| file.write_all(line.as_bytes())) - .map_err(|error| format!("写入命令日志失败:{}: {error}", log_path.display())) + append_game_creator_private_file(&log_path, line.as_bytes(), "命令日志") } #[cfg(test)] diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/export.rs b/apps/ai-game-creator-shell/src-tauri/src/project/export.rs index 0b1238987..d52959460 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/export.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/export.rs @@ -13,6 +13,7 @@ pub(crate) fn export_local_project_package_at( if !game_index_metadata.is_file() { return Err("导出试玩包前需要先生成 game/index.html".to_string()); } + prepare_game_creator_private_path_for_read(&game_index_path, false, "游戏入口")?; let game_index = fs::read_to_string(&game_index_path) .map_err(|error| format!("读取游戏入口失败:{}: {error}", game_index_path.display()))?; if game_index.trim().is_empty() { @@ -51,12 +52,26 @@ pub(crate) fn export_local_project_package_at( let package_relative_path = next_project_export_package_relative_path(root)?; let package_path = resolve_local_project_path(root, &package_relative_path)?; if let Some(parent) = package_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建导出目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "导出目录")?; + prepare_game_creator_private_path_for_read(parent, true, "导出目录")?; } + prepare_game_creator_private_path_for_read(&package_path, false, "试玩包")?; - let file = File::create(&package_path) + let mut options = fs::OpenOptions::new(); + options.write(true).create_new(true); + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + let file = options + .open(&package_path) .map_err(|error| format!("创建试玩包失败:{}: {error}", package_path.display()))?; + if let Err(error) = harden_new_game_creator_private_path(&package_path, false, "试玩包") { + drop(file); + let _ = fs::remove_file(&package_path); + return Err(error); + } let mut writer = zip::ZipWriter::new(file); let options = zip::write::SimpleFileOptions::default() .compression_method(zip::CompressionMethod::Deflated); @@ -64,6 +79,7 @@ pub(crate) fn export_local_project_package_at( writer .start_file(relative_path, options) .map_err(|error| format!("写入试玩包条目失败:{relative_path}: {error}"))?; + prepare_game_creator_private_path_for_read(absolute_path, false, "导出文件")?; let bytes = fs::read(absolute_path) .map_err(|error| format!("读取导出文件失败:{}: {error}", absolute_path.display()))?; writer @@ -73,13 +89,10 @@ pub(crate) fn export_local_project_package_at( writer .finish() .map_err(|error| format!("完成试玩包失败:{}: {error}", package_path.display()))?; + prepare_game_creator_private_path_for_read(&package_path, false, "试玩包")?; let updated_at = unix_timestamp(); let log_path = root.join(".agent/logs/command.log"); - if let Some(parent) = log_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建命令日志目录失败:{}: {error}", parent.display()))?; - } let output = format!( "导出试玩包:{},{} 个文件,{}B", package_relative_path, @@ -87,12 +100,7 @@ pub(crate) fn export_local_project_package_at( total_bytes ); let line = format!("{updated_at} project.export_package: {output}\n"); - fs::OpenOptions::new() - .create(true) - .append(true) - .open(&log_path) - .and_then(|mut file| file.write_all(line.as_bytes())) - .map_err(|error| format!("写入命令日志失败:{}: {error}", log_path.display()))?; + append_game_creator_private_file(&log_path, line.as_bytes(), "命令日志")?; record_command_run( root, GameCreationAppCommandRunState { diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/filesystem.rs b/apps/ai-game-creator-shell/src-tauri/src/project/filesystem.rs index c7f8f38e1..062a74e3c 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/filesystem.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/filesystem.rs @@ -1,7 +1,7 @@ use super::*; #[cfg(windows)] -pub(super) const PROJECT_FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; +pub(crate) const PROJECT_FILE_FLAG_OPEN_REPARSE_POINT: u32 = 0x0020_0000; static PROJECT_WRITE_LOCK_NONCE: std::sync::atomic::AtomicU64 = std::sync::atomic::AtomicU64::new(1); @@ -135,6 +135,7 @@ fn project_write_lock_can_be_reclaimed(path: &Path) -> bool { return false; }; if metadata.file_type().is_symlink() + || windows_metadata_is_reparse_point(&metadata) || !metadata.is_file() || metadata.len() > PROJECT_WRITE_LOCK_MAX_BYTES { @@ -196,8 +197,8 @@ pub(crate) fn acquire_project_write_lock( validate_project_root(root)?; let mut path = resolve_project_write_lock_path(root)?; if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建项目锁目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "项目锁目录")?; + prepare_game_creator_private_path_for_read(parent, true, "项目锁目录")?; } // Re-check the parent after creation so skipping metadata only for the final // create_new target cannot weaken the normal ancestor link/reparse checks. @@ -212,16 +213,26 @@ pub(crate) fn acquire_project_write_lock( .map_err(|error| format!("生成项目写锁失败:{error}"))?; let mut retried_after_reclaim = false; loop { - match fs::OpenOptions::new() - .create_new(true) - .write(true) - .open(&path) + let mut options = fs::OpenOptions::new(); + options.create_new(true).write(true); + #[cfg(windows)] { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } + match options.open(&path) { Ok(mut file) => { + if let Err(error) = harden_new_game_creator_private_path(&path, false, "项目写锁") + { + drop(file); + let _ = fs::remove_file(&path); + return Err(error); + } if let Err(error) = file.write_all(content.as_bytes()) { let _ = fs::remove_file(&path); return Err(format!("写入项目写锁失败:{}: {error}", path.display())); } + prepare_game_creator_private_path_for_read(&path, false, "项目写锁")?; return Ok(ProjectWriteLock { path, content: content.clone(), @@ -283,14 +294,13 @@ pub(crate) fn list_local_project_files_at( { let entry = entry.map_err(|error| format!("读取项目文件失败:{}: {error}", dir.display()))?; - let file_type = entry.file_type().map_err(|error| { - format!("读取文件类型失败:{}: {error}", entry.path().display()) - })?; - if file_type.is_symlink() { + let path = entry.path(); + let metadata = fs::symlink_metadata(&path) + .map_err(|error| format!("读取文件元数据失败:{}: {error}", path.display()))?; + if metadata.file_type().is_symlink() || windows_metadata_is_reparse_point(&metadata) { continue; } - - let path = entry.path(); + let file_type = metadata.file_type(); let relative_path = relative_project_path(root, &path)?; if is_agent_runtime_private_control_path(&relative_path) || is_agent_checkpoint_control_path(&relative_path) @@ -298,9 +308,6 @@ pub(crate) fn list_local_project_files_at( { continue; } - let metadata = entry.metadata().map_err(|error| { - format!("读取文件元数据失败:{}: {error}", entry.path().display()) - })?; let modified_at = metadata .modified() .ok() @@ -342,6 +349,7 @@ pub(crate) fn read_local_project_file_at( reject_agent_runtime_private_control_path(&normalized_path)?; reject_sensitive_project_file_read(&normalized_path)?; let path = resolve_local_project_path(root, &normalized_path)?; + prepare_game_creator_private_path_for_read(&path, false, "项目文件")?; let metadata = fs::metadata(&path) .map_err(|error| format!("读取文件元数据失败:{}: {error}", path.display()))?; if !metadata.is_file() { @@ -483,12 +491,7 @@ pub(crate) fn write_local_project_file_at( if path.exists() && !path.is_file() { return Err("只能写入文件".to_string()); } - if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建项目目录失败:{}: {error}", parent.display()))?; - } - fs::write(&path, content) - .map_err(|error| format!("写入项目文件失败:{}: {error}", path.display()))?; + crate::write_game_creator_private_file(&path, content.as_bytes(), "项目文件")?; Ok(LocalProjectFileMutationResult { path: normalized_path, @@ -516,6 +519,7 @@ pub(crate) fn delete_local_project_file_at( if !path.is_file() { return Err("只能删除文件".to_string()); } + prepare_game_creator_private_path_for_read(&path, false, "项目文件")?; fs::remove_file(&path) .map_err(|error| format!("删除项目文件失败:{}: {error}", path.display()))?; @@ -537,24 +541,17 @@ pub(crate) fn build_local_project_index_at(root: &Path) -> Result { - return Err("项目文件路径不能包含符号链接".to_string()); + Ok(metadata) + if metadata.file_type().is_symlink() + || windows_metadata_is_reparse_point(&metadata) => + { + return Err("项目文件路径不能包含符号链接或 Windows reparse point".to_string()); } Ok(_) => {} Err(error) if error.kind() == std::io::ErrorKind::NotFound => { should_check_metadata = false; } + Err(error) + if !acl_repair_attempted + && error.kind() == std::io::ErrorKind::PermissionDenied => + { + acl_repair_attempted = true; + #[cfg(windows)] + if crate::prepare_game_creator_private_path_for_read(&path, true, "项目路径") + .is_ok() + { + continue; + } + return Err(format!("读取路径失败:{}: {error}", path.display())); + } Err(error) => { return Err(format!("读取路径失败:{}: {error}", path.display())); } @@ -808,10 +822,18 @@ pub(crate) fn validate_project_root(root: &Path) -> Result<(), String> { if project_path_has_control_chars(root) { return Err("项目目录不能包含控制字符".to_string()); } + // Every project operation enters through this validator. On Windows the + // root may be a historical directory whose owner is still the elevated + // installer account or whose DACL is inherited. Reuse the formal prepare + // entry here so all downstream reads/writes get the same one-shot UAC + // repair and post-repair verification, instead of failing later at the + // first individual sidecar read. + #[cfg(windows)] + crate::prepare_game_creator_project_root_for_read(root, true, "项目目录")?; match fs::symlink_metadata(root) { Ok(metadata) => { - if metadata.file_type().is_symlink() { - return Err("项目目录不能是符号链接".to_string()); + if metadata.file_type().is_symlink() || windows_metadata_is_reparse_point(&metadata) { + return Err("项目目录不能是符号链接或 Windows reparse point".to_string()); } } Err(error) if error.kind() == std::io::ErrorKind::NotFound => {} @@ -822,6 +844,20 @@ pub(crate) fn validate_project_root(root: &Path) -> Result<(), String> { Ok(()) } +fn windows_metadata_is_reparse_point(metadata: &fs::Metadata) -> bool { + #[cfg(windows)] + { + use std::os::windows::fs::MetadataExt; + const FILE_ATTRIBUTE_REPARSE_POINT: u32 = 0x0000_0400; + return metadata.file_attributes() & FILE_ATTRIBUTE_REPARSE_POINT != 0; + } + #[cfg(not(windows))] + { + let _ = metadata; + false + } +} + pub(crate) fn project_path_has_control_chars(root: &Path) -> bool { root.to_string_lossy().chars().any(char::is_control) } diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/manifest.rs b/apps/ai-game-creator-shell/src-tauri/src/project/manifest.rs index 5168849e5..8b2efaf66 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/manifest.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/manifest.rs @@ -253,6 +253,8 @@ fn try_open_manifest_write_lock_file(path: &Path) -> Result, String .lock() .map_err(|_| "manifest 锁安全打开门禁已损坏".to_string())?; let lock_path = manifest_lock_path(path); + let existed = + crate::prepare_game_creator_private_path_for_read(&lock_path, false, "manifest 锁")?; let mut options = fs::OpenOptions::new(); options .create(true) @@ -277,6 +279,9 @@ fn try_open_manifest_write_lock_file(path: &Path) -> Result, String lock_path.display() )); } + if !existed { + crate::harden_new_game_creator_private_path(&lock_path, false, "manifest 锁")?; + } file.set_permissions(fs::Permissions::from_mode(0o600)) .map_err(|error| format!