diff --git a/docs/project-memory/plans/【里程碑】游戏分发目录详情与在线游玩-2026-09-18.md b/docs/project-memory/plans/【里程碑】游戏分发目录详情与在线游玩-2026-09-18.md index ee5282303..f4db3314a 100644 --- a/docs/project-memory/plans/【里程碑】游戏分发目录详情与在线游玩-2026-09-18.md +++ b/docs/project-memory/plans/【里程碑】游戏分发目录详情与在线游玩-2026-09-18.md @@ -51,7 +51,7 @@ - [x] 登录用户创建服务端分配的游戏,owner 不能由请求伪造;其他账号不能读取私有版本、上传、提交或撤销。 - [x] 服务端接收真实 ZIP 字节,重算摘要/字节数并建立展开清单;只有 metadata 的请求不能获得已上传或已发布状态。 - [x] 缺入口、越界/重复/大小写冲突路径、符号链接、压缩炸弹、敏感内容和额度超限均失败关闭,原私有对象和公开状态保持一致。 -- [ ] 一份版本只接受一份已确认内容;同 key 同请求重放无重复游戏/版本,不同请求冲突;同版本并发上传不混写。 +- [x] 一份版本只接受一份已确认内容;同 key 同请求重放无重复游戏/版本,不同请求冲突;同版本并发上传不混写。 - [ ] 校验可异步恢复,响应丢失、服务进程退出和客户端重试均回到原版本;确定失败和未知结果在响应中可区分。 - [ ] 正常及失败状态、私有查询和错误 envelope 在 Rust 与 TypeScript DTO 中一致;新增 schema、迁移、表目录与绑定一致。 @@ -163,7 +163,9 @@ - **本轮新增** `scripts/check-game-distribution-owner-isolation.mjs`(`npm run check:game-distribution-owner-isolation`):对本地真实栈(SpacetimeDB `xushi-p4wfr` @ 127.0.0.1:3101 + api-server @ 127.0.0.1:4198,发布灰度按既有 E2E 口径临时开启后恢复关闭)注册两个真实账号,作者建游戏与版本后逐条验证越权:读私有版本 404、读上传状态 404、写分片 404、确认分包 404、送审 404、撤回 404、未认证读取 401;越权写之后作者侧 `receivedBytes` 仍为 0(越权请求没有落任何副作用);请求体里塞 `ownerUserId` / `owner_user_id` 的伪造游戏仍只出现在请求者自己的 `my-games`、不出现在被冒名账号的 `my-games`;作者撤回自己的版本得到 `cancelled`。**21 项全部 PASS**。 - **本轮顺带修掉一处真实缺陷**:`submit_version` 之前直接调 `get_owner_game_distribution_version`,owner 不匹配被映射成 403,而读版本/上传状态/分片/确认/撤回都按 404 处理——同一条「不属于当前主体」的语义出现两种错误码,送审入口会泄露版本是否存在。改成复用 `load_owner_version_or_404` 后,他人送审作者版本与送审不存在的版本都返回 404;脚本里这两条断言分别覆盖,修复前前者是 403 `FORBIDDEN` 让用例变红。 - 边界:脚本会为「建游戏必须提供封面」写一个 67 字节 PNG 到 dev bucket(走现役直传 + 确认链路);发行包分片与确认全部停在越权拒绝之前,不产生任何对象。 +- 已勾选(第 4 条:一份版本只接受一份已确认内容、同 key 重放不产生第二份、换请求体冲突、同版本并发上传不混写)——本轮补齐 + - 领域层原有 `idempotency_replays_same_snapshot_and_rejects_digest_conflict`、`validation_failure_can_retry_same_confirmed_package`、`a_version_accepts_only_one_confirmed_package`;**本轮新增** `scripts/check-game-distribution-upload-concurrency.mjs`(`npm run check:game-distribution-upload-concurrency`)在本地真实栈补接口层:同 key 同请求重放建游戏/建版本返回同一条记录、同 key 换请求体建游戏 409 `CONFLICT`、同版本同偏移并发写两片相同字节只成功一片、服务端权威已收字节等于单份包长(没有重复追加)、随后确认校验通过并落到 `uploaded`(重复追加或混写都会让校验失败)、换 key 第二次送审 409 且版本数仍为 1。**17 项全部 PASS**。 + - **本轮顺带修掉并发落败请求的错误码**:分片追加失败时之前直接把 OSS 的 position 冲突映射成 `502 UPSTREAM_ERROR`;现在追加失败后回读权威已收字节,只要长度已前进就返回 409 `PACKAGE_UPLOAD_OFFSET_MISMATCH` 并带上 `receivedBytes`,客户端可直接按权威偏移续传。修复前脚本观察到 `502/UPSTREAM_ERROR`,修复后同一条断言看到 `409/PACKAGE_UPLOAD_OFFSET_MISMATCH receivedBytes=751`。 - 仍未勾选(缺口写具体,避免"看起来做了") - - 第 4 条(一份版本只接受一份已确认内容;同 key 同请求幂等、不同请求冲突;同版本并发上传不混写):前两半已覆盖——`idempotency_replays_same_snapshot_and_rejects_digest_conflict`、`validation_failure_can_retry_same_confirmed_package`、api-server 的 `idempotency_key_requires_a_bounded_non_empty_header`;**本轮新增** `a_version_accepts_only_one_confirmed_package`(不同摘要或字节数的确认被拒为 `PackageMismatch`,重复确认同一份内容返回同一包身份;变异去掉该守卫后只有它变红)。**仍缺**「同版本并发上传不混写」:串行化在 `spacetime-module` / api-server 的 CAS 那一层,领域服务本身是同步的,需要在那一层写用例。 - - 第 5 条(校验可异步恢复;响应丢失、服务进程退出与客户端重试回到原版本;确定失败与未知结果可区分):只有 api-server 的 `recovery_action_covers_every_version_status` 覆盖"状态 → 恢复动作"的映射;后两句在 game-distribution 链路没有用例。 + - 第 5 条(校验可异步恢复;响应丢失、服务进程退出和客户端重试回到原版本;确定失败和未知结果可区分):`recovery_action_covers_every_version_status` 覆盖状态到恢复动作的映射;**本轮补齐「客户端重试」**——`check:game-distribution-upload-concurrency` 里同 key 重放送审得到 `202 replayed=true` 且仍是同一个版本、换 key 重复送审 409 且不产生第二份提交。**仍缺**「响应丢失与 api-server 进程退出后回到原版本」:需要在 8 MiB 分片上传中途重启 api-server 再续传的编排用例,本轮未做。 - 第 6 条(状态/私有查询/错误 envelope 的 Rust 与 TS DTO 一致;新增 schema、迁移、表目录与绑定一致):后半句有门禁(`npm run lint` 内的 SpacetimeDB schema guard 覆盖 85 张表、生成绑定校验通过)。**本轮新增** `check:game-distribution-dto-parity`(已接进 `npm run lint`):按显式映射表逐字段/逐变体比对 14 组 Rust `shared-contracts` DTO 与手写 `packages/shared/src/contracts/gameDistribution.ts`,两个方向都做过变异验证——TS 侧把 `name` 改成 `displayName`、Rust 侧给 `GameDistributionAuthor` 加 `extra_field`,各自都让门禁失败并指出缺哪个字段;脚本同时登记了 7 个「服务端逐字段手拼 JSON、没有 Rust 结构体」的 TS 类型。**本轮补齐** `coverObjectKey` / `screenshots` / `publicationRevision` 四个字段进 Rust 结构体(依据是 `game_payload` 与 `private_version_payload` 实际发出的键),并删掉脚本里用来豁免它们的 `TS_ONLY_FIELDS` 白名单:现在任一方向多出字段都会让门禁失败,作者侧响应省略 `currentVersion` 这一条差异改用 TS 可选字段描述。**本轮再补构建器一层**:门禁新增 `RESPONSE_BUILDERS`,解析 `server-rs/crates/api-server/src/modules/game_distribution.rs` 里 `game_payload` / `public_game_payload` / `private_version_payload` / `version_summary_payload` 的 `json!` 顶层键与顶层 `object.insert(…)`,逐键比对 TS 类型:发出的键必须都在类型里、类型的必需字段必须都发出、`public_game_payload` 还必须发出被 TS 标成可选的 `currentVersion`,`game_payload` 的 `author` / `deviceSupport` 两个嵌套字面量同样逐键比对。变异验证五种改法各自让门禁失败并指出具体键:删掉 `game_payload.publicationRevision`、删掉 `deviceSupport.touch`、把 `author.avatarUrl` 改名、把插入的 `currentVersion` 改名、给 `version_summary_payload` 加一个 TS 没有的键;恢复后通过。**剩余缺口**:门禁比对的是键而不是值的类型,也覆盖不到未登记的嵌套对象与 envelope——成功/失败 envelope 的字段由 TS 侧运行时守卫(`packages/shared/src/http.ts`、`src/services/apiClient.ts`)消费,要彻底类型化得先把这两个响应改成结构化构建。 diff --git a/package.json b/package.json index ad3a7cbe7..52699419b 100644 --- a/package.json +++ b/package.json @@ -75,6 +75,7 @@ "check:game-distribution-dto-parity": "node scripts/check-game-distribution-dto-parity.mjs", "check:game-distribution-media-e2e": "node scripts/check-game-distribution-media-e2e.mjs", "check:game-distribution-owner-isolation": "node scripts/check-game-distribution-owner-isolation.mjs", + "check:game-distribution-upload-concurrency": "node scripts/check-game-distribution-upload-concurrency.mjs", "check:production-ops": "node scripts/check-production-ops-guardrails.mjs", "check:preview-deployer": "node scripts/check-preview-deployer.mjs", "check:maintenance-page": "node scripts/check-maintenance-page.mjs", diff --git a/scripts/check-game-distribution-upload-concurrency.mjs b/scripts/check-game-distribution-upload-concurrency.mjs new file mode 100644 index 000000000..d2d234a5e --- /dev/null +++ b/scripts/check-game-distribution-upload-concurrency.mjs @@ -0,0 +1,441 @@ +// 游戏分发「同版本并发上传不混写 + 幂等重放」真实链路检查(需要本地 dev 栈:SpacetimeDB + api-server)。 +// +// 用法: +// E2E_ADMIN_USER=<管理员用户名> E2E_ADMIN_PASSWORD=<管理员密码> \ +// npm run check:game-distribution-upload-concurrency +// E2E_API_BASE 可覆盖 api-server 地址(默认 http://127.0.0.1:4198)。 +// +// 覆盖: +// 1. 同一个 Idempotency-Key 重放建游戏 / 建版本 → 返回同一条记录,不产生第二份; +// 同一个 Key 换请求体 → 冲突拒绝。 +// 2. 同一个版本、同一个偏移量并发写两片相同字节 → 只有一片被接受,另一片是可重试错误; +// 已收字节等于单份包长,随后的确认校验必须通过(混写或重复追加都会让校验失败)。 +// 3. 送审成功后用同一个 Key 重放 → 202 `replayed=true` 且仍是同一版本; +// 不同 Key 重复送审不会产生第二份提交(版本数仍为 1、状态不变)。 +// 整条链路只在本地 dev 数据库与该 dev bucket 的对象前缀下落行;一个几百字节的发行包对象 +// 会在确认后留在 bucket 里(与现役上传链路的产物一致),另有 67 字节封面 PNG。 +import { createHash } from 'node:crypto'; + +import JSZip from 'jszip'; + +const COVER_PNG = Buffer.from( + 'iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAADUlEQVR42mP8z8BQDwAEhQGAhKmMIQAAAABJRU5ErkJggg==', + 'base64', +); +const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:4198'; +const ENVELOPE = { 'x-genarrative-response-envelope': 'v1' }; +const ADMIN_USER = (process.env.E2E_ADMIN_USER ?? '').trim(); +const ADMIN_PASSWORD = process.env.E2E_ADMIN_PASSWORD ?? ''; +const DEV_PASSWORD = 'GenE2e123!'; + +if (!ADMIN_USER || !ADMIN_PASSWORD) { + console.error( + '缺少 E2E_ADMIN_USER / E2E_ADMIN_PASSWORD:本脚本要按发布灰度口径打开 ' + + 'game-distribution:publish 写入口;本地栈可先以 GENARRATIVE_ADMIN_USERNAME / ' + + 'GENARRATIVE_ADMIN_PASSWORD 启动 api-server。', + ); + process.exit(2); +} + +let failures = 0; +function check(name, ok, detail = '') { + if (!ok) failures += 1; + console.log( + `${ok ? 'PASS' : 'FAIL'} ${name}${detail ? ` :: ${detail}` : ''}`, + ); +} + +async function api(path, options = {}) { + const { method = 'GET', token, body, headers = {}, binary } = options; + const finalHeaders = { ...ENVELOPE, ...headers }; + if (token) finalHeaders.Authorization = `Bearer ${token}`; + let finalBody; + if (binary) { + finalBody = binary; + } else if (body !== undefined) { + finalHeaders['Content-Type'] = 'application/json'; + finalBody = JSON.stringify(body); + } + const response = await fetch(`${API}${path}`, { + method, + headers: finalHeaders, + body: finalBody, + }); + const text = await response.text(); + let json = null; + try { + json = JSON.parse(text); + } catch { + json = null; + } + return { + status: response.status, + json, + text, + data: json?.data, + error: json?.error, + }; +} + +// 两份内容不同但长度一致的条目,保证 fixture ZIP 的可复现长度(分片并发用例需要固定声明大小)。 +async function buildFixtureZip() { + const archive = new JSZip(); + archive.file('index.html', 'concurrency'); + archive.file('assets/app.js', `console.log('${'x'.repeat(384)}');`); + const bytes = await archive.generateAsync({ type: 'uint8array' }); + return Buffer.from(bytes); +} + +function gameMetadata(title) { + return { + title, + summary: '并发上传与幂等重放用例的临时游戏', + description: '', + category: '休闲', + tags: ['e2e'], + deviceSupport: { desktop: true, mobile: false, touch: false }, + inputModes: ['keyboard', 'mouse'], + orientation: 'landscape', + }; +} + +async function uploadCover(token, id) { + const fileName = `upload-safety-${id}.png`; + const ticket = await api('/api/assets/direct-upload-tickets', { + method: 'POST', + token, + body: { + legacyPrefix: 'generated-character-drafts', + pathSegments: ['game-distribution', 'upload-safety', String(id)], + fileName, + contentType: 'image/png', + access: 'private', + maxSizeBytes: COVER_PNG.length, + metadata: { asset_kind: 'game_distribution_cover' }, + }, + }); + if (ticket.status !== 200) { + throw new Error( + `创建直传凭证失败 ${ticket.status} ${ticket.text.slice(0, 300)}`, + ); + } + const upload = ticket.data.upload; + const form = new FormData(); + for (const [key, value] of Object.entries(upload.formFields ?? {})) { + if (value !== null && value !== undefined) form.append(key, String(value)); + } + form.append('file', new Blob([COVER_PNG], { type: 'image/png' }), fileName); + const put = await fetch(upload.host, { method: 'POST', body: form }); + if (!put.ok) { + throw new Error(`直传对象存储失败 ${put.status}`); + } + const confirm = await api('/api/assets/objects/confirm', { + method: 'POST', + token, + body: { + bucket: upload.bucket, + objectKey: upload.objectKey, + contentType: 'image/png', + contentLength: COVER_PNG.length, + assetKind: 'game_distribution_cover', + accessPolicy: 'private', + entityId: 'game-distribution-upload-safety', + }, + }); + if (confirm.status !== 200) { + throw new Error( + `确认素材失败 ${confirm.status} ${confirm.text.slice(0, 300)}`, + ); + } + return confirm.data.assetObject.assetObjectId; +} + +async function main() { + const adminLogin = await api('/admin/api/login', { + method: 'POST', + body: { username: ADMIN_USER, password: ADMIN_PASSWORD }, + }); + const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken; + check( + '管理员登录成功', + adminLogin.status === 200 && Boolean(admin), + `status=${adminLogin.status}`, + ); + if (!admin) process.exit(1); + + const stamp = Date.now(); + const register = await api('/api/auth/entry', { + method: 'POST', + body: { + purePhoneNumber: `139${String(stamp).slice(-8)}`, + password: DEV_PASSWORD, + }, + }); + const author = register.data?.token; + check( + '作者注册拿到 token', + register.status === 200 && Boolean(author), + `status=${register.status}`, + ); + if (!author) process.exit(1); + + const setGate = (enabled, rolloutPercent) => + api('/admin/api/feature-gates', { + method: 'PUT', + token: admin, + body: { + gateKey: 'game-distribution:publish', + enabled, + rolloutPercent, + allowUserIds: [], + allowUserTags: [], + denyUserIds: [], + description: 'E2E 并发上传与幂等重放', + }, + }); + const gateOpen = await setGate(true, 100); + check( + '发布灰度可开启并放量', + gateOpen.status === 200, + `status=${gateOpen.status}`, + ); + + const zipBytes = await buildFixtureZip(); + const zipSha256 = createHash('sha256').update(zipBytes).digest('hex'); + const coverAssetId = await uploadCover(author, stamp); + const title = `并发上传 ${String(stamp).slice(-6)}`; + const metadata = { ...gameMetadata(title), coverAssetId }; + + // 1. 