补齐Agent任务历史可视化

Agent Runtime 增加每个 Agent 的任务历史 JSONL 和最近任务读取。

任务记录状态改为 running、completed、failed 的任务视角。

开发窗口和项目 Agent 弹窗的 Runtime 面板展示最近任务。

补充 Rust 与前端测试,并更新实施计划和共享决策记录。
This commit is contained in:
AIGameCreator App
2026-07-09 23:22:06 +08:00
parent 8c077d8eb8
commit 7c17ce6811
7 changed files with 296 additions and 16 deletions
@@ -195,6 +195,7 @@ pub(crate) fn read_game_creator_agent_runtime_at(
validate_project_root(root)?;
let session_path = game_creator_agent_runtime_session_path(root, agent_id);
let event_path = game_creator_agent_runtime_event_path(root, agent_id);
let task_path = game_creator_agent_runtime_task_path(root, agent_id);
let mut state = match fs::read_to_string(&session_path) {
Ok(content) => serde_json::from_str::<AgentRuntimeState>(&content).map_err(|error| {
format!(
@@ -214,11 +215,14 @@ pub(crate) fn read_game_creator_agent_runtime_at(
};
normalize_game_creator_agent_runtime_state(&mut state, agent_id);
let recent_events = read_recent_game_creator_agent_runtime_events(&event_path)?;
let recent_tasks = read_recent_game_creator_agent_runtime_tasks(&task_path)?;
Ok(AgentRuntimeResult {
state,
session_path: session_path.to_string_lossy().into_owned(),
event_path: event_path.to_string_lossy().into_owned(),
task_path: task_path.to_string_lossy().into_owned(),
recent_events,
recent_tasks,
})
}
@@ -942,6 +946,7 @@ pub(crate) fn start_game_creator_agent_runtime_task_at(
state.observations = vec!["已创建本轮 Agent Runtime run。".to_string()];
state.updated_at = unix_timestamp();
write_game_creator_agent_runtime_state(root, &state)?;
append_game_creator_agent_runtime_task(root, &state)?;
append_game_creator_agent_runtime_event(
root,
&state,
@@ -982,6 +987,7 @@ pub(crate) fn advance_game_creator_agent_runtime_turn_at(
}
state.updated_at = unix_timestamp();
write_game_creator_agent_runtime_state(root, &state)?;
append_game_creator_agent_runtime_task(root, &state)?;
append_game_creator_agent_runtime_event(
root,
&state,
@@ -1009,6 +1015,7 @@ pub(crate) fn finish_game_creator_agent_runtime_turn_at(
.push("Agent 已完成回复,assistant 消息等待或已经由前端落盘。".to_string());
state.updated_at = unix_timestamp();
write_game_creator_agent_runtime_state(root, &state)?;
append_game_creator_agent_runtime_task(root, &state)?;
append_game_creator_agent_runtime_event(
root,
&state,
@@ -1044,6 +1051,7 @@ pub(crate) fn fail_game_creator_agent_runtime_turn_at(
state.error = Some(sanitize_agent_runtime_text(error, 500));
state.updated_at = unix_timestamp();
write_game_creator_agent_runtime_state(root, &state)?;
append_game_creator_agent_runtime_task(root, &state)?;
append_game_creator_agent_runtime_event(
root,
&state,
@@ -1184,6 +1192,45 @@ fn normalize_game_creator_agent_runtime_event(event: &mut AgentRuntimeEvent) {
}
}
fn normalize_game_creator_agent_runtime_task(record: &mut AgentRuntimeTaskRecord) {
if record.schema_version.trim().is_empty() {
record.schema_version = AGENT_RUNTIME_SCHEMA_VERSION.to_string();
}
if record.agent_id.trim().is_empty() {
record.agent_id = record.task_id.clone();
}
if record.task_id.trim().is_empty() {
