合并主分支并解决排障文档冲突
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合并 origin/master 的最新改动到 fix/ga
保留宿主继续请求输入修复与最近项目检查恢复的两条排障记录
This commit is contained in:
2026-09-23 09:58:22 +00:00
51 changed files with 2991 additions and 645 deletions
+2 -6
View File
@@ -237,14 +237,10 @@ GENARRATIVE_ENABLE_IMAGE_EDITOR_AGENT_SIDEBAR="false"
# 官网客户端下载检测渠道:dev、release 或自定义渠道;修改后重启 API 服务。
# Windows/macOS 是系统维度,不填写 dev-win/dev-mac。
# 客户端埋点也复用该渠道:dev 对应 https://dev.genarrative.worldrelease 对应 https://www.genarrative.world。
# 埋点不接受其它渠道;本地 dev 且 GENARRATIVE_ENV 为 development(默认)/test/container 时允许 loopback 地址及可变端口。
GENARRATIVE_CLIENT_DOWNLOAD_CHANNEL="dev"
# 客户端埋点接收绑定的公开 origin,由 API Server 运行时读取;修改后重启服务。
# 必须与客户端登录地址一致,不带 /api、路径或尾部斜杠;未配置/非法时上传接口返回 503。
# 本地端口按实际启动结果填写(端口漂移后需同步),localhost 与 127.0.0.1 不可混用。
# dev 使用 https://dev.genarrative.worldrelease 使用 https://www.genarrative.world。
GENARRATIVE_AGC_ANALYTICS_ORIGIN="http://127.0.0.1:8082"
# Optional: official VikingDB credentials for regenerating build-tag similarities
# with the Python embedding script. The script auto-loads `.env.local` and uses
# the fixed `bge-large-zh` embedding model.
@@ -339,7 +339,10 @@ test.each([409, 503])(
await confirmWrite();
const message = await screen.findByRole('alert');
const feedback = message.parentElement!;
expect(document.activeElement).toBe(feedback);
// 聚焦发生在 React passive effect 里(AdminAgcTemplatesPage 的 feedback 聚焦 useEffect),
// 而 findByRole 在 alert 节点一挂上就返回,可能早于该 effect 执行;这里等聚焦落地,
// 避免在 CI 负载下抢跑。断言口径不变:焦点最终必须落在提示区而不是弹窗面板。
await waitFor(() => expect(document.activeElement).toBe(feedback));
expect(feedback.tabIndex).toBe(-1);
expect(focus).toHaveBeenCalledWith({ preventScroll: true });
expect(viewport.scrollTop).toBe(20);
+15 -14
View File
@@ -47,6 +47,7 @@ import type {
TauriInvoke,
} from './app/types';
import { GameDistributionPublishPanel } from './components/game-distribution/GameDistributionPublishPanel';
import { GamePublishBlockedDialog } from './components/game-distribution/GamePublishBlockedDialog';
import {
GamePublishProgressDialog,
type GamePublishProgressState,
@@ -359,6 +360,9 @@ export function App({
const [publishPanelOpen, setPublishPanelOpen] = useState(false);
const [publishProgress, setPublishProgress] =
useState<GamePublishProgressState | null>(null);
const [publishBlockedMessage, setPublishBlockedMessage] = useState<
string | null
>(null);
// 发布灰度:只有命中的账号才把「发布到游戏广场」入口交给聊天头;读取失败按不开放处理。
const [gamePublishAllowed, setGamePublishAllowed] = useState(false);
const [projectChatError, setProjectChatError] = useState('');
@@ -1166,27 +1170,16 @@ export function App({
* 发布不再走旧的聊天确认卡:点击后立即打开全屏进度弹窗并锁住工作区,
* 导出失败在弹窗内回显;成功后才切换到发布资料面板。
*/
/**
* 发布相关提示同时写工作台状态与 DirectProject 对话。
*
* 普通项目走 `DirectProjectChatView` 时并不渲染工作台状态行,只写 workspaceStatus
* 会让「点了发布没反应」;这里统一通过聊天容器的 announce 出口回话。
*/
function announcePublishMessage(message: string) {
setWorkspaceStatus(message);
directProjectChatRef.current?.announce(message);
}
async function requestGamePublish() {
const invoke = resolveTauriInvoke();
if (!invoke) {
announcePublishMessage('需要在 Tauri App 内发布');
setPublishBlockedMessage('需要在 Tauri App 内发布');
return;
}
const nextProjectPath =
resolveChatProjectPath(localProject) ?? projectPath.trim();
if (!nextProjectPath) {
announcePublishMessage('先打开一个项目再发布');
setPublishBlockedMessage('先打开一个项目再发布');
return;
}
const publishManifest = manifestRef.current;
@@ -1197,7 +1190,7 @@ export function App({
publishManifest.preview?.status === 'running' &&
Boolean(publishManifest.preview.url?.trim());
if (!hasCompletedPrototype && !hasRunningPreview) {
announcePublishMessage(
setPublishBlockedMessage(
'首个可运行原型尚未完成,暂不能发布;请先完成可运行原型并通过运行验证。',
);
return;
@@ -2276,6 +2269,10 @@ export function App({
progress={publishProgress}
onClose={() => setPublishProgress(null)}
/>
<GamePublishBlockedDialog
message={publishBlockedMessage}
onClose={() => setPublishBlockedMessage(null)}
/>
</>
);
}
@@ -2431,6 +2428,10 @@ export function App({
progress={publishProgress}
onClose={() => setPublishProgress(null)}
/>
<GamePublishBlockedDialog
message={publishBlockedMessage}
onClose={() => setPublishBlockedMessage(null)}
/>
</>
);
}
+4 -1
View File
@@ -1,3 +1,6 @@
export function resolveTauriInvoke() {
import type { TauriInvoke } from './types';
/** 返回 undefined 表示不在 Tauri 环境(浏览器预览、测试壳),调用方必须先判空。 */
export function resolveTauriInvoke(): TauriInvoke | undefined {
return window.__TAURI__?.core?.invoke;
}
@@ -0,0 +1,31 @@
import { CircleAlert } from 'lucide-react';
import { ThemedModal } from '../modal/ThemedModal';
export function GamePublishBlockedDialog({
message,
onClose,
}: {
message: string | null;
onClose: () => void;
}) {
return (
<ThemedModal
open={message !== null}
ariaLabel="发布提示"
onClose={onClose}
overlayClassName="game-publish-progress-overlay"
panelClassName="game-publish-progress-dialog game-publish-blocked-dialog"
panelStyle={{ background: '#fffaf7', color: '#4f362d' }}
>
<div className="game-publish-progress-icon is-failed" aria-hidden="true">
<CircleAlert size={30} />
</div>
<h2></h2>
<p role="alert">{message}</p>
<button type="button" onClick={onClose}>
</button>
</ThemedModal>
);
}
@@ -8,7 +8,7 @@ import {
} from 'react';
import { resolveTauriInvoke } from '../../app/tauri';
import type { LocalProjectDirectoryStatus } from '../../app/types';
import type { LocalProjectDirectoryStatus, TauriInvoke } from '../../app/types';
import {
isAbsoluteProjectPath,
projectPathHasControlCharacter,
@@ -21,6 +21,90 @@ import {
} from './model';
const RECENT_WORKSPACE_CHECK_TIMEOUT_MS = 5_000;
/** 单次检查失败后的就地重试退避,数组长度即重试次数。 */
const RECENT_WORKSPACE_CHECK_RETRY_DELAYS_MS = [300];
/** 一轮结束仍有可重试失败时重跑整张列表的退避,数组长度即重跑次数上限。 */
const RECENT_WORKSPACE_FAILURE_RECHECK_DELAYS_MS = [15_000, 45_000, 120_000];
/**
* 提权/权限类失败不重试:Rust 侧会重新走 `Start-Process -Verb RunAs -Wait`
* 而提权闸门只存在于单次 invoke 内,重试等于在用户刚点「否」后再弹一次 UAC。
* 判据与 config.rs 的 `windows_acl_error_may_need_elevation` 同口径。
*/
const RECENT_WORKSPACE_ELEVATION_ERROR_MARKERS = [
'DACL',
'权限',
'error 5',
'安全对象不属于当前用户',
'启用 Windows',
'特权',
'1300',
'AGC ACL 提权修复未成功',
];
type RecentWorkspaceInspection = {
path: string;
status: LocalProjectDirectoryStatus | null;
/** false 表示提权/权限类失败:既不重试,也不驱动整表重查。 */
retryable: boolean;
};
function recentWorkspaceFailureIsRetryable(message: string): boolean {
return !RECENT_WORKSPACE_ELEVATION_ERROR_MARKERS.some((marker) =>
message.includes(marker),
);
}
async function inspectRecentWorkspace(
invoke: TauriInvoke,
workspace: string,
): Promise<RecentWorkspaceInspection> {
let timeoutHandle: number | undefined;
try {
const status = await Promise.race([
invoke<LocalProjectDirectoryStatus>('inspect_local_project_directory', {
projectPath: workspace,
}),
new Promise<never>((_, reject) => {
timeoutHandle = window.setTimeout(
() => reject(new Error('项目目录检查超时')),
RECENT_WORKSPACE_CHECK_TIMEOUT_MS,
);
}),
]);
return { path: workspace, status, retryable: true };
} catch (error) {
const message = error instanceof Error ? error.message : String(error);
return {
path: workspace,
status: null,
retryable: recentWorkspaceFailureIsRetryable(message),
};
} finally {
if (timeoutHandle !== undefined) {
window.clearTimeout(timeoutHandle);
}
}
}
async function inspectRecentWorkspaceWithRetry(
invoke: TauriInvoke,
workspace: string,
): Promise<RecentWorkspaceInspection> {
for (let attempt = 0; ; attempt += 1) {
const inspection = await inspectRecentWorkspace(invoke, workspace);
const retryDelayMs = RECENT_WORKSPACE_CHECK_RETRY_DELAYS_MS[attempt];
if (
inspection.status ||
!inspection.retryable ||
retryDelayMs === undefined
) {
return inspection;
}
await new Promise<void>((resolve) => {
window.setTimeout(resolve, retryDelayMs);
});
}
}
export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
const [recentWorkspaces, setRecentWorkspaces] =
@@ -35,32 +119,28 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
const recentWorkspacesRef = useRef(recentWorkspaces);
recentWorkspacesRef.current = recentWorkspaces;
const inspectionGenerationRef = useRef(0);
const failureRecheckTimerRef = useRef<number | undefined>(undefined);
const failureStreakRef = useRef(0);
const lastRetryableFailureKeyRef = useRef('');
// 提权类失败在用户再次主动操作前不再自动重试。
const nonRetryablePathsRef = useRef<Set<string>>(new Set());
async function inspectRecentWorkspace(
invoke: NonNullable<ReturnType<typeof resolveTauriInvoke>>,
workspace: string,
): Promise<[string, LocalProjectDirectoryStatus | null]> {
let timeoutHandle: number | undefined;
try {
const result = await Promise.race([
invoke<LocalProjectDirectoryStatus>('inspect_local_project_directory', {
projectPath: workspace,
}),
new Promise<never>((_, reject) => {
timeoutHandle = window.setTimeout(
() => reject(new Error('项目目录检查超时')),
RECENT_WORKSPACE_CHECK_TIMEOUT_MS,
);
}),
]);
return [workspace, result];
} catch {
return [workspace, null];
} finally {
if (timeoutHandle !== undefined) {
window.clearTimeout(timeoutHandle);
}