("收紧 manifest 锁权限失败:{}: {error}", lock_path.display()))?; let path_metadata = fs::symlink_metadata(&lock_path) @@ -340,6 +345,18 @@ fn try_open_manifest_write_lock_file(path: &Path) -> Result, String )); } } + let existed = match fs::symlink_metadata(&lock_path) { + Ok(_) => true, + Err(error) if error.kind() == std::io::ErrorKind::NotFound => false, + Err(_) => { + // An inherited/foreign ACL can hide an existing lock from the + // normal token. Prepare it through the formal elevation gate so + // the subsequent exclusive open does not misclassify access + // denial as a stale lock or a generic failure. + crate::prepare_game_creator_private_path_for_read(&lock_path, false, "manifest 锁")?; + true + } + }; match fs::OpenOptions::new() .create(true) .read(true) @@ -350,12 +367,21 @@ fn try_open_manifest_write_lock_file(path: &Path) -> Result, String { Ok(file) => { validate_windows_regular_file_handle(&file, "manifest 锁")?; - // 提升权限运行时,Windows 可能用 TokenOwner=Administrators 创建新文件。 - // 独占句柄与普通文件检查通过后,将这个固定锁文件收归当前 TokenUser, - // 再复核句柄并按既有规则验证 owner/DACL;不放宽旧文件的安全门禁。 - crate::initialize_windows_game_creator_file_owner_for_current_user(&lock_path)?; - validate_windows_regular_file_handle(&file, "manifest 锁")?; - crate::secure_windows_game_creator_path_for_current_user(&lock_path, false, false)?; + if existed { + // Existing files may have a foreign owner or inherited DACL; + // let the strict verifier request one-shot UAC repair. + crate::secure_windows_game_creator_path_for_current_user_with_auto_elevation( + &lock_path, false, true, + )?; + } else { + // Only this invocation's newly created lock may initialize its + // owner. It is still revalidated after initialization. + crate::initialize_windows_game_creator_file_owner_for_current_user(&lock_path)?; + validate_windows_regular_file_handle(&file, "manifest 锁")?; + crate::secure_windows_game_creator_path_for_current_user_with_auto_elevation( + &lock_path, false, false, + )?; + } Ok(Some(file)) } Err(error) @@ -402,19 +428,20 @@ pub(crate) fn init_local_game_project_at( return Err("项目名称不能为空".to_string()); } + prepare_game_creator_project_root_for_read(root, true, "本地项目目录")?; for relative in ["game", "assets", "memory", "memory/agents", "exports"] { - fs::create_dir_all(root.join(relative)).map_err(|error| { - format!( - "创建本地项目目录失败:{}: {error}", - root.join(relative).display() - ) - })?; + let path = root.join(relative); + ensure_game_creator_private_directory_tree(&path, "本地项目目录")?; + prepare_game_creator_private_path_for_read(&path, true, "本地项目目录")?; } let index_path = root.join("game/index.html"); - if !index_path.exists() { - fs::write(&index_path, DEFAULT_GAME_INDEX_HTML) - .map_err(|error| format!("写入默认游戏入口失败:{}: {error}", index_path.display()))?; + if !prepare_game_creator_private_path_for_read(&index_path, false, "默认游戏入口")? { + crate::write_game_creator_private_file( + &index_path, + DEFAULT_GAME_INDEX_HTML.as_bytes(), + "默认游戏入口", + )?; } let agent_db_path = root.join(".agent/agent.db"); @@ -430,12 +457,9 @@ pub(crate) fn init_local_game_project_at( } for relative in [".agent/logs", ".agent/runtime"] { - fs::create_dir_all(root.join(relative)).map_err(|error| { - format!( - "创建本地项目目录失败:{}: {error}", - root.join(relative).display() - ) - })?; + let path = root.join(relative); + ensure_game_creator_private_directory_tree(&path, "本地项目目录")?; + prepare_game_creator_private_path_for_read(&path, true, "本地项目目录")?; } let manifest_path = root.join(".agent/manifest.json"); @@ -466,8 +490,15 @@ pub(crate) fn import_local_godot_project_at( if project_path_has_control_chars(root) { return Err("项目目录不能包含控制字符".to_string()); } - if !root.is_dir() { - return Err("Godot 工作区目录不存在或不是文件夹".to_string()); + // The user explicitly selected this workspace as a project root. Route it + // through the project-root ACL entry so an owner-correct inherited DACL (or + // a foreign owner that requires UAC) is repaired before discovery; once the + // AGC marker is written, descendants use the stricter managed-root policy. + prepare_game_creator_project_root_for_read(root, true, "Godot 工作区目录")?; + let root_metadata = fs::symlink_metadata(root) + .map_err(|error| format!("读取 Godot 工作区目录失败:{}: {error}", root.display()))?; + if root_metadata.file_type().is_symlink() || !root_metadata.is_dir() { + return Err("Godot 工作区目录不存在或不是普通文件夹".to_string()); } let godot_project_root = discover_local_godot_project_root(root)?.ok_or_else(|| { "所选工作区未在根目录或一层子目录发现有效的普通文件 project.godot".to_string() @@ -508,12 +539,9 @@ pub(crate) fn import_local_godot_project_at( } for relative in [".agent/logs", ".agent/runtime"] { - fs::create_dir_all(root.join(relative)).map_err(|error| { - format!( - "创建 Godot 项目 Agent 目录失败:{}: {error}", - root.join(relative).display() - ) - })?; + let path = root.join(relative); + ensure_game_creator_private_directory_tree(&path, "Godot 项目 Agent 目录")?; + prepare_game_creator_private_path_for_read(&path, true, "Godot 项目 Agent 目录")?; } let mut manifest = new_game_creation_app_manifest(project_id, name); @@ -1162,8 +1190,8 @@ pub(crate) fn mutate_manifest_at( } let manifest_path = root.join(".agent/manifest.json"); if let Some(parent) = manifest_path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建 manifest 目录失败:{}: {error}", parent.display()))?; + ensure_game_creator_private_directory_tree(parent, "manifest 目录")?; + prepare_game_creator_private_path_for_read(parent, true, "manifest 目录")?; } let _write_lock = acquire_manifest_write_lock(&manifest_path)?; let (_, mut manifest) = read_or_create_manifest(root)?; @@ -1182,6 +1210,7 @@ fn manifest_backup_path(path: &Path) -> PathBuf { } pub(crate) fn manifest_storage_exists(path: &Path) -> Result { + let _ = prepare_game_creator_private_path_for_read(path, false, "manifest")?; match fs::symlink_metadata(path) { Ok(_) => Ok(true), Err(error) if error.kind() == std::io::ErrorKind::NotFound => { @@ -1219,6 +1248,7 @@ fn remove_manifest_backup(path: &Path) -> Result<(), String> { pub(crate) fn read_manifest(path: &Path) -> Result { let backup_path = manifest_backup_path(path); + let _ = prepare_game_creator_private_path_for_read(path, false, "manifest")?; let (source_path, metadata, is_backup) = match fs::symlink_metadata(path) { Ok(metadata) => (path, metadata, false), Err(error) if error.kind() == std::io::ErrorKind::NotFound => { @@ -1255,6 +1285,8 @@ pub(crate) fn read_manifest(path: &Path) -> Result Res .unwrap_or_default() .as_nanos() )); - fs::write(&temp_path, format!("{payload}\n")).map_err(|error| { - format!( - "写入 manifest 临时文件失败:{}: {error}", - temp_path.display() - ) - })?; + crate::write_game_creator_private_file( + &temp_path, + format!("{payload}\n").as_bytes(), + "manifest 临时文件", + )?; install_manifest_temp_with(path, &temp_path, |from, to| fs::rename(from, to))?; + prepare_game_creator_private_path_for_read(path, false, "manifest")?; let installed = read_manifest(path)?; if installed != *manifest { return Err("manifest 安装后回读与待写入内容不一致".to_string()); diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/memory.rs b/apps/ai-game-creator-shell/src-tauri/src/project/memory.rs index a8551c0f2..c18ff0b8c 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/memory.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/memory.rs @@ -5,6 +5,15 @@ pub(crate) fn read_local_game_memory_at( scope: &str, ) -> Result { let (scope, path) = memory_file_path(root, scope)?; + let prepared = prepare_game_creator_private_path_for_read(&path, false, "游戏记忆")?; + if !prepared { + return Ok(LocalGameMemoryResult { + scope: scope.to_string(), + path: path.to_string_lossy().into_owned(), + content: String::new(), + exists: false, + }); + } match fs::read_to_string(&path) { Ok(content) => Ok(LocalGameMemoryResult { scope: scope.to_string(), @@ -28,6 +37,15 @@ pub(crate) fn read_local_agent_memory_at( ) -> Result { let relative_path = agent_role_memory_relative_path_for_task(task_id)?; let path = resolve_local_project_path(root, &relative_path)?; + let prepared = prepare_game_creator_private_path_for_read(&path, false, "Agent 记忆")?; + if !prepared { + return Ok(LocalAgentMemoryResult { + task_id: task_id.to_string(), + path: path.to_string_lossy().into_owned(), + content: String::new(), + exists: false, + }); + } match fs::read_to_string(&path) { Ok(content) => Ok(LocalAgentMemoryResult { task_id: task_id.to_string(), @@ -52,12 +70,7 @@ pub(crate) fn write_local_agent_memory_at( ) -> Result { let relative_path = agent_role_memory_relative_path_for_task(task_id)?; let path = resolve_local_project_path(root, &relative_path)?; - if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建 Agent 记忆目录失败:{}: {error}", parent.display()))?; - } - fs::write(&path, content) - .map_err(|error| format!("写入 Agent 记忆失败:{}: {error}", path.display()))?; + crate::write_game_creator_private_file(&path, content.as_bytes(), "Agent 记忆")?; Ok(LocalAgentMemoryResult { task_id: task_id.to_string(), path: path.to_string_lossy().into_owned(), @@ -72,12 +85,7 @@ pub(crate) fn write_local_game_memory_at( content: &str, ) -> Result { let (scope, path) = memory_file_path(root, scope)?; - if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建记忆目录失败:{}: {error}", parent.display()))?; - } - fs::write(&path, content) - .map_err(|error| format!("写入记忆失败:{}: {error}", path.display()))?; + crate::write_game_creator_private_file(&path, content.as_bytes(), "游戏记忆")?; Ok(LocalGameMemoryResult { scope: scope.to_string(), path: path.to_string_lossy().into_owned(), diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/resource_editor.rs b/apps/ai-game-creator-shell/src-tauri/src/project/resource_editor.rs index d9cefa8e4..bb8296f32 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/resource_editor.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/resource_editor.rs @@ -1016,7 +1016,7 @@ fn read_stable_resource_edit_file( reject_sensitive_project_file_read(&normalized)?; let absolute = resolve_local_project_path(root, &normalized)?; validate_agent_runtime_inspection_ancestors(root, &absolute)?; - let (mut file, initial_metadata) = open_project_snapshot_regular_file(&absolute, label)?; + let (mut file, initial_metadata) = open_project_private_regular_file(&absolute, label)?; if initial_metadata.len() > max_bytes as u64 { return Err(format!("{label}不能超过 {} MiB", max_bytes / 1024 / 1024)); } @@ -1527,9 +1527,10 @@ fn write_resource_edit_staging( ) -> Result<(), String> { let path = resolve_local_project_path(root, &resource_edit_staging_path(operation_id))?; if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建资源编辑 staging 目录失败:{error}"))?; + ensure_game_creator_private_directory_tree(parent, "资源编辑 staging 目录")?; + prepare_game_creator_private_path_for_read(parent, true, "资源编辑 staging 目录")?; } + prepare_game_creator_private_path_for_read(&path, false, "资源编辑 staging")?; match fs::symlink_metadata(&path) { Ok(metadata) if metadata.file_type().is_symlink() || !metadata.is_file() => { return Err("资源编辑 staging 必须是普通文件".to_string()); @@ -1553,16 +1554,30 @@ fn write_resource_edit_staging( options.custom_flags(libc::O_NOFOLLOW); options.mode(0o600); } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } let mut file = options .open(&path) .map_err(|error| format!