合并最新master的一键发布与灰度配置修复
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合入 master 4380d453d 的发布前自动构建、灰度默认关闭和后台配置改进
同步 CI 缓存对象与产物完整性检查修复
保留客户端埋点资格恢复、上传与后台查询接线
This commit is contained in:
2026-09-22 14:56:26 +00:00
21 changed files with 1163 additions and 97 deletions
@@ -175,6 +175,107 @@ test('灰度发布页可选择模板库并默认启用零比例灰度', async ()
);
});
test('灰度发布页可选择游戏发布开关,默认保持「未开启即开放」语义', async () => {
const user = userEvent.setup();
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
await screen.findByRole('button', { name: 'editor.new-toolbar' });
await user.selectOptions(screen.getByLabelText('Gate Key 前缀'), [
'game-distribution',
]);
expect((screen.getByLabelText('Gate Key') as HTMLInputElement).value).toBe(
'game-distribution:publish',
);
expect(
(screen.getByLabelText('Gate Key 目标') as HTMLSelectElement).value,
).toBe('publish');
// 该开关的语义是「未配置/关闭 = 默认开放」,所以选中后不能默认打开收紧。
expect((screen.getByLabelText('启用') as HTMLInputElement).checked).toBe(
false,
);
expect((screen.getByLabelText('灰度比例') as HTMLInputElement).value).toBe(
'0',
);
expect(
(screen.getByLabelText('描述') as HTMLTextAreaElement).value,
).toContain('游戏发布入口灰度');
});
test('灰度发布页保存游戏发布开关时写入白名单与比例', async () => {
const user = userEvent.setup();
vi.mocked(upsertAdminFeatureGateConfig).mockResolvedValueOnce({
gates: [
...configResponse.gates,
{
gateKey: 'game-distribution:publish',
enabled: true,
rolloutPercent: 20,
allowUserIds: ['user-internal'],
allowUserTags: [],
denyUserIds: [],
description: '游戏发布入口灰度',
updatedAt: '2026-09-22T10:00:00Z',
},
],
});
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
await screen.findByRole('button', { name: 'editor.new-toolbar' });
await user.selectOptions(screen.getByLabelText('Gate Key 前缀'), [
'game-distribution',
]);
fireEvent.click(screen.getByLabelText('启用'));
fireEvent.change(screen.getByLabelText('灰度比例'), {
target: { value: '20' },
});
fireEvent.change(screen.getByLabelText('允许用户 ID'), {
target: { value: 'user-internal' },
});
fireEvent.change(screen.getByLabelText('描述'), {
target: { value: '游戏发布入口灰度' },
});
await user.click(screen.getByRole('button', { name: '保存配置' }));
await user.click(screen.getByRole('button', { name: '确认' }));
await waitFor(() =>
expect(upsertAdminFeatureGateConfig).toHaveBeenCalledWith('admin-token', {
gateKey: 'game-distribution:publish',
enabled: true,
rolloutPercent: 20,
allowUserIds: ['user-internal'],
allowUserTags: [],
denyUserIds: [],
description: '游戏发布入口灰度',
}),
);
});
test('未创建的预设开关在后台可见并可一键配置', async () => {
const user = userEvent.setup();
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
const row = await screen.findByText('game-distribution:publish');
expect(row).not.toBeNull();
// 该开关默认未创建:列表里给出「配置」入口,点击后按默认关闭填充表单。
const configureButton = row.closest('tr')?.querySelector('button');
expect(configureButton).not.toBeNull();
await user.click(configureButton!);
expect((screen.getByLabelText('Gate Key') as HTMLInputElement).value).toBe(
'game-distribution:publish',
);
expect((screen.getByLabelText('启用') as HTMLInputElement).checked).toBe(
false,
);
});
test('灰度发布页保存时转换数组和百分比', async () => {
const user = userEvent.setup();
vi.mocked(upsertAdminFeatureGateConfig).mockResolvedValueOnce({
@@ -28,6 +28,7 @@ interface GateTargetOption {
const GATE_PREFIX_LABELS: Record<string, string> = {
'image-editor': '画布',
agc: '客户端',
'game-distribution': '游戏分发',
};
const FIXED_GATE_TARGETS: GateTargetOption[] = [
@@ -45,6 +46,14 @@ const FIXED_GATE_TARGETS: GateTargetOption[] = [
label: 'Agent 侧边栏',
description: '画布 Agent 入口灰度',
},
{
prefix: 'game-distribution',
suffix: 'publish',
key: 'game-distribution:publish',
label: '游戏发布',
description:
'游戏发布入口灰度:未配置或关闭时对已登录作者默认开放,开启后只放行白名单 / 灰度命中',
},
];
export function AdminGrayReleaseConfigPage({
@@ -197,6 +206,11 @@ export function AdminGrayReleaseConfigPage({
