Merge branch 'master' into fix/blur-font
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This commit is contained in:
2026-09-09 14:30:47 +08:00
29 changed files with 576 additions and 1039 deletions
@@ -722,7 +722,7 @@ function runAgent() {
stderr += chunk.toString();
});
child.on('error', reject);
child.on('close', (code) => {
child.on('close', (code, signal) => {
const output = `${stdout}${stderr}`;
if (previewReadError) {
reject(previewReadError);
@@ -740,13 +740,24 @@ function runAgent() {
previewDom,
});
} else {
reject(new Error(output || `agent run exited with ${code}`));
reject(
new Error(
`agent run failed: exitCode=${code}, signal=${signal ?? 'none'}\n` +
`stderr tail (last 8000 characters):\n${stderr.slice(-8000)}\n` +
`stdout tail (last 4000 characters):\n${stdout.slice(-4000)}`,
),
);
}
});
});
}
async function seedLocalAsset() {
await fs.mkdir(path.join(projectRoot, 'game'), { recursive: true });
await fs.writeFile(
path.join(projectRoot, 'game/index.html'),
'<!doctype html><html lang="zh-CN"><meta charset="UTF-8"><body>还没有生成游戏</body></html>',
);
await fs.mkdir(path.join(projectRoot, 'assets/uploads'), { recursive: true });
await fs.mkdir(path.join(projectRoot, '.agent'), { recursive: true });
await seedConversationContext();
@@ -4710,10 +4710,10 @@ mod tests {
assert!(!prompt.contains("你是 Codex"));
assert!(prompt.contains("不要等待 Supervisor"));
assert!(prompt.contains("提示词与技能"));
assert!(prompt.contains("AGC 工程合同(仅说明项目边界,不是流程门槛)"));
assert!(prompt.contains("AGC 工程合同:当前 cwd 是用户选择的项目目录"));
assert!(prompt.contains("客户端扩展列表中用户已启用的第三方 MCP"));
assert!(prompt.contains("用户明确指定第三方 MCP Server 或工具时"));
assert!(prompt.contains("按需读取当前 cwd 下适用的 `AGENTS.md`"));
assert!(prompt.contains("先读取当前 cwd 下适用的 AGENTS.md、README 或项目说明"));
assert!(prompt.contains("agc_write_file"));
assert!(prompt.contains("content 必须是目标文件的完整原始 UTF-8 正文"));
assert!(prompt.contains("不得把 command.exec 的 Exit code、Wall time、Output 包装"));
@@ -27,8 +27,9 @@ pub(in crate::agent) use canvas_generation::{
commit_prepared_platform_art_asset_at, commit_prepared_platform_art_asset_strict_slices_at,
generate_platform_art_asset_with_retained_runtime_options_at,
generate_platform_art_asset_with_runtime_options_at,
platform_art_generation_error_result_unknown, register_existing_platform_art_slices_at,
request_platform_art_asset_with_runtime_options_at, restore_platform_art_asset_bytes_at,
platform_art_generation_error_result_unknown, recover_persisted_visual_generation_options,
register_existing_platform_art_slices_at, request_platform_art_asset_with_runtime_options_at,
restore_platform_art_asset_bytes_at,
retained_platform_art_generation_runtime_spritesheet_identity_at,
retained_platform_art_generation_runtime_state_matches_direct_stage_at,
validate_platform_art_png_bytes_with_limits,
@@ -429,6 +429,87 @@ impl Default for PlatformArtAssetGenerationOptions {
}
}
pub(in crate::agent) fn recover_persisted_visual_generation_options(
root: &Path,
pending: &AgentRuntimePendingToolAction,
prompt: &str,
requested: &PlatformArtAssetGenerationOptions,
) -> Result<Option<PlatformArtAssetGenerationOptions>, String> {
let context = platform_art_generation_runtime_context_from_pending(pending);
let Some(state) = read_platform_art_generation_runtime_state(root, &context)? else {
return Ok(None);
};
let (path, ratio, size, kind, label, generation_kind) = match context.agent_id.as_str() {
"art-director" => (
"assets/art-spec.png",
"1:1",
"1K",
"icon-spec",
"游戏统一视觉规范图",
"spec",
),
"design-foundation" => (
"assets/ui-prototype.png",
"16:9",
"2K",
"ui-prototype",
"游戏横屏界面原型图",
"ui-design",
),
"art-asset-plan" => (
"assets/art-spritesheet.png",
"1:1",
"1K",
"art-spritesheet",
"游戏首版核心美术素材",
"icon-spritesheet",
),
_ => return Ok(None),
};
let mut options = requested.clone();
let label = if context.agent_id == "design-foundation"
&& options
.output_path
.as_deref()
.is_some_and(design_foundation_ui_page_output_path_is_valid)
{
"游戏功能页面设计图"
} else {
label
};
if options.output_path.is_none() {
options.output_path = Some(path.to_string());
}
for (value, default) in [
(&mut options.aspect_ratio, ratio),
(&mut options.image_size, size),
(&mut options.asset_kind, kind),
(&mut options.asset_label, label),
] {
if value.is_empty() {
*value = default.to_string();
}
}
let snapshot = platform_art_generation_runtime_request_snapshot(&state)?;
// 只恢复经过身份校验的已有请求;显式改参和新请求仍走当前合同。
if snapshot.generation_kind == generation_kind
&& snapshot.generation_prompt == build_platform_art_asset_prompt(prompt, &[], &options)
&& options.asset_kind == kind
&& options.aspect_ratio == ratio
&& options.image_size == size
&& (options.output_path.as_deref() == Some(path)
|| (context.agent_id == "design-foundation"
&& options
.output_path
.as_deref()
.is_some_and(design_foundation_ui_page_output_path_is_valid)))
{
Ok(Some(options))
} else {
Ok(None)
}
}
#[derive(Clone, Debug, Eq, PartialEq)]
struct ExistingPlatformArtAssetFingerprint {
local_path: String,
@@ -8895,13 +8976,13 @@ mod canvas_generation_tests {
}
#[test]
fn strict_spritesheet_contract_requires_the_grid_2x2_provider_receipt() {
fn strict_spritesheet_contract_accepts_variable_slices_without_fixed_layout() {
let canvas_context = ExternalCanvasGenerationContext {
project_id: "canvas-project".to_string(),
asset_folder_id: "asset-folder".to_string(),
canvas_name: "contract-test".to_string(),
};
let slices = (0..4)
let slices = (0..3)
.map(|index| {
let download = rgba_test_png(100 + index);
let validated = validate_platform_art_png_bytes_with_limits(
@@ -8927,7 +9008,7 @@ mod canvas_generation_tests {
}
})
.collect::<Vec<_>>();
let error = validate_strict_platform_art_spritesheet_contract(
validate_strict_platform_art_spritesheet_contract(
&slices,
&canvas_context,
Some("canvas-project"),
@@ -8941,9 +9022,7 @@ mod canvas_generation_tests {
true,
true,
)
.expect_err("missing fixed-layout proof must not be accepted");
assert!(error.contains("grid-2x2"));
.expect("valid slice identities and pixel evidence do not require a fixed layout");
}
#[test]
@@ -10168,7 +10247,8 @@ mod canvas_generation_tests {
}
#[tokio::test]
async fn accepted_runtime_generation_rejects_changed_intent_before_operation_get() {
async fn accepted_runtime_generation_checks_running_operation_before_rejecting_changed_intent()
{
let temporary = tempfile::tempdir().expect("create changed-intent recovery project");
let root = temporary.path();
init_local_game_project_at(root, "changed-intent", "旧异步生成意图隔离")
@@ -10188,6 +10268,31 @@ mod canvas_generation_tests {
.set_nonblocking(true)
.expect("set changed intent fixture nonblocking");
let base_url = format!("http://{}", listener.local_addr().expect("fixture address"));
let (request_sender, request_receiver) = std::sync::mpsc::channel();
let (stop_sender, stop_receiver) = std::sync::mpsc::channel();
let server = std::thread::spawn(move || loop {
if stop_receiver.try_recv().is_ok() {
break;
}
let (mut stream, _) = match listener.accept() {
Ok(connection) => connection,
Err(error) if error.kind() == std::io::ErrorKind::WouldBlock => {
std::thread::sleep(Duration::from_millis(5));
continue;
}
Err(error) => panic!("accept changed intent request: {error}"),
};
request_sender
.send(read_test_http_request(&mut stream))
.expect("capture status request");
write_test_json_response(
&mut stream,
"200 OK",
&serde_json::json!({
"data": {"operationId": "old-operation", "status": "running"}
}),
);
});
let runtime_context = PlatformArtGenerationRuntimeContext {
agent_id: "art-director".to_string(),
task_id: "art-director".to_string(),
@@ -10253,10 +10358,15 @@ mod canvas_generation_tests {
error.contains("当前生成意图与已持久化请求快照不一致"),
"{error}"
);
assert!(matches!(
listener.accept(),
Err(error) if error.kind() == std::io::ErrorKind::WouldBlock
));
stop_sender.send(()).expect("stop changed intent fixture");
server.join().expect("join changed intent fixture");
let requests = request_receiver.try_iter().collect::<Vec<_>>();
assert_eq!(
requests.len(),
1,
"only the existing operation may be queried"
);
assert!(requests[0].starts_with("GET /api/external/v1/generations/old-operation "));
assert!(game_creator_agent_runtime_external_generation_exists(
root,
&runtime_context.agent_id,
@@ -10265,7 +10375,8 @@ mod canvas_generation_tests {
}
#[tokio::test]
async fn accepted_derived_generation_rejects_changed_art_spec_before_operation_get() {
async fn accepted_derived_generation_checks_running_operation_before_rejecting_changed_art_spec(
) {
let temporary = tempfile::tempdir().expect("create changed reference project");
let root = temporary.path();
init_local_game_project_at(root, "changed-reference", "规范图身份隔离")