("创建资源编辑 staging 失败:{error}"))?; + if let Err(error) = harden_new_game_creator_private_path(&path, false, "资源编辑 staging") { + drop(file); + let _ = fs::remove_file(&path); + return Err(error); + } file.write_all(bytes) .and_then(|_| file.sync_data()) - .map_err(|error| format!("写入资源编辑 staging 失败:{error}")) + .map_err(|error| { + let _ = fs::remove_file(&path); + format!("写入资源编辑 staging 失败:{error}") + }) } fn read_resource_edit_staging(root: &Path, operation_id: &str) -> Result, String> { let path = resolve_local_project_path(root, &resource_edit_staging_path(operation_id))?; + prepare_game_creator_private_path_for_read(&path, false, "资源编辑 staging")?; let metadata = fs::symlink_metadata(&path) .map_err(|error| format!("读取资源编辑 staging 失败:{error}"))?; if metadata.file_type().is_symlink() || !metadata.is_file() { @@ -1576,6 +1591,10 @@ fn read_optional_resource_edit_staging( operation_id: &str, ) -> Result>, String> { let path = resolve_local_project_path(root, &resource_edit_staging_path(operation_id))?; + let prepared = prepare_game_creator_private_path_for_read(&path, false, "资源编辑 staging")?; + if !prepared { + return Ok(None); + } match fs::symlink_metadata(&path) { Ok(metadata) if metadata.file_type().is_symlink() || !metadata.is_file() => { Err("资源编辑 staging 必须是普通文件".to_string()) @@ -2322,10 +2341,7 @@ fn resource_edit_remote_request( }, }); } - Ok(( - "/api/editor/character-animations/generations", - body, - )) + Ok(("/api/editor/character-animations/generations", body)) } LocalProjectResourceEditKind::Video => { let mut body = serde_json::json!({ @@ -2372,10 +2388,7 @@ fn resource_edit_remote_request( "placeholder": external_canvas_placeholder("1:1"), }); } - Ok(( - "/api/editor/audios/sound-effects/generations", - body, - )) + Ok(("/api/editor/audios/sound-effects/generations", body)) } LocalProjectResourceEditKind::BackgroundMusic => { let mut body = serde_json::json!({ @@ -2392,10 +2405,7 @@ fn resource_edit_remote_request( "placeholder": external_canvas_placeholder("1:1"), }); } - Ok(( - "/api/editor/audios/background-music/generations", - body, - )) + Ok(("/api/editor/audios/background-music/generations", body)) } _ => Err("当前资源类型不是远端媒体派生".to_string()), } @@ -3861,8 +3871,10 @@ fn install_resource_edit_final_media( ) -> Result<(), String> { let absolute_path = resolve_local_project_path(root, relative_path)?; if let Some(parent) = absolute_path.parent() { - fs::create_dir_all(parent).map_err(|error| format!("创建派生资源目录失败:{error}"))?; + ensure_game_creator_private_directory_tree(parent, "派生资源目录")?; + prepare_game_creator_private_path_for_read(parent, true, "派生资源目录")?; } + prepare_game_creator_private_path_for_read(&absolute_path, false, "派生资源")?; let mut options = fs::OpenOptions::new(); options.write(true).create_new(true); #[cfg(unix)] @@ -3871,12 +3883,26 @@ fn install_resource_edit_final_media( options.custom_flags(libc::O_NOFOLLOW); options.mode(0o600); } + #[cfg(windows)] + { + use std::os::windows::fs::OpenOptionsExt; + options.custom_flags(PROJECT_FILE_FLAG_OPEN_REPARSE_POINT); + } let mut file = options .open(&absolute_path) .map_err(|error| format!("创建派生资源失败:{error}"))?; + if let Err(error) = harden_new_game_creator_private_path(&absolute_path, false, "派生资源") + { + drop(file); + let _ = fs::remove_file(&absolute_path); + return Err(error); + } file.write_all(bytes) .and_then(|_| file.sync_data()) - .map_err(|error| format!("写入派生资源失败:{error}")) + .map_err(|error| { + let _ = fs::remove_file(&absolute_path); + format!("写入派生资源失败:{error}") + }) } fn commit_resource_edit_asset_internal( @@ -8273,10 +8299,7 @@ mod tests { Some(&canvas_context), ) .expect("build create video request"); - assert_eq!( - create_video_endpoint, - "/api/editor/videos/generations" - ); + assert_eq!(create_video_endpoint, "/api/editor/videos/generations"); assert!(create_video_body.get("referenceVideoSrcs").is_none()); assert_eq!( create_video_body["projectId"], @@ -8521,9 +8544,7 @@ mod tests { "assetObjectId": "source-video-object" }}}), ); - } else if request_line - .starts_with("POST /api/editor/videos/generations ") - { + } else if request_line.starts_with("POST /api/editor/videos/generations ") { assert!(request_lower .contains("authorization: bearer resource-editor-external-key")); assert!(request_lower.contains("idempotency-key:")); diff --git a/apps/ai-game-creator-shell/src-tauri/src/project/verification.rs b/apps/ai-game-creator-shell/src-tauri/src/project/verification.rs index f30dd9710..acc780b40 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/project/verification.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/project/verification.rs @@ -15,6 +15,7 @@ pub(crate) fn run_limited_local_command_at( } let game_index_path = root.join("game/index.html"); + prepare_game_creator_private_path_for_read(&game_index_path, false, "游戏入口")?; let html = fs::read_to_string(&game_index_path) .map_err(|error| format!("读取游戏入口失败:{}: {error}", game_index_path.display()))?; if !html.contains("(&content) @@ -736,14 +721,13 @@ pub(crate) fn write_project_permission_policy_at( validate_project_root(root)?; let policy = normalize_project_permission_policy(policy)?; let path = root.join(PROJECT_PERMISSION_POLICY_PATH); - if let Some(parent) = path.parent() { - fs::create_dir_all(parent) - .map_err(|error| format!("创建项目权限策略目录失败:{}: {error}", parent.display()))?; - } let content = serde_json::to_string_pretty(&policy) .map_err(|error| format!("序列化项目权限策略失败:{error}"))?; - fs::write(&path, format!("{content}\n")) - .map_err(|error| format!("写入项目权限策略失败:{}: {error}", path.display()))?; + crate::write_game_creator_private_file( + &path, + format!("{content}\n").as_bytes(), + "项目权限策略", + )?; append_agent_db_record( root, serde_json::json!({ diff --git a/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs b/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs index 00a8521a5..1b1ecd5a6 100644 --- a/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs +++ b/apps/ai-game-creator-shell/src-tauri/src/tests/project.rs @@ -1495,7 +1495,7 @@ fn automatic_local_game_project_rejects_symlinked_projects_root() { let error = create_automatic_local_game_project_at(&projects_root) .expect_err("symlinked automatic workspace root must fail"); - assert!(error.contains("普通文件夹")); + assert!(error.contains("不能包含符号链接")); assert!(fs::read_dir(&target).expect("read target").next().is_none()); fs::remove_dir_all(container).ok(); } diff --git a/apps/ai-game-creator-shell/src/App.tsx b/apps/ai-game-creator-shell/src/App.tsx index e265d1e82..903debb7d 100644 --- a/apps/ai-game-creator-shell/src/App.tsx +++ b/apps/ai-game-creator-shell/src/App.tsx @@ -419,6 +419,7 @@ type AppProps = { summaries: ProjectAgentRuntimeSummary[], ) => void; onAgentResultsChange?: (results: ProjectAgentResultSummary[]) => void; + onMakeGameFromApprovedGdd?: (projectPath: string) => Promise; }; export function App({ @@ -437,6 +438,7 @@ export function App({ onPreviewChange, onAgentRuntimeSummariesChange, onAgentResultsChange, + onMakeGameFromApprovedGdd, }: AppProps = {}) { const { setTitle: setWindowTitle } = useWindowChrome(); // 做方案入口独立成链:立项策划需要委派、澄清 pending 与 GDD 审批,这些只存在于 @@ -10915,6 +10917,14 @@ export function App({ planGddError={planGddError} onPlanGddRefresh={() => void hydratePlanGddState()} onPlanGddDecision={decidePlanGdd} + onMakeGameFromApprovedGdd={ + onMakeGameFromApprovedGdd + ? () => + onMakeGameFromApprovedGdd( + localProject?.projectPath ?? projectPath, + ) + : undefined + } runtime={projectSupervisorRuntime} error={projectSupervisorRuntimeError} runtimeByAgentId={agentRuntimeById} @@ -11013,6 +11023,14 @@ export function App({ planGddError={planGddError} onPlanGddRefresh={() => void hydratePlanGddState()} onPlanGddDecision={decidePlanGdd} + onMakeGameFromApprovedGdd={ + onMakeGameFromApprovedGdd + ? () => + onMakeGameFromApprovedGdd( + localProject?.projectPath ?? projectPath, + ) + : undefined + } queueAgentRunControlFromPanel={queueAgentRunControlFromPanel} queueOrExecuteProjectIndex={queueOrExecuteProjectIndex} queuePendingCommand={queuePendingCommand} diff --git a/apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx b/apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx index 6d63481a4..501eca0b1 100644 --- a/apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx +++ b/apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx @@ -77,6 +77,7 @@ export function WorkspaceLauncherShell({ activeProjectAgentResults, setAgentResults: setActiveProjectAgentResults, resetLauncherHomeDraft, + startGameFromApprovedGdd, createHomeDraftAutomatically, openProject, } = homeProject; @@ -351,6 +352,7 @@ export function WorkspaceLauncherShell({ setActiveProjectAgentRuntimeSummaries } onAgentResultsChange={setActiveProjectAgentResults} + onMakeGameFromApprovedGdd={startGameFromApprovedGdd} /> } /> diff --git a/apps/ai-game-creator-shell/src/features/app-shell/model.ts b/apps/ai-game-creator-shell/src/features/app-shell/model.ts index f87101410..eb8aa9f07 100644 --- a/apps/ai-game-creator-shell/src/features/app-shell/model.ts +++ b/apps/ai-game-creator-shell/src/features/app-shell/model.ts @@ -50,6 +50,7 @@ export type ProjectSupervisorComponentProps = { summaries: ProjectAgentRuntimeSummary[], ) => void; onAgentResultsChange?: (results: ProjectAgentResultSummary[]) => void; + onMakeGameFromApprovedGdd?: (projectPath: string) => Promise; }; export type WorkspaceLauncherShellProps = WorkspaceLauncherProps & { diff --git a/apps/ai-game-creator-shell/src/features/app-shell/useHomeProjectCreation.ts b/apps/ai-game-creator-shell/src/features/app-shell/useHomeProjectCreation.ts index b5f9e13cd..366ddbf6f 100644 --- a/apps/ai-game-creator-shell/src/features/app-shell/useHomeProjectCreation.ts +++ b/apps/ai-game-creator-shell/src/features/app-shell/useHomeProjectCreation.ts @@ -19,6 +19,7 @@ import type { LauncherProjectContext, LocalGameProjectRevisionStatus, LocalProjectDirectoryStatus, + LocalProjectFileResult, PendingNonEmptyProject, ProjectStartMode, TauriInvoke, @@ -48,6 +49,27 @@ type UseHomeProjectCreationOptions = { rememberRecentWorkspace: (projectPath: string) => void; }; +const APPROVED_GDD_BUILD_PROMPT = [ + '请按照附件中的已批准 GDD 开始建造这款游戏。', + '', + '这份 GDD 已覆盖游戏定位与一句话概念、类型与美术方向、游戏支柱、核心循环、目标用户、平台与输入事实、MVP 系统、暂不纳入范围、创作者提示和原型验证项。', + '', + '请先阅读并理解附件中的 fast_gdd.md,以它作为本次建造的主要依据,优先实现其中 MVP 范围内的可运行游戏原型。', +].join('\n'); + +function createTextAttachmentFile(content: string) { + const file = new File([content], 'fast_gdd.md', { + type: 'text/markdown', + lastModified: Date.now(), + }); + if (typeof file.arrayBuffer !