补齐运行画面点选的两条真机踩坑与阶段二真机复验状态
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- pitfalls:新增「three 档句柄少构造器会整体失效」(Raycaster/Vector2/Vector3/Box3 缺任一即不进引擎档、芯片回落 canvas 且不报错,含四步排查顺序)与「预览桥脚本是编译期内嵌的:改完必须重启 AGC 客户端」
- 实施计划·阶段二进展:补真机复验环境已就绪(客户端自本分支编译启动、exe 内 6 处新代码标记已核实、CDP 可用)与「点选复验待执行」(客户端登录态过期停在登录页)
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- **原因**:句柄引用整个 `import * as THREE` 命名空间,打包器无法证明未使用的导出可以剪掉;预览桥实际只用 `Raycaster` / `Vector2` / `Vector3` / `Box3` 四个构造器。
- **结论(现行口径)**:句柄用瘦身形态 `three: { Raycaster, Vector2, Vector3, Box3 }`;该字段只给预览桥用,玩法代码不要引用它。旧形态仍被兼容读取(两种形态都有用例锁定),但新代码与模板一律用瘦身形态。
## 2026-10-05 运行画面点选 three 档的句柄少了构造器会整体失效
- **现象**:three 项目句柄里 `Raycaster` / `Vector2` / `Vector3` / `Box3` 只缺一个,桥就**不进引擎档**:芯片回落 `@canvas`、控制台不报错——症状与「根本没发句柄」完全一样,容易误判成「点选没生效」。
- **原因**:引擎档入口先认句柄形态、再逐个校验这四个构造器是否为 function,缺任一即按未命中退化(不降级、不猜);射线需要 `Raycaster` + `Vector2`,对象矩形需要 `Box3` + `Vector3`,两组能力缺一方都点不出对象。
- **排查顺序(现行口径)**:① 预览页有没有 `window.__GENARRATIVE_PREVIEW_GAME__`;② `engine` 是不是 `phaser` / `three`;③ 这四个构造器齐不齐(瘦身形态是 `three.Raycaster` 等,旧形态是 `THREE.Raycaster`);④ `scene` / `camera` / `renderer`,three 侧还要 `renderer.domElement` 带 `getBoundingClientRect`。
- **关联**:`apps/ai-game-creator-shell/src-tauri/resources/preview/local-preview-fit.js`(`threeInspectTarget`)、`agc-web-game-development` 的「运行画面点选契约」、`tests/runtimeInspectEngines.test.ts`(瘦身句柄命中、缺构造器退化两例)。
## 2026-10-05 预览桥脚本是编译期内嵌的:改完必须重启 AGC 客户端
- **现象**:改了桥脚本(运行画面点选 / 尺寸上报逻辑),Vite HMR 与刷新预览页都不换——预览页仍跑旧桥,新加的判定与兜底完全不生效。
- **原因**:`apps/ai-game-creator-shell/src-tauri/resources/preview/local-preview-fit.js` 由 `preview.rs` 用 `include_str!` **编译期**编进客户端 exe,预览服务器 `/__genarrative/local-preview-fit.js` 返回的就是 exe 里那份常量,重读磁盘不会发生。
- **结论(现行口径)**:改桥后必须重启 AGC 客户端才生效——先确认没有在跑的 AGC Vite(3080 等端口空闲)再 `npm run agc`;只刷新页面、只重启后端或只重装 npm 依赖都无效。核实内嵌版本:在 exe 二进制里搜新代码标记,或比对 `resources/preview/local-preview-fit.js` 的 sha256。
- **关联**:`apps/ai-game-creator-shell/src-tauri/src/preview.rs`(`PREVIEW_FIT_BRIDGE_SCRIPT`)、`apps/ai-game-creator-shell/src-tauri/resources/preview/local-preview-fit.js`、`genarrative-dev-stack-port-routing`(端口探测与 `npm run agc` 口径)。
## 2026-10-04 Phaser 4 `hitTestPointer` 的返回顺序不是叠放顺序
- **现象**:运行画面点选 Phaser 4 画面时,按「数组第一个 / 最后一个」当最上层会点错对象——点的是上层精灵,引用却落到下层的素材上;对象越多越容易错。