setErrorMessage('');
}
// 预设里尚未创建行的开关也要可见:运营需要先看到 key 才能配置灰度。
const unconfiguredGateTargets = FIXED_GATE_TARGETS.filter(
(option) => !gates.some((gate) => gate.gateKey === option.key),
);
function buildPayload(): AdminUpsertFeatureGateConfigRequest {
return {
gateKey: gateKey.trim(),
@@ -443,6 +457,53 @@ export function AdminGrayReleaseConfigPage({
</div>
)}
</section>
<section className="admin-panel">
<div className="admin-panel-heading">
<h3></h3>
<span>{unconfiguredGateTargets.length}</span>
</div>
{unconfiguredGateTargets.length ? (
<div className="admin-table-wrap">
<table className="admin-table admin-table-compact">
<thead>
<tr>
<th>Gate</th>
<th></th>
<th></th>
</tr>
</thead>
<tbody>
{unconfiguredGateTargets.map((option) => (
<tr key={option.key}>
<td>
{option.key}
<small>
{GATE_PREFIX_LABELS[option.prefix] ?? option.prefix} ·{' '}
{option.label}
</small>
</td>
<td>{option.description}</td>
<td>
<button
className="admin-text-button"
type="button"
onClick={() => applyGateTarget(option)}
>
</button>
</td>
</tr>
))}
</tbody>
</table>
</div>
) : (
<div className="admin-empty-state">
{isLoading ? '加载中' : '预设开关都已创建'}
</div>
)}
</section>
</div>
{confirmDialog}
@@ -6081,15 +6081,19 @@ pub(crate) fn checkpoint_with_capture_for_test(
create_local_project_checkpoint_with_capture(project_path, capture)
}
/// 为发布导出试玩包:项目还没有可玩入口时先跑项目自己的 `npm run build`。
///
/// 作者只点一次「发布」:已有 `game/index.html` 或 `dist/index.html` 直接打包;只有源码时
/// 走 `project.verify` 的受控 npm 运行器构建后再打包,失败信息带构建日志尾部。
#[tauri::command]
pub(crate) fn export_local_project_package(
pub(crate) async fn export_local_project_package(
project_path: String,
) -> Result<LocalProjectExportPackageResult, String> {
let root = Path::new(project_path.trim());
enforce_project_permission_policy(root, "project.export_package")?;
let _lock = acquire_project_write_lock(root, "project.export_package")?;
advance_agent_runtime_project_revision_locked(root)?;
export_local_project_package_at(root)
export_local_project_package_for_publish_at(root).await
}
#[tauri::command]
@@ -136,6 +136,159 @@ pub(crate) fn export_local_project_package_at(
///
/// The caller receives the package bytes and a deterministic file manifest, but
/// never receives a filesystem path that it could accidentally send to the API.
/// 发布前构建的超时上限:与 `project.verify` 的上限保持一致(构建属于常规步骤,
/// 给足时间但必须有界),避免发布路径越过校验器允许的区间。
pub(crate) const PUBLISH_BUILD_TIMEOUT_SECONDS: u64 = 300;
/// 找到声明了 `scripts.build` 的 npm 工作目录(项目根或 `game/` 子工程)。
///
/// 只读 `package.json`,不执行任何东西;真正的执行交给 `project.verify` 的受控
/// npm 运行器(脚本白名单含 `build`、禁止项目级 `.npmrc` 改写语义、沙箱与超时都在那里)。
pub(crate) fn resolve_publish_build_cwd(root: &Path) -> Result<Option<&'static str>, String> {
for cwd in [".", "game"] {
let package_root = if cwd == "." {
root.to_path_buf()
} else {
resolve_local_project_path(root, cwd)?
};
let package_path = package_root.join("package.json");
let metadata = match fs::symlink_metadata(&package_path) {
Ok(metadata) => metadata,
Err(_) => continue,
};
if metadata.file_type().is_symlink() || !metadata.is_file() {
continue;
}
let Ok(content) = fs::read_to_string(&package_path) else {
continue;
};
let Ok(package) = serde_json::from_str::<serde_json::Value>(&content) else {
continue;
};
let declared = package
.get("scripts")
.and_then(|scripts| scripts.get("build"))
.and_then(serde_json::Value::as_str)
.map(str::trim)
.filter(|value| !value.is_empty());
if declared.is_some() {
return Ok(Some(cwd));
}
}
Ok(None)
}
/// 读取声明的 build 脚本原文:`project.verify` 用它做 expectedCommand 反漂移校验。
pub(crate) fn read_publish_build_command(
root: &Path,
cwd_relative: &str,
) -> Result<String, String> {
let package_root = if cwd_relative == "." {
root.to_path_buf()
} else {
resolve_local_project_path(root, cwd_relative)?
