画布生成按入口栏目落盘目标分类

GUI 生成命令新增可选 targetCategory:generate_local_project_asset 与 start_local_project_asset_generation 经 options 传入完成登记
PlatformArtAssetGenerationOptions 增加 target_category,Agent 与 Direct 路径保持 None,仍按 kind 派生默认分类
新建条目与同 kind 重登记都按显式目标分类写入 manifest 既有 category 字段,不新增字段、不改数据结构
目标分类只接受 GameCreationAppAssetCategory 的六个合法值,version 与 all 等栏目伪值在提交前失败关闭
target_category 刻意不进 standalone 指纹与 durable 请求快照,分类只影响本地 manifest 落点,避免在途账本换槽重复 POST,同任务幂等恢复由调用方继续用同一栏目提交
补用例:kind=image 带 targetCategory=character 落到 character 而不是 unclassified、非法栏目值不产生生成请求、登记入口的显式分类与不传时的原 kind 派生行为
This commit is contained in:
2026-09-17 18:52:06 +08:00
parent b08ab6ee66
commit 6001b87215
9 changed files with 408 additions and 12 deletions
@@ -3396,6 +3396,7 @@ async fn generate_direct_taonier_art_asset_at(
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let runtime_context =
direct_taonier_art_generation_runtime_context(root, output_path, asset_kind)?;
@@ -2263,6 +2263,7 @@ async fn bridge_generate_image(state: &DirectToolBridgeState, arguments: &Value)
grid_x,
grid_y,
reference_asset_ids: Vec::new(),
target_category: None,
};
let _generation_guard = state.image_generation_gate.lock().await;
let generated = with_direct_editor_api_credentials(
@@ -67,8 +67,8 @@ pub(crate) use canvas_generation::{
generate_platform_art_asset_with_options_at,
generate_platform_art_asset_with_required_slices_at, maybe_generate_platform_art_asset_step,
needs_platform_art_asset_generation, normalize_platform_art_asset_generation_kind,
normalize_platform_art_reference_asset_ids, platform_art_asset_art_spec,
platform_art_asset_output_extension_matches,
normalize_platform_art_reference_asset_ids, normalize_platform_art_target_category,
platform_art_asset_art_spec, platform_art_asset_output_extension_matches,
platform_art_runtime_references_match_request_contract, prepare_platform_art_asset_output_path,
project_canvas_asset_media_types, role_has_canvas_assets, suggested_canvas_tool_call,
PlatformArtAssetGenerationOptions, PLATFORM_ART_ASSET_GENERATION_KINDS,
@@ -430,6 +430,18 @@ pub(crate) struct PlatformArtAssetGenerationOptions {
/// 指纹只用来在同一项目里定位 durable 输出槽,改动会让已在途的计费账本换槽而重复 POST。
/// 参考集合的身份由账本请求正文里的 `referenceImageSrcs` 快照承担,恢复时必须与本次请求逐项相符。
pub(crate) reference_asset_ids: Vec<String>,
/// GUI 生成完成时要落盘的**正式功能分类**(前端 `targetCategory`,取值与
/// [`update_local_project_resource_classification_at`] 同一套词汇)。
///
/// 只有 GUI 侧 `start_local_project_asset_generation` / `generate_local_project_asset` 会传值:
/// 入口栏目生成的是 `kind=image` / `icon-spec`,按 kind 派生只会落到 `unclassified` /
/// `document`,与入口栏目不一致,占位无法被原位接管。Agent / Direct 路径保持 `None`
/// 继续按 kind 派生默认分类。
///
/// 它**刻意不进** standalone 动作指纹与 durable 请求快照:指纹只用来定位同一个计费输出槽,
/// 改材料会让升级时在途的账本换槽并重复 POST;分类只影响本地 manifest 落盘,不影响远端
/// 请求正文。同任务的幂等恢复由调用方继续用同一个栏目提交(与 `reference_asset_ids` 同口径)。
pub(crate) target_category: Option<String>,
}
impl Default for PlatformArtAssetGenerationOptions {
@@ -446,10 +458,35 @@ impl Default for PlatformArtAssetGenerationOptions {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
}
}
}
/// 收口 GUI 完成登记层的目标分类:只接受 [`GameCreationAppAssetCategory`] 的合法取值