function scheduleFailureRecheck(retryableFailureCount: number) {
window.clearTimeout(failureRecheckTimerRef.current);
if (retryableFailureCount === 0) {
failureStreakRef.current = 0;
return;
}
const recheckDelayMs =
RECENT_WORKSPACE_FAILURE_RECHECK_DELAYS_MS[failureStreakRef.current];
if (recheckDelayMs === undefined) {
return;
}
failureStreakRef.current += 1;
failureRecheckTimerRef.current = window.setTimeout(() => {
failureRecheckTimerRef.current = undefined;
setRecentWorkspaceRefreshKey((current) => current + 1);
}, recheckDelayMs);
}
useEffect(() => {
@@ -73,24 +153,43 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
}
const inspectionGeneration = ++inspectionGenerationRef.current;
let disposed = false;
let pendingCount = recentWorkspaces.length;
// 保留已完成项目的最后一个独立结果。刷新是增量投影:只有新项目或
// 尚未完成检查的项目显示“检查中”,不能因为另一个坏目录而把整张列表
// 清空成同一个异常状态。
const pendingWorkspaces = recentWorkspaces.filter(
(workspace) => !nonRetryablePathsRef.current.has(workspace),
);
let pendingCount = pendingWorkspaces.length;
const retryableFailures: string[] = [];
const finishRound = () => {
setRecentWorkspaceRefreshing(false);
// 失败集合变化即重置退避预算,避免长期坏目录吃满新瞬时失败的额度。
const failureKey = [...retryableFailures].sort().join('|');
if (failureKey !== lastRetryableFailureKeyRef.current) {
lastRetryableFailureKeyRef.current = failureKey;
failureStreakRef.current = 0;
}
scheduleFailureRecheck(retryableFailures.length);
};
// 刷新是增量投影:成功结果保留,但上一轮的失败结果不进新投影,
// 失败项回到「检查中」并在本轮重新检查。
setRecentWorkspaceStatuses((current) => {
const next: Record<string, LocalProjectDirectoryStatus | null> = {};
for (const workspace of recentWorkspaces) {
if (Object.prototype.hasOwnProperty.call(current, workspace)) {
next[workspace] = current[workspace] ?? null;
const status = current[workspace];
if (status) {
next[workspace] = status;
}
}
return next;
});
setRecentWorkspaceRefreshing(true);
for (const workspace of recentWorkspaces) {
void inspectRecentWorkspace(invoke, workspace).then(
([projectPath, status]) => {
if (pendingCount === 0) {
finishRound();
return;
}
for (const workspace of pendingWorkspaces) {
void inspectRecentWorkspaceWithRetry(invoke, workspace).then(
({ path: projectPath, status, retryable }) => {
if (
disposed ||
inspectionGeneration !== inspectionGenerationRef.current ||
@@ -98,23 +197,34 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
) {
return;
}
if (status) {
nonRetryablePathsRef.current.delete(projectPath);
} else if (retryable) {
retryableFailures.push(projectPath);
} else {
nonRetryablePathsRef.current.add(projectPath);
}
setRecentWorkspaceStatuses((current) => ({
...current,
[projectPath]: status,
}));
pendingCount -= 1;
if (pendingCount === 0) {
setRecentWorkspaceRefreshing(false);
finishRound();
}
},
);
}
return () => {
disposed = true;
window.clearTimeout(failureRecheckTimerRef.current);
failureRecheckTimerRef.current = undefined;
};
}, [recentWorkspaces, recentWorkspaceRefreshKey]);
function rememberRecentWorkspace(projectPath: string) {
// 用户主动打开或新建项目:解除提权类失败的跳过标记。
nonRetryablePathsRef.current.clear();
setRecentWorkspaces(writeRecentWorkspace(projectPath));
setRecentWorkspaceRefreshKey((current) => current + 1);
}
@@ -124,17 +234,29 @@ export function useRecentProjects(setStatus: Dispatch<SetStateAction<string>>) {
if (!invoke) {
return;
}
const [, status] = await inspectRecentWorkspace(invoke, projectPath);
nonRetryablePathsRef.current.delete(projectPath);
const inspection = await inspectRecentWorkspaceWithRetry(
invoke,
projectPath,
);
if (!recentWorkspacesRef.current.includes(projectPath)) {
return;
}
if (inspection.status) {
nonRetryablePathsRef.current.delete(projectPath);
} else if (inspection.retryable) {
scheduleFailureRecheck(1);
} else {
nonRetryablePathsRef.current.add(projectPath);
}
setRecentWorkspaceStatuses((current) => ({
...current,
[projectPath]: status,
[projectPath]: inspection.status,
}));
}
function handleRecentWorkspaceRemove(projectPath: string) {
nonRetryablePathsRef.current.delete(projectPath);
setRecentWorkspaces(removeRecentWorkspace(projectPath));
setRecentWorkspaceStatuses((current) => {
const { [projectPath]: _removed, ...rest } = current;
@@ -14,8 +14,31 @@ export const TEMPLATE_CARD_MIN_WIDTH = 250;
export const TEMPLATE_CARD_GAP = 14;
/** 封面宽高比:16:9。 */
export const TEMPLATE_CARD_COVER_RATIO = 9 / 16;
/** 卡片封面以下的文字与按钮区固定高度。 */
export const TEMPLATE_CARD_TEXT_HEIGHT = 150;
/**
* 卡片封面以下的文字与按钮区固定高度。
*
* 虚拟列表要求行高完全确定,所以文字区**不放任内容撑高**:`TemplateCard` 里每一行都
* 写死高度(标题 `h-5`、元信息 `h-4`、简介 `h-8`、标签 `h-5.5`、按钮行 `h-7`),
* 这里按同样的口径把总高算出来。两边必须同时改,下面的分项常量就是这条契约的锚点。
*/
export const TEMPLATE_CARD_TITLE_HEIGHT = 20;
export const TEMPLATE_CARD_META_HEIGHT = 16;
export const TEMPLATE_CARD_SUMMARY_HEIGHT = 32;
export const TEMPLATE_CARD_TAGS_HEIGHT = 22;
export const TEMPLATE_CARD_ACTIONS_HEIGHT = 28;
/** 文字区上下内边距(`p-3`)。 */
export const TEMPLATE_CARD_TEXT_PADDING = 12;
/** 文字区行间距(`gap-2`)。 */
export const TEMPLATE_CARD_TEXT_GAP = 8;
/** 文字区共 5 行、4 个行间距。 */
export const TEMPLATE_CARD_TEXT_HEIGHT =
TEMPLATE_CARD_TEXT_PADDING * 2 +
TEMPLATE_CARD_TITLE_HEIGHT +
TEMPLATE_CARD_META_HEIGHT +
TEMPLATE_CARD_SUMMARY_HEIGHT +
TEMPLATE_CARD_TAGS_HEIGHT +
TEMPLATE_CARD_ACTIONS_HEIGHT +
TEMPLATE_CARD_TEXT_GAP * 4;
/** 额外预渲染的行数,减小快速滚动时的白屏。 */
export const TEMPLATE_GRID_OVERSCAN_ROWS = 2;
@@ -68,6 +91,40 @@ export function computeTemplateGridLayout({
};
}
/**
* 带竖滚动条预留的布局。
*
* react-window 的内层宽度是 `列数 × 列宽`,而**经典(非 overlay)滚动条**会吃掉外层
* `clientWidth`Windows / WebView2 上竖滚动条约 15–17px,于是内层比外层可用宽度多出
* 正好一个滚动条,卡片区底部就多出一条横向滚动条。这里在「内容确实会竖向溢出」时,
* 先把滚动条宽度从容器宽度里扣掉再算列宽;不会竖向溢出时保持原口径,避免右侧留一条
* 无意义的白边。overlay 滚动条平台(占宽 0)结果与不预留完全一致。
*/
export function computeTemplateGridLayoutWithScrollbar({
containerWidth,
itemCount,
viewportHeight,
scrollbarWidth,
}: {
containerWidth: number;
itemCount: number;
viewportHeight: number;
scrollbarWidth: number;
}): TemplateGridLayout {
const full = computeTemplateGridLayout({ containerWidth, itemCount });
const reserve = Math.max(0, scrollbarWidth);
if (reserve === 0 || full.rowCount * full.rowHeight <= viewportHeight) {
return full;
}
const usableWidth = Math.max(0, containerWidth - reserve);
const reserved = computeTemplateGridLayout({
containerWidth: usableWidth,
itemCount,
});
// 预留后行数变多时,竖向溢出只会更明显,不会退回「不需要滚动条」的情况。
return reserved;
}
/** 按行切分,行尾补 `null` 占位,保证虚拟列表的列索引与条目一一对应。 */
export function buildTemplateRows(
templates: readonly GameTemplateEntry[],
@@ -127,10 +127,16 @@ export function filterGameTemplates(
});
}
/** 筛选条上的单个标签:名称 + 命中的模板数。 */
export type GameTemplateTagOption = {
tag: string;
assetCount: number;
};
/** 标签按出现次数降序,次数相同按名称排序,保证筛选条顺序稳定。 */
export function collectGameTemplateTags(
export function collectGameTemplateTagOptions(
templates: readonly GameTemplateEntry[],
): string[] {
): GameTemplateTagOption[] {
const counts = new Map<string, number>();
for (const template of templates) {
for (const tag of template.tags) {
@@ -144,7 +150,13 @@ export function collectGameTemplateTags(
([leftTag, leftCount], [rightTag, rightCount]) =>
rightCount - leftCount || leftTag.localeCompare(rightTag, 'zh-CN'),
)
.map(([tag]) => tag);
.map(([tag, assetCount]) => ({ tag, assetCount }));
}
export function collectGameTemplateTags(
templates: readonly GameTemplateEntry[],
): string[] {
return collectGameTemplateTagOptions(templates).map((option) => option.tag);
}
export function collectGameTemplateRuntimes(
@@ -21,7 +21,6 @@ import {
import { readProjectCreationDirectory } from '../app-shell/model';
import {
collectGameTemplateRuntimes,
collectGameTemplateTags,
EMPTY_TEMPLATE_LIBRARY_FILTERS,
filterGameTemplates,
type GameTemplateEntry,
@@ -298,10 +297,6 @@ export function useTemplateLibrary({
() => filterGameTemplates(templates, filters),
[templates, filters],
);
const tagOptions = useMemo(
() => collectGameTemplateTags(templates),
[templates],
);
const runtimeOptions = useMemo(
() => collectGameTemplateRuntimes(templates),
[templates],
@@ -343,7 +338,6 @@ export function useTemplateLibrary({
notice,
templates,
visibleTemplates,
tagOptions,
runtimeOptions,
installedCount,
filters,
@@ -82,6 +82,175 @@ export function createGameDistributionPublishKey() {
return `agc-publish-${randomUuid}`;
}
export type GameDistributionPublishMetadataSuggestion = {
summary: string;
category: GameDistributionCategory;
};
export async function suggestGameDistributionPublishMetadata(args: {
name: string;
goal?: string | null;
context?: string | null;
}): Promise<GameDistributionPublishMetadataSuggestion> {
return requestClientApi<GameDistributionPublishMetadataSuggestion>(
'/api/game-distribution/publish-metadata/suggestions',
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
name: args.name.trim(),
goal: args.goal?.trim() || null,
context: args.context?.trim() || null,
}),
},
'生成发布简介和分类失败',
);
}
export async function readGameCoverGenerationPrice(args: {
model: string;
imageSize: string;
}): Promise<number> {
const config = await requestClientApi<{
models?: Record<
string,