};
let package_path = package_root.join("package.json");
let content = fs::read_to_string(&package_path).map_err(|error| {
format!(
"读取 package.json 失败:{}: {error}",
package_path.display()
)
})?;
let package: serde_json::Value = serde_json::from_str(&content)
.map_err(|error| format!("解析 package.json 失败:{error}"))?;
package
.get("scripts")
.and_then(|scripts| scripts.get("build"))
.and_then(serde_json::Value::as_str)
.map(|value| value.trim().to_string())
.filter(|value| !value.is_empty())
.ok_or_else(|| "package.json 未定义 build 脚本".to_string())
}
/// 构建失败的日志尾部:命令输出有界,直接回传最后一段给作者判断。
fn publish_build_failure_tail(output: &str) -> String {
const MAX_CHARS: usize = 2_000;
let trimmed = output.trim();
let chars = trimmed.chars().count();
if chars <= MAX_CHARS {
return trimmed.to_string();
}
let tail = trimmed.chars().skip(chars - MAX_CHARS).collect::<String>();
format!("{tail}")
}
/// 发布前构建计划:在哪个目录构建、构建脚本原文、以及是否需要先装依赖。
#[derive(Clone, Debug, Eq, PartialEq)]
pub(crate) struct PublishBuildPlan {
pub(crate) cwd_relative: &'static str,
pub(crate) command: String,
/// `game/` 子工程缺 `node_modules` 时为 true:构建前必须先跑 `project.bootstrap`。
pub(crate) needs_dependency_install: bool,
}
/// 解析发布前构建计划;项目没有任何可构建的 npm 工程时返回可操作错误。
pub(crate) fn resolve_publish_build_plan(root: &Path) -> Result<PublishBuildPlan, String> {
let Some(cwd_relative) = resolve_publish_build_cwd(root)? else {
return Err(
"项目还没有可玩入口,且项目根 / game 目录的 package.json 都没有 build 脚本:请让 Agent 生成可玩产物,或补上 build 脚本后重试"
.to_string(),
);
};
let command = read_publish_build_command(root, cwd_relative)?;
let needs_dependency_install =
cwd_relative == "game" && !root.join("game").join("node_modules").is_dir();
Ok(PublishBuildPlan {
cwd_relative,
command,
needs_dependency_install,
})
}
/// 为发布导出试玩包:项目还没有可玩入口时,先跑项目自己的 `npm run build`。
///
/// 作者只需要点一次「发布」:已有可玩产物(`game/index.html` 或 `dist/index.html`)直接打包;
/// 只有源码时用 `project.verify` 的受控 npm 运行器执行 build,再校验入口并打包。构建失败
/// 返回带日志尾部的可操作错误,不回传本地路径。
pub(crate) async fn export_local_project_package_for_publish_at(
root: &Path,
) -> Result<LocalProjectExportPackageResult, String> {
if validate_project_game_entry(root).is_ok() {
return export_local_project_package_at(root);
}
let plan = resolve_publish_build_plan(root)?;
// `game/` 子工程构建前必须先有依赖:缺 node_modules 时由发布流程自己补一次安装,
// 否则作者要点两次(先 bootstrap 再发布)。
if plan.needs_dependency_install {
let bootstrap =
crate::project::run_project_bootstrap_at(root, PUBLISH_BUILD_TIMEOUT_SECONDS).await?;
if bootstrap.status != "completed" {
return Err(format!(
"安装 game 依赖失败(npm install 未通过):\n{}",
publish_build_failure_tail(&bootstrap.output)
));
}
}
let built = crate::project::verification::run_project_verification_with_commit_at(
root,
"build",
&plan.command,
PUBLISH_BUILD_TIMEOUT_SECONDS,
plan.cwd_relative,
|| Ok(()),
)
.await?;
if built.status != "completed" {
return Err(format!(
"构建可玩版本失败(npm run build 未通过):\n{}",
publish_build_failure_tail(&built.output)
));
}
validate_project_game_entry(root)
.map_err(|error| format!("构建完成但项目仍没有可玩入口:{error}"))?;
export_local_project_package_at(root)
}
pub(crate) fn read_local_project_export_package_at(
root: &Path,
package_relative_path: &str,