/// `ui-interaction` / `character` / `scene` / `audio` / `document` / `unclassified`),
/// 归一成落盘字符串。`version` / `all` 等栏目侧伪值不在枚举里,一律拒绝。
pub(crate) fn normalize_platform_art_target_category(
target_category: Option<&str>,
) -> Result<Option<String>, String> {
let Some(target_category) = target_category else {
return Ok(None);
};
let target_category = target_category.trim();
if target_category.is_empty() {
return Ok(None);
}
let category = game_creation_app_asset_category_from_str(target_category)
.ok_or_else(|| format!("目标分类不是合法素材分类:{target_category}"))?;
// 落盘字符串直接取枚举自己的 kebab-case 序列化,避免再抄一份 vocabulary 出来漂移。
let value =
serde_json::to_value(category).map_err(|error| format!("目标分类无法序列化:{error}"))?;
let value = value
.as_str()
.ok_or_else(|| "目标分类不是字符串枚举".to_string())?;
Ok(Some(value.to_string()))
}
/// 普通图片生成合并规范图与用户参考后的**总参考上限**,沿用图片生成 API 已有上限。
pub(crate) const PLATFORM_ART_MAX_REFERENCE_IMAGES: usize = 5;
/// 有规范图前置时允许的用户参考上限:规范图本身占 1 张,总量仍不超过
@@ -7928,7 +7965,7 @@ fn commit_prepared_platform_art_asset_with_before_replace_hook(
return Err(error);
}
}
let registered = match register_local_asset_entry(
let registered = match register_local_asset_entry_with_category(
root,
&local_path,
&options.asset_kind,
@@ -7946,6 +7983,8 @@ fn commit_prepared_platform_art_asset_with_before_replace_hook(
generation_kind: Some(generation_kind.clone()),
reference_resource_ids: reference_resource_ids.clone(),
},
// GUI 完成登记层的目标栏目;Agent / Direct 路径为 `None`,仍按 kind 派生。
options.target_category.as_deref(),
) {
Ok(registered) => registered,
Err(error) => {
@@ -8658,6 +8697,7 @@ mod canvas_generation_tests {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let ordinary =
standalone_platform_art_generation_runtime_context("完整生成提示词", &options, false)
@@ -10706,6 +10746,7 @@ mod canvas_generation_tests {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let prompt = "生成同一套整包美术";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
@@ -11611,6 +11652,7 @@ mod canvas_generation_tests {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let prompt = "保持同一个生成提示词";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
@@ -12076,6 +12118,7 @@ mod canvas_generation_tests {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let prompt = "恢复已受理视觉规范图";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
@@ -13004,6 +13047,7 @@ mod canvas_generation_tests {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
}
}
@@ -578,6 +578,7 @@ pub(in crate::agent) async fn observe_agent_runtime_platform_art_asset_generatio
grid_x,
grid_y,
reference_asset_ids: Vec::new(),
target_category: None,
};
if let Some(pending) = pending_action {
match recover_persisted_visual_generation_options(
@@ -630,6 +631,8 @@ pub(in crate::agent) async fn observe_agent_runtime_platform_art_asset_generatio
grid_x,
grid_y,
reference_asset_ids: requested_options.reference_asset_ids,
// Agent 运行时不会指定完成登记的目标栏目,保持调用方给的值(默认 `None`)。
target_category: requested_options.target_category,
}
};
options.replace_existing = replace_existing;
@@ -393,6 +393,9 @@ pub(crate) async fn start_local_project_asset_generation(
// 前端 IPC 字段 `referenceAssetIds`:当前项目 manifest 里的图片素材 id,只做参考输入,