@@ -10310,6 +10421,31 @@ mod canvas_generation_tests {
.set_nonblocking(true)
.expect("set changed reference fixture nonblocking");
let base_url = format!("http://{}", listener.local_addr().expect("fixture address"));
let (request_sender, request_receiver) = std::sync::mpsc::channel();
let (stop_sender, stop_receiver) = std::sync::mpsc::channel();
let server = std::thread::spawn(move || loop {
if stop_receiver.try_recv().is_ok() {
break;
}
let (mut stream, _) = match listener.accept() {
Ok(connection) => connection,
Err(error) if error.kind() == std::io::ErrorKind::WouldBlock => {
std::thread::sleep(Duration::from_millis(5));
continue;
}
Err(error) => panic!("accept changed reference request: {error}"),
};
request_sender
.send(read_test_http_request(&mut stream))
.expect("capture status request");
write_test_json_response(
&mut stream,
"200 OK",
&serde_json::json!({
"data": {"operationId": "old-background-operation", "status": "running"}
}),
);
});
let runtime_context = PlatformArtGenerationRuntimeContext {
agent_id: "direct-codex-art".to_string(),
task_id: "direct-codex-art-game-background".to_string(),
@@ -10412,10 +10548,19 @@ mod canvas_generation_tests {
"{error}"
);
assert!(error.contains("当前规范图身份"), "{error}");
assert!(matches!(
listener.accept(),
Err(error) if error.kind() == std::io::ErrorKind::WouldBlock
));
stop_sender
.send(())
.expect("stop changed reference fixture");
server.join().expect("join changed reference fixture");
let requests = request_receiver.try_iter().collect::<Vec<_>>();
assert_eq!(
requests.len(),
1,
"only the existing operation may be queried"
);
assert!(
requests[0].starts_with("GET /api/external/v1/generations/old-background-operation ")
);
assert!(game_creator_agent_runtime_external_generation_exists(
root,
&runtime_context.agent_id,
@@ -10809,6 +10954,38 @@ mod canvas_generation_tests {
mark_platform_art_generation_runtime_accepted(root, state, "test-operation-id", 0)
.expect("accept current generation fixture");
let sparse_options = PlatformArtAssetGenerationOptions {
output_path: Some(AGENT_RUNTIME_ART_SPEC_PATH.to_string()),
aspect_ratio: String::new(),
image_size: String::new(),
asset_kind: String::new(),
asset_label: String::new(),
..Default::default()
};
assert_eq!(
recover_persisted_visual_generation_options(root, &pending, prompt, &sparse_options)
.expect("recover persisted defaults"),
Some(options.clone())
);
assert!(recover_persisted_visual_generation_options(
root,
&pending,
"显式改变生成意图",
&sparse_options,
)
.unwrap()
.is_none());
let mut explicit_options = sparse_options.clone();
explicit_options.asset_kind = "game-background".to_string();
assert!(recover_persisted_visual_generation_options(
root,
&pending,
prompt,
&explicit_options,
)
.unwrap()
.is_none());
resume_game_creator_agent_background_tasks_at(root)
.expect("resume accepted generation through recovery scan");
let first = request_receiver
@@ -11063,19 +11240,18 @@ mod canvas_generation_tests {
}
#[test]
fn canonical_art_spritesheet_request_has_exactly_four_ordered_categories() {
fn canonical_art_spritesheet_request_preserves_project_requirements() {
let descriptions = canonical_art_spritesheet_icon_descriptions("原创收集玩法");
assert_eq!(descriptions.len(), 4);
for (index, description) in descriptions.iter().enumerate() {
assert!(description.starts_with(&format!("{}", index + 1)));
}
assert_eq!(descriptions.len(), 1);
assert!(descriptions[0].contains("原创收集玩法"));
assert!(descriptions[0].contains("数量、类别、排列和切片方式由本次需求决定"));
}
#[test]
fn canonical_art_spritesheet_descriptions_obey_external_editor_item_limit() {
let descriptions = canonical_art_spritesheet_icon_descriptions(&"原创玩法需求".repeat(128));
assert_eq!(descriptions.len(), 4);
assert!(!descriptions.is_empty());
assert!(descriptions
.iter()
.all(|description| description.chars().count() <= 200));
@@ -11466,7 +11642,7 @@ mod canvas_generation_tests {
}
#[test]
fn strict_slice_commit_rejects_non_four_slice_results_before_replacing_the_sheet() {
fn strict_slice_commit_rejects_empty_slice_results_before_replacing_the_sheet() {
let temporary = tempfile::tempdir().expect("create strict slice project");
let root = temporary.path();
init_local_game_project_at(root, "strict-slices", "严格切片测试")
@@ -11481,9 +11657,9 @@ mod canvas_generation_tests {
&replacement_options(),
|_| Ok(()),
)
.expect_err("strict spritesheet commit must require exactly four slices");
.expect_err("strict spritesheet commit must require at least one slice");
assert!(error.contains("恰好包含 4 个独立切片"));
assert!(error.contains("至少需要一个独立切片"));
assert_eq!(fs::read(path).expect("read preserved sheet"), b"old-image");
assert!(!root
.join("assets/art-spritesheet-slices/manifest.json")
@@ -1790,103 +1790,62 @@ mod tests {
}
#[test]
fn agent_prompt_design_foundation_forbids_implementation_and_browser_validation() {
fn agent_prompt_design_foundation_keeps_its_role_boundary() {
for editor_api_key_is_configured in [false, true] {
let prompt = game_creator_design_foundation_tool_plan_prompt(
"shared runtime contract",
editor_api_key_is_configured,
);
assert!(prompt.contains("项目文件写入只允许 memory/project.md 与 game/game_design.md"));
assert!(prompt.contains("得创建、修改、删除或补丁 game/index.html"));
assert!(prompt.contains("由 Runtime 在收束门内验证本人 owner 产物"));
assert!(
prompt.contains("不得调用 project.verify、command.run_limited、game.static_smoke")
);
assert!(prompt.contains("preview.start 或 preview.validate"));
assert!(prompt.contains("最终静态验收仍属于 preview-readiness"));
assert!(prompt.contains("浏览器验收仍属于 preview-playtest"));
assert!(prompt.contains(
"不得通过 command.exec、command.start 或其他工具启动本地预览服务、浏览器、Playwright"
));
assert!(prompt.contains("只负责玩法规格、界面建议和视觉工具使用指导"));
assert!(prompt.contains("项目文件与图片输出必须服从当前任务明确要求"));
assert!(prompt.contains("修改 game/index.html,不启动预览或试玩"));
}
}
#[test]
fn agent_prompt_design_foundation_preserves_the_canvas_specific_contract() {
fn agent_prompt_design_foundation_describes_available_deliveries() {
let without_canvas =
game_creator_design_foundation_tool_plan_prompt("shared runtime contract", false);
assert!(without_canvas.contains("不调用 canvas.asset_generate"));
assert!(without_canvas.contains("不伪造 assets/ui-prototype.png"));
assert!(without_canvas.contains("memory/project.md 与 game/game_design.md"));
assert!(without_canvas.contains("每个功能页面各写一行 @genarrative-ui-page"));
let with_canvas =
game_creator_design_foundation_tool_plan_prompt("shared runtime contract", true);
assert!(with_canvas.contains("根据当前玩法需求编写规格和界面建议"));
assert!(with_canvas.contains("用途、数量、输出路径、尺寸、参考资源和是否需要 spritesheet"));
assert!(with_canvas.contains("再调用 canvas.asset_generate"));
assert!(with_canvas.contains("assets/art-spec.png"));
assert!(with_canvas.contains("referenceImageSrcs 第一项"));
assert!(with_canvas.contains("assets/ui-prototype.png"));
assert!(with_canvas.contains("调用 image.inspect"));
assert!(with_canvas.contains("ui-prototype.v2"));
assert!(with_canvas.contains("成功只表示候选图片已生成并登记,不等于视觉验收完成"));
assert!(with_canvas.contains("由 Runtime 在收束门内同时核对固定 owner 文档"));
assert!(!with_canvas.contains("成功动作本身就是当前 revision 的验证"));
assert!(with_canvas.contains("调用 ui.workflow.run"));
assert!(with_canvas.contains("visual-binding 最终编辑器路由"));
assert!(with_canvas.contains("每个功能页面各写一行 @genarrative-ui-page"));
assert!(with_canvas.contains("ui.workflow.run 的 discover"));
assert!(with_canvas.contains("assets/ui-pages/{pageId}.png"));
assert!(with_canvas.contains("informationHud"));
assert!(with_canvas.contains("failureRestartFlow"));
assert!(with_canvas.contains("不得假设为塔防"));
assert!(with_canvas
.contains("POST /api/external/v1/editor/images/generationskind=ui-design"));
assert!(with_canvas
.contains("不得误用 POST /api/external/v1/editor/ui-designs/assets/extractions"));
}
#[test]
fn agent_prompt_art_director_switches_between_read_only_and_conditional_canvas_owner() {
fn agent_prompt_art_director_describes_credentials_and_resource_checks() {
let without_canvas =
game_creator_art_director_tool_plan_prompt("shared runtime contract", false);
assert!(without_canvas.contains("这是只读协调任务"));
assert!(without_canvas.contains("只完成正式 director 结论并直接交付"));
assert!(without_canvas.contains("不调用 canvas.asset_generate"));
assert!(without_canvas.contains("图片产物与验收条款在本轮不适用"));
let with_canvas =
game_creator_art_director_tool_plan_prompt("shared runtime contract", true);
assert!(with_canvas.contains("outputPath=assets/art-spec.png"));
assert!(with_canvas.contains("assetKind=icon-spec"));
assert!(with_canvas.contains("成功只表示固定候选已生成并登记,不等于视觉门已经通过"));
assert!(with_canvas.contains("由 Runtime 在收束时核对当前 revision"));
assert!(!with_canvas.contains("成功会为本人当前 revision 形成验证凭证"));
assert!(with_canvas
.contains("canvas.asset_generate 的 assetKind、outputPath、尺寸、比例和提示词"));