record.task_id = record.agent_id.clone();
}
if record.session_id.trim().is_empty() {
record.session_id = format!("agent-session-{}", record.agent_id);
}
if record.run_id.trim().is_empty() {
record.run_id = format!("agent-runtime-{}-{}", record.agent_id, record.updated_at);
}
if record.source.trim().is_empty() {
record.source = "agent-chat".to_string();
}
if record.status.trim().is_empty() {
record.status = "idle".to_string();
}
if record.phase == "completed" && record.status == "idle" {
record.status = "completed".to_string();
}
if record.phase == "failed" && record.status != "failed" {
record.status = "failed".to_string();
}
if record.phase.trim().is_empty() {
record.phase = "idle".to_string();
}
if record.current_action.trim().is_empty() {
record.current_action = "等待输入".to_string();
}
if record.updated_at == 0 {
record.updated_at = unix_timestamp();
}
}
fn game_creator_agent_runtime_session_path(root: &Path, agent_id: &str) -> PathBuf {
root.join(".agent")
.join("runtime")
@@ -1198,6 +1245,13 @@ fn game_creator_agent_runtime_event_path(root: &Path, agent_id: &str) -> PathBuf
.join(format!("{agent_id}.jsonl"))
}
fn game_creator_agent_runtime_task_path(root: &Path, agent_id: &str) -> PathBuf {
root.join(".agent")
.join("runtime")
.join("tasks")
.join(format!("{agent_id}.jsonl"))
}
#[derive(Debug)]
struct AgentRuntimeTaskLock {
path: PathBuf,
@@ -1353,6 +1407,56 @@ fn append_game_creator_agent_runtime_event(
.map_err(|error| format!("写入 Agent Runtime 事件失败:{}: {error}", path.display()))
}
fn append_game_creator_agent_runtime_task(
root: &Path,
state: &AgentRuntimeState,
) -> Result<(), String> {
let path = game_creator_agent_runtime_task_path(root, &state.agent_id);
if let Some(parent) = path.parent() {
fs::create_dir_all(parent).map_err(|error| {
format!(
"创建 Agent Runtime 任务目录失败:{}: {error}",
parent.display()
)
})?;
}
let record = AgentRuntimeTaskRecord {
schema_version: AGENT_RUNTIME_SCHEMA_VERSION.to_string(),
agent_id: state.agent_id.clone(),
task_id: state.task_id.clone(),
session_id: state.session_id.clone(),
run_id: state.run_id.clone(),
source: state.source.clone(),
task: state.current_task.clone(),
status: game_creator_agent_runtime_task_status(state),
phase: state.phase.clone(),
current_action: state.current_action.clone(),
error: state.error.clone(),
updated_at: state.updated_at,
};
let mut file = fs::OpenOptions::new()
.create(true)
.append(true)
.open(&path)
.map_err(|error| format!("打开 Agent Runtime 任务失败:{}: {error}", path.display()))?;
serde_json::to_writer(&mut file, &record)
.map_err(|error| format!("序列化 Agent Runtime 任务失败:{error}"))?;
file.write_all(b"\n")
.map_err(|error| format!("写入 Agent Runtime 任务失败:{}: {error}", path.display()))
}
fn game_creator_agent_runtime_task_status(state: &AgentRuntimeState) -> String {
if state.error.is_some() || state.status == "failed" || state.phase == "failed" {
"failed".to_string()
} else if state.phase == "completed" {
"completed".to_string()
} else if state.status == "running" {
"running".to_string()
} else {
state.status.clone()
}
}
fn read_recent_game_creator_agent_runtime_events(