{ price?: number; prices?: Record<string, number> } | undefined
>;
}>(
'/api/editor/generation-pricing',
{ method: 'GET' },
'读取封面生成价格失败',
{ skipAuth: true },
);
const model = config.models?.[args.model];
const price = model?.prices?.[args.imageSize] ?? model?.price;
if (typeof price !== 'number' || !Number.isFinite(price) || price < 0) {
throw new Error('封面生成价格暂不可用');
}
return price;
}
export type GameDistributionCoverGenerationResult = {
assetObjectId: string;
previewUrl: string;
taskId: string;
model: string;
};
type GameDistributionCoverGenerationPayload = {
imageSrc?: string;
assetObjectId?: string | null;
asset?: { assetObjectId?: string | null } | null;
taskId?: string;
model?: string;
queueState?: {
operationId?: string | null;
status?: string | null;
phaseDetail?: string | null;
error?: string | null;
result?: unknown;
} | null;
};
const COVER_GENERATION_QUEUE_POLL_INTERVAL_MS = 1_600;
const COVER_GENERATION_QUEUE_TIMEOUT_MS = 20 * 60 * 1000;
function waitForCoverGenerationQueue() {
return new Promise<void>((resolve) => {
window.setTimeout(resolve, COVER_GENERATION_QUEUE_POLL_INTERVAL_MS);
});
}
async function resolveQueuedGameDistributionCover(
payload: GameDistributionCoverGenerationPayload,
): Promise<GameDistributionCoverGenerationPayload> {
const queueState = payload.queueState;
const operationId = queueState?.operationId?.trim();
if (
!operationId ||
(queueState?.status !== 'queued' && queueState?.status !== 'running')
) {
return payload;
}
const startedAt = Date.now();
for (;;) {
if (Date.now() - startedAt > COVER_GENERATION_QUEUE_TIMEOUT_MS) {
throw new Error('生成游戏封面超时,请稍后重试');
}
await waitForCoverGenerationQueue();
const status = await requestClientApi<{
job: {
status: string;
phaseDetail?: string | null;
error?: string | null;
result?: unknown;
};
}>(
`/api/runtime/external-generation/jobs/${encodeURIComponent(operationId)}`,
{ method: 'GET' },
'读取封面生成任务失败',
);
if (status.job.status === 'failed') {
throw new Error(status.job.error?.trim() || '生成游戏封面失败');
}
if (status.job.status === 'completed') {
const result =
status.job.result && typeof status.job.result === 'object'
? (status.job.result as GameDistributionCoverGenerationPayload)
: {};
return { ...payload, ...result, queueState: null };
}
}
}
/**
* 基于项目上下文生成发行封面。
*
* 这里复用编辑器图片生成 API:服务端按模型定价计费,并在生成成功后返回已经登记的
* 平台素材 ID。调用方不能把返回的预览地址当作发布封面,必须提交 assetObjectId。
*/
export async function generateGameDistributionCover(args: {
prompt: string;
model: string;
aspectRatio?: string;
imageSize?: string;
assetLabel?: string;
}): Promise<GameDistributionCoverGenerationResult> {
const initialPayload =
await requestClientApi<GameDistributionCoverGenerationPayload>(
'/api/editor/images/generations',
{
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
prompt: args.prompt.trim(),
kind: 'publication-material',
assetKind: 'publication-material',
model: args.model,
aspectRatio: args.aspectRatio ?? '16:9',
imageSize: args.imageSize ?? '2K',
assetLabel: args.assetLabel?.trim() || '游戏封面',
}),
},
'生成游戏封面失败',
);
const payload = await resolveQueuedGameDistributionCover(initialPayload);
const assetObjectId = (
payload.assetObjectId ??
payload.asset?.assetObjectId ??
''
).trim();
if (!assetObjectId) {
throw new Error('生成游戏封面未返回平台素材 ID');
}
return {
assetObjectId,
previewUrl: payload.imageSrc?.trim() || '',
taskId: payload.taskId?.trim() || '',
model: payload.model?.trim() || args.model,
};
}
function normalizeMetadata(
manifest: GameCreationAppManifest,
metadata?: Partial<GameDistributionPublishMetadata>,
+209 -53
View File
@@ -3520,36 +3520,17 @@ textarea {
text-transform: uppercase;
}
.game-distribution-publish-panel__intro {
margin: 18px 0;
color: var(--platform-text-muted);
font-size: 13px;
line-height: 1.6;
}
.game-distribution-publish-panel__package {
display: grid;
gap: 5px;
margin-bottom: 18px;
padding: 12px 14px;
border: 1px solid rgb(168 102 61 / 16%);
border-radius: 12px;
background: rgb(168 102 61 / 6%);
color: var(--platform-text-muted);
font-size: 12px;
}
.game-distribution-publish-panel__package span:first-child {
overflow: hidden;
color: var(--platform-text-strong);
font-weight: 700;
text-overflow: ellipsis;
white-space: nowrap;
}
.game-distribution-publish-panel__fields {
display: grid;
gap: 14px;
margin-top: 18px;
}
.game-distribution-publish-panel__metadata-hint {
color: var(--platform-text-muted);
font-size: 11px;
font-weight: 500;
line-height: 1.5;
}
.game-distribution-publish-panel__fields label {
@@ -3701,7 +3682,65 @@ textarea {
line-height: 1.5;
}
.game-distribution-publish-panel__cover > button,
.game-distribution-publish-panel__cover-editor {
display: grid;
align-content: start;
gap: 6px;
}
.game-distribution-publish-panel__cover-editor-label {
color: var(--platform-text-strong);
font-size: 12px;
font-weight: 700;
}
.game-distribution-publish-panel__cover-actions {
display: flex;
flex-wrap: wrap;
align-items: center;
gap: 8px;
}
.game-distribution-publish-panel__cover-actions
.game-distribution-publish-panel__picker {
display: inline-flex;
align-items: center;
}
.game-distribution-publish-panel__cover-actions
.game-distribution-publish-panel__pick,
.game-distribution-publish-panel__cover-actions button {
box-sizing: border-box;
display: inline-flex;
align-items: center;
width: fit-content;
min-height: 32px;
padding: 5px 12px;
border: 1px solid rgb(104 77 57 / 18%);
border-radius: 999px;
background: rgb(255 255 255 / 76%);
color: var(--platform-text-muted);
font: inherit;
font-size: 11px;
font-weight: 700;
cursor: pointer;
}
.game-distribution-publish-panel__cover-actions
.game-distribution-publish-panel__generate-cover {
border-color: #a8663d;
background: #a8663d;
color: #fff;
}
.game-distribution-publish-panel__cover-actions button:disabled,
.game-distribution-publish-panel__cover-actions
input[type='file']:disabled
+ .game-distribution-publish-panel__pick {
cursor: not-allowed;
opacity: 0.55;
}
.game-distribution-publish-panel__shots button {
justify-self: start;
width: fit-content;
@@ -3715,9 +3754,9 @@ textarea {
cursor: pointer;
}
/* 移除封面按钮固定落在文字列,避免占掉预览列的第二行。 */
.game-distribution-publish-panel__cover > button {
grid-column: 2;
.game-publish-cover-confirm-dialog .game-distribution-publish-panel__actions {
justify-content: center;
margin-top: 4px;
}
.game-distribution-publish-panel__shots {
@@ -3735,34 +3774,138 @@ textarea {
width: 124px;
}
.game-distribution-publish-panel__shots img,
.game-distribution-publish-panel__shots li > span {
.game-distribution-publish-panel__shot-media {
position: relative;
display: grid;
width: 100%;
aspect-ratio: 16 / 9;
place-items: center;
overflow: hidden;
border: 1px solid rgb(104 77 57 / 18%);
border-radius: 10px;
background: rgb(168 102 61 / 8%);
}
.game-distribution-publish-panel__shots img {
.game-distribution-publish-panel__shot-media img,
.game-distribution-publish-panel__shot-media
> span:not([class*='game-distribution-publish-panel__shot-']) {
width: 100%;
height: 100%;
object-fit: cover;
}
.game-distribution-publish-panel__shots li > span {
.game-distribution-publish-panel__shot-media
> span:not([class*='game-distribution-publish-panel__shot-']) {
display: grid;
place-items: center;
border-style: dashed;
color: var(--platform-text-muted);
font-size: 11px;
}
.game-distribution-publish-panel__shot-state,
.game-distribution-publish-panel__shot-error {
position: absolute;
inset: 0;
display: grid;
padding: 8px 8px 34px;
place-items: center;
text-align: center;
}
.game-distribution-publish-panel__shot-state {
background: rgb(35 24 19 / 56%);
color: #fff;
font-size: 11px;
}
.game-distribution-publish-panel__shot-error {
overflow: auto;
background: rgb(125 30 20 / 82%);
color: #fff;
font-size: 10px;
line-height: 1.35;
}
.game-distribution-publish-panel__shot-actions {
position: absolute;
inset: 0;
display: flex;
align-items: center;
justify-content: center;
gap: 10px;
background: rgb(35 24 19 / 62%);
opacity: 0;
pointer-events: none;
transition: opacity 140ms ease;
}
.game-distribution-publish-panel__shot-media:hover
.game-distribution-publish-panel__shot-actions,
.game-distribution-publish-panel__shot-media:focus-within
.game-distribution-publish-panel__shot-actions {
opacity: 1;
pointer-events: auto;
}
.game-distribution-publish-panel__shot-actions.is-failed {
inset: auto 0 6px;
justify-content: center;
background: transparent;
opacity: 1;
pointer-events: auto;
}
.game-distribution-publish-panel__shot-actions button {
display: grid;
width: 28px;
height: 28px;
padding: 0;
border: 0;
border-radius: 999px;
background: transparent;
color: #fff;
cursor: pointer;
place-items: center;
}
.game-distribution-publish-panel__shot-actions button:hover:not(:disabled) {
background: rgb(255 255 255 / 16%);
}
.game-distribution-publish-panel__shot-actions > span {
width: 1px;
height: 14px;
background: rgb(255 255 255 / 55%);
}
.game-distribution-publish-panel__preview-dialog {
display: grid;
width: min(860px, calc(100vw - 40px));
max-height: calc(100vh - 40px);