// 不进任务账本(重试由调用方继续用同一份引用提交,账本本身不新增字段)。
reference_asset_ids: Option<Vec<String>>,
// 前端 IPC 字段 `targetCategory`:完成登记时要落盘的正式栏目分类。同样不进任务账本:
// 它与引用一样属于「同一次提交的本地落点」,重试由调用方继续用同一个栏目提交。
target_category: Option<String>,
) -> Result<AssetGenerationTaskRecord, String> {
let task_id = asset_generation_task_id(&task_id)?;
let request = prepare_local_project_asset_generation(
@@ -404,6 +407,7 @@ pub(crate) async fn start_local_project_asset_generation(
asset_name.as_deref(),
output_path.as_deref(),
reference_asset_ids.as_deref().unwrap_or_default(),
target_category.as_deref(),
)?;
enforce_project_permission_policy(&request.root, "canvas.asset_generate")?;
enforce_project_permission_policy(&request.root, "asset.register")?;
@@ -1,5 +1,6 @@
use super::*;
use sha2::{Digest as _, Sha256};
use shared_contracts::game_creation_app::GameCreationAppAssetCategory;
use std::future::Future;
const PRIVATE_EXTERNAL_EDITOR_API_KEY_FILE_PREFIX: &str = "external-editor-api-";
@@ -662,6 +663,7 @@ pub(crate) fn register_design_artifacts_at(root: &Path) -> Result<bool, String>
generation_kind: None,
reference_resource_ids: Vec::new(),
},
None,
)?;
changed |= asset_changed;
}
@@ -1876,8 +1878,56 @@ pub(crate) fn register_local_asset_entry(
id_prefix: &str,
source: GameCreationAppAssetSource,
) -> Result<UploadLocalAssetResult, String> {
register_local_asset_entry_with_change(root, local_path, kind, media_type, id_prefix, source)
.map(|(result, _)| result)
register_local_asset_entry_with_change(
root, local_path, kind, media_type, id_prefix, source, None,
)
.map(|(result, _)| result)
}
/// 带**显式目标分类**的登记入口:只给 GUI 生成完成路径用(前端 `targetCategory`)。
///
/// 入口栏目与生成 kind 不是同一套词汇(栏目 `character` / `scene` / `ui-interaction`
/// 生成 kind 的派生分类会把图片落到 `unclassified`、规范图落到 `document`),所以要落回
/// 入口栏目只能由调用方把目标分类显式交进来。取值必须先过
/// [`shared_contracts::game_creation_app::game_creation_app_asset_category_from_str`]
/// 非法值失败关闭,绝不回退到 kind 派生;其它调用方继续走
/// [`register_local_asset_entry`],行为不变。
pub(crate) fn register_local_asset_entry_with_category(
root: &Path,
local_path: &str,
kind: &str,
media_type: &str,
id_prefix: &str,
source: GameCreationAppAssetSource,
target_category: Option<&str>,
) -> Result<UploadLocalAssetResult, String> {
let target_category = normalize_asset_category_override(target_category)?;
register_local_asset_entry_with_change(
root,
local_path,
kind,
media_type,
id_prefix,
source,
target_category,
)
.map(|(result, _)| result)
}
/// 归一显式目标分类:只接受合法枚举值,返回落盘字符串。
fn normalize_asset_category_override(
target_category: Option<&str>,
) -> Result<Option<GameCreationAppAssetCategory>, String> {
let Some(target_category) = target_category else {
return Ok(None);
};
let target_category = target_category.trim();
if target_category.is_empty() {
return Ok(None);
}
game_creation_app_asset_category_from_str(target_category)
.map(Some)
.ok_or_else(|| format!("非法资源分类:{target_category}"))
}
fn register_local_asset_entry_with_change(
@@ -1887,6 +1937,7 @@ fn register_local_asset_entry_with_change(
media_type: &str,
id_prefix: &str,
source: GameCreationAppAssetSource,
target_category: Option<GameCreationAppAssetCategory>,