path: &Path,
) -> Result<Vec<AgentRuntimeEvent>, String> {
@@ -1391,6 +1495,53 @@ fn read_recent_game_creator_agent_runtime_events(
}
}
fn read_recent_game_creator_agent_runtime_tasks(
path: &Path,
) -> Result<Vec<AgentRuntimeTaskRecord>, String> {
let mut records = Vec::new();
match File::open(path) {
Ok(file) => {
for line in BufReader::new(file).lines() {
let line = line.map_err(|error| {
format!("读取 Agent Runtime 任务失败:{}: {error}", path.display())
})?;
let line = line.trim();
if line.is_empty() {
continue;
}
match serde_json::from_str::<AgentRuntimeTaskRecord>(line) {
Ok(mut record) => {
normalize_game_creator_agent_runtime_task(&mut record);
records.push(record);
}
Err(_) => continue,
}
}
}
Err(error) if error.kind() == std::io::ErrorKind::NotFound => {}
Err(error) => {
return Err(format!(
"读取 Agent Runtime 任务失败:{}: {error}",
path.display()
));
}
}
let mut recent = Vec::new();
let mut seen_run_ids: Vec<String> = Vec::new();
for record in records.into_iter().rev() {
if seen_run_ids.iter().any(|run_id| run_id == &record.run_id) {
continue;
}
seen_run_ids.push(record.run_id.clone());
recent.push(record);
if recent.len() >= AGENT_RUNTIME_RECENT_TASK_LIMIT {
break;
}
}
recent.reverse();
Ok(recent)
}
fn truncate_agent_runtime_text(value: &str, max_chars: usize) -> String {
let value = value.trim();
let mut output = String::new();
@@ -198,13 +198,44 @@ struct AgentRuntimeEvent {
updated_at: u64,
}
#[derive(Clone, Debug, Deserialize, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
struct AgentRuntimeTaskRecord {
#[serde(default)]
schema_version: String,
#[serde(default)]
agent_id: String,
#[serde(default)]
task_id: String,
#[serde(default)]
session_id: String,
#[serde(default)]
run_id: String,
#[serde(default)]
source: String,
#[serde(default)]
task: String,
#[serde(default)]
status: String,
#[serde(default)]
phase: String,
#[serde(default)]
current_action: String,
#[serde(default)]
error: Option<String>,
#[serde(default)]
updated_at: u64,
}
#[derive(Debug, Eq, PartialEq, Serialize)]
#[serde(rename_all = "camelCase")]
struct AgentRuntimeResult {
state: AgentRuntimeState,
session_path: String,
event_path: String,
task_path: String,
recent_events: Vec<AgentRuntimeEvent>,
recent_tasks: Vec<AgentRuntimeTaskRecord>,
}
#[derive(Clone, Debug, Eq, PartialEq, Serialize)]
@@ -613,6 +644,7 @@ const PROJECT_WRITE_LOCK_PATH: &str = ".agent/project.lock";
const LOCAL_CONVERSATION_SCHEMA_VERSION: &str = "game-creator-conversation.v1";
const AGENT_RUNTIME_SCHEMA_VERSION: &str = "game-creator-agent-runtime.v1";
const AGENT_RUNTIME_RECENT_EVENT_LIMIT: usize = 20;
const AGENT_RUNTIME_RECENT_TASK_LIMIT: usize = 12;
const GAME_CREATOR_CONVERSATION_CONTEXT_MAX_MESSAGES: usize = 12;
const MAX_CANVAS_EXPORT_FILES: usize = 500;
const MAX_CANVAS_EXPORT_BYTES: u64 = 512 * 1024 * 1024;
@@ -1374,6 +1374,16 @@ async fn background_agent_runtime_task_executes_plan_tool_observation_loop() {
let runtime_result =
read_game_creator_agent_runtime_at(&root, "design-director").expect("runtime result");
assert!(runtime_result
.task_path