assert!(with_canvas.contains("需要参考图时使用已登记资源 ID"));
assert!(with_canvas.contains("生成后核对返回资源、权限、计费和登记状态"));
}
#[test]
fn agent_prompt_art_asset_plan_uses_fixed_transparent_spritesheet_route_and_warnings() {
fn agent_prompt_art_asset_plan_describes_resource_discovery_and_generation() {
let without_canvas =
game_creator_art_asset_plan_tool_plan_prompt("shared runtime contract", false);
assert!(without_canvas.contains("不调用 canvas.asset_generate"));
assert!(without_canvas.contains("不伪造 assets/art-spritesheet.png"));
assert!(without_canvas.contains("写入可解析的 assets/manifest.art.json"));
let with_canvas =
game_creator_art_asset_plan_tool_plan_prompt("shared runtime contract", true);
assert!(with_canvas.contains("用 asset.list 确认 assets/art-spec.png 已登记"));
assert!(with_canvas.contains("由 Runtime 形成 iconDescriptions"));
assert!(with_canvas.contains("玩家主体及朝向/状态"));
assert!(with_canvas.contains("不得假设为塔防"));
assert!(with_canvas.contains("权威 resourceId 作为 referenceId"));
assert!(with_canvas.contains("POST /api/external/v1/editor/icon-spritesheets/generations"));
assert!(with_canvas.contains("不得回退普通生图或 UI extraction"));
assert!(with_canvas.contains("screenColor=auto"));
assert!(with_canvas.contains("缺少规范图时必须等待 art-director"));
assert!(with_canvas.contains("不得回退普通生图"));
assert!(with_canvas.contains("真实 alpha"));
assert!(with_canvas.contains("warning.code=postprocess-failed-source-preserved"));
assert!(with_canvas.contains("不得登记、验收或自动重试"));
assert!(with_canvas.contains("仅 sliceWarning"));
assert!(with_canvas.contains("由 Runtime 在收束门内验证本人固定 manifest 产物"));
assert!(with_canvas.contains("使用 asset.list 了解已有资源"));
assert!(with_canvas.contains("再按需调用 canvas.asset_generate"));
assert!(with_canvas.contains("spritesheet 可通过 sliceCount 指定切片数量"));
assert!(with_canvas.contains("生成后核对资源登记、透明度、警告和实际使用情况"));
}
#[test]
@@ -2011,17 +2011,6 @@ mod tests {
assert!(error.contains("不得启动 isolated child"));
}
#[test]
fn autonomous_initial_collaboration_requires_leader_artifacts() {
let mut plan = autonomous_initial_leader_plan();
plan.actions[1] = autonomous_initial_delegate("art-director", &[]);
let error = validate_agent_runtime_autonomous_initial_collaboration_contract(&plan)
.expect_err("art artifact must be required");
assert!(error.contains("expectedArtifacts 必须包含 assets/art-spec.png"));
}
#[test]
fn autonomous_manifest_dag_waits_only_after_seed_execution_starts() {
let temporary = tempfile::tempdir().expect("create manifest DAG policy root");
@@ -1923,8 +1923,8 @@ mod tests {
assert!(!publish_prompt.contains("验证本人固定 owner 产物"));
}
#[tokio::test]
async fn art_director_ready_task_is_read_only_without_key_and_canvas_owner_with_key() {
#[test]
fn art_director_ready_task_is_read_only_without_credentials() {
let task = seed_task("art-director");
{
let _config_guard = crate::tests::write_test_local_config("{}".to_string());
@@ -1940,42 +1940,5 @@ mod tests {
&prompt
));
}
// debug 构建下 editor_api_mode() 恒为 PlatformAccount,配置里的
// editorApi.apiKey 会被 editor_api_key_is_configured 完全忽略,只有凭据
// override 或平台会话才算「已配置」。用支持的 override 钩子模拟。
crate::assets::with_external_editor_api_credentials(
crate::assets::external_editor_api_credentials_for_test(
"https://editor.test".to_string(),
"art-director-ready-task-key".to_string(),
),
async {
let prompt = render_autonomous_manifest_ready_task_background_prompt(&task);
assert!(prompt.contains("非只读视觉规范生成任务"));
assert!(prompt.contains(
crate::agent::AGENT_RUNTIME_AUTONOMOUS_ART_DIRECTOR_CANVAS_ONLY_TASK_MARKER
));
assert!(prompt.contains("生成并登记 assets/art-spec.png"));
assert!(prompt.contains("会同时提交当前 run 的 mutation 与验证凭证"));
assert!(prompt.contains("Runtime 会在子 Run 终态后幂等投影 manifest"));
assert!(!prompt.contains("无生图凭据只读协调任务"));
assert!(autonomous_manifest_ready_task_requires_visual_asset(
"art-director"
));
assert!(!agent_runtime_task_requires_read_only_delivery(
"art-director",
&prompt
));
let art_asset_prompt = render_autonomous_manifest_ready_task_background_prompt(
&seed_task("art-asset-plan"),
);
assert!(art_asset_prompt.contains("canvas.asset_generate"));
assert!(art_asset_prompt.contains("asset.list"));
assert!(art_asset_prompt.contains("file.write 写入 assets/manifest.art.json"));
assert!(art_asset_prompt.contains("不要调用 image.inspect"));
assert!(art_asset_prompt.contains("把结构化计划最后一步标记 completed"));
assert!(!art_asset_prompt.contains("按现有 visual gate 生成、登记并验收"));
},
)
.await;
}
}
@@ -10,6 +10,7 @@ mod goal_contract;
mod helpers;
mod isolated_joins;
mod media;
pub(in crate::agent) use media::design_foundation_ui_page_output_path_is_valid;
mod policy;
mod preview;
mod process_ops;
@@ -19,7 +19,7 @@ fn agent_runtime_canvas_asset_kind_is_supported(asset_kind: &str) -> bool {
AGENT_RUNTIME_CANVAS_ASSET_KINDS.contains(&asset_kind)
}
fn design_foundation_ui_page_output_path_is_valid(path: &str) -> bool {
pub(in crate::agent) fn design_foundation_ui_page_output_path_is_valid(path: &str) -> bool {
let Some(page_id) = path
.strip_prefix("assets/ui-pages/")
.and_then(|value| value.strip_suffix(".png"))
@@ -545,7 +545,7 @@ pub(in crate::agent) async fn observe_agent_runtime_platform_art_asset_generatio
.or_else(|| input.get("slice_count"))
.and_then(serde_json::Value::as_u64)
.map(|value| value as usize);
let requested_options = PlatformArtAssetGenerationOptions {
let mut requested_options = PlatformArtAssetGenerationOptions {
output_path: (!output_path.trim().is_empty()).then_some(output_path),
aspect_ratio,
image_size,
@@ -554,6 +554,25 @@ pub(in crate::agent) async fn observe_agent_runtime_platform_art_asset_generatio
replace_existing,
slice_count,
};
if let Some(pending) = pending_action {
match recover_persisted_visual_generation_options(
root,
pending,
&prompt,
&requested_options,
) {
Ok(Some(recovered)) => requested_options = recovered,
Ok(None) => {}
Err(error) => {
return AgentRuntimeToolObservation {
tool: "canvas.asset_generate".to_string(),
status: AGENT_RUNTIME_TOOL_OBSERVATION_STATUS_NEEDS_RECONCILIATION.to_string(),
summary: redact_agent_runtime_project_paths(root, &error, 240),
detail: None,
}
}
}
}
let mut options = {
let defaults = PlatformArtAssetGenerationOptions::default();
PlatformArtAssetGenerationOptions {
@@ -2007,10 +2007,10 @@ pub(crate) fn write_game_creator_app_config(
let _guard = GAME_CREATOR_CONFIG_WRITE_LOCK
.lock()
.map_err(|_| "配置写入锁不可用")?;
let stored = load_game_creator_app_config()?;
config.selected_model_id = stored.selected_model_id;
config.selected_model_is_default = stored.selected_model_is_default;
persist_game_creator_app_config(config)
let (current, overlays) = load_game_creator_app_config_for_write()?;
config.selected_model_id = current.selected_model_id;
config.selected_model_is_default = current.selected_model_is_default;
persist_game_creator_app_config(config, overlays, false)
}
#[tauri::command]
@@ -2029,20 +2029,67 @@ pub(crate) fn select_game_creator_model(
{
return Err("模型标识无效".into());
}
let mut config = load_game_creator_app_config()?;
let (mut config, overlays) = load_game_creator_app_config_for_write()?;
config.selected_model_id = model_id;
config.selected_model_is_default = is_default;
persist_game_creator_app_config(config)
persist_game_creator_app_config(config, overlays, true)
}
fn persist_game_creator_app_config(
config: GameCreatorAppConfig,
overlays: Vec<(PathBuf, serde_json::Value)>,
model_only: bool,
) -> Result<GameCreatorAppConfigView, String> {
let config = normalize_game_creator_app_config(config)?;
let path = writable_game_creator_config_path()?;
let content = serialize_game_creator_app_config_for_renderer_write(&config)?;
write_game_creator_config_atomically(&path, &format!("{content}\n"))?;
game_creator_app_config_view(load_game_creator_app_config()?)
let mut writes = vec![(path, format!("{content}\n"))];
let saved: serde_json::Value = serde_json::from_str(&content)
.map_err(|error| format!("解析已序列化客户端配置失败:{error}"))?;
for (overlay_path, mut overlay) in overlays {
let previous = overlay.clone();
if let Some(fields) = overlay.as_object_mut() {
for (key, value) in fields.iter_mut() {
if matches!(key.as_str(), "selectedModelId" | "selectedModelIsDefault")
== model_only
{
if let Some(saved_value) = saved.get(key) {
// 仅同步已有覆盖项;其它字段继续保留原有覆盖语义。
if key == "agentLlm" {
*value = saved_value.clone();
} else {
update_existing_config_overlay_fields(value, saved_value);
}
}
}
}
}
if overlay != previous {
let content = serde_json::to_string_pretty(&overlay)
.map_err(|error| format!("序列化客户端覆盖配置失败:{error}"))?;
writes.push((overlay_path, format!("{content}\n")));
}
}
crate::config::write_game_creator_config_batch(&writes)?;
// `config` is already normalized and is exactly what was persisted.