@@ -3935,6 +3935,165 @@ fn local_project_export_package_uses_runtime_whitelist_and_records() {
fs::remove_dir_all(root).ok();
}
#[test]
fn publish_build_plan_prefers_game_subproject_and_requires_dependencies() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-plan-game", "Phaser 工程").expect("project init");
// 脚手架是 game/ + vite buildPhaser 4 工程):缺依赖时必须先 install。
let plan = resolve_publish_build_plan(&root).expect("解析构建计划");
assert_eq!(plan.cwd_relative, "game");
assert_eq!(plan.command, "vite build");
assert!(
plan.needs_dependency_install,
"缺少 game/node_modules 时应先装依赖"
);
fs::create_dir_all(root.join("game/node_modules")).expect("create node_modules");
let installed = resolve_publish_build_plan(&root).expect("解析构建计划");
assert!(
!installed.needs_dependency_install,
"已有依赖时不应重复 install"
);
fs::remove_dir_all(root).ok();
}
#[test]
fn publish_build_plan_falls_back_to_root_npm_build() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-plan-root", "根工程构建").expect("project init");
// 去掉 game 子工程的 build,改用项目根 npm 工程构建。
fs::write(
root.join("game/package.json"),
serde_json::to_string_pretty(&serde_json::json!({
"name": "plan-root-game",
"private": true,
"scripts": { "check": "node -e \"process.exit(0)\"" }
}))
.expect("serialize game package json"),
)
.expect("write game package json");
fs::write(
root.join("package.json"),
serde_json::to_string_pretty(&serde_json::json!({
"name": "plan-root-fixture",
"private": true,
"scripts": { "build": "node build-root.mjs" }
}))
.expect("serialize root package json"),
)
.expect("write root package json");
let plan = resolve_publish_build_plan(&root).expect("解析构建计划");
assert_eq!(plan.cwd_relative, ".");
assert_eq!(plan.command, "node build-root.mjs");
assert!(!plan.needs_dependency_install);
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn publish_export_runs_project_build_before_packaging() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-auto-build", "自动构建发布项目")
.expect("project init");
// 只有源码:package.json 声明 build,构建脚本产出 dist/ 可玩产物。
fs::write(
root.join("package.json"),
serde_json::to_string_pretty(&serde_json::json!({
"name": "publish-auto-build-fixture",
"private": true,
"scripts": { "build": "node build-publish.mjs" }
}))
.expect("serialize package json"),
)
.expect("write package json");
fs::write(
root.join("build-publish.mjs"),
r#"import { mkdirSync, writeFileSync } from 'node:fs';
mkdirSync('dist/assets', { recursive: true });
writeFileSync('dist/index.html', '<!doctype html><html><head><meta charset="utf-8"><title>Auto Build</title><script src="assets/app.js"></script></head><body><h1>AUTO-BUILD</h1></body></html>');
writeFileSync('dist/assets/app.js', 'document.documentElement.dataset.autoBuild = "1";');
"#,
)
.expect("write build script");
write_local_project_file_at(&root, "exports/README.md", "publish notes").expect("write readme");
let result = export_local_project_package_for_publish_at(&root)
.await
.expect("发布前构建并导出");
assert!(root.join("dist/index.html").is_file());
assert!(root.join("dist/assets/app.js").is_file());
assert!(result
.package_relative_path
.starts_with("exports/playtest-package-"));