.ends_with(".agent/runtime/tasks/design-director.jsonl"));
assert!(runtime_result
.recent_tasks
.iter()
.any(|task| task.run_id == "design-loop-run"
&& task.status == "completed"
&& task.phase == "completed"
&& task.task == "后台分析当前玩法循环"));
let event_types = runtime_result
.recent_events
.iter()
@@ -1472,6 +1482,15 @@ async fn background_agent_runtime_tool_action_respects_confirm_policy() {
.observations
.iter()
.any(|item| item.contains("file.readok")));
let runtime_result =
read_game_creator_agent_runtime_at(&root, "design-director").expect("runtime result");
assert!(runtime_result
.recent_tasks
.iter()
.any(|task| task.run_id == "design-confirm-run"
&& task.status == "completed"
&& task.phase == "completed"
&& task.task == "后台分析当前玩法循环"));
fs::remove_dir_all(root).ok();
}
@@ -1575,6 +1594,18 @@ async fn background_agent_runtime_tasks_can_run_in_parallel_and_persist_replies(
design_runtime.last_response.as_deref(),
Some("策划后台任务完成:先收敛核心循环。")
);
let art_runtime_result =
read_game_creator_agent_runtime_at(&root, "art-director").expect("art runtime result");
let design_runtime_result = read_game_creator_agent_runtime_at(&root, "design-director")
.expect("design runtime result");
assert!(art_runtime_result
.recent_tasks
.iter()
.any(|task| task.run_id == "art-background-run" && task.status == "completed"));
assert!(design_runtime_result
.recent_tasks
.iter()
.any(|task| task.run_id == "design-background-run" && task.status == "completed"));
let art_conversation =
read_local_conversation_at(&root, Some("art-director")).expect("art conversation");
+45 -7
View File
@@ -244,6 +244,7 @@ interface AgentRuntimeState {
lastResponse: string | null;
error: string | null;
updatedAt: number;
recentTasks?: AgentRuntimeTaskRecord[];
}
interface AgentRuntimeEventRecord {
@@ -261,11 +262,28 @@ interface AgentRuntimeEventRecord {
updatedAt: number;
}
interface AgentRuntimeTaskRecord {
schemaVersion: string;
agentId: string;
taskId: string;
sessionId: string;
runId: string;
source: string;
task: string;
status: string;
phase: string;
currentAction: string;
error: string | null;
updatedAt: number;
}
interface AgentRuntimeResult {
state: AgentRuntimeState;
sessionPath: string;
eventPath: string;
taskPath?: string;
recentEvents: AgentRuntimeEventRecord[];
recentTasks?: AgentRuntimeTaskRecord[];
}
interface GameCreatorLlmConfigStatus {
@@ -474,6 +492,15 @@ function createAgentChatRunId(prefix: string) {
return `${prefix}-${Date.now()}-${Math.random().toString(36).slice(2, 8)}`;
}
function agentRuntimeStateFromResult(
result: AgentRuntimeResult,
): AgentRuntimeState {
return {
...result.state,
recentTasks: result.recentTasks ?? result.state.recentTasks ?? [],
};
}
function AgentRuntimeStatusPanel({
runtime,
error,
@@ -496,6 +523,7 @@ function AgentRuntimeStatusPanel({
}
const planItems = runtime.plan.slice(0, 3);
const observations = runtime.observations.slice(-2);
const recentTasks = (runtime.recentTasks ?? []).slice(-3).reverse();
return (
<section className="agent-runtime-status" aria-label="Agent Runtime 状态">
<header>
@@ -520,6 +548,16 @@ function AgentRuntimeStatusPanel({