) -> Result<(UploadLocalAssetResult, bool), String> {
let normalized_path = normalize_relative_path(local_path)?;
let absolute_path = resolve_local_project_path(root, &normalized_path)?;
@@ -1912,11 +1963,17 @@ fn register_local_asset_entry_with_change(
// kind 没变时刻意不动 category——落盘分类是权威值,同 kind 重登记不得抹掉它。
let changed = existing.kind != kind
|| existing.media_type != media_type
|| existing.source != source;
|| existing.source != source
|| target_category.is_some_and(|category| existing.category != category);
if existing.kind != kind {
existing.kind = kind.to_string();
existing.category = game_creation_app_asset_category_for_kind(kind);
}
// 调用方显式给出目标分类时它就是权威值:GUI 完成登记必须能落回入口栏目,
// 这也是同路径重新生成时把资产从旧栏目(或 unclassified)原位接管过来的唯一入口。
if let Some(category) = target_category {
existing.category = category;
}
existing.media_type = media_type.to_string();
existing.source = source;
Ok((existing.id.clone(), "asset.update", changed))
@@ -1933,7 +1990,8 @@ fn register_local_asset_entry_with_change(
local_path: normalized_path.clone(),
image_sequence_frames: None,
image_sequence_duration_ms: None,
category: game_creation_app_asset_category_for_kind(kind),
category: target_category
.unwrap_or_else(|| game_creation_app_asset_category_for_kind(kind)),
tags: Vec::new(),
source,
});
@@ -2153,6 +2211,7 @@ pub(crate) fn delete_manifest_asset_at(
#[cfg(test)]
mod tests {
use super::*;
use shared_contracts::game_creation_app::GameCreationAppAssetCategory;
use std::io::{Read, Write};
#[test]
@@ -2176,6 +2235,121 @@ mod tests {
assert!(!register_design_artifacts_at(root).expect("register idempotently"));
}
/// GUI 完成登记可以显式指定目标栏目:新建条目与已登记条目都按显式值落盘。
///
/// 入口栏目(character / scene / ui-interaction)与生成 kind 不是同一套词汇,按 kind 派生
/// 会把图片落到 unclassified,占位拿不回原位;非法值必须失败关闭,不传时保持 kind 派生。
#[test]
fn explicit_target_category_overrides_the_kind_derived_category() {
fn canvas_source() -> GameCreationAppAssetSource {
GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
canvas_project_id: None,
resource_id: None,
asset_object_id: None,
task_id: None,
prompt: None,
model: None,
generation_route: None,
generation_kind: None,
reference_resource_ids: Vec::new(),
}
}
fn category_of(root: &Path, asset_id: &str) -> GameCreationAppAssetCategory {
read_existing_manifest_for_project(root)
.expect("read manifest")
.assets
.into_iter()
.find(|asset| asset.id == asset_id)
.expect("registered asset is present")
.category
}
let temporary = tempfile::tempdir().expect("tempdir");
let root = temporary.path();
crate::project::init_local_game_project_at(root, "target-category-test", "目标栏目登记")
.expect("init project");
fs::create_dir_all(root.join("assets")).expect("create assets dir");
fs::write(root.join("assets/hero.png"), b"png-bytes").expect("write asset");
let registered = register_local_asset_entry_with_category(
root,
"assets/hero.png",
"image",
"image/png",
"platform-art",
canvas_source(),
Some("character"),
)
.expect("register with a target category");
assert_eq!(
category_of(root, &registered.id),
GameCreationAppAssetCategory::Character
);
// 同 kind 重新生成时显式目标分类仍是权威值:资产要能换栏目原位接管。
register_local_asset_entry_with_category(
root,