// Avoid reloading it here: a reload repeats the Windows private-path and
// ACL checks and made saving the settings panel appear to hang.
game_creator_app_config_view(config)
}
fn update_existing_config_overlay_fields(
overlay: &mut serde_json::Value,
saved: &serde_json::Value,
) {
if let (Some(fields), Some(saved_fields)) = (overlay.as_object_mut(), saved.as_object()) {
for (key, value) in fields {
if let Some(saved_value) = saved_fields.get(key) {
update_existing_config_overlay_fields(value, saved_value);
}
}
} else if !overlay.is_null() {
*overlay = saved.clone();
}
}
#[tauri::command]
@@ -3272,9 +3272,10 @@ pub(crate) fn configure_game_creator_runtime_config_dir(
Ok(())
}
/// Validates a persisted AGC config file without following links. Existing
/// regular files are tightened through the same Windows owner/DACL gate used
/// by credential files before any read is allowed.
/// Validates a persisted AGC config file without following links.
///
/// Reading configuration must remain read-only. ACL hardening is performed
/// when the file is created or replaced, not on every settings-panel read.
fn validate_game_creator_config_file_entry(path: &Path) -> Result<bool, String> {
#[cfg(windows)]
validate_game_creator_private_path_ancestors_with_auto_elevation(path, "客户端配置文件")?;
@@ -3293,8 +3294,6 @@ fn validate_game_creator_config_file_entry(path: &Path) -> Result<bool, String>
if metadata.file_type().is_symlink() || !metadata.is_file() {
return Err("客户端配置文件必须是普通文件,不能是链接或其他对象".to_string());
}
#[cfg(windows)]
secure_windows_game_creator_path_for_current_user_with_auto_elevation(path, false, true)?;
Ok(true)
}
@@ -3352,6 +3351,31 @@ pub(crate) fn load_game_creator_app_config() -> Result<GameCreatorAppConfig, Str
Ok(config)
}
pub(crate) fn load_game_creator_app_config_for_write(
) -> Result<(GameCreatorAppConfig, Vec<(PathBuf, serde_json::Value)>), String> {
let writable_path = writable_game_creator_config_path()?;
let mut config = GameCreatorAppConfig::default();
let mut overlays = Vec::new();
let mut after_writable = false;
for path in game_creator_config_paths() {
if path == writable_path {
after_writable = true;
}
if let Some(content) = read_game_creator_config_file(&path)? {
merge_game_creator_config_content(&mut config, &path, &content)?;
if after_writable && path != writable_path {
let value = serde_json::from_str(&content)
.map_err(|error| format!("解析客户端覆盖配置失败:{error}"))?;
overlays.push((path, value));
}
}
}
if game_creator_official_llm_route_locked() {
lock_game_creator_app_config_to_official_route(&mut config);
}
Ok((config, overlays))
}
pub(crate) fn scrub_locked_game_creator_config_file(config: &mut GameCreatorAppConfigFile) -> bool {
let mut changed = config.agent_mode.as_deref()
!= Some(GAME_CREATOR_AGENT_MODE_CODEX_APP_SERVER)
@@ -3588,6 +3612,13 @@ pub(crate) fn merge_game_creator_config_file(
config: &mut GameCreatorAppConfig,
path: &Path,
) -> Result<(), String> {
if let Some(content) = read_game_creator_config_file(path)? {
merge_game_creator_config_content(config, path, &content)?;
}
Ok(())
}
fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String> {
let backup_path = game_creator_config_backup_path(path);
let path_exists = validate_game_creator_config_file_entry(path)?;
let read_path = if path_exists {
@@ -3595,11 +3626,19 @@ pub(crate) fn merge_game_creator_config_file(
} else if validate_game_creator_config_file_entry(&backup_path)? {
backup_path.as_path()
} else {
return Ok(());
return Ok(None);
};
let content = read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?;
let file_config = serde_json::from_str::<GameCreatorAppConfigFile>(&content)
.map_err(|error| format!("解析客户端配置失败:{}: {error}", read_path.display()))?;
Ok(Some(content))
}
fn merge_game_creator_config_content(
config: &mut GameCreatorAppConfig,
path: &Path,
content: &str,
) -> Result<(), String> {
let file_config = serde_json::from_str::<GameCreatorAppConfigFile>(content)
.map_err(|error| format!("解析客户端配置失败:{}: {error}", path.display()))?;
if let Some(agent_mode) = file_config.agent_mode {
config.agent_mode = agent_mode;
}
@@ -3642,6 +3681,48 @@ fn game_creator_config_backup_path(path: &Path) -> PathBuf {
))
}
pub(crate) fn write_game_creator_config_batch(writes: &[(PathBuf, String)]) -> Result<(), String> {
if writes.len() == 1 {
return write_game_creator_config_atomically(&writes[0].0, &writes[0].1);
}
let originals = writes
.iter()
.map(|(path, _)| read_game_creator_config_file(path))
.collect::<Result<Vec<_>, _>>()?;
for (index, (path, content)) in writes.iter().enumerate() {
if let Err(mut error) = write_game_creator_config_atomically(path, content) {
// 写入可能在替换后的权限检查失败,因此失败目标也需要核对并恢复。
for rollback_index in (0..=index).rev() {
let path = &writes[rollback_index].0;
let original = &originals[rollback_index];
if read_game_creator_config_file(path).ok().as_ref() == Some(original) {
continue;
}
let restored = match original {
Some(content) => write_game_creator_config_atomically(path, content),
None => fs::remove_file(path)
.or_else(|error| {
if error.kind() == std::io::ErrorKind::NotFound {
Ok(())
} else {
Err(error)
}
})
.map_err(|error| error.to_string()),
};
if let Err(restore_error) = restored {
error.push_str(&format!(
";恢复配置失败:{}: {restore_error}",
path.display()
));
}
}
return Err(error);
}
}
Ok(())
}
pub(crate) fn write_game_creator_config_atomically(
path: &Path,
content: &str,
@@ -1132,225 +1132,6 @@ async fn background_agent_runtime_delegate_respects_project_policy() {
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn visual_specialists_reject_overriding_their_fixed_image_contract() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "视觉固定输出合同测试").expect("project init");
write_project_permission_policy_at(
&root,
ProjectPermissionPolicy {
denied_commands: Vec::new(),
confirm_commands: Vec::new(),
agent_policies: BTreeMap::new(),
},
)
.expect("allow canvas generation");
let action = AgentRuntimeToolAction {
tool: "canvas.asset_generate".to_string(),
reason: Some("尝试覆盖策划固定图片合同".to_string()),
input: serde_json::json!({
"prompt": "生成横屏界面原型",
"outputPath": "assets/wrong-prototype.png",
"aspectRatio": "1:1",
"imageSize": "2K",
"assetKind": "game-art",
"assetLabel": "错误标签",
"replaceExisting": false
}),
};
let observation = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
"design-foundation",
"visual-fixed-contract-run",
"必须交付固定原型图",
&action,
Some("visual-fixed-contract-action"),
)
.await;
assert_eq!(observation.status, "failed");
for expected in [
"不能覆盖固定输出合同",
"outputPath=assets/ui-prototype.png",
"aspectRatio=16:9",
"imageSize=2K",
"assetKind=ui-prototype",
"assetLabel=游戏横屏界面原型图",
] {
assert!(observation.summary.contains(expected));
}
assert_eq!(observation.detail, None);
assert!(!root.join("assets/wrong-prototype.png").exists());
assert!(read_manifest_for_project(&root)
.expect("manifest after rejected override")
.assets
.is_empty());
let one_k_action = AgentRuntimeToolAction {
tool: "canvas.asset_generate".to_string(),
reason: Some("尝试使用会返回 3:2 文件的 1K 规格".to_string()),
input: serde_json::json!({
"prompt": "生成横屏界面原型",
"outputPath": "assets/ui-prototype.png",
"aspectRatio": "16:9",
"imageSize": "1K",
"assetKind": "ui-prototype",
"assetLabel": "游戏横屏界面原型图",
"replaceExisting": false
}),
};
let one_k_observation = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
"design-foundation",
"visual-fixed-contract-run",
"UI 原型必须使用真正的 16:9 输出规格",
&one_k_action,
Some("visual-fixed-contract-1k-action"),
)
.await;
assert_eq!(one_k_observation.status, "failed");
assert!(one_k_observation.summary.contains("不能覆盖固定输出合同"));
fs::remove_dir_all(root).ok();
}
#[test]
fn design_foundation_rejects_scene_image_stale_run_and_stale_sha_visual_proofs() {
let _platform_session = crate::platform_session::install_test_platform_session(
"visual-semantic-gate-test-user",
"visual-semantic-gate-test-key",
"https://dev.genarrative.world",
);
let _config_guard = crate::tests::write_test_local_config(
r#"{"editorApi":{"apiKey":"visual-semantic-gate-test-key"}}"#.to_string(),
);
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "UI 原型语义完成门禁测试")
.expect("project init");
register_canvas_visual_asset_fixture(&root, "assets/art-spec.png", "icon-spec");
register_canvas_visual_asset_fixture(&root, AGENT_RUNTIME_UI_PROTOTYPE_PATH, "ui-prototype");
let run_id = "design-ui-semantic-gate-run";
let state = start_game_creator_agent_runtime_task_at(
&root,
"design-foundation",
"交付真正可实现的 UI 原型",
run_id,
"agent-background-task",
"准备完成",
vec!["生成并检查 UI 原型".to_string()],
)
.expect("start UI prototype runtime");
let revision = read_game_creator_agent_runtime_project_revision(&root)
.expect("read UI prototype revision")
.revision;
let uninspected = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"只有文件登记不能证明它是真正的 UI 原型。",
revision,
&[],
)
.expect("missing visual verdict remains recoverable");
let uninspected_blocker = match uninspected {
AgentBackgroundFinalizationOutcome::Stale(blocker) => blocker,
_ => panic!("uninspected image must not complete design-foundation"),
};
assert!(uninspected_blocker
.detail
.as_deref()
.is_some_and(|detail| detail.contains("requiredInspection=image.inspect")));