))}
</div>
) : null}
{recentTasks.length > 0 ? (
<div aria-label="Agent 最近任务">
<strong></strong>
{recentTasks.map((task) => (
<small key={`${task.runId}-${task.updatedAt}`}>
{`${task.status} / ${task.phase} · ${task.task || task.currentAction}`}
</small>
))}
</div>
) : null}
{runtime.error ? <p>{runtime.error}</p> : null}
{error ? <p>{error}</p> : null}
</section>
@@ -3047,7 +3085,7 @@ export function WorkspaceLauncher({
},
);
if (agentChatLoadVersionRef.current === loadVersion) {
setAgentChatRuntime(runtime.state);
setAgentChatRuntime(agentRuntimeStateFromResult(runtime));
setAgentChatRuntimeError('');
}
} catch (error) {
@@ -3204,7 +3242,7 @@ export function WorkspaceLauncher({
},
);
if (agentChatLoadVersionRef.current === saveVersion) {
setAgentChatRuntime(runtime.state);
setAgentChatRuntime(agentRuntimeStateFromResult(runtime));
setAgentChatRuntimeError('');
}
} catch (error) {
@@ -3324,7 +3362,7 @@ export function WorkspaceLauncher({
if (agentChatLoadVersionRef.current !== saveVersion) {
return;
}
setAgentChatRuntime(runtime.state);
setAgentChatRuntime(agentRuntimeStateFromResult(runtime));
setAgentChatRuntimeError('');
const conversation = await invoke<LocalConversationResult>(
'read_local_conversation',
@@ -12436,7 +12474,7 @@ export function App() {
},
);
if (agentConversationLoadVersionRef.current === loadVersion) {
setAgentConversationRuntime(runtime.state);
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
setAgentConversationRuntimeError('');
}
} catch (error) {
@@ -12753,7 +12791,7 @@ export function App() {
},
);
if (agentConversationLoadVersionRef.current === saveVersion) {
setAgentConversationRuntime(runtime.state);
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
setAgentConversationRuntimeError('');
}
} catch (error) {
@@ -12902,7 +12940,7 @@ export function App() {
if (agentConversationLoadVersionRef.current !== saveVersion) {
return;
}
setAgentConversationRuntime(runtime.state);
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
setAgentConversationRuntimeError('');
const conversation = await invoke<LocalConversationResult>(
'read_local_conversation',
@@ -19917,7 +19955,7 @@ export function App() {
</button>
</div>
</header>
<div className="agent-status-list">
<div className="agent-status-list" aria-label="Agent 状态列表">
{agentStatusCards.map((agent) => {
const agentLlmStatus = formatAgentCardLlmStatus(
llmConfigStatus,
@@ -1308,6 +1308,20 @@ describe('AI 游戏创作 App 界面边界', () => {
error: null,
updatedAt: 4000,
};
const runningRuntimeTask = {
schemaVersion: 'game-creator-agent-runtime.v1',
agentId: 'design-director',
taskId: 'design-director',
sessionId: 'agent-session-design-director',
runId: 'launcher-agent-task-test',
source: 'agent-background-task',
task: '后台整理角色规范',
status: 'running',
phase: 'action',
currentAction: '调用工具 file.read',
error: null,
updatedAt: 4000,
};
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command === 'check_game_creator_llm_config') {
@@ -1352,10 +1366,14 @@ describe('AI 游戏创作 App 界面边界', () => {
'/tmp/authorized-game/.agent/runtime/agents/design-director.json',