let log = fs::read_to_string(root.join(".agent/logs/command.log")).unwrap_or_default();
assert!(
log.contains("project.verify build"),
"发布前应记录一次 project.verify build{log}"
);
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn publish_export_skips_build_when_playable_entry_exists() {
let root = unique_project_path();
init_existing_html_project_at(&root, "project-publish-skip", "已构建发布项目")
.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", "publish notes").expect("write readme");
let result = export_local_project_package_for_publish_at(&root)
.await
.expect("已有可玩入口时直接导出");
assert!(result.package_relative_path.ends_with(".zip"));
let log = fs::read_to_string(root.join(".agent/logs/command.log")).unwrap_or_default();
assert!(
!log.contains("project.verify build"),
"已有可玩入口时不应触发构建:{log}"
);
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn publish_export_reports_actionable_error_without_entry_or_build_script() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-no-entry", "缺少可玩入口项目")
.expect("project init");
// 脚手架默认带 build 脚本;这里改成只有 check 脚本,模拟“没有可玩产物且没有构建脚本”。
fs::write(
root.join("game/package.json"),
serde_json::to_string_pretty(&serde_json::json!({
"name": "publish-no-entry-fixture",
"private": true,
"scripts": { "check": "node -e \"process.exit(0)\"" }
}))
.expect("serialize package json"),
)
.expect("write package json");
let error = export_local_project_package_for_publish_at(&root)
.await
.expect_err("缺少入口且没有 build 脚本时必须失败关闭");
assert!(
error.contains("还没有可玩入口"),
"错误应说明缺少可玩入口:{error}"
);
assert!(
error.contains("build 脚本"),
"错误应指向 build 脚本:{error}"
);
fs::remove_dir_all(root).ok();
}
#[test]
fn local_project_export_package_publish_payload_contains_bytes_and_file_digests() {
let root = unique_project_path();
+17 -4
View File
@@ -1206,16 +1206,27 @@ export function App({
* 权限口径沿用本地命令:`project.export_package` 需要确认时先入队,确认后再导出;
* 导出结果只留在壳里,发布面板关闭即丢弃,不写入项目。
*/
/**
* 发布相关提示同时写工作台状态与 DirectProject 对话。
*
* 普通项目走 `DirectProjectChatView` 时并不渲染工作台状态行,只写 workspaceStatus
* 会让「点了发布没反应」;这里统一通过聊天容器的 announce 出口回话。
*/
function announcePublishMessage(message: string) {
setWorkspaceStatus(message);
directProjectChatRef.current?.announce(message);
}
async function requestGamePublish() {
const invoke = resolveTauriInvoke();
if (!invoke) {
setWorkspaceStatus('需要在 Tauri App 内发布');
announcePublishMessage('需要在 Tauri App 内发布');
return;
}
const nextProjectPath =
resolveChatProjectPath(localProject) ?? projectPath.trim();
if (!nextProjectPath) {
setWorkspaceStatus('先打开一个项目再发布');
announcePublishMessage('先打开一个项目再发布');
return;
}
const runExport = async () => {
@@ -1224,7 +1235,9 @@ export function App({
'export_local_project_package',
{ projectPath: nextProjectPath },
);
setWorkspaceStatus(`已导出本地试玩包:${result.packageRelativePath}`);
announcePublishMessage(
`已构建并打包试玩包:${result.packageRelativePath}`,
);
setPublishPackageResult(result);
setPublishPanelOpen(true);
appendLocalPermissionLog(
@@ -1233,7 +1246,7 @@ export function App({
'project.export_package',
);
} catch (error) {
setWorkspaceStatus(
announcePublishMessage(
error instanceof Error ? error.message : String(error),
);
}
+4
View File