append_ui_prototype_inspection_fixture_with_profile(&root, run_id, true, "ui-prototype.v1");
let legacy_v1 = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"历史 v1 审计不能放行当前 run。",
revision,
&[],
)
.expect("legacy v1 remains recoverable but not authoritative");
assert!(matches!(
legacy_v1,
AgentBackgroundFinalizationOutcome::Stale(ref blocker)
if blocker.tool == "runtime.visual_asset"
));
append_ui_prototype_inspection_fixture(&root, run_id, false);
let scene_blocked = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"场景图不能冒充 UI 原型。",
revision,
&[],
)
.expect("scene verdict remains recoverable");
let scene_blocker = match scene_blocked {
AgentBackgroundFinalizationOutcome::Stale(blocker) => blocker,
_ => panic!("scene image must not complete design-foundation"),
};
assert_eq!(scene_blocker.tool, "runtime.visual_asset");
assert!(scene_blocker.summary.contains("尚未通过结构化 UI 视觉检查"));
assert!(scene_blocker
.detail
.as_deref()
.is_some_and(|detail| detail.contains("informationHud=false")));
append_ui_prototype_inspection_fixture(&root, "another-design-run", true);
let wrong_run = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"其他 run 的证据不能放行。",
revision,
&[],
)
.expect("wrong run verdict remains recoverable");
assert!(matches!(
wrong_run,
AgentBackgroundFinalizationOutcome::Stale(ref blocker)
if blocker.tool == "runtime.visual_asset"
));
append_ui_prototype_inspection_fixture(&root, run_id, true);
let mut replacement = valid_test_png_bytes();
replacement.extend_from_slice(b"changed-ui-prototype");
fs::write(root.join(AGENT_RUNTIME_UI_PROTOTYPE_PATH), replacement)
.expect("replace UI prototype fixture");
let stale_sha = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"旧图片 SHA 的证据不能放行。",
revision,
&[],
)
.expect("stale sha verdict remains recoverable");
let stale_sha_blocker = match stale_sha {
AgentBackgroundFinalizationOutcome::Stale(blocker) => blocker,
_ => panic!("stale image proof must not complete design-foundation"),
};
assert!(stale_sha_blocker
.detail
.as_deref()
.is_some_and(|detail| detail.contains("requiredInspection=image.inspect")));
append_ui_prototype_inspection_fixture(&root, run_id, true);
let completed = finish_game_creator_agent_background_runtime_turn_at(
&root,
state,
"当前图片已通过全部八项 UI 原型检查。",
revision,
&[],
)
.expect("current passed UI proof allows finalization");
assert!(matches!(
completed,
AgentBackgroundFinalizationOutcome::Completed(_)
));
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn supervisor_collaboration_canvas_asset_generate_rechecks_after_project_lock() {
let root = unique_project_path();
@@ -1804,6 +1585,8 @@ async fn canvas_replacement_rejects_parent_run_that_terminates_during_external_r
"替换不符合原创要求的正式图片",
&serde_json::json!({
"prompt": "生成原创晶体与潮汐构装体图集",
"outputPath": "assets/art-spritesheet.png",
"assetKind": "art-spritesheet",
"replaceExisting": true
}),
),
@@ -2181,61 +1964,21 @@ fn gui_and_cli_autonomous_game_build_runs_still_allow_publish_delegates() {
}
#[test]
fn visual_specialist_delegations_require_image_artifacts_but_read_only_work_allows_none() {
let _platform_session = crate::platform_session::install_test_platform_session(
"visual-delegation-contract-user",
"visual-delegation-contract-key",
"https://dev.genarrative.world",
);
let _config_guard = crate::tests::write_test_local_config(
r#"{"editorApi":{"apiKey":"visual-delegation-contract-key"}}"#.to_string(),
);
fn read_only_delegation_persists_acceptance_criteria_without_artifacts() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "视觉委派合同测试").expect("project init");
init_local_game_project_at(&root, "project-1", "只读委派合同测试").expect("project init");
let parent_run_id = "visual-delegate-contract-parent-run";
start_game_creator_agent_runtime_task_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
"校验视觉专业任务合同",
"校验只读任务合同",
parent_run_id,
"agent-chat",
"准备委派",
vec!["拒绝用文本回执冒充图片".to_string()],
vec!["保存只读验收标准".to_string()],
)
.expect("start supervisor parent runtime");
for (agent_id, required_path) in [
("design-foundation", "assets/ui-prototype.png"),
("art-asset-plan", "assets/art-spritesheet.png"),
] {
let action_id = format!("reject-empty-visual-{agent_id}");
let observation = observe_agent_runtime_agent_delegate(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
parent_run_id,
Some(&action_id),
&serde_json::json!({
"agentId": agent_id,
"task": "交付真实图片",
"acceptanceCriteria": ["必须能看到图片"],
"expectedArtifacts": [],
"repairOfDelegationId": null,
"runId": null
}),
);
assert_eq!(observation.status, "failed");
assert!(observation.summary.contains(required_path));
let delegation_id = agent_runtime_delegation_id(
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
parent_run_id,
agent_id,
&action_id,
);
assert!(read_static_delegate_delivery_at(&root, &delegation_id)
.expect("read rejected visual delivery")
.is_none());
}
let target_agent_id = "quality-review";
let action_id = "allow-read-only-empty-artifacts";
let target_lock = try_acquire_game_creator_agent_runtime_task_lock(&root, target_agent_id)
@@ -653,7 +653,7 @@ fn parallel_read_batch_finishes_before_concurrent_steer_is_accepted() {
#[tokio::test]
async fn provider_action_batch_verification_then_parallel_reads_share_current_gate_snapshot() {
let root = unique_project_path();
init_local_game_project_at(
init_existing_html_project_at(
&root,
"project-provider-batch-verification-parallel-read",
"Provider 批次验证后并行读取测试",
@@ -929,117 +929,6 @@ fn project_supervisor_runtime_id_is_normalized_and_collected() {
fs::remove_dir_all(root).ok();
}
#[test]
fn visual_specialist_prompts_require_real_registered_image_deliveries() {
let _platform_session = crate::platform_session::install_test_platform_session(
"visual-prompt-test-user",
"visual-prompt-test-key",
"https://dev.genarrative.world",
);
let _config_guard = crate::tests::write_test_local_config(
r#"{"editorApi":{"apiKey":"visual-prompt-test-key"}}"#.to_string(),
);
let design_prompt = game_creator_agent_runtime_tool_plan_system_prompt_for_agent(
"design-foundation",
AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE,
);
for expected in [
"文本策划只是中间结果",
"canvas.asset_generate",
"16:9",
"2K",
"assets/ui-prototype.png",
"assetKind=ui-prototype",
"asset.list",
"image.inspect",
"ui-prototype.v2",
"informationHud",
"gameplaySurface",
"objectiveEntities",
"failureRestartFlow",
"responsiveLayout",
"不得假设为塔防",
"原创标题、实体、资源、目标名称与视觉语言",
"assets/art-spec.png",
"icon-spec",
"referenceImageSrcs 第一项",
"POST /api/external/v1/editor/images/generationskind=ui-design",
"不得误用 POST /api/external/v1/editor/ui-designs/assets/extractions",
"canvas.asset_generate 成功只表示候选图片已生成并登记,不等于视觉验收完成",
"由 Runtime 在收束门内同时核对固定 owner 文档",
"已有同路径画布资产时先核对登记",
"检查已通过时不得重复生成或再次扣费",
"纯场景图",
"不得把计划写完当成 completed",
] {
assert!(
design_prompt.contains(expected),
"design visual prompt missing {expected}"
);
}
let director_prompt = game_creator_agent_runtime_tool_plan_system_prompt_for_agent(
"art-director",
AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE,
);
for expected in [
"assets/art-spec.png",
"assetKind=icon-spec",
"POST /api/external/v1/editor/images/generationskind=spec",
"后续 UI 和透明图集共同引用",
"不得用 generationInputs.artSpec JSON",
"成功只表示固定候选已生成并登记,不等于视觉门已经通过",
"由 Runtime 在收束时核对当前 revision",
"缺少 resourceId 时不得提交最终回复",
] {
assert!(
director_prompt.contains(expected),
"art director prompt missing {expected}"
);
}
let art_prompt = game_creator_agent_runtime_tool_plan_system_prompt_for_agent(
"art-asset-plan",
AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE,
);
for expected in [
"资产清单和美术计划只是中间结果",
"canvas.asset_generate",
"assets/manifest.art.json",
"assets/art-spritesheet.png",
"固定使用 1:1、1K",
"assetKind=art-spritesheet",
"用 asset.list 确认 assets/art-spec.png 已登记",
"由 Runtime 形成 iconDescriptions",
"权威 resourceId 作为 referenceId",
"POST /api/external/v1/editor/icon-spritesheets/generations",
"screenColor=auto",
"不得回退普通生图",
"回读 observation 与 asset.list",
"真实 alpha",
"warning.code=postprocess-failed-source-preserved",
"不得登记、验收或自动重试",
"仅 sliceWarning",
"已有有效同路径资产时不得重复生成或扣费",
"asset.list",
"不得运行 game.static_smoke 或 preview.validate",
"不得编辑 game/index.html",
"透明证据不足时不得提交最终回复",
] {
assert!(
art_prompt.contains(expected),
"art visual prompt missing {expected}"
);
}
let ordinary_prompt = game_creator_agent_runtime_tool_plan_system_prompt_for_agent(
"quality-review",
AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE,
);
assert!(!ordinary_prompt.contains("assets/ui-prototype.png"));
assert!(!ordinary_prompt.contains("assets/art-spritesheet.png"));
}
#[test]
fn visual_prompts_degrade_to_text_contracts_without_editor_api_key() {
let _config_guard = crate::tests::write_test_local_config("{}".to_string());
@@ -2330,7 +2330,7 @@ async fn executed_project_verification_audit_failure_requires_reconciliation() {
#[test]
fn project_verification_gate_accepts_only_exact_game_static_smoke() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "精确静态验证项目").expect("project init");
init_existing_html_project_at(&root, "project-1", "精确静态验证项目").expect("project init");
advance_project_revision_for_test(&root, "playtest", "playtest-run", "file.write");