eventPath:
'/tmp/authorized-game/.agent/runtime/events/design-director.jsonl',
taskPath:
'/tmp/authorized-game/.agent/runtime/tasks/design-director.jsonl',
recentEvents: [],
recentTasks: [runningRuntimeTask],
};
}
if (command === 'start_game_creator_agent_runtime_task') {
const runId = String(args?.runId ?? runningRuntimeState.runId);
persistedMessages.push({
role: 'user',
content: String(args?.task ?? ''),
@@ -1364,13 +1382,16 @@ describe('AI 游戏创作 App 界面边界', () => {
return {
state: {
...runningRuntimeState,
runId: String(args?.runId ?? runningRuntimeState.runId),
runId,
},
sessionPath:
'/tmp/authorized-game/.agent/runtime/agents/design-director.json',
eventPath:
'/tmp/authorized-game/.agent/runtime/events/design-director.jsonl',
taskPath:
'/tmp/authorized-game/.agent/runtime/tasks/design-director.jsonl',
recentEvents: [],
recentTasks: [{ ...runningRuntimeTask, runId }],
};
}
throw new Error(`unexpected invoke ${command}`);
@@ -1399,6 +1420,8 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.getByText('回复开发者')).not.toBeNull();
expect(screen.getByText('思考摘要:需要先看项目笔记')).not.toBeNull();
expect(screen.getByText('file.readok · 已读取 game/notes.txt')).not.toBeNull();
expect(screen.getByText('最近任务')).not.toBeNull();
expect(screen.getByText(/running \/ action · 后台整理角色规范/)).not.toBeNull();
expect(screen.getByText(/已启动后台任务:launcher-agent-task-/)).not.toBeNull();
expect(invoke).toHaveBeenCalledWith(
'start_game_creator_agent_runtime_task',
@@ -13058,11 +13081,16 @@ describe('AI 游戏创作 App 界面边界', () => {
renderAppAt('/?main&projectPath=%2Ftmp%2Fauthorized-game');
await screen.findByText('想做什么游戏?');
fireEvent.click(screen.getByRole('button', { name: /拆解创作方向/ }));
const agentStatusList = screen.getByLabelText('Agent 状态列表');
fireEvent.click(
within(agentStatusList).getByRole('button', { name: /拆解创作方向/ }),
);
await waitFor(() => {
expect(releaseOldConversation).not.toBeNull();
});
fireEvent.click(screen.getByRole('button', { name: /确定视觉方向/ }));
fireEvent.click(
within(agentStatusList).getByRole('button', { name: /确定视觉方向/ }),
);
expect(await screen.findByText('新 Agent 历史消息')).not.toBeNull();
expect(screen.getByLabelText('Agent 私有记忆').textContent).toContain(
@@ -13178,16 +13206,16 @@ describe('AI 游戏创作 App 界面边界', () => {
renderAppAt('/?main&projectPath=%2Ftmp%2Fauthorized-game');
await screen.findByText('想做什么游戏?');
const agentStatusPane = screen.getByLabelText('Agent 状态');
const agentStatusList = screen.getByLabelText('Agent 状态列表');
fireEvent.click(
within(agentStatusPane).getByRole('button', { name: /拆解创作方向/ }),
within(agentStatusList).getByRole('button', { name: /拆解创作方向/ }),
);
const input = await screen.findByLabelText('Agent 对话内容');
fireEvent.change(input, { target: { value: '旧 Agent 保存回包' } });
fireEvent.submit(input.closest('form') as HTMLFormElement);
await screen.findByText('正在保存用户消息');
fireEvent.click(
within(agentStatusPane).getByRole('button', { name: /确定视觉方向/ }),
within(agentStatusList).getByRole('button', { name: /确定视觉方向/ }),
);
expect(await screen.findByText('新 Agent 留存消息')).not.toBeNull();