padding: 16px;
border-radius: 16px;
box-shadow: 0 24px 80px rgb(15 10 8 / 48%);
place-items: center;
}
.game-distribution-publish-panel__preview-dialog img {
display: block;
max-width: 100%;
max-height: calc(100vh - 90px);
border-radius: 10px;
object-fit: contain;
}
.game-distribution-publish-panel__preview-dialog p {
margin: 0;
color: #fffaf7;
font-size: 13px;
}
@media (max-width: 560px) {
.game-distribution-publish-panel__cover {
grid-template-columns: minmax(0, 1fr);
}
.game-distribution-publish-panel__cover > button {
grid-column: 1;
}
}
.game-distribution-publish-panel__error {
@@ -8843,9 +8986,7 @@ iframe.preview-frame {
background: var(--platform-warm-bg);
}
.game-workbench-chat
.project-chat-surface
> .project-runtime-pending-command,
.game-workbench-chat .project-chat-surface > .project-runtime-pending-command,
.game-workbench-chat
.project-chat-conversation
.project-runtime-pending-command {
@@ -10974,8 +11115,7 @@ button.design-workspace-tree__entry:hover,
这样消息内容 / 顶栏 / 输入盒三者共用同一个基准值不会再出现
消息内缩 16px输入盒只有 10px这种左右不齐或不一致的上/下间距
direct-codex 的面板仍走上面那条 `padding: 10px` */
.game-workbench-chat
.project-chat-surface.is-direct-codex {
.game-workbench-chat .project-chat-surface.is-direct-codex {
padding: 0;
}
@@ -12454,7 +12594,8 @@ button.design-workspace-tree__entry:hover,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
> * + * {
> *
+ * {
margin-top: 14px;
}
@@ -12511,14 +12652,16 @@ button.design-workspace-tree__entry:hover,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
details[data-testid='live-reasoning'] > summary {
details[data-testid='live-reasoning']
> summary {
cursor: pointer;
}
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
details[data-testid='live-reasoning'] pre {
details[data-testid='live-reasoning']
pre {
margin: 6px 0 0;
white-space: pre-wrap;
overflow-wrap: anywhere;
@@ -12556,7 +12699,8 @@ button.design-workspace-tree__entry:hover,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
.message p {
.message
p {
opacity: 1;
}
@@ -12580,19 +12724,23 @@ button.design-workspace-tree__entry:hover,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
.message p,
.message
p,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
.message ul,
.message
ul,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
.message ol,
.message
ol,
.game-workbench-chat
.project-chat-surface.is-direct-codex
.project-chat-message-list
.message li {
.message
li {
line-height: 1.5 !important;
}
@@ -12806,3 +12954,11 @@ details.design-agent-reasoning[open]
) {
color: var(--platform-button-danger-text, #a6402f);
}
.game-publish-blocked-dialog p[role='alert'] {
max-height: 180px;
overflow: auto;
color: #a33f2a;
text-align: center;
white-space: pre-wrap;
}
@@ -1,5 +1,6 @@
import { type RefObject, useEffect, useId, useRef } from 'react';
import { getPlatformCategoryChipClassName } from '../../../../../packages/shared/src/components/platformCategoryChipModel';
import {
PlatformFilterPanel,
PlatformFilterPanelField,
@@ -15,19 +16,6 @@ import {
type ResourceFilterTagOption,
} from './resourceCanvasFilterModel';
/**
* 已选标签的 chip 用与既有筛选条同一套类名,保持「选中的标签长什么样」只有一处实现。
* `PlatformResourceFilterBar` 自己渲染未选标签时用的是同一个类。
*/
function resourceFilterTagChipClassName(active: boolean) {
return [
'platform-category-chip gap-1.5 px-2.5 text-xs font-bold',
active ? 'platform-category-chip--active' : null,
]
.filter(Boolean)
.join(' ');
}
type ResourceFilterPanelProps = {
onClose: () => void;
/** 关键词:右下角放大镜与 Ctrl/Cmd+F 叫出的就是这一个面板,状态由宿主持有。 */
@@ -186,7 +174,7 @@ export function ResourceFilterPanel({
key={option.tag}
type="button"
aria-pressed={active}
className={resourceFilterTagChipClassName(active)}
className={getPlatformCategoryChipClassName(active)}
onClick={() => onToggleTag(option.tag)}
>
<span>{option.tag}</span>
@@ -5,7 +5,11 @@ import {
CONVERSATION_VISIBLE_STEP,
} from '../../../../app/constants';
import { resolveTauriInvoke } from '../../../../app/tauri';
import type { ChatMessage, DirectTurnCancelView } from '../../../../app/types';
import type {
ChatMessage,
DirectTurnCancelView,
TauriInvoke,
} from '../../../../app/types';
import { projectRuntimeVisibleError } from '../../../../features/agent-runtime';
import { uploadLocalFilesAsAttachments } from '../../../../features/app-shell/useHomeProjectCreation';
import {
@@ -547,7 +551,7 @@ export function useDirectProjectChatController({
}
async function runTurn(
invoke: NonNullable<ReturnType<typeof resolveTauriInvoke>>,
invoke: TauriInvoke,
nextProjectPath: string,
input: DirectProjectTurnInput,
) {
@@ -18,6 +18,10 @@ export type TemplateCardActions = {
/**
* 虚拟列表里的单个模板卡片:高度由行高契约固定(封面 16:9 + 固定文字区),
* 用 memo 包住,滚动时只重渲染可视区域内的少量卡片。
*
* 文字区每行都写死高度且不参与压缩(`shrink-0`):行高契约(`templateLibraryGrid.ts`
* 的 `TEMPLATE_CARD_TEXT_HEIGHT`)按同样的口径算出卡片总高,两边一旦不一致,
* 被截断的就是标题、简介和标签这些真实文字。
*/
function TemplateCardView({
template,
@@ -28,12 +32,8 @@ function TemplateCardView({
}: { template: GameTemplateEntry } & TemplateCardActions) {
const busy = busyTemplateId === template.id;
const needsDownload = needsTemplateDownload(template);
const busyLabel =
busy && busyKind === 'download'
? '正在下载模板'
: busy && busyKind === 'create'
? '正在创建项目'
: '';
const creating = busy && busyKind === 'create';
const downloading = busy && busyKind === 'download';
const meta = [
templateRuntimeLabel(template.runtime),
template.engine,
@@ -56,6 +56,11 @@ function TemplateCardView({
alt=""
loading="lazy"
decoding="async"
/* 封面读不到时留出中性的占位底色,而不是让浏览器画一个「裂图」图标。
直接改样式、不进 state:卡片是被 memo 包住的纯展示组件。 */
onError={(event) => {
event.currentTarget.style.visibility = 'hidden';
}}
/>
{template.installed ? (
<span
@@ -67,23 +72,31 @@ function TemplateCardView({
</span>
) : null}
</div>
<div className="grid min-h-0 content-start gap-2 overflow-hidden p-3">
<strong className="truncate text-[13px] text-(--platform-text-strong)">
<div className="flex min-h-0 flex-col gap-2 overflow-hidden p-3">
<strong
className="block h-5 shrink-0 truncate text-[13px] leading-5 text-(--platform-text-strong)"
title={template.title}
>
{template.title}
</strong>
<span className="truncate text-[10px] text-(--platform-text-soft)">
<span className="block h-4 shrink-0 truncate text-[10px] leading-4 text-(--platform-text-soft)">
{meta}
</span>
{template.summary ? (
<p className="m-0 line-clamp-2 text-[11px] leading-4 text-(--platform-neutral-text)">
<p className="m-0 line-clamp-2 h-8 shrink-0 text-[11px] leading-4 text-(--platform-neutral-text)">
{template.summary}
</p>
) : null}
{template.tags.length > 0 ? (
<div className="flex max-h-5.5 flex-wrap gap-1 overflow-hidden">
// 卡片只给标签一行(行高契约固定 22px)。清单模板 ≤4 个标签时正好放得下;
// 真出现超长标签集合时这一行会裁掉后半段,用 title 兜住完整列表。
<div
className="flex h-5.5 shrink-0 flex-wrap gap-1 overflow-hidden"
title={template.tags.join('、')}
>
{template.tags.map((tag) => (
<span
className="rounded-full bg-(--platform-nav-item-hover-fill) px-2 py-0.5 text-[10px] text-(--platform-text-soft)"
className="rounded-full bg-(--platform-nav-item-hover-fill) px-2 py-0.5 text-[10px] leading-4 text-(--platform-text-soft)"
key={tag}
>
{tag}
@@ -91,29 +104,32 @@ function TemplateCardView({
))}
</div>
) : null}
<div className="mt-auto flex items-center gap-2">
{/* 动作行固定高度、按钮不换行:忙状态写在**触发它的那个按钮**上,不要再往这一行
塞第三个元素 —— 卡片最小宽度只有 250px,多一段「正在下载模板」就会把两个
按钮的文案挤成两行、顶出卡片。 */}
<div className="mt-auto flex h-7 shrink-0 items-center gap-2 overflow-hidden">
<button
type="button"
className="inline-flex cursor-pointer items-center gap-1.5 rounded-lg border border-(--platform-warm-text) bg-transparent px-2.5 py-1.5 text-[11px] text-(--platform-warm-text) disabled:cursor-default disabled:opacity-50"
className="inline-flex h-7 shrink-0 cursor-pointer items-center gap-1.5 whitespace-nowrap rounded-lg border border-(--platform-warm-text) bg-transparent px-2.5 text-[11px] leading-4 text-(--platform-warm-text) disabled:cursor-default disabled:opacity-50"
disabled={busy}
onClick={() => onUse(template)}
>
{busy && busyKind === 'create' ? (
{creating ? (
<Loader2 className="animate-spin" size={12} aria-hidden="true" />
) : (
<Play size={12} aria-hidden="true" />
)}
使
{creating ? '创建中' : '使用模板'}
</button>
{/* 已下载且版本一致时不再提供下载入口;只有缺包或版本落后才显示(落后时按「更新」)。 */}
{needsDownload ? (
<button
type="button"
className="inline-flex cursor-pointer items-center gap-1.5 rounded-lg border border-(--platform-subpanel-border) bg-transparent px-2.5 py-1.5 text-[11px] text-(--platform-text-soft) disabled:cursor-default disabled:opacity-50"
className="inline-flex h-7 shrink-0 cursor-pointer items-center gap-1.5 whitespace-nowrap rounded-lg border border-(--platform-subpanel-border) bg-transparent px-2.5 text-[11px] leading-4 text-(--platform-text-soft) disabled:cursor-default disabled:opacity-50"
disabled={busy}
onClick={() => onDownload(template)}
>
{busy && busyKind === 'download' ? (
{downloading ? (
<Loader2
className="animate-spin"
size={12}
@@ -122,14 +138,9 @@ function TemplateCardView({
) : (
<Download size={12} aria-hidden="true" />
)}