幂等重放:同 key 同请求返回同一条记录,同 key 换请求体冲突。 + const gameKey = `safety-game-${stamp}`; + const created = await api('/api/game-distribution/games', { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': gameKey }, + body: metadata, + }); + const gameId = created.data?.id; + check( + '创建游戏成功', + created.status === 200 && Boolean(gameId), + `status=${created.status} msg=${created.error?.message ?? ''}`, + ); + if (!gameId) process.exit(1); + + const replayedGame = await api('/api/game-distribution/games', { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': gameKey }, + body: metadata, + }); + check( + '同 key 同请求重放建游戏返回同一 game', + replayedGame.status === 200 && replayedGame.data?.id === gameId, + `status=${replayedGame.status} gameId=${replayedGame.data?.id ?? ''}`, + ); + + const conflictingGame = await api('/api/game-distribution/games', { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': gameKey }, + body: { ...metadata, title: `${title} 改` }, + }); + check( + '同 key 换请求体建游戏被拒(不产生第二份)', + conflictingGame.status === 409, + `status=${conflictingGame.status} code=${conflictingGame.error?.code ?? ''}`, + ); + + const versionKey = `safety-version-${stamp}`; + const versionBody = { + packageSha256: zipSha256, + packageBytes: zipBytes.length, + packageFileCount: 2, + packageEntryPath: 'index.html', + gameMetadata: metadata, + }; + const versionResponse = await api( + `/api/game-distribution/games/${gameId}/versions`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': versionKey }, + body: versionBody, + }, + ); + const versionId = versionResponse.data?.versionId; + const publicationRevision = versionResponse.data?.publicationRevision ?? 0; + check( + '创建版本成功(awaiting_upload)', + versionResponse.status === 200 && + Boolean(versionId) && + versionResponse.data?.status === 'awaiting_upload', + `status=${versionResponse.status} versionStatus=${versionResponse.data?.status}`, + ); + if (!versionId) process.exit(1); + + const replayedVersion = await api( + `/api/game-distribution/games/${gameId}/versions`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': versionKey }, + body: versionBody, + }, + ); + check( + '同 key 同请求重放建版本返回同一 version', + replayedVersion.status === 200 && + replayedVersion.data?.versionId === versionId, + `status=${replayedVersion.status} versionId=${replayedVersion.data?.versionId ?? ''}`, + ); + + // 2. 同版本同偏移并发写两片:只允许一片落地。 + const chunk = (idempotencyKey) => + api(`/api/game-distribution/versions/${versionId}/package/chunk`, { + method: 'PUT', + token: author, + headers: { + 'Content-Type': 'application/octet-stream', + 'Idempotency-Key': idempotencyKey, + 'x-genarrative-upload-offset': '0', + }, + binary: zipBytes, + }); + const raced = await Promise.all([ + chunk(`safety-chunk-a-${stamp}`), + chunk(`safety-chunk-b-${stamp}`), + ]); + const winners = raced.filter((item) => item.status === 200); + const losers = raced.filter((item) => item.status !