== 'function') { + Object.defineProperty(file, 'arrayBuffer', { + value: async () => new TextEncoder().encode(content).buffer, + }); + } + return file; +} + export function useHomeProjectCreation({ setStatus, setLauncherView, @@ -77,6 +99,7 @@ export function useHomeProjectCreation({ const resetLauncherHomeDraft = useLauncherHomeDraftStore( (state) => state.reset, ); + const approvedGddStartInFlightRef = useRef(false); function validateProjectPath(nextProjectPath: string) { const trimmedProjectPath = nextProjectPath.trim(); @@ -91,6 +114,50 @@ export function useHomeProjectCreation({ return trimmedProjectPath; } + async function startGameFromApprovedGdd(nextProjectPath: string) { + if (approvedGddStartInFlightRef.current) { + return; + } + approvedGddStartInFlightRef.current = true; + const invoke = resolveTauriInvoke(); + try { + if (!invoke) { + throw new Error('需要在陶泥儿客户端内运行'); + } + const projectPath = nextProjectPath.trim(); + if (!projectPath) { + throw new Error('当前项目路径无效'); + } + + setStatus('正在读取已批准 GDD'); + const result = await invoke( + 'read_local_project_file', + { + projectPath, + relativePath: 'game/fast_gdd.md', + commandId: 'file.read', + }, + ); + const file = createTextAttachmentFile(result.content); + + await createHomeDraftAutomatically( + { + creationType: 'game', + prompt: APPROVED_GDD_BUILD_PROMPT, + attachments: [ + { + id: `approved-gdd-${Date.now().toString(36)}`, + file, + }, + ], + }, + 'direct-build', + ); + } finally { + approvedGddStartInFlightRef.current = false; + } + } + function enterProjectDevelopment(context: LauncherProjectContext) { setCurrentProjectContext(context); setActiveProjectPreview(context.manifest.preview ?? null); @@ -600,6 +667,7 @@ export function useHomeProjectCreation({ projectBusy: projectAction !== null, pendingNonEmptyProject, resetLauncherHomeDraft, + startGameFromApprovedGdd, createHomeDraft, createHomeDraftAutomatically, openProject, diff --git a/apps/ai-game-creator-shell/src/features/project-workspace/GddApprovalCard.tsx b/apps/ai-game-creator-shell/src/features/project-workspace/GddApprovalCard.tsx index 628f6f517..5a470dd39 100644 --- a/apps/ai-game-creator-shell/src/features/project-workspace/GddApprovalCard.tsx +++ b/apps/ai-game-creator-shell/src/features/project-workspace/GddApprovalCard.tsx @@ -42,6 +42,7 @@ type GddApprovalCardProps = { action: PlanGddDecisionAction, comment: string | null, ) => Promise; + onMakeGame?: () => Promise; }; const stateLabels: Record = { @@ -82,6 +83,7 @@ export function PlanGddSurface({ error, onRefresh, onDecision, + onMakeGame, }: GddApprovalCardProps & { active?: boolean; projectPath: string }) { const showProgress = stageProgressVisible(state, active); const showCard = approvalCardVisible(state); @@ -98,6 +100,7 @@ export function PlanGddSurface({ state={state} active={active} projectPath={projectPath} + onMakeGame={onMakeGame} /> ) : null} {showCard ? ( @@ -118,14 +121,18 @@ export function PlanGddStageProgress({ state, active = false, projectPath = '', + onMakeGame, }: { state: PlanGddStateViewV1 | null; active?: boolean; projectPath?: string; + onMakeGame?: () => Promise; }) { const [detailsOpen, setDetailsOpen] = useState(false); const [openError, setOpenError] = useState(''); const [opening, setOpening] = useState(false); + const [makingGame, setMakingGame] = useState(false); + const [makeGameError, setMakeGameError] = useState(''); if (!state || !stageProgressVisible(state, active)) { return null; } @@ -198,6 +205,25 @@ export function PlanGddStageProgress({ > {opening ? '正在打开' : '打开文件'} + {onMakeGame ? ( + + ) : null} {openError ? ( ) : null} + {makeGameError ? ( + + {makeGameError} + + ) : null} ) : null} {detailsOpen && deliveredGdd ? ( diff --git a/apps/ai-game-creator-shell/src/features/project-workspace/ProjectSupervisorView.tsx b/apps/ai-game-creator-shell/src/features/project-workspace/ProjectSupervisorView.tsx index 1e22942f0..dba7534dc 100644 --- a/apps/ai-game-creator-shell/src/features/project-workspace/ProjectSupervisorView.tsx +++ b/apps/ai-game-creator-shell/src/features/project-workspace/ProjectSupervisorView.tsx @@ -68,6 +68,7 @@ type ProjectSupervisorViewProps = RuntimePanelProps & { action: PlanGddDecisionAction, comment: string | null, ) => Promise; + onMakeGameFromApprovedGdd?: () => Promise; }; export function ProjectSupervisorView({ @@ -99,6 +100,7 @@ export function ProjectSupervisorView({ planGddError, onPlanGddRefresh, onPlanGddDecision, + onMakeGameFromApprovedGdd, ...runtimePanelProps }: ProjectSupervisorViewProps) { const submitLabel = needsUserInput @@ -121,6 +123,7 @@ export function ProjectSupervisorView({ error={planGddError} onRefresh={onPlanGddRefresh} onDecision={onPlanGddDecision} + onMakeGame={onMakeGameFromApprovedGdd} />
Promise; + onMakeGameFromApprovedGdd?: () => Promise; queueAgentRunControlFromPanel: (action: 'kill' | 'retry' | 'resume') => void; queueOrExecuteProjectIndex: () => Promise; queuePendingCommand: (command: PendingCommand) => void; @@ -278,6 +279,7 @@ export function ProjectWorkspaceChatPane({ planGddError, onPlanGddRefresh, onPlanGddDecision, + onMakeGameFromApprovedGdd, queueAgentRunControlFromPanel, queueOrExecuteProjectIndex, queuePendingCommand, @@ -376,6 +378,7 @@ export function ProjectWorkspaceChatPane({ error={planGddError} onRefresh={onPlanGddRefresh} onDecision={onPlanGddDecision} + onMakeGame={onMakeGameFromApprovedGdd} />
) : (
- {categoryOrder.map((category) => { + {visibleCategoryOrder.map((category) => { const Icon = categoryIcons[category]; const sectionHeight = resourceSectionHeights.sectionStates.get(category); diff --git a/apps/ai-game-creator-shell/src/view/project-development/resourceCanvasLayoutModel.ts b/apps/ai-game-creator-shell/src/view/project-development/resourceCanvasLayoutModel.ts index ac8ac9143..d4133ab05 100644 --- a/apps/ai-game-creator-shell/src/view/project-development/resourceCanvasLayoutModel.ts +++ b/apps/ai-game-creator-shell/src/view/project-development/resourceCanvasLayoutModel.ts @@ -44,6 +44,14 @@ export const RESOURCE_CANVAS_FIT_PADDING = 16; export const RESOURCE_CANVAS_SECTION_ORDER: readonly ProjectResourceCanvasSection[] = ['document', 'art', 'audio', 'code', 'version']; +/** + * Ordinary resource-canvas navigation intentionally omits game code. The + * complete five-section order above remains the internal layout/sidecar + * contract so existing code-resource coordinates are not rewritten. + */ +export const RESOURCE_CANVAS_VISIBLE_SECTION_ORDER: readonly ProjectResourceCanvasSection[] = + ['document', 'art', 'audio', 'version']; + export type ResourceCanvasCardSize = { width: number; height: number; @@ -1345,7 +1353,7 @@ export function fitResourceCanvasViewportToContent({ bounds, canvasSize, padding = RESOURCE_CANVAS_FIT_PADDING, - maxScale = MAX_SCALE, + maxScale = RESOURCE_CANVAS_INITIAL_FIT_MAX_SCALE, }: { bounds: { x: number; y: number; width: number; height: number }; canvasSize: { width: number; height: number }; diff --git a/apps/ai-game-creator-shell/src/view/project-development/resourceProjectionModel.ts b/apps/ai-game-creator-shell/src/view/project-development/resourceProjectionModel.ts index 6151887d7..b43bf1352 100644 --- a/apps/ai-game-creator-shell/src/view/project-development/resourceProjectionModel.ts +++ b/apps/ai-game-creator-shell/src/view/project-development/resourceProjectionModel.ts @@ -55,6 +55,18 @@ export type ProjectResource = { imageSequenceDurationMs?: number | null; }; +export type ProjectResourceTypeLabel = + | '图片' + | 'SVG' + | '视频' + | '音频' + | '文档' + | '任务产物' + | 'Agent 回执' + | '项目版本' + | '游戏代码' + | '未知'; + const documentExtension = /\.(md|markdown|mdx|txt|json|ya?ml|toml|csv|ini|conf|xml)$/iu; const gameCodeExtension = @@ -116,6 +128,55 @@ export function classifyProjectedResource(input: { return null; } +/** + * Converts an already projected resource into short user-facing type text. + * This is deliberately display-only: it derives from existing projection + * fields and does not add a backend/read-model attribute. + */ +export function projectResourceTypeLabel( + resource: Pick< + ProjectResource, + 'category' | 'subtype' | 'path' | 'mediaType' + >, +): ProjectResourceTypeLabel { + const subtype = resource.subtype.trim().toLowerCase(); + const path = resource.path.trim().toLowerCase(); + const mediaType = resource.mediaType.trim().toLowerCase(); + + if (resource.category === 'version' || subtype === 'project-version') { + return '项目版本'; + } + if (subtype === 'agent-result') { + return 'Agent 回执'; + } + if (resource.category === 'code') { + return '游戏代码'; + } + if (mediaType === 'image/svg+xml' || /\.svg$/iu.test(path)) { + return 'SVG'; + } + if ( + resource.category === 'audio' || + mediaType.startsWith('audio/') || + audioExtension.test(path) + ) { + return '音频'; + } + if (mediaType.startsWith('video/') || /\.(mp4|webm|mov)$/iu.test(path)) { + return '视频'; + } + if (resource.category === 'document' || mediaType.startsWith('text/')) { + return '文档'; + } + if (resource.category === 'art' || mediaType.startsWith('image/')) { + return '图片'; + } + if (subtype === 'task-artifact') { + return '任务产物'; + } + return '未知'; +} + function resourcePriority(resource: ProjectResource) { if (resource.manifestAssetId) { return 4; diff --git a/apps/ai-game-creator-shell/tests/appSurface/home.suite.ts b/apps/ai-game-creator-shell/tests/appSurface/home.suite.ts index 6ab9c7a13..520ff4666 100644 --- a/apps/ai-game-creator-shell/tests/appSurface/home.suite.ts +++ b/apps/ai-game-creator-shell/tests/appSurface/home.suite.ts @@ -1,6 +1,8 @@ import { PROJECT_SUPERVISOR_PLAN_SOURCE } from '../../src/app/constants'; import type { ProjectSupervisorComponentProps } from '../../src/features/app-shell/model'; +import { useHomeProjectCreation } from '../../src/features/app-shell/useHomeProjectCreation'; import { WorkspaceLauncherShell } from '../../src/features/app-shell/WorkspaceLauncher'; +import type { LauncherView } from '../../src/view/layout'; import { act, agentRuntimeUserInputRequest, @@ -27,6 +29,38 @@ import { within, } from './harness'; +function ApprovedGddStartHarness() { + const [, setLauncherView] = React.useState( + 'project-development', + ); + const [, setStatus] = React.useState(''); + const [, setAgentChatProjectPath] = React.useState(''); + const controller = useHomeProjectCreation({ + setStatus, + setLauncherView, + setAgentChatProjectPath, + rememberRecentWorkspace: () => undefined, + }); + + if (controller.currentProjectContext) { + return React.createElement( + 'p', + { 'aria-label': '已进入自动游戏项目' }, + controller.currentProjectContext.initialPrompt, + ); + } + + return React.createElement( + 'button', + { + type: 'button', + onClick: () => + void controller.startGameFromApprovedGdd('/tmp/planning-project'), + }, + '直接用已批准 GDD 开始建造', + ); +} + export function registerClientHomeTests() { it('anchors the empty home input placeholder to the editor while the page scrolls', () => { renderLauncherAt('/?launcher'); @@ -1502,6 +1536,73 @@ export function registerHomeProjectCreationTests() { ); }); + it('starts an automatic game project from the approved GDD', async () => { + const automaticProjectPath = '/tmp/approved-gdd-game'; + const manifest = createGameCreationAppManifest( + 'approved-gdd-game', + '已批准 GDD 游戏', + ); + const gddContent = '# Fast GDD\n\n批准后的方案内容'; + const invoke = vi.fn(async (command: string) => { + if (command === 'read_local_project_file') { + return { + path: 'game/fast_gdd.md', + absolutePath: '/tmp/planning-project/game/fast_gdd.md', + content: gddContent, + }; + } + if (command === 'create_automatic_local_game_project') { + return { + projectPath: automaticProjectPath, + manifestPath: `${automaticProjectPath}/.agent/manifest.json`, + manifest, + }; + } + if (command === 'upload_local_asset') { + return { + id: 'approved-gdd-asset', + localPath: 'assets/uploads/fast_gdd.md', + absolutePath: `${automaticProjectPath}/assets/uploads/fast_gdd.md`, + manifestPath: `${automaticProjectPath}/.agent/manifest.json`, + }; + } + throw new Error(`unexpected invoke ${command}`); + }); + window.