@@ -112,6 +112,10 @@ runner 配置保留原 `ubuntu-latest` 映射,`genarrative-ci` 继续映射到
### Rust 测试组编译对象快照
宿主下载每份 artifact 时核对 Gitea `size_in_bytes`、响应 `Content-Length`(若提供)和实际字节数,并在下载完成后立即检查 ZIP 格式与 CRC。截断、损坏归档或临时传输故障最多尝试 3 次,每次重新获取签名下载地址;不向签名地址转发 API Token。重试仍失败则删除临时下载并保留现役镜像,不能把 EOF 当作完整下载成功。
同一 sccache key 的完整对象 SHA 不同时,不直接视为编译结果不同:sccache 对象 ZIP 的成员写入顺序可能不同。仅对不同 job 新增对象之间的冲突,按成员名核对内容 SHA-256、权限及 ZIP 元数据,全部一致才保留一份原始对象并更新使用时间;真实内容差异、异常 ZIP 和继承对象冲突仍拒绝。此比较不改写缓存 key 或对象,不依赖 CRC 代替内容校验。
自动维护由宿主 systemd timer 调用 `scripts/maintain-gitea-rust-cache.py`,只管理 Gitea CI 测试镜像,不修改 Jenkins、生产发布、本地开发或客户端发行构建。六个 Rust job 仅在 master push 中导出本次 CI 新增的 sccache 对象;已命中的继承对象只上传新近使用时间,通过 Gitea 原生 V4 artifact 接口上传;PR 不发布。维护器选择已结束且六组产物完整的最新 master run,校验提交、任务尝试、工具链与来源镜像,与六组实际使用的同一镜像快照合并去重,并按新近使用时间限制快照总容量为 4 GiB,然后从无对象缓存基础镜像组装新镜像,**不重复执行 Cargo 预热编译,也不要求源 run 事先全绿**。缺组、取消或校验失败时保留现役版,不混合不同 run 的对象来假装完整快照。
维护 journal 分阶段记录来源 run、基础镜像重建或复用、artifact 下载、对象合并、镜像组装校验、导出、载入及空闲等待;长操作记录开始和结束耗时,失败输出对应私有 `artifacts/<source-sha>/build.log` 路径。构建的详细下载与 Docker 输出仍只写该日志,不回显 Token、命令环境或认证配置。
@@ -116,6 +116,11 @@
- 发布入口灰度下发:`GET /api/runtime/frontend-config` 新增 `gameDistributionPublishEnabled`,复用既有 `is_game_distribution_publish_enabled_for_user`(未配置 `game-distribution:publish``enabled=false` 时对已登录作者默认开放,显式收紧后只放行白名单/灰度命中,匿名恒为 false),避免前端入口与写入口出现两套判据。网页端 `PlatformEntryActiveFlowShell` 据此隐藏「发布游戏 / 发布新版本」入口,`/games/publish` 直接访问时渲染「发布功能正在灰度中」并提供重新检查;AGC 端 `readGamePublishAvailability` 同样读该字段,只有命中才把发布回调交给 DirectProject 聊天头。
- 灰度验证:`cargo test -p api-server frontend_runtime_config`6 passed,含新增的 `frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate`:无 gate 行 → 登录作者 true/匿名 false`enabled=true` 无白名单 → false;白名单命中 → true;`deny_user_ids` → false`enabled=false` → true`rolloutPercent=100` → true)、网页发布页 15 用例(含灰度未命中隐藏表单与「重新检查」放行)、平台壳 18 用例(含广场入口按灰度隐藏/显示)、AGC 发布服务 6 用例(含字段缺失与读取失败按不开放处理)。
- Phaser 一键发布闭环(作者不构建、不打 ZIP):`export_local_project_package` 改为发布前构建——已有可玩入口直接打包,否则解析 `game/` 或项目根的 npm `build` 脚本(`resolve_publish_build_plan`),缺 `game/node_modules` 时先跑 `project.bootstrap`,再走 `project.verify` 的受控 npm 运行器执行 build,最后校验入口并打包;构建或安装失败返回带日志尾部的可操作错误。真实 Phaser 4.2.1 + Vite 7 工程验证:构建产物使用相对引用(`./assets/...`),ZIP 370,969 B 经真实素材直传 + 创建游戏/版本/上传/送审/审核通过后,发行网关 `index.html` 200323 B)与 `assets/index-DZGg_tPs.js` 2001,388,719 B),网页播放页在 `allow-scripts` 沙箱 iframe 内渲染出 `PHASER-PUBLISH-OK` 与可点击按钮。
- 发行网关根路径:`GET /api/game-distribution/releases/{gameId}` 与带尾斜杠的同一路径等价于 `index.html`(生产由每游戏 origin 映射根路径,本地直连网关或入口直接填网关地址时同样可玩);路由级用例覆盖 Cookie 拒绝门与根路径。
- 发布灰度改为**默认关闭**并修掉客户端“看得到点不动”:`is_game_distribution_publish_enabled_for_user` 现在要求 gate 行存在且 `enabled=true`(未登录、无行、`enabled=false` 一律 false),因此没配灰度时 `gameDistributionPublishEnabled=false`,AGC 不再渲染「发布到游戏广场」按钮、网页入口也不出现;AGC 侧新增 `announcePublishMessage`,把「已构建并打包试玩包」「先打开一个项目再发布」等提示通过 DirectProject 聊天容器的 `announce` 出口回话(普通项目不渲染工作台状态行,之前只写 workspaceStatus 才会表现为点击无反应)。后台「灰度发布配置」新增「可配置开关」列表:预设开关在未创建行时也可见并可一键配置(不再需要先猜 gate key)。
## 尚未完成
- 真实独立发行域名、通配 TLS 与 CDN 仍属部署侧:边缘模板与门禁已就绪,本地已用真实 nginx 验证按主机映射、Cookie 403 与命名空间隔离,但仍需在真实域名/证书下跑一次“审核通过 → 游玩 → 换版 → 下架”并确认 CDN TTL 不超过 60 秒窗口。
@@ -96,6 +96,8 @@ SpacetimeDB 任务统一先读取 `.codex/skills/genarrative-spacetimedb/SKILL.m