"assets/hero.png",
"image",
"image/png",
"platform-art",
canvas_source(),
Some("ui-interaction"),
)
.expect("re-register with another target category");
assert_eq!(
category_of(root, &registered.id),
GameCreationAppAssetCategory::UiInteraction
);
// 非法值失败关闭,且不动已落盘的分类。
assert!(register_local_asset_entry_with_category(
root,
"assets/hero.png",
"image",
"image/png",
"platform-art",
canvas_source(),
Some("version"),
)
.is_err());
assert_eq!(
category_of(root, &registered.id),
GameCreationAppAssetCategory::UiInteraction
);
// 不传目标分类时保持原有行为:新条目按 kind 派生(image → unclassified)。
fs::write(root.join("assets/plain.png"), b"png-bytes").expect("write plain asset");
let plain = register_local_asset_entry(
root,
"assets/plain.png",
"image",
"image/png",
"platform-art",
canvas_source(),
)
.expect("register without a target category");
assert_eq!(
category_of(root, &plain.id),
GameCreationAppAssetCategory::Unclassified
);
// 已落盘的显式分类在 kind 未变时仍然是权威值:同 kind 重登记不得把它抹掉。
register_local_asset_entry(
root,
"assets/hero.png",
"image",
"image/png",
"platform-art",
canvas_source(),
)
.expect("re-register without a target category");
assert_eq!(
category_of(root, &registered.id),
GameCreationAppAssetCategory::UiInteraction
);
}
/// 画板导出推断出的 kind 必须已经是 canonical 值。
///
/// 这个值会被原样写进 manifest 并据以派生落盘 `category`;一旦写出非 canonical 值
@@ -4611,6 +4611,7 @@ pub(crate) fn prepare_local_project_asset_generation(
asset_name: Option<&str>,
output_path: Option<&str>,
reference_asset_ids: &[String],
target_category: Option<&str>,
) -> Result<LocalProjectAssetGenerationRequest, String> {
let project_path = project_path.trim();
if project_path.is_empty() {
@@ -4622,6 +4623,9 @@ pub(crate) fn prepare_local_project_asset_generation(
// 不把校验推迟到远端(远端只该收到当前账号绑定下的 resource ID)。
let reference_asset_ids =
normalize_platform_art_reference_asset_ids(asset_kind, reference_asset_ids)?;
// GUI 完成登记层参数:入口栏目与生成 kind 不是同一套词汇,只有调用方显式给出目标分类
// 才能把产物原位落回入口栏目。非法值(含 `version` / `all` 这类栏目伪值)直接失败关闭。
let target_category = normalize_platform_art_target_category(target_category)?;
Ok(LocalProjectAssetGenerationRequest {
root: PathBuf::from(project_path),
prompt: local_project_asset_prompt(prompt)?,
@@ -4656,6 +4660,7 @@ pub(crate) fn prepare_local_project_asset_generation(
grid_x: None,
grid_y: None,
reference_asset_ids,
target_category,
},
})
}
@@ -4678,6 +4683,9 @@ pub(crate) async fn generate_local_project_asset(
asset_name: Option<String>,
output_path: Option<String>,
reference_asset_ids: Option<Vec<String>>,
// 前端 IPC 字段 `targetCategory`:本次生成完成登记时要落盘的正式栏目分类,
// 只走 GUI 命令,取值必须是合法素材分类,Agent / Direct 路径不传。
target_category: Option<String>,
) -> Result<UploadLocalAssetResult, String> {
let request = prepare_local_project_asset_generation(
&project_path,
@@ -4688,6 +4696,7 @@ pub(crate) async fn generate_local_project_asset(
asset_name.as_deref(),
output_path.as_deref(),
reference_asset_ids.as_deref().unwrap_or_default(),
target_category.as_deref(),
)?;
enforce_project_permission_policy(&request.root, "canvas.asset_generate")?;
enforce_project_permission_policy(&request.root, "asset.register")?;
@@ -4715,6 +4724,7 @@ mod local_project_asset_generation_tests {