__TAURI__ = { core: { invoke } }; + render(React.createElement(ApprovedGddStartHarness)); + + fireEvent.click( + screen.getByRole('button', { name: '直接用已批准 GDD 开始建造' }), + ); + fireEvent.click( + screen.getByRole('button', { name: '直接用已批准 GDD 开始建造' }), + ); + + await waitFor(() => { + expect( + invoke.mock.calls.filter( + ([command]) => command === 'create_automatic_local_game_project', + ), + ).toHaveLength(1); + }); + expect(screen.getByLabelText('已进入自动游戏项目').textContent).toContain( + '请按照附件中的已批准 GDD 开始建造这款游戏。', + ); + expect(invoke).toHaveBeenCalledWith('read_local_project_file', { + projectPath: '/tmp/planning-project', + relativePath: 'game/fast_gdd.md', + commandId: 'file.read', + }); + await waitFor(() => { + expect(invoke).toHaveBeenCalledWith('upload_local_asset', { + projectPath: automaticProjectPath, + fileName: 'fast_gdd.md', + mediaType: 'text/markdown', + bytes: Array.from(new TextEncoder().encode(gddContent)), + }); + }); + }); + it('keeps the home composer out of chat mode while automatic project creation is pending', async () => { let rejectAutomaticProject: ((error: Error) => void) | null = null; const automaticProject = new Promise((_resolve, reject) => { diff --git a/apps/ai-game-creator-shell/tests/appSurface/plan-gdd.suite.ts b/apps/ai-game-creator-shell/tests/appSurface/plan-gdd.suite.ts index 6a4ca9104..1960bd5cd 100644 --- a/apps/ai-game-creator-shell/tests/appSurface/plan-gdd.suite.ts +++ b/apps/ai-game-creator-shell/tests/appSurface/plan-gdd.suite.ts @@ -1,6 +1,7 @@ import { readFileSync } from 'node:fs'; import { resolve } from 'node:path'; +import { PlanGddStageProgress } from '../../src/features/project-workspace/GddApprovalCard'; import { agentRuntimeUserInputRequest, createPlanGddStateView, @@ -9,8 +10,11 @@ import { fireEvent, it, openMainProject, + React, + render, renderAppAt, screen, + vi, waitFor, within, } from './harness'; @@ -382,6 +386,24 @@ export function registerPlanGddApprovalTests() { expect(args).toEqual({ projectPath: harness.projectPath }); }); + it('offers to make an approved GDD into a game reference on the home entry', async () => { + const onMakeGame = vi.fn(async () => undefined); + render( + React.createElement(PlanGddStageProgress, { + state: approvedPlanGddState(), + active: true, + projectPath: '/tmp/approved-gdd-project', + onMakeGame, + }), + ); + + fireEvent.click(screen.getByRole('button', { name: '做成游戏' })); + + await waitFor(() => { + expect(onMakeGame).toHaveBeenCalledTimes(1); + }); + }); + it('keeps the delivery row hidden while the approval projection is still recovering', async () => { // 恢复态下权威投影还没收敛,磁盘上那份 Markdown 未必是用户批的那版。此时给出口 // 等于让用户读一份可能已经失效的交付物。 diff --git a/apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts b/apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts index e6fb313ba..39654209b 100644 --- a/apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts +++ b/apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts @@ -6,6 +6,7 @@ import { RESOURCE_CANVAS_CARD_WIDTH, RESOURCE_CANVAS_COLUMN_GAP, RESOURCE_CANVAS_DEPENDENCY_COLUMN_GAP, + RESOURCE_CANVAS_INITIAL_FIT_MAX_SCALE, } from '../../src/view/project-development/resourceCanvasLayoutModel'; import { normalizeProjectResourceGraph } from '../../src/view/project-development/resourceDependencyGraphModel'; import { ResourceDependencyOverlay } from '../../src/view/project-development/ResourceDependencyOverlay'; @@ -429,6 +430,13 @@ export function registerProjectWorkbenchFoundationTests() { localPath: 'assets/section.mp3', source: { kind: 'generated', taskId: 'audio-asset-plan' }, }, + { + id: 'section-code', + kind: 'game-code', + mediaType: 'text/javascript', + localPath: 'game/section.js', + source: { kind: 'generated', taskId: 'code-prototype' }, + }, ]; manifest.versions = [ { @@ -448,9 +456,13 @@ export function registerProjectWorkbenchFoundationTests() { ); addSectionResources(manifest); let layoutRevision = 0; + let graphResourceIds: string[] = []; const invoke = vi.fn( async (command: string, args?: Record) => { if (command === 'read_local_project_resource_graph') { + graphResourceIds = ( + (args?.resources as Array<{ resourceId: string }> | undefined) ?? [] + ).map(({ resourceId }) => resourceId); return resourceGraphForInputs(args); } if (command === 'read_local_project_resource_canvas_layout') { @@ -529,7 +541,12 @@ export function registerProjectWorkbenchFoundationTests() { Array.from(outline.querySelectorAll('strong')).map( (item) => item.textContent, ), - ).toEqual(['设计文档', '美术资源', '音乐音效', '游戏代码', '项目版本']); + ).toEqual(['设计文档', '美术资源', '音乐音效', '项目版本']); + expect(graphResourceIds).toContain('asset:section-code'); + expect(screen.queryByRole('button', { name: /section\.js/ })).toBeNull(); + expect( + screen.queryByRole('region', { name: '游戏代码资源画布' }), + ).toBeNull(); expect(outline.querySelectorAll('small')).toHaveLength(0); expect( screen.getByRole('region', { name: '设计文档资源画布' }), @@ -541,11 +558,12 @@ export function registerProjectWorkbenchFoundationTests() { screen.getByRole('button', { name: /下一页\s*美术资源/ }), ).not.toBeNull(); - fireEvent.click(within(outline).getByRole('button', { name: /游戏代码/ })); expect( - screen.getByRole('region', { name: '游戏代码资源画布' }), - ).not.toBeNull(); - expect(screen.getByText('没有匹配资源')).not.toBeNull(); + within(outline).queryByRole('button', { name: /游戏代码/ }), + ).toBeNull(); + expect( + screen.queryByRole('region', { name: '游戏代码资源画布' }), + ).toBeNull(); fireEvent.click(within(outline).getByRole('button', { name: /文档/ })); const dispatchPageWheel = (target: Element, deltaY = 160) => { @@ -606,10 +624,12 @@ export function registerProjectWorkbenchFoundationTests() { .map(Number); const fittedViewport = readViewport(); const fittedBounds = readFitBounds(); - expect( - Math.abs(fittedBounds[2]! * fittedViewport[2]! - 468) < 1 || - Math.abs(fittedBounds[3]! * fittedViewport[2]! - 268) < 1, - ).toBe(true); + const expectedDocumentFitScale = Math.min( + RESOURCE_CANVAS_INITIAL_FIT_MAX_SCALE, + 468 / fittedBounds[2]!, + 268 / fittedBounds[3]!, + ); + expect(fittedViewport[2]).toBeCloseTo(expectedDocumentFitScale, 8); const viewportBeforeZoom = fittedViewport; const zoomWheel = new WheelEvent('wheel', { @@ -626,6 +646,15 @@ export function registerProjectWorkbenchFoundationTests() { }); expect(zoomWheelResult).toBe(false); expect(readViewport()[2]).toBeGreaterThan(viewportBeforeZoom[2]!); + const documentViewportAfterZoom = readViewport(); + fireEvent.click(within(outline).getByRole('button', { name: /美术资源/ })); + expect( + screen.getByRole('region', { name: '美术资源资源画布' }), + ).not.toBeNull(); + fireEvent.click(within(outline).getByRole('button', { name: /设计文档/ })); + await waitFor(() => + expect(readViewport()).toEqual(documentViewportAfterZoom), + ); expect( screen.getByRole('region', { name: '设计文档资源画布' }), ).not.toBeNull(); @@ -1051,10 +1080,16 @@ export function registerProjectWorkbenchFoundationTests() { }), ); await waitFor(() => { + expect(screen.queryByLabelText('资源栏目大纲')).toBeNull(); + expect(screen.getAllByText('暂无已登记资源')).toHaveLength(4); expect( - within(screen.getByLabelText('资源栏目大纲')).queryByRole('button', { - name: /有新资源/, - }), + screen + .getByLabelText(/资源(?:依赖|类型)视图/) + .classList.contains('game-resource-canvas--paged'), + ).toBe(false); + expect(screen.queryByRole('button', { name: /game\.js/ })).toBeNull(); + expect( + screen.queryByRole('region', { name: '游戏代码资源画布' }), ).toBeNull(); }); }); @@ -1224,14 +1259,8 @@ export function registerProjectWorkbenchFoundationTests() { .getByLabelText(/资源(?:依赖|类型)视图/) .classList.contains('game-resource-canvas--dependency'), ).toBe(false); - expect(screen.getAllByText('暂无已登记资源')).toHaveLength(5); - for (const label of [ - '设计文档', - '美术资源', - '音乐音效', - '游戏代码', - '项目版本', - ]) { + expect(screen.getAllByText('暂无已登记资源')).toHaveLength(4); + for (const label of ['设计文档', '美术资源', '音乐音效', '项目版本']) { expect(screen.getByRole('region', { name: label })).not.toBeNull(); } }; @@ -1394,6 +1423,9 @@ export function registerProjectWorkbenchFoundationTests() { expect(heroCard?.textContent).not.toContain('hero.png'); expect(heroCard?.textContent).not.toContain('assets/hero.png'); expect(heroCard?.textContent).not.toContain('Agent 生成'); + expect( + heroCard?.querySelector('[data-resource-type="图片"]')?.textContent, + ).toBe('图片'); expect( heroCard?.querySelector('.game-resource-card-open button'), ).toBeNull(); @@ -1411,7 +1443,12 @@ export function registerProjectWorkbenchFoundationTests() { }); showResourcePage('设计文档'); act(() => observer.triggerVisible()); - await screen.findByText(/这是安全的卡片正文摘要。/); + const documentSummary = await screen.findByText(/这是安全的卡片正文摘要。/); + expect( + documentSummary + .closest('.game-resource-card') + ?.querySelector('[data-resource-type="文档"]'), + ).not.toBeNull(); showResourcePage('美术资源'); expect( invoke.mock.calls.some( @@ -1425,6 +1462,9 @@ export function registerProjectWorkbenchFoundationTests() { name: '播放 intro.mp4', }); const videoCard = videoControl.closest('.game-resource-card'); + expect( + videoCard?.querySelector('[data-resource-type="视频"]'), + ).not.toBeNull(); const video = videoCard?.querySelector('video'); expect(video).not.toBeNull(); expect(video?.preload).toBe('auto'); @@ -1475,7 +1515,13 @@ export function registerProjectWorkbenchFoundationTests() { expect(document.activeElement).toBe(stableVideoControl); showResourcePage('音乐音效'); - fireEvent.click(screen.getByRole('button', { name: '播放 theme.mp3' })); + const audioControl = screen.getByRole('button', { name: '播放 theme.mp3' }); + expect( + audioControl + .closest('.game-resource-card') + ?.querySelector('[data-resource-type="音频"]'), + ).not.toBeNull(); + fireEvent.click(audioControl); await waitFor(() => { expect( invoke.mock.calls.some( @@ -2800,6 +2846,82 @@ export function registerProjectWorkbenchFoundationTests() { }); }); + it('hides dependency edges whose code endpoint is not visible while preserving visible edges', async () => { + const visibleEdgeId = 'asset-reference:["art-a","art-b"]'; + const hiddenEdgeId = 'asset-reference:["code","art-a"]'; + const graph = normalizeProjectResourceGraph({ + resourceIds: ['code', 'art-a', 'art-b'], + referenceEdges: [ + { + id: visibleEdgeId, + kind: 'asset-reference', + sourceResourceId: 'art-a', + targetResourceId: 'art-b', + cyclic: false, + }, + { + id: hiddenEdgeId, + kind: 'asset-reference', + sourceResourceId: 'code', + targetResourceId: 'art-a', + cyclic: false, + }, + ], + taskFlows: [], + connectionIndex: [], + producerAssignments: [], + dependencyDepths: [], + unresolvedReferenceResourceIds: [], + cyclicResourceIds: [], + cyclicTaskIds: [], + producerMappingTruncated: false, + }); + const positions: ProjectResourceCanvasPosition[] = [ + { + resourceId: 'code', + section: 'code', + x: 0, + y: 0, + manuallyPlaced: false, + }, + { + resourceId: 'art-a', + section: 'art', + x: 0, + y: 0, + manuallyPlaced: false, + }, + { + resourceId: 'art-b', + section: 'art', + x: 0, + y: 144, + manuallyPlaced: false, + }, + ]; + + render( + React.createElement(ResourceDependencyOverlay, { + graph, + positions, + section: 'art', + visibleResourceIds: new Set(['art-a', 'art-b']), + }), + ); + + const overlay = await screen.findByTestId( + 'resource-dependency-overlay-art', + ); + await waitFor(() => { + const edgeById = (edgeId: string) => + Array.from( + overlay.querySelectorAll('[data-edge-id]'), + ).find((edge) => edge.getAttribute('data-edge-id') === edgeId); + expect(edgeById(visibleEdgeId)).not.toBeNull(); + expect(edgeById(hiddenEdgeId)).toBeUndefined(); + }); + }); + it('coalesces section scroll geometry, keeps partial endpoints stable, and cleans one dependency observer', async () => { const referenceId = 'asset-reference:["resource-a","resource-b"]'; const graph = normalizeProjectResourceGraph({ diff --git a/apps/ai-game-creator-shell/tests/projectResourceProjectionModel.test.ts b/apps/ai-game-creator-shell/tests/projectResourceProjectionModel.test.ts index 92ef7f361..7ff71b3da 100644 --- a/apps/ai-game-creator-shell/tests/projectResourceProjectionModel.test.ts +++ b/apps/ai-game-creator-shell/tests/projectResourceProjectionModel.test.ts @@ -1,7 +1,10 @@ import { describe, expect, it } from 'vitest'; import { createGameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp'; -import { projectResourcesFromReadModels } from '../src/view/project-development/resourceProjectionModel'; +import { + projectResourcesFromReadModels, + projectResourceTypeLabel, +} from '../src/view/project-development/resourceProjectionModel'; describe('项目资源投影', () => { it('只把明确资源投影到固定分类,未知任务产物不会伪装成项目版本', () => { @@ -225,4 +228,119 @@ describe('项目资源投影', () => { expect(versions[0]?.version?.childVersionIds).toEqual(['version-child']); expect(versions[1]?.version?.parentVersionId).toBe('version-root'); }); + + it('按稳定优先级推导资源卡类型标识并为未知类型兜底', () => { + expect( + projectResourceTypeLabel({ + category: 'version', + subtype: 'project-version', + path: 'versions/v1', + mediaType: '正式项目版本', + }), + ).toBe('项目版本'); + expect( + projectResourceTypeLabel({ + category: 'document', + subtype: 'agent-result', + path: '专业 Agent 文本回执', + mediaType: 'Agent 历史文本回执', + }), + ).toBe('Agent 回执'); + expect( + projectResourceTypeLabel({ + category: 'document', + subtype: 'task-artifact', + path: 'memory/plan.md', + mediaType: '项目文档', + }), + ).toBe('文档'); + expect( + projectResourceTypeLabel({ + category: 'audio', + subtype: 'task-artifact', + path: 'audio/theme.wav', + mediaType: '音乐音效产物', + }), + ).toBe('音频'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'task-artifact', + path: 'assets/hero.svg', + mediaType: '美术产物', + }), + ).toBe('SVG'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'task-artifact', + path: 'assets/unknown', + mediaType: '美术产物', + }), + ).toBe('图片'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'character', + path: 'assets/hero.svg', + mediaType: 'image/svg+xml', + }), + ).toBe('SVG'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'video', + path: 'assets/intro.mp4', + mediaType: 'video/mp4', + }), + ).toBe('视频'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'character', + path: 'assets/hero.png', + mediaType: 'image/png', + }), + ).toBe('图片'); + expect( + projectResourceTypeLabel({ + category: 'document', + subtype: 'attachment', + path: 'docs/rules.yaml', + mediaType: 'application/yaml', + }), + ).toBe('文档'); + expect( + projectResourceTypeLabel({ + category: 'document', + subtype: 'unknown', + path: 'data/blob', + mediaType: 'application/octet-stream', + }), + ).toBe('文档'); + expect( + projectResourceTypeLabel({ + category: 'code', + subtype: 'source', + path: 'game/main.ts', + mediaType: 'text/typescript', + }), + ).toBe('游戏代码'); + expect( + projectResourceTypeLabel({ + category: 'art', + subtype: 'unknown', + path: 'assets/blob', + mediaType: 'application/octet-stream', + }), + ).toBe('图片'); + expect( + projectResourceTypeLabel({ + category: 'unsupported' as never, + subtype: 'unknown', + path: 'data/blob', + mediaType: 'application/octet-stream', + }), + ).toBe('未知'); + }); }); diff --git a/apps/ai-game-creator-shell/tests/resourceCanvasLayoutModel.test.ts b/apps/ai-game-creator-shell/tests/resourceCanvasLayoutModel.test.ts index 959f7c5af..db6b2df22 100644 --- a/apps/ai-game-creator-shell/tests/resourceCanvasLayoutModel.test.ts +++ b/apps/ai-game-creator-shell/tests/resourceCanvasLayoutModel.test.ts @@ -18,6 +18,7 @@ import { RESOURCE_CANVAS_COLUMN_GAP, RESOURCE_CANVAS_DEPENDENCY_COLUMN_GAP, RESOURCE_CANVAS_DEPENDENCY_ROW_GAP, + RESOURCE_CANVAS_INITIAL_FIT_MAX_SCALE, type ResourceCanvasCardSize, resourceCanvasContentBounds, resourceCanvasImageCardSize, @@ -831,15 +832,23 @@ describe('resource canvas variable card geometry', () => { expect(viewport.x + bounds.x * viewport.scale).toBeCloseTo(16, 8); }); - it('caps the initial fit without limiting explicit canvas zoom', () => { - const viewport = fitResourceCanvasViewportToContent({ - bounds: { x: 0, y: 0, width: 180, height: 128 }, - canvasSize: { width: 800, height: 600 }, - maxScale: 1.5, - }); + it.each(['document', 'art', 'audio', 'code', 'version'])( + 'caps the initial fit for every resource category (%s) while keeping explicit zoom overrides available', + () => { + const viewport = fitResourceCanvasViewportToContent({ + bounds: { x: 0, y: 0, width: 180, height: 128 }, + canvasSize: { width: 800, height: 600 }, + }); + const explicitViewport = fitResourceCanvasViewportToContent({ + bounds: { x: 0, y: 0, width: 180, height: 128 }, + canvasSize: { width: 800, height: 600 }, + maxScale: 2.5, + }); - expect(viewport.scale).toBe(1.5); - }); + expect(viewport.scale).toBe(RESOURCE_CANVAS_INITIAL_FIT_MAX_SCALE); + expect(explicitViewport.scale).toBe(2.5); + }, + ); it('accepts card sizes directly on resource items for hook integration', () => { const wide = { diff --git a/docs/prd/【AI游戏创作】项目开发工作台PRD-2026-07-20.md b/docs/prd/【AI游戏创作】项目开发工作台PRD-2026-07-20.md index 5ff2dee1f..4ae5a4fc8 100644 --- a/docs/prd/【AI游戏创作】项目开发工作台PRD-2026-07-20.md +++ b/docs/prd/【AI游戏创作】项目开发工作台PRD-2026-07-20.md @@ -322,7 +322,7 @@ type UpdateProjectResourceCanvasLayoutResult = - type 模式资源集合变化时保留全部仍存在的坐标,只为新 ID 计算默认位置,并删除已确认失效的旧 ID。dependency 模式只永久保留 `manuallyPlaced=true` 的历史坐标;`manuallyPlaced=false` 属于可派生自动位置,在 Rust 关系图首次就绪、`dependencyDepth` 或资源拓扑身份签名(精确引用端点和聚合 task-flow 成员)变化后按最终拓扑确定性重算。签名以稳定资源 ID 的规范端点 / 成员序列生成固定大小摘要,不使用显示名称或浏览器测量值;自动重算不得移动手动坐标,协调结果与持久布局逐项一致时不得产生 CAS 写入。 - 搜索或筛选只隐藏卡片,不删除、压缩或重排其坐标;清空搜索后恢复原位置。 - 窗口尺寸变化只改变当前栏目的可视范围,不回写或裁切持久坐标,也不因资源 extent 或 resize 把已平移的 viewport 拉回内容边界。当前客户端继续以 `1280×800` 横屏合同验收。 -- 任一栏目出现资源后,资源管理固定使用 `设计文档 -> 美术资源 -> 音乐音效 -> 游戏代码 -> 项目版本` 五栏目分页画布;每个栏目按 `projectId + mode + category` 保留独立 viewport。普通 wheel 切换栏目,`Ctrl/Cmd + wheel` 以指针位置为锚点缩放当前无限画布,空白拖动只平移当前栏目;非空状态不提供分区高度、分区内部滚动或分区内容倍率。搜索和详情开关不得重置 viewport,项目、mode 或栏目切换只恢复各自会话状态,显式复位才重新适配当前栏目内容。 +- 任一可见资源出现后,普通用户资源管理固定使用 `设计文档 -> 美术资源 -> 音乐音效 -> 项目版本` 四栏目分页画布;游戏代码仍保留在内部资源、布局和依赖事实中,但不进入普通资源画布的导航、分页、卡片、搜索或详情入口。每个可见栏目按 `projectId + mode + category` 保留独立 viewport,普通 wheel 切换栏目,`Ctrl/Cmd + wheel` 以指针位置为锚点缩放当前无限画布,空白拖动只平移当前栏目;非空状态不提供分区高度、分区内部滚动或分区内容倍率。搜索和详情开关不得重置 viewport,项目、mode 或栏目切换只恢复各自会话状态,显式复位才重新适配当前栏目内容。 - 首次载入项目中的既有资源不显示未读标识。当前会话内,非当前栏目出现稳定 ID 的新资源时,在对应栏目名称右上角显示红点;当前栏目新增资源不显示红点,用户通过点击、滚轮或程序跳转进入该栏目后立即清除。未读状态只属于当前前端会话,并按 `projectPath + projectId` 隔离,切换项目时清空,不写入 manifest、布局 sidecar 或后端。 - 打开项目、切换 mode 或当前 mode 首次出现新资源时执行“读取 -> 协调 -> 必要时 CAS 写入”;dependency 模式必须先等待与当前 `projectPath + projectId + resource inputs` 匹配的 Rust 图进入 `ready` 或 `failed` 终态,等待期间不得创建 fallback、读取 sidecar、协调资源或入队保存。`failed` 只允许以空图降级初始化一次。项目或 mode 已切换后返回的旧异步结果必须丢弃。 - 同一 `projectPath + projectId + mode` 的首次读取与资源集合协调必须分开:资源集合变化不得取消已经发出的读取或保存。当前 scope 内资源自动协调写入使用单写者 FIFO,任一时刻最多一个 CAS 在途,后一笔必须使用前一笔成功返回的 revision。切换项目或 mode 后,旧 scope 的在途请求不能阻塞新 scope 队列;前端放弃旧请求槽位并丢弃其迟到响应,后端继续依靠 `expectedProjectId + expectedRevision + 系统锁` 仲裁已发出的请求。 @@ -355,7 +355,7 @@ type UpdateProjectResourceCanvasLayoutResult = ### 5.3 资源类型与替换兼容性(P1) -实现状态(2026-08-23):当前资源投影与栏目页顺序收口为“设计文档 -> 美术资源 -> 音乐音效 -> 游戏代码 -> 项目版本”。设计文档接收受支持的 UTF-8 文档、代码资产中的文档类型和合法 Agent 文本回执;项目版本只接收显式 `ProjectVersionResourceSummary` read model,未知任务产物不得兜底为版本;美术资源接收图片、SVG、动画和视频类产物;音乐音效接收 manifest 资产、上传登记资产和已完成任务 `artifacts` 明确声明的音频产物;游戏代码接收 Direct Codex / 任务产物登记的 HTML、CSS 和 JavaScript。无法识别的二进制任务产物和附件不进入资源画布。受控读取、中央聚焦、失败空态与媒体播放不改变 manifest 真相;编辑成功后只追加新的 asset 或版本子记录。 +实现状态(2026-08-29):内部资源投影仍识别“设计文档、美术资源、音乐音效、游戏代码、项目版本”五类事实,但普通用户资源画布只展示“设计文档 -> 美术资源 -> 音乐音效 -> 项目版本”四个栏目;游戏代码不进入画布导航、分页、卡片、搜索或详情入口。设计文档接收受支持的 UTF-8 文档、代码资产中的文档类型和合法 Agent 文本回执;项目版本只接收显式 `ProjectVersionResourceSummary` read model,未知任务产物不得兜底为版本;美术资源接收图片、SVG、动画和视频类产物;音乐音效接收 manifest 资产、上传登记资产和已完成任务 `artifacts` 明确声明的音频产物;游戏代码继续接收 Direct Codex / 任务产物登记的 HTML、CSS 和 JavaScript,底层文件、manifest 事实、生成/编辑/运行能力、项目版本引用与依赖关系不变。无法识别的二进制任务产物和附件不进入资源画布。受控读取、中央聚焦、失败空态与媒体播放不改变 manifest 真相;编辑成功后只追加新的 asset 或版本子记录。 资源身份固定使用 manifest asset ID、正式 version ID、Agent ID + run ID 或已导入资源稳定路径;显示标题、来源文案变化不得改变 `resourceId`,从而避免布局、依赖边、选择和聚焦状态因改名失效。 @@ -533,12 +533,12 @@ type ProjectAgentMudPointAttribution = { ### 7.5 资源栏目分页无限画布验收 -1. 完全空项目继续显示全部栏目的分区展览;任一栏目出现资源后,dependency / type 都切换为固定五栏目分页画布,悬浮 Dock、底部下一页标题和普通 wheel 可访问全部栏目,空栏目也可打开空画布。 -2. 每个 `projectId + dependency|type + document|art|audio|code|version` 组合保留独立 viewport;切换栏目、模式、项目和打开 / 关闭详情后恢复对应平移与缩放,窗口 resize、媒体测量和资源 extent 变化不得重置用户 viewport。 +1. 完全空项目继续显示四个可见栏目的分区展览;任一可见栏目出现资源后,dependency / type 都切换为固定四栏目分页画布,悬浮 Dock、底部下一页标题和普通 wheel 可访问全部可见栏目,空栏目也可打开空画布;游戏代码栏目和代码卡片不出现。 +2. 每个 `projectId + dependency|type + document|art|audio|version` 组合保留独立 viewport;隐藏代码资源的历史内部坐标和 sidecar 会话状态不被删除或重写,切换栏目、模式、项目和打开 / 关闭详情后恢复对应可见栏目平移与缩放,窗口 resize、媒体测量和资源 extent 变化不得重置用户 viewport。 3. 当前栏目允许空白拖动无限平移;`Ctrl/Cmd + wheel` 以指针为锚点缩放,显式复位按包含负坐标资源在内的完整 bounds 适配内容。非空状态不显示分区高度、分区内部滚动或分区内容倍率操作。 4. 资源卡超过 `5px` 阈值后进入拖动,预览和 dependency 线同步移动;成功释放只提交一次 `manuallyPlaced=true` CAS,取消、移出释放、媒体控制点击和未超过阈值均不写布局。 5. dependency 引导线消费当前栏目的同类型精确引用,并与卡片共享同一 viewport transform;平移、缩放、拖动预览、搜索和 resize 后端点保持对齐,type 模式不渲染引导线。 -6. 栏目分页、viewport 和资源卡拖动只修改工作台会话状态或资源布局 sidecar,不改 manifest、项目 mutation revision、Runtime verification、Agent 权限和预览状态;图片、视频、音频、文档、代码、版本卡片及非模态详情回归全部通过。 +6. 栏目分页、viewport 和资源卡拖动只修改工作台会话状态或资源布局 sidecar,不改 manifest、项目 mutation revision、Runtime verification、Agent 权限和预览状态;图片、SVG、视频、音频、文档、任务产物、Agent 回执、项目版本卡片及非模态详情回归全部通过,游戏代码仅保留内部事实而不进入普通资源画布。 ### 7.6 阶段七完整验收 diff --git a/docs/project-memory/shared-memory/decision-log.md b/docs/project-memory/shared-memory/decision-log.md index d2918098b..5e0ee27db 100644 --- a/docs/project-memory/shared-memory/decision-log.md +++ b/docs/project-memory/shared-memory/decision-log.md @@ -15,6 +15,14 @@ - 关联文档:相关 PRD、技术文档、提交或 Issue ``` +## 2026-08-30 批准 GDD 直接进入做游戏链路 + +- 背景:立项策划 GDD 批准后需要给用户一个进入做游戏的自然出口,产品决策改为点击按钮后直接开始建造。 +- 决策:批准态 GDD 交付行提供“做成游戏”按钮。点击后读取当前项目的权威 `game/fast_gdd.md`,直接创建自动游戏工作区、导入 `text/markdown` 参考附件,并以固定建造指令自动启动 Direct Codex;不再回首页等待用户二次提交。该动作不复制原项目的 `approvedGddRef`、planning sidecar 或 approval receipt。 +- 影响范围:AGC 前端 GDD 交付行与现有自动建项/附件导入/Direct Codex 链路;移除首页 RichInputArea 的 GDD 一次性预填链路;不新增 HTTP API、SpacetimeDB schema、迁移、OpenAPI 或正式构建绑定。 +- 验证方式:批准态按钮直接创建工作区、导入附件、携带固定首条指令进入项目工作台且重复点击不重复创建的 appSurface 回归;类型检查、编码检查和 `git diff --check` 通过。 +- 关联文档:`docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md`。 + --- ## 2026-08-26 运行中自主扩图提案留在编排层 diff --git a/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md b/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md index 0b558f157..8211684b9 100644 --- a/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md +++ b/docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md @@ -169,6 +169,7 @@ Supervisor 认领该回执后,由父 run 自己为每个原 delivery 逐一创 - Windows AppData 安全迁移:首次创建客户端 AppData 时必须以进程 `TokenUser` SID 显式设置 owner,并写入当前用户私有 DACL,不能把可能为 Administrators 的 `TokenOwner` 当作用户身份。