{template.installed ? '更新' : '下载'}
{downloading ? '下载中' : template.installed ? '更新' : '下载'}
</button>
) : null}
{busyLabel ? (
<span className="text-[10px] text-(--platform-text-soft)">
{busyLabel}
</span>
) : null}
</div>
</div>
</article>
@@ -1,25 +1,25 @@
import { PlatformRuntimeStatusToast } from '@genarrative/shared/components';
import {
ArrowLeft,
Loader2,
RefreshCw,
Search,
SearchX,
SlidersHorizontal,
} from 'lucide-react';
getPlatformCategoryChipClassName,
PlatformRuntimeStatusToast,
} from '@genarrative/shared/components';
import { ArrowLeft, Loader2, RefreshCw, SearchX } from 'lucide-react';
import { useEffect, useMemo, useRef, useState } from 'react';
import { createPortal } from 'react-dom';
import { FixedSizeGrid, type GridChildComponentProps } from 'react-window';
import { PlatformResourceFilterBar } from '../../../../../packages/shared/src/components/PlatformResourceFilterBar';
import {
buildTemplateRows,
computeTemplateGridLayout,
computeTemplateGridLayoutWithScrollbar,
TEMPLATE_CARD_GAP,
TEMPLATE_GRID_OVERSCAN_ROWS,
templateGridItemKey,
} from '../../features/template-library/templateLibraryGrid';
import type { GameTemplateEntry } from '../../features/template-library/templateLibraryModel';
import { templateRuntimeLabel } from '../../features/template-library/templateLibraryModel';
import {
collectGameTemplateTagOptions,
type GameTemplateEntry,
templateRuntimeLabel,
} from '../../features/template-library/templateLibraryModel';
import type { TemplateLibraryController } from '../../features/template-library/useTemplateLibrary';
import { TemplateCard, type TemplateCardActions } from './TemplateCard';
@@ -73,15 +73,33 @@ function TemplateLibraryToast({
);
}
const chipClass =
'cursor-pointer rounded-full border border-(--platform-subpanel-border) bg-transparent px-2.5 py-1 text-[11px] text-(--platform-text-soft) transition hover:border-(--platform-warm-text) hover:text-(--platform-warm-text)';
const activeChipClass =
'cursor-pointer rounded-full border border-(--platform-warm-text) bg-transparent px-2.5 py-1 text-[11px] text-(--platform-warm-text)';
type TemplateGridCellData = TemplateCardActions & {
rows: Array<Array<GameTemplateEntry | null>>;
};
let cachedScrollbarWidth: number | null = null;
/**
* 量一次经典(非 overlay)竖滚动条的占宽:Windows / WebView2 上约 1517px,会吃掉
* grid 外层的可用宽度。overlay 滚动条平台测得 0(此时预留逻辑不生效)。
*/
function measureVerticalScrollbarWidth(): number {
if (cachedScrollbarWidth !== null) {
return cachedScrollbarWidth;
}
if (typeof document === 'undefined' || !document.body) {
return 0;
}
const probe = document.createElement('div');
probe.setAttribute('aria-hidden', 'true');
probe.style.cssText =
'position:absolute;top:-9999px;left:-9999px;width:100px;height:100px;overflow:scroll';
document.body.appendChild(probe);
cachedScrollbarWidth = Math.max(0, probe.offsetWidth - probe.clientWidth);
probe.remove();
return cachedScrollbarWidth;
}
function TemplateGridCell({
columnIndex,
rowIndex,
@@ -115,7 +133,6 @@ export default function TemplateLibraryView({
notice,
templates,
visibleTemplates,
tagOptions,
runtimeOptions,
installedCount,
filters,
@@ -201,16 +218,30 @@ export default function TemplateLibraryView({
const layout = useMemo(
() =>
computeTemplateGridLayout({
computeTemplateGridLayoutWithScrollbar({
containerWidth: viewportSize.width,
itemCount: visibleTemplates.length,
viewportHeight: viewportSize.height,
scrollbarWidth: measureVerticalScrollbarWidth(),
}),
[viewportSize.width, visibleTemplates.length],
[viewportSize.width, viewportSize.height, visibleTemplates.length],
);
const rows = useMemo(
() => buildTemplateRows(visibleTemplates, layout.columnCount),
[visibleTemplates, layout.columnCount],
);
const tagItems = useMemo(
() => collectGameTemplateTagOptions(templates),
[templates],
);
const runtimeItems = useMemo(
() =>
runtimeOptions.map((runtime) => {
const label = templateRuntimeLabel(runtime);
return { id: runtime, label, ariaLabel: `运行时筛选 ${label}` };
}),
[runtimeOptions],
);
// 换筛选条件回到列表顶部:否则筛选后条目变少会把视口留在空白处,看起来像“卡住”。
useEffect(() => {
@@ -285,83 +316,75 @@ export default function TemplateLibraryView({
</button>
</header>
{/* 标签/运行时筛选区可独立滚动:标签数量随库量增长时不会把卡片区挤出窗口。 */}
<div className="grid max-h-[24vh] shrink-0 gap-3 overflow-y-auto rounded-xl border border-(--platform-subpanel-border) [background:var(--platform-subpanel-fill)] p-3">
<div className="flex flex-wrap items-center gap-2">
<label className="inline-flex min-w-[220px] flex-1 items-center gap-2 rounded-lg border border-(--platform-subpanel-border) bg-transparent px-2.5 py-1.5">
<Search
className="text-(--platform-icon-text)"
size={14}
aria-hidden="true"
/>
<input
className="w-full border-0 bg-transparent p-0 text-[12px] text-(--platform-text-strong) outline-none"
type="search"
value={filters.query}
placeholder="搜索模板名称、玩法、标签"
aria-label="搜索模板"
onChange={(event) => setQuery(event.target.value)}
/>
</label>
{/* 搜索 + 运行时用共享筛选条(与资源画布、参考图弹窗同一套筛选 UI);
「仅看已下载」「清除筛选」是模板库自己的口径,靠右跟在同一条上。 */}
<div className="flex min-w-0 shrink-0 flex-wrap items-center gap-2">
<PlatformResourceFilterBar
ariaLabel="模板筛选"
className="min-w-0 max-w-[560px] flex-1"
search={{
value: filters.query,
label: '搜索模板',
placeholder: '搜索模板名称、玩法、标签',
onChange: setQuery,
}}
categoryItems={runtimeItems}
activeCategoryId={filters.runtime}
onCategoryChange={selectRuntime}
/>
<div className="ml-auto flex min-w-0 shrink-0 items-center gap-2">
<button
type="button"
className={filters.installedOnly ? activeChipClass : chipClass}
className={getPlatformCategoryChipClassName(filters.installedOnly)}
aria-pressed={filters.installedOnly}
onClick={() => setInstalledOnly(!filters.installedOnly)}
>
</button>
{filtersActive ? (
<button type="button" className={chipClass} onClick={clearFilters}>
<button
type="button"
className={getPlatformCategoryChipClassName(false)}
onClick={clearFilters}
>
</button>
) : null}
</div>
{runtimeOptions.length > 0 ? (
<div className="flex flex-wrap items-center gap-2">
<span className="inline-flex items-center gap-1 text-[11px] text-(--platform-text-soft)">
<SlidersHorizontal size={12} aria-hidden="true" />
</span>
{runtimeOptions.map((runtime) => (
<button
type="button"
key={runtime}
className={
filters.runtime === runtime ? activeChipClass : chipClass
}
aria-pressed={filters.runtime === runtime}
aria-label={`运行时筛选 ${templateRuntimeLabel(runtime)}`}
onClick={() => selectRuntime(runtime)}
>
{templateRuntimeLabel(runtime)}
</button>
))}
</div>
) : null}
{tagOptions.length > 0 ? (
<div className="flex flex-wrap items-center gap-2">
<span className="text-[11px] text-(--platform-text-soft)">
</span>
{tagOptions.map((tag) => (
<button
type="button"
key={tag}
className={
filters.tags.includes(tag) ? activeChipClass : chipClass
}
aria-pressed={filters.tags.includes(tag)}
aria-label={`标签筛选 ${tag}`}
onClick={() => toggleTag(tag)}
>
{tag}
</button>
))}
</div>
) : null}
</div>
{/* 标签单独一行并换行排布:标签数量随库量增长时优先换行,超过上限再滚动,
不会把卡片区挤出窗口,也不会让用户只能看到横向滚动条切掉的后半截标签。 */}
{tagItems.length > 0 ? (
<div
className="flex max-h-[20vh] min-w-0 shrink-0 flex-wrap items-center gap-1.5 overflow-y-auto"
role="group"
aria-label="模板筛选标签"
>
{tagItems.map((option) => {
const active = filters.tags.includes(option.tag);
return (
<button
type="button"
key={option.tag}
className={getPlatformCategoryChipClassName(active)}
aria-pressed={active}
aria-label={`标签筛选 ${option.tag}`}
onClick={() => toggleTag(option.tag)}
>
{option.tag}
<span
className="platform-category-chip__count"
aria-hidden="true"
>
{option.assetCount}
</span>
</button>
);
})}
</div>
) : null}
<TemplateLibraryToast message={notice} onDismiss={clearNotice} />
{error ? (
<div
@@ -371,7 +394,7 @@ export default function TemplateLibraryView({
<span>{error}</span>
<button
type="button"
className={chipClass}
className={getPlatformCategoryChipClassName(false)}
onClick={() => void refresh()}
>
@@ -393,7 +416,11 @@ export default function TemplateLibraryView({
<div className="flex items-center gap-2 text-[12px] text-(--platform-text-soft)">
<SearchX size={14} aria-hidden="true" />
<button type="button" className={chipClass} onClick={clearFilters}>
<button
type="button"
className={getPlatformCategoryChipClassName(false)}
onClick={clearFilters}
>
</button>
</div>
@@ -1716,8 +1716,7 @@ export function registerHomeProjectCreationTests() {
'卡住的自动建项',
);
let resolveAutomaticProject:
| ((result: Record<string, unknown>) => void)
| null = null;
((result: Record<string, unknown>) => void) | null = null;
const invoke = vi.fn(async (command: string) => {
if (command === 'preflight_web_game_creation') return { status: 'ready' };
if (command === 'create_automatic_local_game_project') {
@@ -2915,7 +2914,8 @@ export function registerRecentProjectsTests() {
expect(screen.getByText('不是文件夹')).not.toBeNull();
expect(screen.getAllByText('未初始化').length).toBeGreaterThan(0);
expect(screen.getByText('无法读取')).not.toBeNull();
expect(screen.getByText('检查失败')).not.toBeNull();
// 目录检查失败会先就地重试一次(失败不进终态),因此这里等它落成最终的失败状态。