None,
None,
&[],
None,
)
}
@@ -4756,6 +4766,7 @@ mod local_project_asset_generation_tests {
Some(" 主角图集 "),
Some(" assets/hero.png "),
&[],
None,
)
.expect("explicit options");
assert_eq!(explicit.root, PathBuf::from("/tmp/project"));
@@ -4791,7 +4802,8 @@ mod local_project_asset_generation_tests {
None,
None,
None,
&[]
&[],
None,
)
.expect_err("empty project path"),
"项目路径不能为空"
@@ -4804,6 +4816,60 @@ mod local_project_asset_generation_tests {
prepare("game-art", "要求").expect_err("unverified kind"),
"素材类型不受支持:game-art"
);
// 目标分类只接受合法素材分类枚举:栏目侧伪值 `version` / `all` 与任意其它值都失败关闭。
for rejected in ["version", "all", "bogus", "UI"] {
assert_eq!(
prepare_local_project_asset_generation(
"/tmp/project",
"image",
"要求",
None,
None,
None,
None,
&[],
Some(rejected),
)
.expect_err("illegal target category"),
format!("目标分类不是合法素材分类:{rejected}")
);
}
// 合法值归一成落盘字符串(trim + kebab-case),供 manifest `category` 直接使用。
assert_eq!(
prepare_local_project_asset_generation(
"/tmp/project",
"image",
"要求",
None,
None,
None,
None,
&[],
Some(" ui-interaction "),
)
.expect("legal target category")
.options
.target_category
.as_deref(),
Some("ui-interaction")
);
assert_eq!(
prepare_local_project_asset_generation(
"/tmp/project",
"image",
"要求",
None,
None,
None,
None,
&[],
None,
)
.expect("omitted target category")
.options
.target_category,
None
);
assert_eq!(
prepare(
"spec",
@@ -4821,7 +4887,8 @@ mod local_project_asset_generation_tests {
None,
None,
None,
&[]
&[],
None,
)
.expect_err("unsupported ratio"),
"图片比例不受支持:4:3"
@@ -4835,7 +4902,8 @@ mod local_project_asset_generation_tests {
Some("4K"),
None,
None,
&[]
&[],
None,
)
.expect_err("unsupported size"),
"图片尺寸不受支持:4K"
@@ -4849,7 +4917,8 @@ mod local_project_asset_generation_tests {
None,
Some("\u{7}名字"),
None,
&[]
&[],
None,
)
.expect_err("control character in asset name"),
"素材名称超出安全边界"
@@ -4863,7 +4932,8 @@ mod local_project_asset_generation_tests {
None,
None,
Some(&"a".repeat(LOCAL_PROJECT_ASSET_MAX_OUTPUT_PATH_CHARS + 1)),
&[]
&[],
None,
)
.expect_err("oversized output path"),
"输出路径超出安全边界"
@@ -1159,6 +1159,7 @@ async fn canonical_art_spec_and_ui_requests_use_the_shared_reference_chain() {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
},
)
.await;
@@ -3113,6 +3114,7 @@ async fn generate_local_project_asset_command_registers_the_requested_toolbar_ki
Some("工具栏图片".to_string()),
None,
None,
None,
)
.await
.expect("toolbar asset generation");
@@ -3145,6 +3147,99 @@ async fn generate_local_project_asset_command_registers_the_requested_toolbar_ki
fs::remove_dir_all(config_dir).ok();
}
#[tokio::test]
async fn generate_local_project_asset_command_lands_the_requested_target_category() {
// 入口栏目与生成 kind 不是同一套词汇:kind=image 按 kind 派生只会落到 unclassified
// 必须靠 targetCategory 才能落回入口栏目,否则生成完成后占位无法被原位接管。
let root = unique_project_path();
let config_dir = unique_project_path();
let (request_sender, request_receiver) = mpsc::channel();
let canvas_base_url = spawn_mock_external_canvas_generation_api_server(Some(request_sender));
let _platform_session = crate::platform_session::install_test_platform_session(
"toolbar-category-user",
"editor-toolbar-category-key",