发现历史目录 owner 不属于当前 `TokenUser` 时,不在原目录上放宽权限,而是拒绝 reparse point / junction / symlink 后,将旧目录原子重命名到同级唯一 `.owner-mismatch-backup-*` 备份,再新建并验证当前用户 owner 与私有 DACL;迁移或备份失败必须失败关闭,不覆盖旧配置。 - Windows 私有文件初始化:父目录已归当前 `TokenUser` 后,新建 `.agent/.manifest.json.lock`、`agent-runner.lock`、endpoint 临时文件、project-owner 诊断临时文件与 real-E2E 私有文件的 owner 仍可能采用 token 默认 owner `Administrators`。manifest 固定锁和 Runner 固定 stale lock 只有在 Windows 不共享独占句柄已取得、且句柄确认普通文件、非 reparse point、链接数为一时才允许初始化或修复为当前 `TokenUser`,随后必须再次复核句柄并按既有 owner/DACL 门禁验证;其它临时文件只允许在本进程 `create_new` 成功且仍持有同一独占句柄时初始化 `TokenUser` owner / DACL,再写入、原子安装并严格复核,初始化失败必须清理刚创建的文件。既有 durable endpoint / diagnostic 读取不得自动接管;活锁不得截断,只有 sharing / lock violation `32/33` 表示占用,access denied 等其它错误立即返回。父进程观察到 Runner 子进程退出后立即返回错误,不等待完整 30 秒 deadline。 +- Windows ACL 提权边界:自定义 `--config-dir` 的启动前置检查必须把 `managed / user-selected` scope 一并传入提权子进程,不能依赖父进程内存中的配置目录覆盖;native picker 返回的文件或项目目录在同一进程登记短时授权,后续导入 / 项目操作只对登记路径(目录可覆盖其后代)允许 `user-selected` 自动提权,直接伪造 IPC 绝对路径不得获得该能力。项目文件列表 / 索引递归逐项拒绝 symlink 与 Windows reparse point,并在 metadata / read 前先完成 ACL 准备。 - 启动恢复和续跑边界:本条取代上一条中“只有 accepted 才可恢复”的窄口径。若进程在 Supervisor 用户消息已持久、accepted 未持久之间崩溃,只读 preflight 可以把该 `preparing` 识别为可恢复,但不改写 task/conversation;真实 resume 持有 Agent 锁后必须先幂等补写 accepted,再提升为 `pending / queued`。用户消息或 accepted conversation 已落盘而辅助审计失败时,以 conversation 为公开真相继续入队,不留下“已接收但永不执行”的任务;根终态首次公开写入的瞬时失败必须在终态投影后用相同 message ID 重试。receipt / isolated-join 等带 parent 的 Supervisor continuation 不再另写 Session 终态,只保留单一后端公开事件;`runtime-task-*` 与 `runtime-public-status-*` 共享同 run 的不透明关联摘要,秒级时间戳下多个连续任务必须按实际 run 对应的 `user -> accepted -> terminal` 顺序交错展示。 - ready-task 启动活性:`background_task.queued`、`autonomous_ready_task.scheduled`、Runner heartbeat 或执行锁已移交都不等于 child 已启动。实际持有执行权的 Runner 必须在释放项目写锁后同步写入 child 的 running task、`turn.started` 与 started journal,再把已启动 state 和 per-Agent 执行锁交给已确认开始轮询的独立 execution worker;同步启动或 worker 接管失败时,要在仍持有执行锁期间依次把 child 和 manifest Graph 节点明确落为 failed,再释放锁并让 parent 收到调度错误。`autonomous_ready_task.scheduled` 只作诊断审计,其写入失败不能阻断 durable child 启动;external client 只 wake Runner,不在客户端抢占执行。Supervisor 进度卡通过 durable `startedAt`(旧 Run 从完整 task journal 恢复,最新 task-record fallback 保持 0)显示真实持续时间,并以父 Run 与当前关联专业 Agent 的最大事件时间计算运行态活跃度:运行超过 5 分钟无新事件时显示“运行中 · 疑似停滞”和静默时长;等待用户、等待确认、Provider retry、视觉资产、进程会话、pausing 与 paused 不误报。父 Run terminal 后,持续时间冻结在父 Run 自身最后活动,不随 child 晚到收口事件增长。消息时间统一校验为 JavaScript 可表示的 Date;越界值显示“时间未知”且不写无效 `datetime`。实时回复只显示 response stream 自己的 `updatedAt`,缺失时同样显示“时间未知”,不能借用其它 Runtime 活动时间或随前端时钟漂移。该提示只提供可观测性,不改变 Runtime/manifest 正式状态。 - ready-task 对账取消续跑:未知工具结果仍停在 `needs-reconciliation` 且禁止自动重放;人工核对后显式取消原 child,保留 cancel tombstone,旧 child 和旧父 Run 按真实终态收口。若随后创建同 Session、同 Supervisor source、同有效任务语义的 continuation,新完成合同只对同时具有历史 `failed / needs-reconciliation`、最终 `cancelled` 和 durable tombstone 的 ready-task,把当前 manifest 对应 failed 节点恢复为 pending,并由 scheduler 创建全新 child Run。manifest 的读取、failed 筛选、每任务一次的 child journal 索引、证据重验和写回必须位于同一项目写锁域;较新的无 child 根 Run 只有在 durable journal 精确表明为旧 failed Graph 在进入调度前即失败时才能跨过,scheduler 自身失败必须阻断借用更老 tombstone。普通失败、无 tombstone、不同 source/Session/任务语义或证据冲突均保持失败关闭;不得复活旧 pending action、补造 observation 或把取消任务标成 completed。 @@ -555,7 +556,7 @@ game-project/ - 阶段三的聚类已落在 `reconcileResourceCanvasLayout` 的 dependency 自动坐标派生步骤。它先按资源分类过滤 reference edge,并把 task-flow 按固定分类切成仅在同类 source / target 同时存在时有效的聚合超边;每个 section 再用精确边与 flow 临时节点建无向邻接表,以迭代遍历生成弱连通组。task-flow 只以“流节点 -> 成员”的线性成员关联参与布局,绝不展开 source × target 资源组合,不绘制 SVG,也不把搜索后的 visible set 用作输入。`dependencyDepth` 仍唯一决定横向业务层级;相关簇按 `minDependencyDepth + minStableResourceId` 排序,孤立集合置于所有相关簇之后,簇间使用单一布局常量留白。每个相关簇内先按稳定资源 ID 建同层初始序,再做固定两轮左至右 / 右至左的中位数扫描:精确引用读取相邻层的上下游 rank,task-flow 读取另一端成员 rank 的中位数,平局按稳定资源 ID 收口。dependency 自动位置使用 `48px` 列间走线区和 `40px` 行间走线区;每个相关簇以最大层行数确定高度,资源较少的层增加确定性半差偏移而在簇内居中,菱形 / 分叉两侧因此保持均衡。type 模式仍使用原 `16px` 行列间距。跨分类 read model 关系不进入前端聚类、边界偏置或拓扑签名,但 Rust 深度与原始图真相不改。显示坐标必须遵守前后端共享的 `0..=1_000_000` 上限;超深依赖在最后合法列确定性饱和,保留原始 `dependencyDepth`,同列资源继续按稳定顺序纵向避让。若任一自动 `x / y` 无法在合法域内落槽,协调必须在 IPC 前失败关闭,不持续提交必然被 Rust 拒绝的坐标。算法保持 `O(V + E)` 图遍历,加固定轮数的层内稳定排序和现有有界占用索引;4096 资源不允许全量配对。旧的 `manuallyPlaced=true` 坐标先占位并原样保留,聚类只派生自动坐标;同类型拓扑身份签名只记录有界的资源 ID 端点 / 成员,以便深度未变但邻接变化时触发重派生。图边、cluster ID 和签名都不写 sidecar。 - 中间主视窗提供 `resource-overview / asset-canvas / resource-editor / run` 四种状态。2026-08-10 起普通用户“新增资源”显示为禁用态且处理函数拒绝 create;所有现役资源从聚焦态“编辑资源”进入非破坏性派生。静态图片继续进入 refine 素材创作无限画布,SVG、视频、音频、文档/代码、Agent 回执和项目版本进入统一资源编辑壳并按能力分流;底层 create 合同仅保留兼容。编辑面板只替换中央区域,不覆盖右侧 Supervisor 或底部 Agent。`code-prototype` 任务完成前运行入口保持视觉不可用,但仍可点击查看“当前无可运行版本”,不能使用会阻断说明交互的原生 `disabled` 或 `aria-disabled`;完成后才允许进入运行表现层。切回资源总览只修改前端展示态,不伪造后端预览暂停结果。 - 资源管理从当前 `GameCreationAppManifest`(包含可选 `versions`)、合法 Agent 文本回执、已导入附件和已完成任务明确登记的产物派生资源,固定按文档、项目版本、美术资源、音乐音效资源分区;未知任务产物不再兜底为版本,未完成任务或未在 `artifacts` 中登记的任意本地音频也不冒充正式资源。`按依赖 / 按类型` 使用各自前端排列,dependency 模式额外绘制当前 manifest 与资源投影可证明的依赖关系。排列与图层都不写回 manifest,不能推断或伪造缺失依赖。 -- 资源卡支持点击聚焦、搜索和类型筛选。2026-07-28 起完成两套二维坐标与本地 CAS sidecar;2026-07-31 起 dependency 模式增加不持久化的原生 SVG 关系图层。2026-08-03 mentor 决定暂缓资源总览卡片拖动,当前卡片不挂载 Pointer Down / Move / Up / Cancel 拖动入口,只允许自动布局和点击聚焦。聚焦态替换中央主视窗内容,保留左侧导航、右侧对话和底部 Agent 状态栏,退出后恢复搜索、布局模式、滚动位置与选中资源;不提供通用工具栏、工具侧边栏或可拖动标题栏。阶段四已补齐安全本地文档、扩展美术媒体与音频聚焦,正文独立滚动,视频 / 音频使用内置媒体控件,失败显示空态。2026-08-26 视觉验收修正:资源总览初次适配与复位最多以 `1.5` 倍缩放卡片,避免把低尺寸卡片位图插值放大成糊图;用户主动缩放仍沿用通用画布倍率。美术资源聚焦态改为视口级大预览,保留原始资源读取与元数据,不生成第二份缩略图,图片 / 视频预览按弹窗可用高度展示并允许正文滚动。该资源总览边界不限制后续素材创作无限画布内的图片图层移动/缩放、生成和正式回写。 +- 资源卡支持点击聚焦、搜索和类型筛选。2026-07-28 起完成两套二维坐标与本地 CAS sidecar;2026-07-31 起 dependency 模式增加不持久化的原生 SVG 关系图层。2026-08-03 mentor 决定暂缓资源总览卡片拖动,当前卡片不挂载 Pointer Down / Move / Up / Cancel 拖动入口,只允许自动布局和点击聚焦。聚焦态替换中央主视窗内容,保留左侧导航、右侧对话和底部 Agent 状态栏,退出后恢复搜索、布局模式、滚动位置与选中资源;不提供通用工具栏、工具侧边栏或可拖动标题栏。阶段四已补齐安全本地文档、扩展美术媒体与音频聚焦,正文独立滚动,视频 / 音频使用内置媒体控件,失败显示空态。2026-08-30 视觉验收修正:资源总览所有栏目初次适配与复位最多以 `1.5` 倍缩放卡片,避免单个低尺寸卡片被插值放大成糊图;用户主动缩放仍沿用通用画布倍率,并按“排序模式 + 栏目”保留当前会话内的平移和缩放。美术资源聚焦态改为视口级大预览,保留原始资源读取与元数据,不生成第二份缩略图,图片 / 视频预览按弹窗可用高度展示并允许正文滚动。该资源总览边界不限制后续素材创作无限画布内的图片图层移动/缩放、生成和正式回写。 - 运行表现层首版直接嵌入当前项目的 loopback 游戏画面,并保留素材信息和数值微调面板;两个面板保持原有 `156px` 最小高度,没有真实数据时只让正文为空,不渲染预设字段、默认数值、未载入控件或自然语言功能占位,也不随空内容收缩。`preview.start` 启动本地 server 后把真实 URL 回写工作台,`preview.open` 只激活客户端内运行视图,不再调用系统浏览器;参数调整首版仍只保留本地 UI 草稿,不修改代码或 manifest。preview server 对 UTF-8 HTML 响应注入固定同源尺寸桥脚本;注入点通过真实 HTML tokenizer 边界定位,保守处理注释异常结束、DOCTYPE 引号、script escaped / double-escaped、raw-text、template、plaintext、foreign content 与重复 `src`,并支持省略 `` / ``。桥以 `ResizeObserver` 观察 `documentElement / body` 根布局,结合页面 load、窗口 resize 与字体就绪重新测量;页面可见时另以 `500ms` 低频兜底探测至多 `512` 个元素的实际边界,探测截断时保留 body / scroll 上界,并按连续测量排除随 viewport 同步变化的 `100vh / 100% / bottom / right` 自反馈。相同尺寸元组去重后才以固定版本 `postMessage` 上报,不订阅整页 `MutationObserver`。宿主同时校验消息 origin 和 `event.source`,以实际内容宽高与当前容器宽高计算不超过 `1` 的等比缩放;首次适配后仍接受内容宽高的真实变化,但仅 viewport 回灌或重复内容尺寸不更新 React 状态。容器 resize 后回到原生视口重新测量;放得下时保持 `1:1`,超出时完整缩小并居中,iframe 禁止横纵滚动条,不能以 `overflow: hidden` 直接裁掉超出内容。非 UTF-8 HTML 原样返回,不因适配桥破坏已有预览。 - 右侧继续复用现有 Project Supervisor 会话、Runtime 澄清和确认链路;输入区展示 `严格审批 / 风险审批 / 无需审批` 独立面板。P0 只有严格审批可选;风险审批和无需审批保持视觉不可用但允许点击查看原因,不替代 Runtime 的逐动作权限、确认、sandbox 或 reconciliation 门禁。风险 Rank 算法记录在 `docs/project-memory/todos/【待解决】AI游戏创作高风险审批Rank-2026-07-20.md`,前端不得自行计算。 - 底部状态栏默认展示策划、美术、程序 3 组,并允许在同一栏展开数值、音频、发布组;状态来自 manifest 与当前 Supervisor run 的 Runtime,悬停显示当前任务与进度。累计泥点必须等待后端计费归因投影;Agent.md 编辑和自定义 Skill 在来源审核、版本、权限、sandbox 与回滚合同完备前不向普通用户开放。 diff --git a/docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md b/docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md index b48a05c30..02b245051 100644 --- a/docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md +++ b/docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md @@ -3,7 +3,7 @@ - 日期:2026-08-10 - 适用范围:AI 游戏创作独立 App、Project Supervisor、Agent Runtime、本地项目策划 sidecar 与后续完整构建准入 -> 当前口径(2026-08-25):以本文件中标注的 D11 / 最新修订和当前 `apps/ai-game-creator-shell` 实现为准。D6~D9 等被明确标注为作废或被取代的段落仅保留推导背景,不得作为现行拓扑、入口或 Runtime 真相;产品入口与 DirectProject 总体口径见 `docs/README.md` 和 App 实施计划。 +> 当前口径(2026-08-30):以本文件中标注的 D11 / 最新修订和当前 `apps/ai-game-creator-shell` 实现为准。D6~D9 等被明确标注为作废或被取代的段落仅保留推导背景,不得作为现行拓扑、入口或 Runtime 真相;产品入口与 DirectProject 总体口径见 `docs/README.md` 和 App 实施计划。 ## 1. 背景与目标 @@ -180,7 +180,7 @@ D9/D10 描述的「manifest ready-task 调度器在 Supervisor 下游启动策 | 构建引用 | `approvedGddRef {gddId, version, fingerprint}` | | 现有 design 组 UI 名 | `设计实现组`,替代原“策划 Agent”卡片名称 | | 新组件名 | `GDD 审批卡` | -| 固定入口动作 | `直接开建`、`开始完整制作`、`批准并开建` | +| 固定入口动作 | 当前客户端为 `做成游戏`:读取 `game/fast_gdd.md`,直接创建自动游戏工作区、导入参考附件并以固定建造指令启动 Direct Codex;不再回首页等待用户二次提交 | `approvalRequestId` 与 `responseId` 是两个不同的持久 ID:前者由 Runtime 在 GDD 提交前生成、进入不可变 GDD,一张审批卡终身不变;后者由 UI 在用户执行一次决定时生成,并在传输重试中复用。不得继续用含义不明的单个 `requestId` 同时承担两种职责。 @@ -278,7 +278,7 @@ flowchart TD SPLAN -->|"在自己的 runtime/session 上建 pending,向用户提问"| U SPLAN -->|"answersSha256 绑回 delivery,再发 continuation 委派
(最多 3 轮,受 clarification_round 上限约束,见第 23.5 节)"| PLANAGENT PLANAGENT --> GDD["不可变 GDD + approve receipt"] - GDD -->|"用户动作:开始完整制作"| BUILD + GDD -->|"用户动作:做成游戏;读取并导入 game/fast_gdd.md"| BUILD["自动创建游戏工作区
参考附件:fast_gdd.md
固定建造指令"] U -.->|"直接开建"| BUILD BUILD --> DAG["现行 16 任务 DAG"] U --> CHAT @@ -1517,7 +1517,8 @@ type PlanningBaselineInput = - 仅首页“做方案”新建项目提交 `standard + project-supervisor-plan`(2026-08-13 按 D11 更正,旧值 `project-supervisor-plan-chat` 作废);“做游戏”和“做素材”保持 `autonomous-game-build` 直接开建。前端只提交 Supervisor 根 run 的身份,**不提交也不感知策划子 Agent**——后者由 Supervisor 在服务端通过 `agent.delegate` 派生,页面侧不得直接创建或引用它。 - 项目页新建、打开既有项目和 Godot 导入不新增“进入立项策划”入口,保持现行构建/打开语义;只有已存在 planning sidecar 或 active plan lineage 的项目恢复原有策划链路。 - 策划阶段聊天输入属于当前 run:有活跃决策卡/审批卡时,输入回到该卡片对应 action;无 active run 时才可创建新的 plan continuation。 -- approved 后显示“开始完整制作”;“批准并开建”只是先审批、后开建的快捷交互,不合并后端命令或 durable 记录。 +- approved 后显示“做成游戏”。点击后读取当前有效的 `game/fast_gdd.md`,直接沿现有自动做游戏链路创建新的工作区、导入 `text/markdown` 参考附件,并以固定建造指令作为 `initialSupervisorMessage` 自动启动 Direct Codex;固定指令只说明 GDD 覆盖的栏目,不根据具体 GDD 内容生成总结。该动作不回首页等待二次提交,不把原项目的 `approvedGddRef` 复制到新项目。 +- 用户仍可在项目工作台继续补充需求;普通首页“做游戏”入口的手动提交行为保持不变。 ### 18.2 GDD 审批卡 @@ -1529,7 +1530,7 @@ type PlanningBaselineInput = - command 进行中禁用重复点击;另一个窗口先决定后,当前卡刷新为 `already-decided`,不能覆盖。 - `recoveryPending=true` 时显示可恢复状态,只允许重试同一 ID,不允许提交新版本或启动构建。 - 待审版本的 receipt 已存在时隐藏对应 stale pending 卡;hydrate 只恢复精确 project/session/run/action identity。 -- approved 后只在所有必需投影恢复完成时启用完整构建按钮。 +- approved 后只有在所有必需投影恢复完成时启用“做成游戏”;恢复态不提供该出口。 决策卡继续复用现有用户输入卡,不新建平行提问系统。现有完整构建 design 组用户名称改为“设计实现组”,与新阶段“立项策划”区分;内部 Agent ID 不改。 @@ -1703,7 +1704,7 @@ receipt 永远压过 stale pending:一旦该版本存在有效 receipt,pendi | agent.db | 专用幂等 helper;same key conflict;日志达到普通容量、尾部截断与压缩后仍能补齐并保留决定记录 | | source/security | durable exact identity;三个 action tool(`file.read` / `file.list` / `plan.submit_gdd`)广告与执行;MCP 空且 webSearchEnabled=false;control functions 单列;tool-plan/batch/ledger/context/repair/completion 全部跳过 collaboration;plan retry 保留 source/profile;除 Runtime-owned submit 外的副作用工具拒绝 | | Prompt | **2026-08-13 按 D11 改写**:不新增 composition,Supervisor 根 run 沿用现役 supervisor composition、策划子 Agent 复用 `runtime` composition(见第 4.2 节);`decision-checkpoint` 请求 kind 随 D10 作废(见第 5.1 节)。