fs::write(
root.join("game/index.html"),
@@ -2536,7 +2536,7 @@ fn agent_runtime_project_verify_summary_hashes_command_without_head_or_tail() {
#[test]
fn limited_local_command_runs_static_game_smoke_and_writes_log() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
fs::write(
root.join("game/index.html"),
fake_llm_game_draft().game_html,
@@ -2866,7 +2866,7 @@ async fn project_verification_runs_without_prepost_and_records_failure_and_timeo
#[test]
fn limited_local_command_appends_playtest_to_existing_trace() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
fs::write(
root.join("game/index.html"),
fake_llm_game_draft().game_html,
@@ -2915,7 +2915,7 @@ fn limited_local_command_appends_playtest_to_existing_trace() {
#[test]
fn limited_local_command_rejects_placeholder_game_smoke() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
let error = run_limited_local_command_at(&root, "game.static_smoke")
.expect_err("placeholder game should fail smoke");
@@ -2927,7 +2927,7 @@ fn limited_local_command_rejects_placeholder_game_smoke() {
#[test]
fn limited_local_command_rejects_forbidden_runtime_apis() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
let html = fake_llm_game_draft()
.game_html
.replace("const marker =", "fetch('/secret');\n const marker =");
@@ -2943,7 +2943,7 @@ fn limited_local_command_rejects_forbidden_runtime_apis() {
#[test]
fn limited_local_command_rejects_blank_canvas_game_smoke() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
let html = r#"<!doctype html>
<html lang="zh-CN">
<body>
@@ -2970,7 +2970,8 @@ fn limited_local_command_rejects_blank_canvas_game_smoke() {
#[test]
fn limited_local_command_rejects_invalid_javascript_before_surface_checks() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "脚本语法优先验证测试").expect("project init");
init_existing_html_project_at(&root, "project-1", "脚本语法优先验证测试")
.expect("project init");
let html = r#"<!doctype html>
<html lang="zh-CN">
<body>
@@ -2994,7 +2995,7 @@ fn limited_local_command_rejects_invalid_javascript_before_surface_checks() {
#[test]
fn limited_local_command_rejects_token_rich_truncated_script() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "截断游戏入口测试").expect("project init");
init_existing_html_project_at(&root, "project-1", "截断游戏入口测试").expect("project init");
let html = r#"<!doctype html>
<html lang="zh-CN">
<body>
@@ -776,6 +776,7 @@ fn app_config_commands_write_runtime_config_file() {
.expect("read persisted runtime config");
assert!(!persisted.contains("editorApi"));
assert!(!persisted.contains("editor-key"));
assert!(!root.join(GAME_CREATOR_LOCAL_CONFIG_FILE_NAME).exists());
let read_back = read_game_creator_app_config().expect("read runtime config");
assert_eq!(read_back.config.llm.model, "runtime-model");
@@ -807,6 +808,99 @@ fn app_config_commands_write_runtime_config_file() {
fs::remove_dir_all(root).expect("cleanup runtime config dir");
}
#[test]
fn app_config_batch_restores_main_when_overlay_write_fails() {
for main_exists in [false, true] {
let root = unique_project_path();
fs::create_dir_all(&root).expect("config dir");
let main = root.join(GAME_CREATOR_CONFIG_FILE_NAME);
let overlay = root.join(GAME_CREATOR_LOCAL_CONFIG_FILE_NAME);
let original = "{\"llm\":{\"stream\":false}}\n";
if main_exists {
fs::write(&main, original).expect("main config");
}
fs::write(&overlay, original).expect("overlay config");
// 普通目录占据备份路径,让覆盖文件在替换前失败。
fs::create_dir(root.join(format!(".{}.previous", GAME_CREATOR_LOCAL_CONFIG_FILE_NAME)))
.expect("block overlay replacement");
crate::config::write_game_creator_config_batch(&[
(main.clone(), "{\"llm\":{\"stream\":true}}\n".to_string()),
(overlay.clone(), "{\"llm\":{\"stream\":true}}\n".to_string()),
])
.expect_err("overlay replacement must fail");
if main_exists {
assert_eq!(fs::read_to_string(&main).expect("restored main"), original);
} else {
assert!(!main.exists());
}
assert_eq!(
fs::read_to_string(&overlay).expect("unchanged overlay"),
original
);
fs::remove_dir_all(root).expect("cleanup config dir");
}
}
#[test]
fn app_config_save_updates_conflicting_local_overlay() {
let root = unique_project_path();
fs::create_dir_all(&root).expect("config dir");
let _guard = use_test_runtime_config_dir(root.clone());
let overlay_path = root.join(GAME_CREATOR_LOCAL_CONFIG_FILE_NAME);
fs::write(
&overlay_path,
r#"{"llm":{"reasoningEffort":"low"},"selectedModelId":"existing","selectedModelIsDefault":true,"custom":{"keep":true}}"#,
)
.expect("write overlay");
let mut config = load_game_creator_app_config().expect("load config");
config.llm.reasoning_effort = "high".to_string();
config.selected_model_is_default = false;
let saved = write_game_creator_app_config(config).expect("save config");
let effective = load_game_creator_app_config().expect("effective config");
assert_eq!(saved.config.llm.reasoning_effort, "high");
assert_eq!(effective.llm.reasoning_effort, "high");
assert!(saved.config.selected_model_is_default);
assert!(effective.selected_model_is_default);
let overlay: serde_json::Value =
serde_json::from_str(&fs::read_to_string(&overlay_path).expect("read overlay"))
.expect("parse overlay");
assert_eq!(overlay["selectedModelId"], "existing");
assert_eq!(overlay["selectedModelIsDefault"], true);
assert_eq!(
overlay["llm"],
serde_json::json!({"reasoningEffort": "high"})
);
assert_eq!(overlay["custom"]["keep"], true);
fs::remove_dir_all(root).expect("cleanup config dir");
}
#[test]
fn app_config_model_selection_only_updates_model_overlay() {
let root = unique_project_path();
fs::create_dir_all(&root).expect("config dir");
let _guard = use_test_runtime_config_dir(root.clone());
let overlay_path = root.join(GAME_CREATOR_LOCAL_CONFIG_FILE_NAME);
fs::write(
&overlay_path,
r#"{"selectedModelId":"old","selectedModelIsDefault":false,"llm":{"reasoningEffort":"low"}}"#,
)
.expect("write overlay");
let saved = select_game_creator_model("new-model".to_string(), true).expect("select model");
let effective = load_game_creator_app_config().expect("effective config");
assert_eq!(saved.config.selected_model_id, "new-model");
assert_eq!(effective.selected_model_id, "new-model");
assert!(saved.config.selected_model_is_default);
assert!(effective.selected_model_is_default);
let overlay: serde_json::Value =
serde_json::from_str(&fs::read_to_string(&overlay_path).expect("read overlay"))
.expect("parse overlay");
assert_eq!(
overlay["llm"],
serde_json::json!({"reasoningEffort": "low"})
);
fs::remove_dir_all(root).expect("cleanup config dir");
}
#[test]
fn model_selection_default_flag_round_trips() {
let root = unique_project_path();
@@ -1944,7 +1944,7 @@ fn validate_llm_game_draft_accepts_win_condition_as_goal() {
#[tokio::test]
async fn agent_run_resume_restarts_generation_from_latest_goal() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
write_agent_run_trace(
&root,
"run-control-resume",
@@ -299,6 +299,22 @@ impl Drop for TestRuntimeConfigDirGuard {
}
}
fn init_existing_html_project_at(
root: &Path,
project_id: &str,
name: &str,
) -> Result<InitLocalProjectResult, String> {
// 已有单 HTML 项目在初始化前就有入口,不能使用新建 npm 项目的脚手架。
let game_dir = root.join("game");
fs::create_dir_all(&game_dir).expect("create existing HTML fixture directory");
fs::write(
game_dir.join("index.html"),
"<!doctype html><html lang=\"zh-CN\"><meta charset=\"UTF-8\"><body>还没有生成游戏</body></html>",
)
.expect("write existing HTML fixture entry");
init_local_game_project_at(root, project_id, name)
}
fn unique_project_path() -> PathBuf {
let millis = SystemTime::now()
.duration_since(UNIX_EPOCH)
@@ -3706,52 +3722,6 @@ fn ui_prototype_assessment_fixture(passed: bool) -> String {
.to_string()
}
fn append_ui_prototype_inspection_fixture(root: &Path, run_id: &str, passed: bool) {
append_ui_prototype_inspection_fixture_with_profile(
root,
run_id,
passed,
AGENT_RUNTIME_UI_PROTOTYPE_VALIDATION_PROFILE,
);
}
fn append_ui_prototype_inspection_fixture_with_profile(
root: &Path,
run_id: &str,
passed: bool,
validation_profile: &str,
) {
let image_bytes =
fs::read(root.join(AGENT_RUNTIME_UI_PROTOTYPE_PATH)).expect("read UI prototype fixture");
let image_sha256 = format!("{:x}", Sha256::digest(&image_bytes));
let issues = if passed {
Vec::<String>::new()
} else {
vec!["只有战场场景和来袭箭头,缺少资源栏、单位卡槽、波次状态与主要控件".to_string()]
};
append_agent_db_record(
root,
serde_json::json!({
"recordType": "agent.runtime.image.inspect",
"agentId": "design-foundation",
"runId": run_id,
"images": [{
"path": AGENT_RUNTIME_UI_PROTOTYPE_PATH,
"sha256": image_sha256,
"bytes": image_bytes.len(),
}],
"responseId": "resp_ui_prototype_fixture",
"conclusionChars": 20,
"inspectionKind": AGENT_RUNTIME_UI_PROTOTYPE_INSPECTION_KIND,
"validationProfile": validation_profile,
"passed": passed,
"checks": ui_prototype_checks_fixture(passed),
"issues": issues,
}),
)
.expect("append UI prototype inspection fixture");
}
fn supervisor_collaboration_delegate_action_for_test(
agent_id: &str,
repair_of_delegation_id: Option<&str>,
@@ -550,7 +550,7 @@ fn canonical_visual_completion_requires_persisted_route_kind_and_current_spec_re
#[tokio::test]