## Gitea CI 依赖闭合
缓存维护下载必须核对 artifact 元数据大小与实际响应,并立即检查 ZIP 完整性;有长度上限不等于能检测短读。网络或归档损坏最多重试 3 次且重新取签名链接。sccache 同 key 的不同 ZIP 成员排列会改变整个对象 SHA;新增对象去重仅在成员内容 SHA、权限和 ZIP 元数据均一致时接受排列差异,真实内容及继承对象冲突仍拒绝。禁止通过任取一份冲突对象绕过完整性契约。
Buildx 0.30.1 的 `inspect` 不支持 `--format`,builder 驱动校验读取普通输出的 `Driver:` 字段。相关命令须在宿主真实插件上验证;测试替身应拒绝不支持的参数,避免把模拟命令成功误当兼容性证据。
Gitea 基础镜像通过专用 `genarrative-ci-images` Buildx builder 持久复用 Cargo/npm 下载缓存;稳定 cache mount 与 commit、lock 哈希无关,以 `sharing=locked` 隔离并发写入,仅供可信宿主构建、不开放给 PR。最终镜像显式物化当前依赖下载快照,仍不包含 node_modules/target 或上一版 sccache 层。首次可用 `seed-downloads` 从可信完整 Image ID 提取包缓存,操作账号须与维护服务一致;部署要求及 builder GC 空间目标见 `deploy/container/README.md`。构建上下文必须覆盖 AGC vendor 与编辑器 bridge 的全部本地 path manifest,普通源码变化不应使依赖层失效。维护 journal 提供阶段耗时和失败 build.log 定位。
@@ -541,7 +541,7 @@ Responses 的终态载荷既是工具调用的恢复源,也是正文的恢复
- Rust 结构体:`GameDistributionGame`
- 源码:`server-rs/crates/spacetime-module/src/game_distribution.rs`
- 用途:游戏分发稳定身份与公开版本指针。保存 owner、标题/简介/分类资料、设备与输入声明、`publication_revision`、当前 `active_version_id`、可见性和游玩计数;标签与输入模式按版本化 JSON 保存,展示资料由 `api-server` 通过 `spacetime-client` 归一后返回。
- 公开素材:游戏行末尾追加可空 `cover_object_key``screenshots_json`(截图 `{assetId, objectKey}` 数组);创建游戏时 `api-server` 就复核封面/截图素材存在且属于当前作者(不存在 400、他人素材 403),创建版本时按同一口径再次复核并派生对象键。 发布写入受灰度配置键 `game-distribution:publish` 约束:未配置或 `enabled=false` 默认开放,显式收紧后写入口(创建游戏/版本、确认包、送审、审核通过激活)返回 503 `GAME_DISTRIBUTION_PUBLISH_DISABLED`,读取与安全下架保持可用;同一判据在 `GET /api/runtime/frontend-config``gameDistributionPublishEnabled` 下发给前端入口,匿名恒为 `false`。只有可见性为 `published` 且存在有效 `active_version_id` 的游戏,其封面/截图素材才在 `/api/assets/read-url` 上获得匿名读授权。
- 公开素材:游戏行末尾追加可空 `cover_object_key``screenshots_json`(截图 `{assetId, objectKey}` 数组);创建游戏时 `api-server` 就复核封面/截图素材存在且属于当前作者(不存在 400、他人素材 403),创建版本时按同一口径再次复核并派生对象键。 发布写入受灰度配置键 `game-distribution:publish` 约束:**灰度默认关闭**未配置或 `enabled=false` 写入口(创建游戏/版本、确认包、送审、审核通过激活)返回 503 `GAME_DISTRIBUTION_PUBLISH_DISABLED``enabled=true` 且白名单/比例/标签命中才放行,读取与安全下架保持可用;同一判据在 `GET /api/runtime/frontend-config``gameDistributionPublishEnabled` 下发给前端入口,匿名恒为 `false`。只有可见性为 `published` 且存在有效 `active_version_id` 的游戏,其封面/截图素材才在 `/api/assets/read-url` 上获得匿名读授权。
- 复用规则:末尾可空列 `local_project_id` 保存发布方本地项目标识(AGC 的 `manifest.projectId`)。同一 `owner_user_id` 再次以相同 `local_project_id` 创建游戏时复用既有 `game_id` 并只新增版本,避免“更新”被实现成新建游戏;该字段只是复用提示,不构成所有权或路径凭证,也不能用于跨账号匹配。
- 索引:`by_game_distribution_game_owner_user_id` 用于作者私有游戏列表;`game_id` 为主键。公开目录只返回 `visibility = published` 且存在有效 `active_version_id` 的投影。
@@ -678,8 +678,8 @@ journalctl -u genarrative-api -o cat | grep 'operation="release_rejected"'
发布事故或回滚窗口里用 `game-distribution:publish` 灰度开关控制写入,不需要改代码或重启:
- 开关位置:后台「灰度发布配置」(`GET/PUT /admin/api/feature-gates`),`gateKey = game-distribution:publish`
- 语义:没有该 gate 行或 `enabled=false` 表示**默认开放**`enabled=true` 时只有 `allowUserIds` / `allowUserTags` / `rolloutPercent` 命中的作者能发布,`rolloutPercent=0` 且无白名单即**全部关闭**(等价紧急关闭投稿)。
- 开关位置:后台「灰度发布配置」(`GET/PUT /admin/api/feature-gates`),`gateKey = game-distribution:publish`;后台「可配置开关」里固定列出「游戏分发 · 游戏发布」,点「配置」即按默认关闭填表(`enabled=false`),再填白名单 / 灰度比例并开启保存。灰度默认关闭:该键未创建或 `enabled=false` 时作者看不到发布入口、写入口返回 503