仍冻结:3 轮/单题/固定选项;回答后设计解释与 prototype item;平台事实;恢复摘要;direct-out 条件 | -| frontend | 首页“做方案”目录提交与 Enter 自动创建均为 `standard + project-supervisor-plan`;“做游戏/做素材”均保持 `autonomous-game-build`;项目页新建/打开不首次注入 planning;stable approvalRequestId/responseId;busy;stale card;hydrate strict input/view;无目录空态;receipt 隐藏 stale pending;corrupt authority typed error;project open/reload/resume/submit/decision 刷新;recovery pending;批准并开建两命令顺序 | +| frontend | 首页“做方案”目录提交与 Enter 自动创建均为 `standard + project-supervisor-plan`;“做游戏/做素材”均保持 `autonomous-game-build`;项目页新建/打开不首次注入 planning;stable approvalRequestId/responseId;busy;stale card;hydrate strict input/view;无目录空态;receipt 隐藏 stale pending;corrupt authority typed error;project open/reload/resume/submit/decision 刷新;recovery pending;批准 GDD 后“做成游戏”直接创建自动工作区、导入 `fast_gdd.md` 并自动启动 Direct Codex;重复点击不重复创建;普通首页链路不回归 | | M2 integration | explicit approved/direct mode;锁内重验 receipt;ref 贯穿 task/run/completion/context;无 ref 非回归;恢复不换稿 | 关键强杀点逐项覆盖: @@ -1994,7 +1995,7 @@ M0 完成不表示完整策划闭环已经上线。`M1A-1`~`M1A-4`、`M1B-1` | `M1C-2b` | 澄清中转接线、轮次派生、预算注入 | `M1C-2a` | **实现与本包门禁已完成并已快进合回 `feat/five_min_design`**:首 child 的 revision 1 session、`NeedsUserInput → awaiting_user_input`、回答绑定后 continuation 的确定性 session 投影、审批后 `revise/reject` 用户修订谱系及 Provider 活跃时间 usage fact/fold 已接线;末次 `plan.submit_gdd` usage 在 receipt/session successor 落盘且 standalone/v4 anchors 精确消费后于同一项目锁内折叠,真实 receipt 回归证明累计值恰好推进一次,重复审批与 recovery reconcile 不二次推进。`planning_clarification_*` **13 passed / 0 failed**(M1C-2c 语义回归另见本包),另有 static deliveries 44、planning storage 13、planning submit 53、Provider usage 4、末次 usage receipt 1、barrier detail 3 条定向回归通过;格式、offline all-targets、编码与 diff 门禁通过。锁序承诺只适用于 **M1C-2b 新增的 planning 澄清写投影路径**;`main_loop` 既有通用 completion blocker 的 execution→project 路径不在本包。第 4 轮信封在正常路径不可达:`agent.delegate` 已在工具边界按血缘上限硬拒并返回 failed observation;coordinator 的超三轮 reconciliation 仅用于损坏血缘纵深防御。审批 UI、hydrate、构建准入和下游完整构建不在本包范围 | | `M1C-2c` | 决策卡 A/B 语义(第 23.9 节,2026-08-18 实现完成并合回):选项 → 台账映射改为 A/B 均 `confirmed/user_option`、信封 label 形状校验、planning role brief 与 Supervisor playbook/final-reply 文案(B 必须是真实岔路、第 3 项恒定且 description 须给出可执行验证方式、改口转述规则、提问纪律) | `M1C-2b` | **实现与门禁完成,已由 `6e4bd9703` 合回 `feat/five_min_design`**:Runtime 已实现 A/B/固定第三项校验、B 不再生成 `default_pending`、`answerSummary` 逐字保真;非法 C/缺项 fail-closed,A/B/自由填写回归已通过。`planning_clarification_*` 13、`project_planning` prompt 5、`planning_submit` 定向回归、prompt bundle、格式、编码、diff、offline all-targets 均通过;不含 M1D-1 前端、hydrate、构建准入或下游完整构建 | | `M1D-1` | 前端 hydrate 与 GDD 审批卡;决策卡按第 23.9 节实现(label 动态渲染、默认焦点 A、Other 槽不变) | `M1C-2b` | **已完成并合入 `feat/five_min_design`(落地 `0052a80da`,其后 ESLint 修正 `5b11a0530`)**:新增严格 `{projectPath}` hydrate command、`plan-gdd-state-view.v1` Rust read model、审批卡与独立 GDD 正文详情弹层;页面只消费 hydrate,决定 responseId 按审批请求/动作复用,`recoveryPending` 仅提供恢复重试;审批前置 pending 与错绑 session 继续 fail-closed。 | -| `M1D-2` | 入口分流与阶段进度 | `M1D-1` | **2026-08-19 更正 `bf2185fba` 的错误入口映射**:仅首页“做方案”新项目以 `standard + project-supervisor-plan` 启动;“做游戏/做素材”保持 `autonomous-game-build`,不再展示额外“直接开建”按钮;项目页新建、打开和 Godot 导入不新增策划入口,仅恢复已有 planning lineage。阶段进度显示轮次 x/3、当前版本和状态徽章;实际项目总控页面挂载 hydrate/审批卡,并将 `project-planning` / 设计组展示名收口。未接 M2 approved-GDD 构建绑定或完整构建按钮。 | +| `M1D-2` | 入口分流与阶段进度 | `M1D-1` | **2026-08-19 更正 `bf2185fba` 的错误入口映射**:仅首页“做方案”新项目以 `standard + project-supervisor-plan` 启动;“做游戏/做素材”保持 `autonomous-game-build`,不再展示额外“直接开建”按钮;项目页新建、打开和 Godot 导入不新增策划入口,仅恢复已有 planning lineage。阶段进度显示轮次 x/3、当前版本和状态徽章;实际项目总控页面挂载 hydrate/审批卡,并将 `project-planning` / 设计组展示名收口。**2026-08-30 变更:批准 GDD 后的“做成游戏”直接创建自动工作区、导入 `game/fast_gdd.md` 并自动启动 Direct Codex;仍未接入正式 `approvedGddRef` 构建绑定。** | | `M1E` | 端到端与故障注入收口 | `M1D-2` | **已完成**:planning 覆盖审计与 submit 拒绝上限收口完成。`PLAN_INVALID_REQUEST` / Provider input 或候选 GDD 的 `PLAN_SIZE_LIMIT` 每 child run 最多 5 次 rejected observation,第 5 次在 observation durable 后终态失败;counter durable,重启不清零。若在第五条 rejected observation 落盘与终态失败之间崩溃,恢复入口会按 durable counter 直接终态失败,不请求第六次 Provider tool-plan。既有不可变 GDD/receipt 的超限读取及 lineage 版本已耗尽均改走 reconciliation,不误耗 Provider 重试额度。第 21 节已存在的三轮、续跑、receipt/replay、投影恢复及 hydrate 回归复核通过;不为“拼接已有单测”新增脆弱大 E2E。 | **2026-08-18 M1D 审查修复快照**:对 `14c00017c..bf2185fba` 做规格对照审查后,修复三条决定链路缺陷并补齐回归。① `decidePlanGdd` 的失败分支原来不 hydrate,命中后端任一 `PLAN_STALE_APPROVAL` 分支后卡片会停在已失效的 pending 身份上、`recoveryPending` 永不翻真导致「重试恢复」入口不渲染,现已按第 18.3 节在失败分支同样重灌(顺序钉死:`hydratePlanGddState` 入口会清空错误,必须先 hydrate 再写决定错误)。② responseId 复用键原为 `approvalRequestId:action`,不含 comment,违反第 13.2 节「改变 action/comment 必须换新 responseId」,现改为比对 `{action, comment}` 完整意图,判据方向为宁可多换不可少换。③ 第 18.2 节「`recoveryPending` 时不允许提交决定」原来只作用于三个触发按钮,已打开的评论弹层仍可提交,现已同门控并保留用户已输入内容。回归位于 `tests/appSurface/plan-gdd.suite.ts`,三条均经变异验证(逆转对应修复即变红);`appSurface.test.ts` 381 passed,`agc:typecheck`、ESLint、编码检查通过。其中锁错误回传绝对路径、阶段进度轮次差一格与 design 组展示名收口三条已于同日补修(见 decision-log 同日两条);仅 hydrate 身份校验与落盘投影修复的顺序一条单列后续,未并入。 diff --git a/docs/technical/【技术说明】DirectProject未消费用户上传权威文档-2026-08-30.md b/docs/technical/【技术说明】DirectProject未消费用户上传权威文档-2026-08-30.md new file mode 100644 index 000000000..4de2f960b --- /dev/null +++ b/docs/technical/【技术说明】DirectProject未消费用户上传权威文档-2026-08-30.md @@ -0,0 +1,216 @@ +# 【技术说明】DirectProject 未消费用户上传权威文档 + +- 首次记录:2026-08-30 +- 问题类型:DirectProject 上下文消费缺陷 / 可审计性缺陷 +- 影响范围:用户上传文档并在正文中明确指定其为本次建造依据的“做游戏”链路 +- 当前状态:待排期,本文只用于提 Issue,暂不修复 + +## 0. Issue 摘要 + +当用户在正文中明确说明“我上传了一份 GDD,里面包含某些具体内容,请按照这份 GDD 做游戏”时,做游戏 Agent 没有可靠地把该附件当作本轮权威规格来检索、读取和消费。 + +这不是“上传附件功能失败”:附件已经成功复制到新项目并登记。问题在于,DirectProject 只收到用户正文和项目路径,没有收到“用户上传了哪些附件、附件的真实项目路径、哪个附件被正文指认为权威参考”这类一等上下文;Agent 只能自行猜测并搜索项目文件。 + +当前实现虽然存在条件性的 native 文件检索路径,但该路径既不是稳定的应用层契约,也没有对应的 Direct 读取审计记录。因此一次 run 结束后无法可靠回答:Agent 是否发现了附件、是否读取了附件、读取结果是否进入了后续设计和代码决策。 + +## 1. 预期行为 + +本 Issue 讨论的预期行为有一个重要前提:**不是所有上传文档都自动视为 GDD,也不是所有附件都必须被读取。** + +只有当用户在正文或交互中明确表达类似以下意图时,相关文档才应被视为本轮权威参考: + +> 我上传了一份 GDD,里面有探测艇、脉冲射击、敌方弹幕、模块选择和棱镜母体,请按照这份 GDD 做游戏。 + +在这一前提下,Agent 应能够: + +1. 知道本轮存在用户上传的参考文档; +2. 找到该文档在当前项目中的真实路径; +3. 读取文档内容; +4. 将文档内容用于后续游戏设计、代码和资源决策; +5. 在可共享、可复核的审计信息中留下足以判断上述行为是否发生的记录。 + +用户手写 GDD、通过外部功能生成后导入的 GDD、普通上传的 GDD,以及“做成游戏”入口带入的 GDD,在这里都属于同一个用户意图场景。是否来自“做方案”审批链路不是必要前提。 + +## 2. 实际现象 + +在 `gameagent-77b5aa31` 这次 2026-08-30 的 Direct run 中: + +- 用户正文明确要求先阅读附件中的 `fast_gdd.md`,并以其作为主要依据; +- 文件成功复制到新项目: + + ```text + assets/uploads/upload-1788083777445-fast_gdd.md + ``` + +- 原策划项目文件与上传副本大小均为 `7944` 字节,SHA-256 一致,说明复制没有损坏; +- 最终游戏却生成了《星光收集者》:星星收集、荆棘碰撞、左右移动、生命值; +- 原 GDD 的核心实体和循环(探测艇、脉冲射击、敌人、弹幕、模块、风险岔路、棱镜母体)没有体现在最终游戏中; +- 最终美术生成 prompt 只有“轻量、明快、暖色纸张质感背景、可爱的主角、可收集物、障碍物和简洁 HUD”等泛化描述; +- 浏览器验收的 `expectedText` 为空,没有对 GDD 语义做断言。 + +因此最终产物表现为一个内部自洽、但与用户指定 GDD 不同类型的通用收集类小游戏。 + +## 3. 代码层证据 + +### 3.1 附件不进入 Direct turn 的结构化输入 + +首页正文和附件在前端被分开处理;附件节点不会进入正文 prompt,而是作为单独的附件集合保存。 + +[richTextToPrompt.tsx](../../apps/ai-game-creator-shell/src/view/home/components/RichInputArea/richTextToPrompt.tsx:21) + +进入项目工作台后,`ProjectSupervisor` 只收到项目路径、manifest、初始消息和创作类型,没有附件字段。 + +[WorkspaceLauncher.tsx](../../apps/ai-game-creator-shell/src/features/app-shell/WorkspaceLauncher.tsx:335) + +[model.ts](../../apps/ai-game-creator-shell/src/features/app-shell/model.ts:29) + +Direct Codex 调用的输入也只有: + +```ts +{ + projectPath, + prompt, + clientTurnId, + creationType +} +``` + +[App.tsx](../../apps/ai-game-creator-shell/src/App.tsx:5484) + +其中没有附件列表、附件路径、附件 hash 或附件正文。 + +### 3.2 上传后路径被重写,Agent 不会自动得到真实路径 + +上传实现会把文件写入 `assets/uploads/upload--<原文件名>`,例如 `fast_gdd.md` 会变成 `upload-...-fast_gdd.md`。 + +[assets.rs](../../apps/ai-game-creator-shell/src-tauri/src/assets.rs:460) + +上传结果会写入项目的 `.agent/manifest.json` 和 `.agent/agent.db`,但这些是项目持久化产物,不是自动注入到 Direct LLM 请求的上下文;`.agent` 还是 Direct 的控制面边界,不能作为普通项目文档让 Agent 读取。 + +### 3.3 代码中存在条件性的主动检索路径,但不是稳定契约 + +DirectProject 的 app-server 使用项目根作为 `cwd`,并在可用配置下保留 native shell / 命令能力,因此 Agent 理论上可以: + +```text +搜索 fast_gdd +→ 找到 assets/uploads/upload-...-fast_gdd.md +→ 用 native 命令读取正文 +``` + +[codex_app_server.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/codex_app_server.rs:1482) + +[codex_app_server.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/codex_app_server.rs:1160) + +但这条路径有三个问题: + +- 需要 Agent 自己判断“这份附件值得检索”,应用没有把附件关系告诉它; +- `agc_list_project_files` 只能返回路径、大小和类型,不返回 Markdown 正文; +- DirectProject 没有接入旧 Agent Runtime 的 `file.read` / `project.search` 工具目录,读取能力取决于 Direct app-server 的 native 工具配置。 + +[direct_tools_mcp.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/direct_tools_mcp.rs:214) + +[agent_native_tools.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/agent_native_tools.rs:1349) + +因此当前代码不能称为“附件已可靠进入 Agent 上下文”,只能称为“Agent 在部分配置下可能自行发现项目文件”。 + +## 4. 持久化与取证现状 + +### 4.1 这次 Direct run 没有持久化读取记录 + +`gameagent-77b5aa31/.agent/agent.db` 共 12 条记录,类型只有: + +```text +project.init 1 +asset.register 5 +canvas.asset_generate 3 +conversation.message 3 +``` + +其中没有: + +```text +file.read +file.list +project.search +command.exec +agent.runtime.tool_observation +agent.runtime.action_receipt +``` + +这能证明上传、资源生成、游戏入口写入和对话消息被记录,但不能证明 Direct app-server 没有执行过 native 文件读取。 + +### 4.2 Direct app-server 的 native read 不在当前 Agent DB 审计范围内 + +Direct app-server 使用 ephemeral thread。stdout 中的 `item/started`、`item/completed`、`commandExecution` 等事件只在运行期间被解析成有限的活动状态,再通过 Tauri event 发给前端;当前实现没有把 native 命令、读取路径、读取结果或读取 hash 追加到项目 `agent.db`。 + +[codex_app_server.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/codex_app_server.rs:883) + +[codex_app_server.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/codex_app_server.rs:2496) + +相对地,旧 Agent Runtime 的 `file.read` 会写入 `agent.runtime.action_receipt` 和 `agent.runtime.tool_observation`,因此旧路径可以审计到读取了哪个文件。 + +[main_loop.rs](../../apps/ai-game-creator-shell/src-tauri/src/agent/runtime_driver/main_loop.rs:3347) + +这说明问题不是项目完全没有持久化能力,而是 DirectProject 的文件读取路径绕过了现有可审计工具链。 + +## 5. 问题定性 + +本 Issue 应定性为: + +> 当用户明确把某个上传文档指定为本轮游戏制作的权威参考时,DirectProject 没有可靠地把“用户—附件—当前任务”的关系传给 Agent,也没有让文档发现、读取和后续消费形成可观察的工作流证据。结果是 Agent 可以从泛化的游戏目标出发完成一个可运行产物,却不一定消费用户指定的文档规格。 + +这属于用户意图和 Agent 上下文消费之间的契约缺失,不属于 GDD 审批状态传递错误,也不属于附件复制损坏。 + +## 6. 明确排除的归因与修复方向 + +以下内容不应作为本问题的主要根因,也不应直接作为本 Issue 的修复目标: + +### 6.1 不把 `approvedGddRef` / approval receipt 缺失视为根因 + +用户手写 GDD、外部生成后导入的 GDD、普通文件上传的 GDD,都不一定存在 `approvedGddRef` 或审批 receipt,但只要用户在 prompt 中明确指定“按照这份 GDD 做游戏”,Agent 就应该能够正确消费它。 + +因此,缺失审批状态绑定不能解释这类通用失败。 + +### 6.2 不把所有上传文档强制当成 GDD + +用户上传的文件可能是图片、素材说明、参考资料、README、代码片段或与游戏无关的文档。不能因为文件被上传,就默认它是策划案或本轮的权威规格。 + +只有用户明确建立“这份文档用于本轮任务”的关系时,才进入本文讨论的语义范围。 + +### 6.3 不采用“把所有上传文档正文直接拼进 prompt”作为通用修复 + +附件可能很大、可能是二进制、可能包含不可信内容,也可能只是可选参考。把所有上传文件正文无条件塞入 prompt 会混淆普通附件、参考资料和权威任务规格,也改变当前附件模型的边界。 + +本文不要求把上传文件正文统一注入 prompt。 + +### 6.4 不采用“所有附件必须先读取,否则一律阻断”作为通用硬门禁 + +对于用户没有要求使用的附件,系统不应强制 Agent 读取;对于非文本附件,也不能套用 Markdown 文本读取规则。 + +本文关注的是用户明确指定文档为权威参考时的消费缺失,不要求把所有附件都改造成强制读取工作流。 + +## 7. Issue 验收口径 + +本问题修复完成后,至少应能验证以下事实,但具体实现方式不在本文展开: + +- 用户明确指定某个上传文档为本轮任务依据时,Agent 能够发现并读取对应文档; +- 用户未指定的普通附件不会被自动当成 GDD 或强制纳入任务; +- Agent 是否发现、读取以及使用该文档,应能从可共享的 run 审计产物或等价的可审计证据中判断; +- 同一语义在“做成游戏”、普通上传、外部生成后导入和用户手写文档等入口下不依赖审批 receipt 才成立; +- 文档被读取后,至少有一种可验证方式能判断其关键内容是否进入了后续任务上下文,而不是只记录了文件存在。 + +具体修复方案、上下文协议设计和持久化字段设计另行讨论,本 Issue 不预设实现方案。 + +## 8. 关联产物 + +- 策划 run ID:`gameagent-cd7f6c81` +- 做游戏 run ID:`gameagent-77b5aa31` +- 上传 GDD(项目相对路径):`assets/uploads/upload-1788083777445-fast_gdd.md` +- 建议随 Issue 附上或引用对应 run 的以下复核材料: + - Direct 对话:`.agent/conversations/project.jsonl` + - Direct Agent DB:`.agent/agent.db` + - Direct manifest:`.agent/manifest.json` + - 最终游戏:`game/index.html` + - 浏览器验证:`.agent/runtime/direct-codex-browser-validation/6/attempt-3/validation.json` + +上述材料应以 Issue 附件、仓库归档或团队共享存储的形式提供;本文不依赖某位开发者电脑上的绝对路径。