&canvas_base_url,
);
fs::create_dir_all(&config_dir).expect("create runtime config dir");
fs::write(
config_dir.join(GAME_CREATOR_CONFIG_FILE_NAME),
serde_json::json!({
"editorApi": { "baseUrl": canvas_base_url, "apiKey": "editor-toolbar-category-key" }
})
.to_string(),
)
.expect("write runtime config");
let _guard = use_test_runtime_config_dir(config_dir.clone());
init_local_game_project_at(&root, "project-toolbar-category", "未命名游戏原型")
.expect("init project");
write_project_permission_policy_at(
&root,
ProjectPermissionPolicy {
denied_commands: Vec::new(),
confirm_commands: Vec::new(),
agent_policies: BTreeMap::new(),
},
)
.expect("allow generation");
let asset = generate_local_project_asset(
root.to_string_lossy().into_owned(),
"image".to_string(),
"像素月光厨房主角".to_string(),
Some("1:1".to_string()),
Some("1K".to_string()),
Some("主角图".to_string()),
None,
None,
Some("character".to_string()),
)
.await
.expect("target category generation");
let manifest: Value =
serde_json::from_str(&fs::read_to_string(root.join(".agent/manifest.json")).unwrap())
.expect("manifest json");
let entry = manifest["assets"]
.as_array()
.expect("manifest assets")
.iter()
.find(|entry| entry["id"].as_str() == Some(asset.id.as_str()))
.expect("registered asset with target category");
// kind 仍是请求的生成 kind,栏目取显式目标分类,而不是 kind 派生的 unclassified。
assert_eq!(entry["kind"], "image");
assert_eq!(entry["category"], "character");
// 先排掉这一次生成自己的请求,再验证非法栏目值不会带来任何新的生成请求。
while request_receiver
.recv_timeout(Duration::from_millis(200))
.is_ok()
{}
for rejected in ["version", "all", "bogus"] {
let error = generate_local_project_asset(
root.to_string_lossy().into_owned(),
"image".to_string(),
"像素月光厨房主角".to_string(),
None,
None,
None,
None,
None,
Some(rejected.to_string()),
)
.await
.expect_err("illegal target category must fail closed");
assert!(
error.contains("目标分类不是合法素材分类"),
"{rejected}: {error}"
);
}
while let Ok(request) = request_receiver.recv_timeout(Duration::from_millis(200)) {
assert!(!is_image_generation_request(&request), "{request}");
}
fs::remove_dir_all(root).ok();
fs::remove_dir_all(config_dir).ok();
}
#[tokio::test]
async fn generate_local_project_asset_command_maps_spec_onto_the_verified_icon_spec_channel() {
let root = unique_project_path();
@@ -3180,6 +3275,7 @@ async fn generate_local_project_asset_command_maps_spec_onto_the_verified_icon_s
Some("视觉规范图".to_string()),
None,
None,
None,
)
.await
.expect("toolbar spec generation");
@@ -3247,6 +3343,7 @@ async fn generate_local_project_asset_command_generates_art_spritesheet_from_the
None,
None,
None,
None,
)
.await
.expect_err("art-spritesheet requires a registered icon-spec");
@@ -3271,6 +3368,7 @@ async fn generate_local_project_asset_command_generates_art_spritesheet_from_the
Some("游戏首版图集".to_string()),
None,
None,
None,
)
.await
.expect("toolbar spritesheet generation");
@@ -5960,6 +6058,7 @@ fn ui_prototype_generation_uses_dedicated_prompt_and_art_spec() {
grid_x: None,
grid_y: None,
reference_asset_ids: Vec::new(),
target_category: None,
};
let prompt = build_platform_art_asset_prompt(
"原创网格贪吃蛇:分数与状态 HUD、四类不同分值食物、开始、方向键/WASD、触控方向键、失败与重开",