@@ -19,7 +19,7 @@
## 2026-07-09 AI 游戏创作 App Runtime V1 增加单 Agent 后台任务
- 背景:开发用单 Agent 聊天已经能真实调用各 Agent 的 LLM 路由并持久化对话,但 Agent 仍主要表现为同步问答,用户无法明确投递一个任务让某个 Agent 独立运行,也无法同时启动多个 Agent 的工作。
- 决策:在现有 `.agent/runtime``.agent/conversations` 基础上新增单 Agent 后台任务入口。Tauri 命令 `start_game_creator_agent_runtime_task` 立即写入该 Agent 的 runtime state/event追加用户任务到 `.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loopAgent 先输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行只读工具并记录 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复;完成或失败后把 assistant 回复或错误追加回对话,并写入 `.agent/agent.db` 审计记录。不同 Agent 使用独立 `.agent/runtime/locks/<agentId>.lock`,允许并行运行;同一 Agent 同时只允许一个后台任务。该能力仍不是独立 OS 进程、持久队列或离线常驻 worker。
- 决策:在现有 `.agent/runtime``.agent/conversations` 基础上新增单 Agent 后台任务入口。Tauri 命令 `start_game_creator_agent_runtime_task` 立即写入该 Agent 的 runtime state/event/task history追加用户任务到 `.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loopAgent 先输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行只读工具并记录 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复;完成或失败后把 assistant 回复或错误追加回对话,并写入 `.agent/agent.db` 审计记录。每个 Agent 的任务历史落在 `.agent/runtime/tasks/<agentId>.jsonl`,读 runtime 时按 `runId` 去重返回最近任务,任务视角状态使用 `running / completed / failed`UI 在 Runtime 面板展示最近任务。不同 Agent 使用独立 `.agent/runtime/locks/<agentId>.lock`,允许并行运行;同一 Agent 同时只允许一个后台任务。该能力仍不是独立 OS 进程、可排队 pending 队列或离线常驻 worker。
- 影响范围:`apps/ai-game-creator-shell` 的 Tauri command、Agent Runtime state/event、开发窗口单 Agent 聊天、项目内 Agent 对话弹窗、`appSurface.test.ts` 和 AI 游戏创作 App 实施计划。
- 验证方式:运行 Tauri Rust 后台 Agent 并行测试、壳前端 appSurface 测试、壳 typecheck、编码检查和 `git diff --check`
- 关联文档:`docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md`
@@ -32,7 +32,7 @@ Agent Runtime 负责:
- 开发窗口能力:debug 构建额外打开 `developer` 窗口,走 `index.html?agent-chat`;开发者可选择 Agent、授权本地项目路径,并通过 `read_local_conversation` / `append_local_conversation_message` 读写 `.agent/conversations/agents/<agentId>.jsonl`,通过 `agentLlm.<agentId>` 调用该 Agent 的独立 LLM 路由做真实对话,用于单独调试某个 Agent 的长期对话上下文。
- 命令能力:内置命令调用、权限 gate、执行日志;v1 只允许白名单受限命令,不执行任意 shell。
- 编排能力:任务拆分、任务图依赖、专业组调度、多智能体协作;Runtime V1 会为单 Agent 对话和生成 loop 中的角色 brief 写入独立 runtime state / event,先解决“每个 Agent 正在做什么、跑到哪一步、最近一次 task/run 是什么”的可观测性。
- 后台任务能力:开发窗口单 Agent 聊天和项目内 Agent 对话弹窗可把当前输入投递为单 Agent 后台任务,Tauri 命令 `start_game_creator_agent_runtime_task` 会立即写入该 Agent 的 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl``.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loop:先让该 Agent 输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行工具动作,写入 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复并追加回对话。不同 Agent 使用各自 runtime 锁,可以并行运行;同一 Agent 同时只允许一个后台任务。该能力仍属于 Runtime V1 的进程内任务,不是独立 OS 进程、持久队列或离线常驻 worker。
- 后台任务能力:开发窗口单 Agent 聊天和项目内 Agent 对话弹窗可把当前输入投递为单 Agent 后台任务,Tauri 命令 `start_game_creator_agent_runtime_task` 会立即写入该 Agent 的 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl``.agent/runtime/tasks/<agentId>.jsonl``.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loop:先让该 Agent 输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行工具动作,写入 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复并追加回对话。`read_game_creator_agent_runtime` 会按 `runId` 去重返回最近任务,开发窗口和项目内 Agent 对话弹窗在 Runtime 面板展示最近任务。不同 Agent 使用各自 runtime 锁,可以并行运行;同一 Agent 同时只允许一个后台任务。该能力仍属于 Runtime V1 的进程内任务,不是独立 OS 进程、可排队 pending 队列或离线常驻 worker。