expect(await screen.findByText('检查失败')).not.toBeNull();
expect(screen.getByText('厨房突围')).not.toBeNull();
expect(screen.getByText('已完成 · 预览运行中')).not.toBeNull();
expect(
@@ -1,5 +1,5 @@
// @vitest-environment jsdom
import { beforeEach, expect, test, vi } from 'vitest';
import { afterEach, beforeEach, expect, test, vi } from 'vitest';
const fetchClientHttp = vi.fn();
@@ -16,8 +16,11 @@ vi.mock('../src/services/errorReporting', () => ({
import type { GameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
import {
generateGameDistributionCover,
publishLocalProjectGame,
readGameCoverGenerationPrice,
readGamePublishAvailability,
suggestGameDistributionPublishMetadata,
} from '../src/services/gameDistributionPublish';
const MANIFEST = {
@@ -46,6 +49,10 @@ beforeEach(() => {
window.localStorage.clear();
});
afterEach(() => {
vi.useRealTimers();
});
test('发布时携带本地项目标识,让重复发布复用同一个平台游戏', async () => {
fetchClientHttp
.mockResolvedValueOnce(
@@ -191,3 +198,138 @@ test('发布灰度读取失败时抛出,由调用方按不开放处理', async
fetchClientHttp.mockRejectedValueOnce(new Error('network down'));
await expect(readGamePublishAvailability()).rejects.toThrow();
});
test('免费发布资料建议只上传脱敏上下文并返回白名单分类', async () => {
fetchClientHttp.mockResolvedValueOnce(
jsonResponse({ summary: '驾驶炮台守住轨道城', category: '策略' }),
);
await expect(
suggestGameDistributionPublishMetadata({
name: '星轨防线',
goal: '守住轨道城',
context: '当前任务与状态:原型已完成;现有素材:image:assets/hero.png',
}),
).resolves.toEqual({
summary: '驾驶炮台守住轨道城',
category: '策略',
});
expect(fetchClientHttp.mock.calls[0]?.[0]).toBe(
'/api/game-distribution/publish-metadata/suggestions',
);
const init = fetchClientHttp.mock.calls[0]?.[1] as RequestInit;
expect(JSON.parse(String(init.body))).toEqual({
name: '星轨防线',
goal: '守住轨道城',
context: '当前任务与状态:原型已完成;现有素材:image:assets/hero.png',
});
});
test('封面生成直接使用返回的平台素材 ID,不再次上传', async () => {
fetchClientHttp.mockResolvedValueOnce(
jsonResponse({
imageSrc: 'https://assets.example.com/generated-cover.png',
assetObjectId: 'asset_generated_cover',
taskId: 'task_cover_1',
model: 'gpt-image-2',
}),
);
await expect(
generateGameDistributionCover({
prompt: '为《星轨防线》生成游戏封面',
model: 'gpt-image-2',
aspectRatio: '16:9',
imageSize: '2K',
}),
).resolves.toEqual({
assetObjectId: 'asset_generated_cover',
previewUrl: 'https://assets.example.com/generated-cover.png',
taskId: 'task_cover_1',
model: 'gpt-image-2',
});
expect(fetchClientHttp.mock.calls[0]?.[0]).toBe(
'/api/editor/images/generations',
);
const body = JSON.parse(
String((fetchClientHttp.mock.calls[0]?.[1] as RequestInit).body),
);
expect(body).toEqual({
prompt: '为《星轨防线》生成游戏封面',
kind: 'publication-material',
assetKind: 'publication-material',
model: 'gpt-image-2',
aspectRatio: '16:9',
imageSize: '2K',
assetLabel: '游戏封面',
});
});
test('封面生成进入队列后轮询完成结果并返回同一平台素材', async () => {
vi.useFakeTimers();
fetchClientHttp
.mockResolvedValueOnce(
jsonResponse({
queueState: {
operationId: 'external-job-1',
status: 'queued',
phaseDetail: '排队中。',
},
}),
)
.mockResolvedValueOnce(
jsonResponse({
job: {
operationId: 'external-job-1',
status: 'completed',
result: {
imageSrc: 'https://assets.example.com/queued-cover.png',
assetObjectId: 'asset_queued_cover',
taskId: 'task_queued_cover',
model: 'gpt-image-2',
},
},
}),
);
const generation = generateGameDistributionCover({
prompt: '为《星轨防线》生成游戏封面',
model: 'gpt-image-2',
});
await vi.advanceTimersByTimeAsync(1_600);
await expect(generation).resolves.toEqual({
assetObjectId: 'asset_queued_cover',
previewUrl: 'https://assets.example.com/queued-cover.png',
taskId: 'task_queued_cover',
model: 'gpt-image-2',
});
expect(fetchClientHttp.mock.calls[1]?.[0]).toBe(
'/api/runtime/external-generation/jobs/external-job-1',
);
});
test('封面价格读取后端运行时定价,不在前端硬编码', async () => {
fetchClientHttp.mockResolvedValueOnce(
jsonResponse({
models: {
'gpt-image-2': {
unit: 'perGeneration',
prices: { '2K': 5 },
},
},
}),
);
await expect(
readGameCoverGenerationPrice({
model: 'gpt-image-2',
imageSize: '2K',
}),
).resolves.toBe(5);
expect(fetchClientHttp.mock.calls[0]?.[0]).toBe(
'/api/editor/generation-pricing',
);
});
@@ -11,21 +11,33 @@ import {
render,
screen,
waitFor,
within,
} from '@testing-library/react';
import { afterEach, describe, expect, test, vi } from 'vitest';
import { afterEach, beforeEach, describe, expect, test, vi } from 'vitest';
import type { GameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
import type { LocalProjectExportPackageResult } from '../src/app/types';
import { GameDistributionPublishPanel } from '../src/components/game-distribution/GameDistributionPublishPanel';
import { uploadPlatformMediaAsset } from '../src/services/assetDirectUpload';
import { publishLocalProjectGame } from '../src/services/gameDistributionPublish';
import {
generateGameDistributionCover,
publishLocalProjectGame,
readGameCoverGenerationPrice,
suggestGameDistributionPublishMetadata,
} from '../src/services/gameDistributionPublish';
vi.mock('../src/services/gameDistributionPublish', async (importOriginal) => {
const actual =
await importOriginal<
typeof import('../src/services/gameDistributionPublish')
>();
return { ...actual, publishLocalProjectGame: vi.fn() };
return {
...actual,
generateGameDistributionCover: vi.fn(),
publishLocalProjectGame: vi.fn(),
readGameCoverGenerationPrice: vi.fn(),
suggestGameDistributionPublishMetadata: vi.fn(),
};
});
// 面板只负责选图与调用上传;这里替换掉真实直传,避免测试触达 Tauri/OSS。
@@ -101,16 +113,28 @@ function renderPanel(
return { onClose, onPublished };
}
beforeEach(() => {
vi.mocked(readGameCoverGenerationPrice).mockImplementation(
() => new Promise(() => undefined),
);
vi.mocked(suggestGameDistributionPublishMetadata).mockImplementation(
() => new Promise(() => undefined),
);
});
afterEach(() => {
cleanup();
vi.mocked(generateGameDistributionCover).mockReset();
vi.mocked(publishLocalProjectGame).mockReset();
vi.mocked(readGameCoverGenerationPrice).mockReset();
vi.mocked(suggestGameDistributionPublishMetadata).mockReset();
vi.mocked(uploadPlatformMediaAsset).mockReset();
delete (window as unknown as { __TAURI__?: unknown }).__TAURI__;
window.localStorage.clear();
});
describe('GameDistributionPublishPanel', () => {
test('打开时预填游戏资料展示发行包摘要', () => {
test('打开时预填游戏资料且不展示发行包技术摘要', async () => {
installTauriInvoke(async () => undefined);
renderPanel();
@@ -122,12 +146,88 @@ describe('GameDistributionPublishPanel', () => {
'value',
'守住轨道城',
);
expect(screen.getByLabelText('发行包摘要').textContent).toContain(
'exports/playtest-package-unit.zip',
expect(screen.queryByLabelText('发行包摘要')).toBeNull();
expect(
screen.queryByText(/exports\/playtest-package-unit\.zip/u),
).toBeNull();
expect(screen.queryByText(/ ZIP/u)).toBeNull();
await screen.findByText(//u);
});
test('打开时根据创作上下文补全简介和分类', async () => {
vi.mocked(suggestGameDistributionPublishMetadata).mockResolvedValueOnce({
summary: '驾驶星轨炮台守住轨道城',
category: '策略',
});
installTauriInvoke(async () => undefined);
renderPanel();
await waitFor(() => {
expect(screen.getByLabelText('一句话简介')).toHaveProperty(
'value',
'驾驶星轨炮台守住轨道城',
);
});
expect(screen.getByLabelText('分类')).toHaveProperty('value', '策略');
expect(
screen.getByText(
'AI 已根据创作内容生成简介和分类,免费;你可以直接修改。',
),
).not.toBeNull();
});
test('确认后基于项目上下文生成封面并作为发布素材', async () => {
vi.mocked(readGameCoverGenerationPrice).mockResolvedValueOnce(5);
installTauriInvoke(async () => undefined);
vi.mocked(generateGameDistributionCover).mockResolvedValue({
assetObjectId: 'asset_generated_cover',
previewUrl: 'https://assets.example.com/generated-cover.png',
taskId: 'task_cover_1',
model: 'gpt-image-2',
});
vi.mocked(publishLocalProjectGame).mockResolvedValue({
gameId: 'game_1',
versionId: 'gamever_1',
versionNumber: 1,
status: 'pending_review',
packageSha256: 'a'.repeat(64),
packageSizeBytes: 3,
fileCount: 2,
});
renderPanel();
fireEvent.click(
await screen.findByRole('button', { name: 'AI 生成封面(5 泥点)' }),
);
expect(screen.getByLabelText('发行包摘要').textContent).toContain(
'2 个文件',
const confirm = await screen.findByRole('dialog', {
name: '确认生成游戏封面',
});
expect(confirm.textContent ?? '').toContain('本次生成预计消耗 5 泥点');
fireEvent.click(screen.getByRole('button', { name: '生成封面' }));
await waitFor(() =>
expect(generateGameDistributionCover).toHaveBeenCalledWith(
expect.objectContaining({
model: 'gpt-image-2',
aspectRatio: '16:9',
imageSize: '2K',
}),
),
);
expect(
await screen.findByText(
'封面已生成并自动设为发布封面;重新生成会再次消耗泥点。',
),
).not.toBeNull();
fireEvent.click(screen.getByRole('button', { name: '发布游戏' }));
await waitFor(() =>
expect(publishLocalProjectGame).toHaveBeenCalledTimes(1),
);
expect(
vi.mocked(publishLocalProjectGame).mock.calls[0]?.[0].metadata
?.coverAssetId,
).toBe('asset_generated_cover');
});
test('提交时带上项目路径、发行包与资料,成功后展示审核状态', async () => {
@@ -157,7 +257,7 @@ describe('GameDistributionPublishPanel', () => {
fireEvent.change(screen.getByLabelText(//u), {
target: { files: [buildImageFile('shot-1.png')] },
});
await screen.findByText('除截图 1');
await screen.findByRole('button', { name: '删除截图 1' });