async fn background_agent_runtime_can_start_local_preview() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "月光厨房").expect("project init");
init_existing_html_project_at(&root, "project-1", "月光厨房").expect("project init");
fs::write(
root.join("game/index.html"),
fake_llm_game_draft().game_html,
@@ -1289,6 +1289,7 @@ async fn platform_art_external_request_does_not_hold_project_lock_or_overwrite_m
#[tokio::test]
async fn generate_local_game_draft_fails_after_max_passes_without_final_artifacts() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-1", "HTML fixture").expect("project init");
let mut invalid_draft = fake_llm_game_draft();
invalid_draft.game_html = r#"<!doctype html>
<html lang="zh-CN">
@@ -2590,7 +2591,7 @@ fn local_project_file_commands_read_write_list_and_delete_text_files() {
#[test]
fn local_project_export_package_uses_runtime_whitelist_and_records() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
write_local_project_file_at(&root, "game/index.html", &fake_llm_game_draft().game_html)
.expect("write playable html");
write_local_project_file_at(&root, "assets/hero.txt", "hero asset").expect("write asset");
@@ -2709,7 +2710,7 @@ fn local_project_export_package_list_skips_symlink_packages() {
#[test]
fn local_project_export_package_rejects_symlink_assets() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
write_local_project_file_at(&root, "game/index.html", &fake_llm_game_draft().game_html)
.expect("write playable html");
write_local_project_file_at(&root, "exports/README.md", "playtest notes")
@@ -2731,7 +2732,7 @@ fn local_project_export_package_rejects_symlink_assets() {
#[test]
fn local_project_export_package_rejects_symlink_runtime_dirs_and_readme() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
write_local_project_file_at(&root, "game/index.html", &fake_llm_game_draft().game_html)
.expect("write playable html");
write_local_project_file_at(&root, "memory/project.md", "private memory")
@@ -2763,7 +2764,7 @@ fn local_project_export_package_rejects_symlink_runtime_dirs_and_readme() {
#[test]
fn local_project_export_package_requires_playable_html_and_readme() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
let missing_readme =
export_local_project_package_at(&root).expect_err("default html is not playable");
assert!(missing_readme.contains("游戏入口必须包含可渲染画布"));
@@ -3640,7 +3641,7 @@ fn cli_agent_resume_without_appdata_fails_before_runtime_dispatch() {
#[test]
fn local_preview_server_serves_game_index() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
fs::write(root.join("assets/player.png"), b"PNGDATA").expect("asset");
let (preview, stop) = start_local_game_preview_for_project(&root).expect("preview start");
@@ -4619,7 +4620,7 @@ fn local_preview_bridge_injection_stays_outside_unclosed_inert_html_contexts() {
#[test]
fn local_preview_server_drains_split_browser_headers_before_response() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "鍍忕礌鍔ㄤ綔鍘熷瀷").expect("project init");
init_existing_html_project_at(&root, "project-1", "鍍忕礌鍔ㄤ綔鍘熷瀷").expect("project init");
let (preview, stop) = start_local_game_preview_for_project(&root).expect("preview start");
let mut stream = TcpStream::connect(("127.0.0.1", preview.port)).expect("preview connect");
@@ -4699,7 +4700,7 @@ fn preview_content_type_covers_common_game_assets() {
#[test]
fn local_preview_head_preserves_asset_content_length() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "像素动作原型").expect("project init");
init_existing_html_project_at(&root, "project-1", "像素动作原型").expect("project init");
fs::write(root.join("assets/player.png"), b"PNGDATA").expect("asset");
let response = build_preview_response(&root, "HEAD", "/assets/player.png");
@@ -4741,7 +4742,7 @@ fn local_preview_project_revision_reports_the_current_atomic_sidecar() {
#[test]
fn local_preview_start_rejects_a_stale_validated_revision_atomically() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "预览 revision 启动门禁测试")
init_existing_html_project_at(&root, "project-1", "预览 revision 启动门禁测试")
.expect("project init");
let revision = advance_project_revision_for_test(
&root,
@@ -4768,7 +4769,7 @@ fn local_preview_start_rejects_a_stale_validated_revision_atomically() {
#[test]
fn stale_preview_cleanup_does_not_stop_a_newer_matching_project_server() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "预览原子停止测试").expect("project init");
init_existing_html_project_at(&root, "project-1", "预览原子停止测试").expect("project init");
let registry = PreviewRegistry::default();
let (first, first_stop) =
start_local_game_preview_for_project(&root).expect("first preview start");
@@ -4799,7 +4800,8 @@ fn stale_preview_cleanup_does_not_stop_a_newer_matching_project_server() {
#[test]
fn stale_preview_cleanup_cannot_be_blocked_by_project_stop_policy() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "预览补偿清理策略测试").expect("project init");
init_existing_html_project_at(&root, "project-1", "预览补偿清理策略测试")
.expect("project init");
write_project_permission_policy_at(
&root,
ProjectPermissionPolicy {
@@ -4826,6 +4828,7 @@ fn stale_preview_cleanup_cannot_be_blocked_by_project_stop_policy() {
#[test]
fn local_preview_serves_generated_playable_game() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-1", "HTML fixture").expect("project init");
write_local_game_draft_at(&root, "像素风横版动作", &fake_llm_game_draft())
.expect("draft should generate");
@@ -98,6 +98,7 @@ async fn request_llm_game_draft_uses_openai_compatible_provider_output() {
#[tokio::test]
async fn generate_local_game_draft_sends_asset_context_to_llm() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-1", "HTML fixture").expect("project init");
let uploaded = upload_local_asset_at(&root, "../角色.png", "image/png", b"fake-png")
.expect("asset upload");
append_local_conversation_message_at(
@@ -1344,7 +1345,7 @@ async fn provider_action_batch_agent_db_failure_does_not_advance_cursor() {
#[tokio::test]
async fn provider_action_batch_mutation_then_verification_rolls_forward_gate() {
let root = unique_project_path();
init_local_game_project_at(
init_existing_html_project_at(
&root,
"project-provider-batch-mutation-verification",
"Provider 批次修改后验证测试",
@@ -5864,7 +5865,7 @@ async fn background_agent_runtime_cancellation_wins_over_inflight_llm_error() {
#[tokio::test]
async fn agent_loop_uses_per_agent_llm_overrides() {
let root = unique_project_path();
init_local_game_project_at(&root, "local-project-draft", "未命名游戏原型")
init_existing_html_project_at(&root, "local-project-draft", "未命名游戏原型")
.expect("init project");
let (planner_sender, planner_receiver) = mpsc::channel();
let planner_base_url = spawn_mock_llm_server_responses_with_capture(
@@ -6081,7 +6082,7 @@ async fn agent_role_briefs_run_same_wave_llm_agents_in_parallel() {
#[tokio::test]
async fn agent_loop_writes_spec_findings_and_retries_generator() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "月光厨房").expect("project init");
init_existing_html_project_at(&root, "project-1", "月光厨房").expect("project init");
let mut first_draft = fake_llm_game_draft();
first_draft.game_html = r#"<!doctype html>
<html lang="zh-CN">
@@ -980,180 +980,6 @@ async fn provider_retry_final_reply_thinking_only_response_retries_before_handof
fs::remove_dir_all(config_dir).ok();
}
#[test]
fn visual_specialist_finalization_requires_existing_registered_canvas_image() {
let _platform_session = crate::platform_session::install_test_platform_session(
"visual-finalization-test-user",
"visual-finalization-test-key",
"https://dev.genarrative.world",
);
let _config_guard = crate::tests::write_test_local_config(
r#"{"editorApi":{"apiKey":"visual-finalization-test-key"}}"#.to_string(),
);
for (agent_id, local_path, kind) in [
(
"design-foundation",
"assets/ui-prototype.png",
"ui-prototype",
),
(
"art-asset-plan",
"assets/art-spritesheet.png",
"art-spritesheet",
),
] {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "视觉 Runtime 完成门禁测试")
.expect("project init");
register_canvas_visual_asset_fixture(&root, "assets/art-spec.png", "icon-spec");
let run_id = format!("visual-finalization-{agent_id}");
let state = start_game_creator_agent_runtime_task_at(
&root,
agent_id,
"必须交付真实图片",
&run_id,
"agent-background-task",
"准备完成",
vec!["生成并登记图片".to_string()],
)
.expect("start visual runtime");
let revision = read_game_creator_agent_runtime_project_revision(&root)
.expect("read visual revision")
.revision;
let missing_file = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"不能在缺图时完成",
revision,
&[],
)
.expect("missing image is recoverable blocker");
let blocker = match missing_file {
AgentBackgroundFinalizationOutcome::Stale(blocker) => blocker,
_ => panic!("missing image must block finalization"),
};
assert_eq!(blocker.tool, "runtime.visual_asset");
assert!(blocker.summary.contains("不能完成任务"));
assert!(blocker
.detail
.as_deref()
.is_some_and(|detail| detail.contains(local_path)));
let absolute_path = root.join(local_path);
fs::create_dir_all(absolute_path.parent().expect("visual parent"))
.expect("create unregistered visual directory");
fs::write(
&absolute_path,
if kind == "art-spritesheet" {
transparent_test_png_bytes()
} else {
valid_test_png_bytes()
},
)
.expect("write unregistered visual image");