== 200); + check( + '并发同偏移分片只有一片写入成功', + winners.length === 1, + raced + .map( + (item) => + `${item.status}${item.error?.code ? `/${item.error.code}` : ''}`, + ) + .join(' '), + ); + check( + '落败请求返回偏移冲突与权威已收字节(可直接续传)', + losers.length === 1 && + losers[0].status === 409 && + losers[0].error?.details?.receivedBytes === zipBytes.length, + losers + .map( + (item) => + `${item.status} ${item.error?.code ?? ''} receivedBytes=${item.error?.details?.receivedBytes ?? 'n/a'}`, + ) + .join(''), + ); + check( + '成功分片回报的已收字节等于单份包长', + winners[0]?.data?.receivedBytes === zipBytes.length, + `receivedBytes=${winners[0]?.data?.receivedBytes ?? 'n/a'} zip=${zipBytes.length}`, + ); + + const stateAfterRace = await api( + `/api/game-distribution/versions/${versionId}/package/upload-state`, + { token: author }, + ); + check( + '服务端权威已收字节等于单份包长(没有重复追加)', + stateAfterRace.status === 200 && + stateAfterRace.data?.receivedBytes === zipBytes.length, + `receivedBytes=${stateAfterRace.data?.receivedBytes ?? 'n/a'}`, + ); + + const completed = await api( + `/api/game-distribution/versions/${versionId}/package/complete`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': `safety-complete-${stamp}` }, + }, + ); + check( + '并发落地的对象就是完整一份(确认校验通过并落到 uploaded)', + completed.status === 200 && completed.data?.status === 'uploaded', + `status=${completed.status} versionStatus=${completed.data?.status ?? ''} msg=${completed.error?.message ?? ''}`, + ); + + // 3. 送审与重放。 + const submitKey = `safety-submit-${stamp}`; + const submitBody = { expectedPublicationRevision: publicationRevision }; + const submitted = await api( + `/api/game-distribution/versions/${versionId}/submit`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': submitKey }, + body: submitBody, + }, + ); + check( + '送审成功(202 + pending_review)', + submitted.status === 202 && + submitted.data?.version?.status === 'pending_review', + `status=${submitted.status} versionStatus=${submitted.data?.version?.status ?? ''}`, + ); + + const replayedSubmit = await api( + `/api/game-distribution/versions/${versionId}/submit`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': submitKey }, + body: submitBody, + }, + ); + check( + '同 key 重放送审回到同一个版本且 replayed=true', + replayedSubmit.status === 202 && + replayedSubmit.data?.replayed === true && + replayedSubmit.data?.version?.versionId === versionId && + replayedSubmit.data?.version?.status === 'pending_review', + `status=${replayedSubmit.status} replayed=${replayedSubmit.data?.replayed}`, + ); + + const resubmitted = await api( + `/api/game-distribution/versions/${versionId}/submit`, + { + method: 'POST', + token: author, + headers: { 'Idempotency-Key': `safety-submit-again-${stamp}` }, + body: submitBody, + }, + ); + const myGamesAfterResubmit = await api('/api/game-distribution/my-games', { + token: author, + }); + const gameAfterResubmit = Array.isArray(myGamesAfterResubmit.data?.games) + ? myGamesAfterResubmit.data.games.find((item) => item.id === gameId) + : null; + check( + '换 key 重复送审按状态冲突拒绝且不产生第二份提交(版本数仍为 1)', + resubmitted.status === 409 && + gameAfterResubmit?.versions?.length === 1 && + gameAfterResubmit.versions[0]?.versionId === versionId && + gameAfterResubmit.versions[0]?.status === 'pending_review', + `submitStatus=${resubmitted.status} replayed=${resubmitted.data?.replayed} versions=${gameAfterResubmit?.versions?.length ?? 'n/a'}`, + ); + + const gateClosed = await setGate(false, 0); + check( + '发布灰度恢复关闭', + gateClosed.status === 200, + `status=${gateClosed.status}`, + ); + + console.log(`\n${failures === 0 ? '全部通过' : `${failures} 项失败`}`); + process.exit(failures === 0 ? 0 : 1); +} + +main().catch((error) => { + console.error( + `[check:game-distribution-upload-concurrency] 运行失败:${error}`, + ); + process.exit(1); +}); diff --git a/server-rs/crates/api-server/src/modules/game_distribution.rs b/server-rs/crates/api-server/src/modules/game_distribution.rs index 558f88c55..89f07cd59 100644 --- a/server-rs/crates/api-server/src/modules/game_distribution.rs +++ b/server-rs/crates/api-server/src/modules/game_distribution.rs @@ -925,11 +925,11 @@ async fn upload_package_chunk( "receivedBytes": received_bytes, }))); } - let appended = oss + let append_result = oss .append_internal_object_with_retry( state.editor_oss_http_client(), OssAppendInternalObjectRequest { - object_key, + object_key: object_key.clone(), content_type: Some("application/zip".to_string()), position: offset, body: body.to_vec(), @@ -937,8 +937,36 @@ async fn upload_package_chunk( GAME_DISTRIBUTION_OSS_PUT_MAX_ATTEMPTS, &GAME_DISTRIBUTION_OSS_PUT_RETRY_DELAYS_MS, ) - .await - .map_err(|error| map_oss_error(error, "aliyun-oss"))?; + .await; + let appended = match append_result { + Ok(appended) => appended, + Err(error) => { + // 追加失败也可能是「同偏移的并发写入先赢了一片」:先读权威已收字节, + // 只要长度已经前进就按偏移冲突返回,让客户端按权威偏移续传, + // 而不是把一个可恢复的并发结果报成上游故障。 + if let Ok(authoritative) = staged_package_bytes(&state, oss, &object_key).await + && authoritative > offset + { + warn!( + request_id = ctx.request_id(), + operation = "package_chunk_offset_lost_race", + game_id = %version.game_id, + version_id = %version_id, + declared_offset = offset, + received_bytes = authoritative, + "并发写入已推进已收字节,按偏移冲突返回权威位置" + ); + return Err(AppError::from_status(StatusCode::CONFLICT) + .with_code("PACKAGE_UPLOAD_OFFSET_MISMATCH") + .with_message("分片偏移与服务端已收字节不一致,请按权威偏移续传") + .with_details(json!({ + "provider": "game-distribution", + "receivedBytes": authoritative, + }))); + } + return Err(map_oss_error(error, "aliyun-oss")); + } + }; info!( request_id = ctx.request_id(), operation = "package_chunk_stored",