fireEvent.click(screen.getByRole('button', { name: '发布游戏' }));
await waitFor(() =>
@@ -271,6 +371,104 @@ describe('GameDistributionPublishPanel', () => {
expect(uploadPlatformMediaAsset).toHaveBeenCalledTimes(1);
});
test('截图并行上传,单张失败只标记该张并在发布时跳过', async () => {
installTauriInvoke(async () => undefined);
let resolveShot1: (() => void) | undefined;
let resolveShot3: (() => void) | undefined;
let rejectShot2: (() => void) | undefined;
vi.mocked(uploadPlatformMediaAsset).mockImplementation((input) => {
const file = input.file;
if (file.name === 'cover.png') {
return Promise.resolve({
assetObjectId: 'asset_cover',
objectKey: 'game-distribution/cover/cover.png',
});
}
if (file.name === 'shot-1.png') {
return new Promise((resolve) => {
resolveShot1 = () =>
resolve({
assetObjectId: 'asset_shot_1',
objectKey: 'game-distribution/screenshot/shot-1.png',
});
});
}
if (file.name === 'shot-2.png') {
return new Promise((_, reject) => {
rejectShot2 = () => reject(new Error('截图 2 上传失败'));
});
}
return new Promise((resolve) => {
resolveShot3 = () =>
resolve({
assetObjectId: 'asset_shot_3',
objectKey: 'game-distribution/screenshot/shot-3.png',
});
});
});
vi.mocked(publishLocalProjectGame).mockResolvedValue({
gameId: 'game_1',
versionId: 'gamever_1',
versionNumber: 1,
status: 'pending_review',
packageSha256: 'a'.repeat(64),
packageSizeBytes: 3,
fileCount: 2,
});
renderPanel();
await selectCover();
fireEvent.change(screen.getByLabelText(//u), {
target: {
files: [
buildImageFile('shot-1.png'),
buildImageFile('shot-2.png'),
buildImageFile('shot-3.png'),
],
},
});
await waitFor(() =>
expect(uploadPlatformMediaAsset).toHaveBeenCalledTimes(4),
);
resolveShot3?.();
rejectShot2?.();
resolveShot1?.();
const failedError = await screen.findByText('截图 2 上传失败');
expect(
within(
failedError.closest(
'.game-distribution-publish-panel__shot-media',
) as HTMLElement,
).getByRole('button', { name: '删除截图 2' }),
).not.toBeNull();
expect(
await screen.findByRole('button', { name: '删除截图 1' }),
).not.toBeNull();
expect(
await screen.findByRole('button', { name: '删除截图 3' }),
).not.toBeNull();
fireEvent.click(screen.getByRole('button', { name: '预览截图 1' }));
expect(
await screen.findByRole('dialog', { name: '截图预览' }),
).not.toBeNull();
fireEvent.keyDown(window, { key: 'Escape' });
await waitFor(() => {
expect(screen.queryByRole('dialog', { name: '截图预览' })).toBeNull();
});
fireEvent.click(screen.getByRole('button', { name: '发布游戏' }));
await waitFor(() =>
expect(publishLocalProjectGame).toHaveBeenCalledTimes(1),
);
expect(
vi.mocked(publishLocalProjectGame).mock.calls[0]?.[0].metadata
?.screenshots,
).toEqual(['asset_shot_1', 'asset_shot_3']);
});
test('截图超过 6 张时本地拦截且不上传', async () => {
installTauriInvoke(async () => undefined);
renderPanel();
@@ -316,8 +514,6 @@ describe('GameDistributionPublishPanel', () => {
'disabled',
true,
);
expect(screen.getByLabelText('发行包摘要').textContent).toContain(
'未找到试玩包',
);
expect(screen.queryByLabelText('发行包摘要')).toBeNull();
});
});
@@ -166,7 +166,7 @@ function createDeferred<T>() {
}
describe('客户端发布入口的可见反馈', () => {
it('首个可运行原型未完成时直接阻止发布,不触发用户项目构建', async () => {
it('首个可运行原型未完成时显示独立阻断弹窗,不触发用户项目构建', async () => {
const exportPackage = vi.fn(createExportPackageResult);
const manifest = createPendingPrototypeManifest();
installTauri({ exportPackage, manifest });
@@ -174,13 +174,22 @@ describe('客户端发布入口的可见反馈', () => {
renderPublishProject(manifest);
const surface = await clickPublish();
await waitFor(() => {
expect(surface.textContent ?? '').toContain(
'首个可运行原型尚未完成,暂不能发布',
);
const noticeDialog = await screen.findByRole('dialog', {
name: '发布提示',
});
expect(noticeDialog.textContent ?? '').toContain(
'首个可运行原型尚未完成,暂不能发布;请先完成可运行原型并通过运行验证。',
);
expect(surface.textContent ?? '').not.toContain(
'首个可运行原型尚未完成,暂不能发布',
);
expect(surface.textContent ?? '').not.toContain('正在检查发布权限…');
expect(exportPackage).not.toHaveBeenCalled();
fireEvent.click(within(noticeDialog).getByRole('button', { name: '关闭' }));
await waitFor(() => {
expect(screen.queryByRole('dialog', { name: '发布提示' })).toBeNull();
});
});
it('发布时显示全屏进度遮罩,成功后收起进度并打开发布面板', async () => {
@@ -91,3 +91,118 @@ test('刷新坏项目时保留其它项目已确认的正常状态', async () =>
await pendingInspection;
});
});
test('单次目录检查失败会就地重试,不会把整行钉成「检查失败」', async () => {
let attempts = 0;
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command !== 'inspect_local_project_directory') {
throw new Error(`unexpected invoke ${command}`);
}
attempts += 1;
if (attempts === 1) {
throw new Error('Tauri IPC 瞬时失败');
}
return READY_PROJECT;
},
);
window.__TAURI__ = { core: { invoke } };
window.localStorage.setItem(
'genarrative-ai-game-creator.recent-workspaces.v1',
JSON.stringify(['/tmp/ready-project']),
);
const { result } = renderHook(() => useRecentProjects(vi.fn()));
await waitFor(() => {
expect(result.current.projectRows[0]).toMatchObject({
status: '本地项目',
canOpen: true,
});
});
expect(attempts).toBe(2);
expect(result.current.projectRows[0]?.status).not.toBe('检查失败');
});
test('失败结果不跨轮保留:刷新时该项回到「检查中」并重新检查', async () => {
const inspectCounts: Record<string, number> = {};
let secondRoundPending: (() => void) | null = null;
const secondRoundInspection = new Promise<typeof READY_PROJECT>((resolve) => {
secondRoundPending = () => resolve(READY_PROJECT);
});
let brokenRound = 0;
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command !== 'inspect_local_project_directory') {
throw new Error(`unexpected invoke ${command}`);
}
const projectPath = String(args?.projectPath ?? '');
inspectCounts[projectPath] = (inspectCounts[projectPath] ?? 0) + 1;
if (projectPath === '/tmp/broken-project') {
brokenRound += 1;
if (brokenRound > 2) {
return secondRoundInspection;
}
throw new Error('Tauri IPC 持续失败');
}
return { ...READY_PROJECT, projectPath };
},
);
window.__TAURI__ = { core: { invoke } };
window.localStorage.setItem(
'genarrative-ai-game-creator.recent-workspaces.v1',
JSON.stringify(['/tmp/broken-project']),
);
const { result } = renderHook(() => useRecentProjects(vi.fn()));
await waitFor(() => {
expect(result.current.projectRows[0]?.status).toBe('检查失败');
});
expect(inspectCounts['/tmp/broken-project']).toBe(2);
act(() => {
result.current.rememberRecentWorkspace('/tmp/ready-project');
});
// 上一轮的失败结果不进新投影:第二轮在途时该项目显示「检查中」而不是沿用「检查失败」。
await waitFor(() => {
expect(
result.current.projectRows.find(
(row) => row.path === '/tmp/broken-project',
)?.status,
).toBe('检查中');
});
await act(async () => {
secondRoundPending?.();
await secondRoundInspection;
});
});
test('提权类失败不重试:不放大 UAC 弹窗', async () => {
let attempts = 0;
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command !== 'inspect_local_project_directory') {
throw new Error(`unexpected invoke ${command}`);
}
attempts += 1;
throw new Error(
'读取待修复私有对象失败:C:\\p\\.agentDACL 不包含当前用户)',
);
},
);
window.__TAURI__ = { core: { invoke } };
window.localStorage.setItem(
'genarrative-ai-game-creator.recent-workspaces.v1',
JSON.stringify(['/tmp/elevation-project']),
);
const { result } = renderHook(() => useRecentProjects(vi.fn()));
await waitFor(() => {
expect(result.current.projectRows[0]?.status).toBe('检查失败');
});
expect(attempts).toBe(1);
});
@@ -4,10 +4,18 @@ import {
buildTemplateRows,
computeTemplateGridColumns,
computeTemplateGridLayout,
computeTemplateGridLayoutWithScrollbar,
computeTemplateRowHeight,
TEMPLATE_CARD_ACTIONS_HEIGHT,
TEMPLATE_CARD_GAP,
TEMPLATE_CARD_META_HEIGHT,
TEMPLATE_CARD_MIN_WIDTH,
TEMPLATE_CARD_SUMMARY_HEIGHT,
TEMPLATE_CARD_TAGS_HEIGHT,
TEMPLATE_CARD_TEXT_GAP,
TEMPLATE_CARD_TEXT_HEIGHT,
TEMPLATE_CARD_TEXT_PADDING,
TEMPLATE_CARD_TITLE_HEIGHT,
} from '../src/features/template-library/templateLibraryGrid';
import type { GameTemplateEntry } from '../src/features/template-library/templateLibraryModel';
@@ -50,6 +58,19 @@ describe('computeTemplateGridColumns', () => {
});
describe('computeTemplateRowHeight', () => {
it('budgets the same height the card rows actually need', () => {
// 这些数字对应 TemplateCard 的 `h-5`/`h-4`/`h-8`/`h-5.5`/`h-7` 与 `p-3`/`gap-2`
// 行高契约比真实内容小,被截断的就是卡片里的标题与简介。
expect(TEMPLATE_CARD_TITLE_HEIGHT).toBe(20);
expect(TEMPLATE_CARD_META_HEIGHT).toBe(16);
expect(TEMPLATE_CARD_SUMMARY_HEIGHT).toBe(32);
expect(TEMPLATE_CARD_TAGS_HEIGHT).toBe(22);
expect(TEMPLATE_CARD_ACTIONS_HEIGHT).toBe(28);
expect(TEMPLATE_CARD_TEXT_PADDING).toBe(12);
expect(TEMPLATE_CARD_TEXT_GAP).toBe(8);
expect(TEMPLATE_CARD_TEXT_HEIGHT).toBe(174);
});
it('keeps cover ratio + fixed text block', () => {
// 列宽 300 → 卡片 286 → 封面 286*9/16 = 160.875 → 161
expect(computeTemplateRowHeight(300)).toBe(
@@ -94,6 +115,59 @@ describe('computeTemplateGridLayout', () => {
});
});
describe('computeTemplateGridLayoutWithScrollbar', () => {
const innerWidth = (layout: { columnCount: number; columnWidth: number }) =>
layout.columnCount * layout.columnWidth;
it('reserves the classic scrollbar width once the grid scrolls vertically', () => {
// 经典滚动条(Windows/WebView2 ≈ 17px)不在包裹层宽度里,不预留就会多出一条横向滚动条。
const plain = computeTemplateGridLayout({