let unregistered = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"不能在图片未登记时完成",
revision,
&[],
)
.expect("unregistered image is recoverable blocker");
assert!(matches!(
unregistered,
AgentBackgroundFinalizationOutcome::Stale(ref blocker)
if blocker.tool == "runtime.visual_asset"
));
register_local_asset_at(
&root,
local_path,
kind,
"image/png",
"canvas",
GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
canvas_project_id: Some("canvas-project-1".to_string()),
resource_id: Some(format!("resource-{kind}")),
asset_object_id: Some(format!("asset-object-{kind}")),
task_id: Some(format!("task-{kind}")),
prompt: Some("测试视觉资产".to_string()),
model: Some("gpt-image-2".to_string()),
generation_route: None,
generation_kind: None,
reference_resource_ids: Vec::new(),
},
)
.expect("register legacy canvas image");
let legacy = finish_game_creator_agent_background_runtime_turn_at(
&root,
state.clone(),
"旧文件不能冒充正式视觉产物",
revision,
&[],
)
.expect("legacy image is a recoverable blocker");
assert!(matches!(
legacy,
AgentBackgroundFinalizationOutcome::Stale(ref blocker)
if blocker.tool == "runtime.visual_asset"
&& blocker.detail.as_deref().is_some_and(|detail| detail.contains("legacy"))
));
register_local_asset_at(
&root,
local_path,
kind,
"image/png",
"canvas",
GameCreationAppAssetSource {
kind: GameCreationAppAssetSourceKind::Canvas,
canvas_project_id: Some("canvas-project-1".to_string()),
resource_id: Some(format!("resource-{kind}")),
asset_object_id: Some(format!("asset-object-{kind}")),
task_id: Some(format!("task-{kind}")),
prompt: Some("测试视觉资产".to_string()),
model: Some("gpt-image-2".to_string()),
generation_route: Some(
if kind == "ui-prototype" {
"/api/external/v1/editor/images/generations"
} else {
"/api/external/v1/editor/icon-spritesheets/generations"
}
.to_string(),
),
generation_kind: Some(
if kind == "ui-prototype" {
"ui-design"
} else {
"icon-spritesheet"
}
.to_string(),
),
reference_resource_ids: vec!["resource-icon-spec".to_string()],
},
)
.expect("register provenanced canvas image");
if agent_id == "design-foundation" {
append_ui_prototype_inspection_fixture(&root, &run_id, true);
}
let completed = finish_game_creator_agent_background_runtime_turn_at(
&root,
state,
"真实图片已经生成并登记。",
revision,
&[],
)
.expect("registered image allows finalization");
assert!(matches!(
completed,
AgentBackgroundFinalizationOutcome::Completed(_)
));
fs::remove_dir_all(root).ok();
}
}
#[test]
fn background_finalization_rechecks_stale_credential_before_assistant_persistence() {
let root = unique_project_path();
@@ -1,4 +1,5 @@
use super::support::*;
use crate::tests::init_existing_html_project_at;
#[test]
fn agent_runtime_agent_message_uses_durable_semantic_idempotency() {
@@ -539,7 +540,7 @@ async fn background_agent_runtime_can_read_other_agent_status() {
#[tokio::test]
async fn background_agent_runtime_can_run_limited_static_smoke() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "月光厨房").expect("project init");
init_existing_html_project_at(&root, "project-1", "月光厨房").expect("project init");
let playable_game_html = fake_llm_game_draft().game_html;
write_project_permission_policy_at(
&root,
@@ -1549,49 +1550,6 @@ async fn background_agent_runtime_deletes_file_then_verifies_before_completion()
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn art_asset_plan_cannot_delete_registered_fixed_visual_asset() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "固定美术资产删除门禁").expect("project init");
register_canvas_visual_asset_fixture(&root, "assets/art-spritesheet.png", "art-spritesheet");
write_project_permission_policy_at(
&root,
ProjectPermissionPolicy {
denied_commands: Vec::new(),
confirm_commands: Vec::new(),
agent_policies: BTreeMap::new(),
},
)
.expect("allow delete tools");
let action = AgentRuntimeToolAction {
tool: "file.delete".to_string(),
reason: Some("尝试删除已登记的固定美术素材".to_string()),
input: serde_json::json!({ "path": "assets/art-spritesheet.png" }),
};
let observation = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
"art-asset-plan",
"art-delete-protection-run",
"已登记的固定美术素材必须复用",
&action,
Some("art-delete-protection-action"),
)
.await;
assert_eq!(observation.status, "blocked");
assert!(observation.summary.contains("禁止删除固定正式产物"));
assert!(root.join("assets/art-spritesheet.png").is_file());
assert_eq!(
read_game_creator_agent_runtime_project_revision(&root)
.expect("read revision")
.revision,
0
);
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn design_foundation_file_tools_cannot_modify_the_game_entry() {
let root = unique_project_path();
@@ -3989,137 +3989,6 @@ async fn background_task_recovers_when_assistant_message_cannot_persist() {
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn task_update_requires_registered_visual_asset_before_completion() {
let _platform_session = crate::platform_session::install_test_platform_session(
"visual-task-update-test-user",
"visual-task-update-test-key",
"https://dev.genarrative.world",
);
let _config_guard = crate::tests::write_test_local_config(
r#"{"editorApi":{"apiKey":"visual-task-update-test-key"}}"#.to_string(),
);
for (task_id, local_path, kind, missing_summary) in [
(
"art-director",
"assets/art-spec.png",
"icon-spec",
"统一视觉规范图尚未按正式视觉流程生成并登记",
),
(
"design-foundation",
"assets/ui-prototype.png",
"ui-prototype",
"策划界面原型图尚未按正式视觉流程生成并登记",
),
(
"art-asset-plan",
"assets/art-spritesheet.png",
"art-spritesheet",
"首版美术素材图尚未按正式视觉流程生成并登记",
),
] {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "视觉任务完成门禁测试")
.expect("project init");
write_project_permission_policy_at(
&root,
ProjectPermissionPolicy {
denied_commands: Vec::new(),
confirm_commands: Vec::new(),
agent_policies: BTreeMap::new(),
},
)
.expect("allow task update");
let run_id = format!("visual-task-update-{task_id}");
let action = AgentRuntimeToolAction {
tool: "task.update".to_string(),
reason: Some("标记视觉任务完成".to_string()),
input: serde_json::json!({
"taskId": task_id,
"status": "completed"
}),
};
let missing = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
task_id,
&run_id,
"完成视觉任务",
&action,
Some("visual-task-update-missing"),
)
.await;
assert_eq!(missing.status, "failed");
assert!(missing.summary.contains(missing_summary));
let manifest = read_manifest_for_project(&root).expect("manifest after rejected update");
assert_eq!(
manifest
.tasks
.iter()
.find(|task| task.id == task_id)
.expect("visual task")
.status,
GameCreationAppTaskStatus::Pending
);
if task_id != "art-director" {
register_canvas_visual_asset_fixture(&root, "assets/art-spec.png", "icon-spec");
}
if task_id == "art-asset-plan" {
register_canvas_visual_asset_fixture(&root, "assets/ui-prototype.png", "ui-prototype");
}
register_canvas_visual_asset_fixture(&root, local_path, kind);
if task_id == "design-foundation" {
append_ui_prototype_inspection_fixture(&root, &run_id, false);
let scene_rejected = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
task_id,
&run_id,
"拒绝用场景图完成 UI 原型任务",
&action,
Some("visual_task_update_scene_rejected"),
)
.await;
assert_eq!(scene_rejected.status, "failed");
assert!(scene_rejected.summary.contains("结构化 UI 视觉检查"));
let manifest =
read_manifest_for_project(&root).expect("manifest after rejected scene image");
assert_eq!(
manifest
.tasks
.iter()
.find(|task| task.id == task_id)
.expect("design visual task")
.status,
GameCreationAppTaskStatus::Pending
);
append_ui_prototype_inspection_fixture(&root, &run_id, true);
}
let completed = execute_game_creator_agent_runtime_tool_action_with_action_id(
&root,
task_id,
&run_id,
"完成视觉任务",
&action,
Some("visual-task-update-completed"),
)
.await;
assert_eq!(completed.status, "ok", "{completed:?}");
let manifest = read_manifest_for_project(&root).expect("manifest after visual completion");
assert_eq!(
manifest
.tasks
.iter()
.find(|task| task.id == task_id)
.expect("visual task")
.status,
GameCreationAppTaskStatus::Completed
);
fs::remove_dir_all(root).ok();
}
}
#[test]
fn schedule_ready_manifest_tasks_command_requires_auto_policy() {
let root = unique_project_path();
@@ -675,6 +675,7 @@ async fn background_agent_runtime_file_and_memory_writes_respect_project_policy(
#[test]
fn generate_local_game_draft_writes_memory_design_and_game() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-1", "HTML fixture").expect("project init");
let draft = fake_llm_game_draft();
let result = write_local_game_draft_at(&root, "像素风横版动作 </script><script>", &draft)
.expect("draft should generate");
@@ -761,6 +762,7 @@ fn generate_local_game_draft_writes_memory_design_and_game() {
#[test]
fn generate_local_game_draft_appends_short_and_long_memory() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-1", "HTML fixture").expect("project init");
let draft = fake_llm_game_draft();
write_local_game_draft_at(&root, "第一版横版动作", &draft).expect("first draft");
-1
View File
@@ -11091,7 +11091,6 @@ export function App({
{runtimeConfigOpen ? (
<RuntimeConfigDialog
projectPath={localProject?.projectPath}
llmConfigStatus={llmConfigStatus}
onClose={() => setRuntimeConfigOpen(false)}
onLog={(entry) => setCommandLog((current) => [...current, entry])}
/>

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