- 任务图能力:每轮 Orchestrator agenda、ready / active task 选择、Evaluator 结构化返工路由、返工轮 carry-over。
- 记忆能力:短期记忆 `memory/session.md`、长期记忆 `memory/project.md`、项目级黑板 `memory/blackboard.md` 和角色私有记忆 `memory/agents/<group>/<role>.md`;黑板用于共享重要跨 agent 记忆,角色私有记忆只给对应角色 brief 读取和追加。最近 project / agent conversation 会作为短期 prompt 上下文读取,不替代正式 memory 文件。
- 对话能力:结构化对话记录统一落在 `.agent/conversations/` 的 append-only JSONL;普通聊天写 `.agent/conversations/project.jsonl`,进入单个 agent 后只写对应 `.agent/conversations/agents/<agentId>.jsonl`,不把原始对话混进项目黑板或角色私有记忆。
@@ -252,7 +252,7 @@ game-project/
- Tauri Rust 入口保持薄壳:`src-tauri/src/main.rs` 只保留共享类型 / 常量、模块声明、CLI preflight、`tauri::Builder`、运行时配置初始化和 `invoke_handler` 清单;命令行入口放在 `cli.rs`Tauri command 包装放在 `commands.rs`,运行时配置与 LLM 配置检查放在 `config.rs`Agent loop 与生成编排放在 `agent.rs`,上传 / 画板 / 平台美术生成接入放在 `assets.rs`,本地项目文件、记忆、对话、权限、checkpoint、manifest 和通用路径工具放在 `project.rs`,本地 HTTP 预览与 preview 命令放在 `preview.rs`,旧窗口兼容命令放在 `windows.rs`Rust 单测放在 `tests.rs`。后续继续拆分时保持 Tauri command 名、JSON 字段、`.agent/*` 路径和错误语义不变。
- 本地项目初始化会创建 `game/``assets/``memory/``memory/agents/``exports/``.agent/logs/`,写入 `.agent/manifest.json`,生成 append-only JSONL 本地项目索引 `.agent/agent.db`,并生成默认 `game/index.html`
- v1 conversation 记录使用 append-only JSONL,每行带 `schemaVersion``role``content``agentId``updatedAt`,作为聊天历史和单 agent 对话历史的事实源;目录在首次写入时创建。
- 开发窗口和项目内 Agent 对话弹窗的“后台运行”只启动单 Agent 后台任务,不阻塞等待回复;用户可刷新同一 Agent 对话或 runtime 状态查看进度和结果。后台任务完成后会把 assistant 回复追加到对应 `.agent/conversations/agents/<agentId>.jsonl`,并向 `.agent/agent.db` 写入 `agent.runtime.background_task` / `agent.runtime.tool_observation` / `agent.runtime.background_task.completed` / `agent.runtime.background_task.failed` 审计记录。当前工具箱只开放只读工具 `memory.read``conversation.read``asset.list``project.index``file.read`;若项目策略要求确认或拒绝,对应工具不会执行,Runtime 会把策略结果作为 observation 回给 Agent。`.agent/agent.db` 追加写入按整行 JSONL 写入,减少多个 Agent 同时完成时的行交错风险。
- 开发窗口和项目内 Agent 对话弹窗的“后台运行”只启动单 Agent 后台任务,不阻塞等待回复;用户可刷新同一 Agent 对话或 runtime 状态查看进度和结果。后台任务会向 `.agent/runtime/tasks/<agentId>.jsonl` 追加任务视角记录,任务状态使用 `running / completed / failed`,读取时按 `runId` 去重返回最近任务;runtime state 自身仍可在完成后显示 `idle / completed`,二者语义分开。后台任务完成后会把 assistant 回复追加到对应 `.agent/conversations/agents/<agentId>.jsonl`,并向 `.agent/agent.db` 写入 `agent.runtime.background_task` / `agent.runtime.tool_observation` / `agent.runtime.background_task.completed` / `agent.runtime.background_task.failed` 审计记录。当前工具箱只开放只读工具 `memory.read``conversation.read``asset.list``project.index``file.read`;若项目策略要求确认或拒绝,对应工具不会执行,Runtime 会把策略结果作为 observation 回给 Agent。`.agent/agent.db` 追加写入按整行 JSONL 写入,减少多个 Agent 同时完成时的行交错风险。
- 普通用户可在聊天框输入 `/project /绝对路径` 生成待确认的 `project.create` 命令,用于授权并初始化本地项目目录;相对路径不会生成待确认命令;开发窗口仍可直接编辑项目路径。
- 单窗口首页和项目组页可选择、打开、新建或显示当前输入的项目绝对路径;最近项目行也可显示目录,非法或相对路径不会调用系统文件管理器。
- 普通用户侧的生成、上传、运行、自检、预览状态 / 启动 / 打开 / 停止、记忆写入和画板资产导入都必须先完成 `/project` 初始化;未初始化时只提示设置本地项目,不落到默认临时目录。