containerWidth: 1184,
itemCount: 13,
});
const layout = computeTemplateGridLayoutWithScrollbar({
containerWidth: 1184,
itemCount: 13,
viewportHeight: 500,
scrollbarWidth: 17,
});
expect(layout.columnCount).toBe(4);
// 内层宽度必须落在竖滚动条左侧的可用宽度里,否则又会出现横向滚动条。
expect(innerWidth(layout)).toBeLessThanOrEqual(1184 - 17);
expect(innerWidth(layout)).toBeLessThan(innerWidth(plain));
// 行高仍按预留后的列宽算,卡片内容不会被压。
expect(layout.rowHeight).toBe(computeTemplateRowHeight(layout.columnWidth));
});
it('keeps the plain layout when nothing overflows or the scrollbar is an overlay', () => {
const plain = computeTemplateGridLayout({
containerWidth: 1184,
itemCount: 4,
});
// 只有一行:不会竖向滚动,不需要预留,右侧不留白边。
expect(
computeTemplateGridLayoutWithScrollbar({
containerWidth: 1184,
itemCount: 4,
viewportHeight: 900,
scrollbarWidth: 17,
}),
).toEqual(plain);
// overlay 滚动条占宽 0:与不预留完全一致。
expect(
computeTemplateGridLayoutWithScrollbar({
containerWidth: 1184,
itemCount: 13,
viewportHeight: 500,
scrollbarWidth: 0,
}),
).toEqual(
computeTemplateGridLayout({ containerWidth: 1184, itemCount: 13 }),
);
});
});
describe('buildTemplateRows', () => {
it('chunks entries per row and pads the tail with nulls', () => {
const rows = buildTemplateRows([entry('a'), entry('b'), entry('c')], 2);
@@ -2,6 +2,7 @@ import { describe, expect, it } from 'vitest';
import {
collectGameTemplateRuntimes,
collectGameTemplateTagOptions,
collectGameTemplateTags,
EMPTY_TEMPLATE_LIBRARY_FILTERS,
filterGameTemplates,
@@ -145,6 +146,24 @@ describe('tag and runtime options', () => {
]);
});
it('keeps the same order while reporting how many templates carry each tag', () => {
// 筛选条上的标签 chip 要显示命中数量,顺序必须与 `collectGameTemplateTags` 完全一致。
const withBlank = [
...templates,
template({ id: 'blank-tag', tags: ['', ' ', '经营'] }),
];
const options = collectGameTemplateTagOptions(withBlank);
expect(options).toEqual([
{ tag: '经营', assetCount: 3 },
{ tag: '三消', assetCount: 1 },
{ tag: '射击', assetCount: 1 },
{ tag: '像素', assetCount: 1 },
]);
expect(options.map((option) => option.tag)).toEqual(
collectGameTemplateTags(withBlank),
);
});
it('collects distinct runtimes and labels them', () => {
expect(collectGameTemplateRuntimes(templates)).toEqual([
'godot',
@@ -8,7 +8,6 @@ import type {
TemplateLibraryFilters,
} from '../src/features/template-library/templateLibraryModel';
import {
collectGameTemplateTags,
EMPTY_TEMPLATE_LIBRARY_FILTERS,
filterGameTemplates,
} from '../src/features/template-library/templateLibraryModel';
@@ -81,7 +80,6 @@ function controller(
notice: '',
templates,
visibleTemplates: templates,
tagOptions: ['空白', '2d', 'canvas', '网页'],
runtimeOptions: ['html'],
installedCount: 1,
filters,
@@ -190,6 +188,28 @@ describe('TemplateLibraryView', () => {
expect(viewport?.querySelector('article')).not.toBeNull();
});
it('pins every card text row to the height the grid contract budgets for it', () => {
// 回归点:文字区若是 `grid` 的 auto 行,行高会按 max-content 算成「一行」,
// 标题 / 简介 / 标签会被逐行截断(现场表现为标题文字被切掉)。这里钉住
// 卡片每一行的固定高度,改动必须同时改 `TEMPLATE_CARD_*_HEIGHT` 那组常量。
render(<TemplateLibraryView controller={controller()} onBack={() => {}} />);
const card = cardFor('空白网页工程');
const textBlock = card.children[1] as HTMLElement;
const rows = Array.from(textBlock.children) as HTMLElement[];
expect(textBlock.className).toContain('flex-col');
expect(rows.map((row) => row.className)).toEqual([
expect.stringContaining('h-5'),
expect.stringContaining('h-4'),
expect.stringContaining('h-8'),
expect.stringContaining('h-5.5'),
expect.stringContaining('h-7'),
]);
// 每行都不参与压缩,否则 flex 会把文字压回去。
rows.forEach((row) => expect(row.className).toContain('shrink-0'));
});
it('offers 更新 instead of 下载 when the installed version is stale', () => {
const stale = template({
id: 'blank-web',
@@ -253,6 +273,17 @@ describe('TemplateLibraryView', () => {
expect(clearFilters).toHaveBeenCalled();
});
it('hides a cover that failed to load instead of showing a broken image', () => {
render(<TemplateLibraryView controller={controller()} onBack={() => {}} />);
const cover = cardFor('空白网页工程').querySelector(
'img',
) as HTMLImageElement;
expect(cover.style.visibility).toBe('');
fireEvent.error(cover);
expect(cover.style.visibility).toBe('hidden');
});
it('starts a download and a template project from the card actions', () => {
const downloadTemplate = vi.fn(async () => undefined);
const createProjectFromTemplate = vi.fn(async () => undefined);
@@ -289,11 +320,16 @@ describe('TemplateLibraryView', () => {
const busyCard = cardFor('空白二维画布工程');
const buttons = Array.from(busyCard.querySelectorAll('button'));
// 忙状态写在触发它的按钮上(文案就地变成「创建中」),动作行里不额外塞第三个元素,
// 否则最小卡宽(250px)下两个按钮的文案会被挤成两行、顶出卡片。
expect(buttons).toHaveLength(2);
expect(buttons.every((button) => button.hasAttribute('disabled'))).toBe(
true,
);
expect(busyCard.textContent).toContain('正在创建项目');
expect(cardFor('空白网页工程').textContent).not.toContain('正在创建项目');
expect(busyCard.textContent).toContain('创建中');
expect(busyCard.textContent).not.toContain('使用模板');
expect(cardFor('空白网页工程').textContent).toContain('使用模板');
expect(cardFor('空白网页工程').textContent).not.toContain('创建中');
});
it('shows empty, no-match, error and notice states', () => {
@@ -390,7 +426,6 @@ describe('大库量渲染(1000 条假数据)', () => {
templates: bulk,
visibleTemplates: bulk,
installedCount: bulk.filter((entry) => entry.installed).length,
tagOptions: collectGameTemplateTags(bulk),
})}
onBack={() => {}}
/>,
@@ -98,7 +98,128 @@ function contrastRatio(first: Rgba, second: Rgba) {
);
}
/** 取渐变里的色标(`linear-gradient(135deg, #b3542f, #8f3f22)` → 两个颜色)。 */
function parseGradientStops(source: string): Rgba[] {
const body = source.slice(source.indexOf('(') + 1, source.lastIndexOf(')'));
return body
.split(',')
.map((part) => part.trim())
.filter((part) => part.startsWith('#') || part.startsWith('rgb'))
.map((part) => parseCssColor(part.split(/\s+/)[0] ?? part));
}
/** 页面背景(`--platform-body-fill`)里的不透明色标:chip 实际落在这层之上。 */
function parseBodyFillUnderlays(source: string): Rgba[] {
return Array.from(source.matchAll(/#[\da-f]{6}/gi)).map((match) =>
parseCssColor(match[0]),
);
}
describe('workbench theme contrast', () => {
/**
* 筛选 chip 的两态对比:用户反馈「选中和没选中的颜色看不出差别」,根因是选中态
* 只换了低透明度的暖色底(两态对比 1.09:1)。这里把「选中 = 实心填充」这条口径
* 钉死:反白文字在渐变两端都要过 AA,且与未选底色至少差 3:1。
*/
it('keeps the chip selected state legible and distinct in both themes', () => {
const css = readFileSync(themePath, 'utf8');
const themes = [
{
name: 'light',
block: getCssBlock(css, '.platform-theme--light'),
// 浅色主题下 chip 落在页面底色上,用页面渐变的最亮与最暗色标夹住两种情况。
idleUnderlays: parseBodyFillUnderlays(
getCssVariable(
getCssBlock(css, '.platform-theme--light'),
'--platform-body-fill',
),
),
},
{
name: 'dark',
block: getCssBlock(css, '.platform-theme--dark'),
idleUnderlays: parseBodyFillUnderlays(
getCssVariable(
getCssBlock(css, '.platform-theme--dark'),
'--platform-body-fill',
),
),
},
];
expect(
parseGradientStops('linear-gradient(135deg, #b3542f, #8f3f22)'),
).toEqual([
[179, 84, 47, 1],
[143, 63, 34, 1],
]);
for (const theme of themes) {
const activeFill = parseGradientStops(
getCssVariable(theme.block, '--platform-chip-active-fill'),
);
const activeText = parseCssColor(
getCssVariable(theme.block, '--platform-chip-active-text'),
);
const idleFill = parseCssColor(
getCssVariable(theme.block, '--platform-chip-idle-fill'),
);
expect(activeFill, `${theme.name} active gradient stops`).toHaveLength(2);
expect(
theme.idleUnderlays.length,
`${theme.name} body fill stops`,
).toBeGreaterThan(0);
// 反白文字:渐变两端都要过 AA,不能只保证深的那一端。
for (const stop of activeFill) {
expect(
contrastRatio(activeText, stop),
`${theme.name} label on fill ${stop.slice(0, 3).join(',')}`,
).toBeGreaterThanOrEqual(4.5);
}
// 两态可分辨:选中填充与任意页面底色上的未选 chip 至少差 3:1。
for (const underlay of theme.idleUnderlays) {
const idleChip = compositeColor(idleFill, underlay);
for (const stop of activeFill) {
expect(
contrastRatio(stop, idleChip),
`${theme.name} selected vs idle over ${underlay.slice(0, 3).join(',')}`,
).toBeGreaterThanOrEqual(3);
}
}
}
});
/**
* 焦点环可见性:键盘用户靠它找焦点。旧口径是 15% 透明度的暖色,合成到页面底色只有
* 1.17:1——等于没有焦点提示。这里按 WCAG 非文本对比 3:1 钉住两套皮肤。
*/
it('keeps the keyboard focus ring visible in both themes', () => {
const css = readFileSync(themePath, 'utf8');
for (const selector of [
'.platform-theme--light',
'.platform-theme--dark',
]) {
const block = getCssBlock(css, selector);
const ring = parseCssColor(
getCssVariable(block, '--platform-input-focus-ring'),
);
const underlays = parseBodyFillUnderlays(
getCssVariable(block, '--platform-body-fill'),
);
expect(underlays.length, `${selector} body fill stops`).toBeGreaterThan(
0,
);
for (const underlay of underlays) {
expect(
contrastRatio(ring, underlay),
`${selector} focus ring over ${underlay.slice(0, 3).join(',')}`,
).toBeGreaterThanOrEqual(3);
}
}
});
it('keeps warm user bubbles above WCAG AA text contrast', () => {
const css = readFileSync(themePath, 'utf8');
const light = getCssBlock(css, '.platform-theme--light');

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