- 语义:没有该 gate 行或 `enabled=false` 表示**开放**(灰度默认关闭)`enabled=true` 时只有 `allowUserIds` / `allowUserTags` / `rolloutPercent` 命中的作者能发布,`rolloutPercent=0` 且无白名单同样全关(等价紧急关闭投稿)。开放灰度就是把 `enabled` 打开并放白名单或提高比例。
- 关闭范围:创建游戏、创建版本、上传包、送审、撤回、作者下架,以及管理员**批准**(新版本激活)都返回 `503 GAME_DISTRIBUTION_PUBLISH_DISABLED`
- 始终可用:目录、详情、版本回读、发行网关(已公开游戏继续游玩)、`/my-games`、审核队列读取、**拒绝审核**与管理员**安全下架**。
- 失败姿态:开关状态读取失败时按关闭处理,避免绕过运营刚下的收紧动作;本地排障时确认 SpacetimeDB 正常后再判断业务是否被误伤。
@@ -86,10 +86,10 @@
2. 所有运行依赖都必须在发行包内。资源 URL 使用与发行版本目录兼容的相对地址;前导 `/assets`、本地文件 URL、外部脚本/样式/媒体/字体地址均不属于可接受发行合同。客户端给出可操作错误,服务器仍独立校验;静态校验不能代替运行时 CSP 阻断。
3. 建议首版限额:压缩包 100 MiB、展开总量 250 MiB、单文件 64 MiB、最多 10,000 个文件、展开/压缩比不超过 100。服务端拒绝加密 ZIP、重复或大小写冲突路径、绝对路径、`..`、符号链接/重解析点、设备文件和嵌套压缩包;拒绝 `.agent`、版本控制目录、`node_modules`、凭据文件与源码映射文件。超限返回明确错误,不截断后继续发布。
4. 提交声明 ZIP 的 SHA-256 与字节数,服务端对收到的真实 ZIP 重新计算,再对展开文件建立相对路径、字节数和 SHA-256 清单。摘要不一致、缺文件或入口损坏时停止;只有 metadata 而没有已确认完整对象的提交必须失败。
5. 游戏资料随发行版本冻结:标题 2–40 字、短简介不超过 120 字、详细介绍不超过 2,000 字、一个分类、最多 5 个标签(每个不超过 20 字)、必需封面、最多 6 张截图、操作方式不超过 240 字。分类首版为休闲、益智、动作、冒险、模拟、策略、其他;封面/截图复用平台图片上传与归属校验,不接受任意外链作为审核图片。发布入口按灰度下发:后端灰度配置键固定为 `game-distribution:publish`(后台「灰度发布配置」可改,支持 `enabled` / `rolloutPercent` / `allowUserIds` / `allowUserTags`)。未配置该键、或 `enabled=false`对已登录作者默认开放;显式 `enabled=true` 后只有白名单或灰度命中的作者拿到开放状态,匿名恒为不开放。发布入口的开放状态随 `/api/runtime/frontend-config``gameDistributionPublishEnabled` 下发,网页广场/我的游戏入口与 AGC 聊天头「发布到游戏广场」按钮据此显示或隐藏;写入口仍独立校验,收紧期间提交返回 503 与可读文案,读接口、目录、详情、发行网关与安全下架不受影响。作者续发时按版本冻结快照回填封面与截图并复用同一批素材;公开投影只暴露对象键,素材 ID 只在作者与管理员回读时返回,快照里缺素材 ID 的旧版本必须要求作者重新选择封面。
5. 游戏资料随发行版本冻结:标题 2–40 字、短简介不超过 120 字、详细介绍不超过 2,000 字、一个分类、最多 5 个标签(每个不超过 20 字)、必需封面、最多 6 张截图、操作方式不超过 240 字。分类首版为休闲、益智、动作、冒险、模拟、策略、其他;封面/截图复用平台图片上传与归属校验,不接受任意外链作为审核图片。作者不需要自己构建或打 ZIP:AGC 发布时对 `game/` 子工程按需执行 `npm install`(复用 `project.bootstrap`)与 `npm run build`(复用 `project.verify` 的受控 npm 运行器,脚本白名单含 `build`、禁止项目级 `.npmrc` 改写语义),再把 `game/dist` 归一化成根 `index.html` 的发行包上传;已有可玩入口(`game/index.html``dist/index.html`)时跳过构建。Phaser 4 + Vite 已按此口径端到端验证(构建产物、发行网关与网页沙箱播放)。发布入口按灰度下发:后端灰度配置键固定为 `game-distribution:publish`(后台「灰度发布配置」可改,支持 `enabled` / `rolloutPercent` / `allowUserIds` / `allowUserTags`)。灰度默认关闭:未配置该键、或 `enabled=false`,未登录与已登录作者都拿到不开放(发布入口不渲染、写入口 503);运营在后台创建该键并 `enabled=true`只有白名单 / 灰度比例 / 用户标签命中的作者拿到开放状态。发布入口的开放状态随 `/api/runtime/frontend-config``gameDistributionPublishEnabled` 下发,网页广场/我的游戏入口与 AGC 聊天头「发布到游戏广场」按钮据此显示或隐藏;写入口仍独立校验,收紧期间提交返回 503 与可读文案,读接口、目录、详情、发行网关与安全下架不受影响。作者续发时按版本冻结快照回填封面与截图并复用同一批素材;公开投影只暴露对象键,素材 ID 只在作者与管理员回读时返回,快照里缺素材 ID 的旧版本必须要求作者重新选择封面。
6. `supportedDevices` 至少包含 `desktop``mobile``inputModes` 来自 `keyboard``mouse``touch`;声明移动端必须包含 `touch``orientation``landscape``portrait``responsive`。这些是待人工复核的作者声明,目录只显示已经随版本审核通过的值。
7. 原始 ZIP、未审核展开目录、审核资料均为私有对象;公开版本不暴露源码镜像键、本地路径、访问凭据或私有账号元数据。运行文件只能由发行网关按游戏、版本和文件白名单读取,不能绕过网关访问公开 OSS bucket。
8. 现役发行网关由 `api-server` 提供:`GET /api/game-distribution/releases/{gameId}/{assetPath}` 只服务当前已公开版本包内的文件,私有 ZIP 与未公开版本不因知道 ID 而可读。响应按扩展名白名单设定内容类型,未知扩展名返回 404;全部响应带 `X-Content-Type-Options: nosniff``Cross-Origin-Resource-Policy: cross-origin` 与不带 credentials 的 `Access-Control-Allow-Origin: *`(发行文档运行在 `allow-scripts` 的 opaque origin 沙箱里,`same-origin` 会让游戏自己的脚本被浏览器拦下),HTML 追加最小权限 CSP。带平台 `Cookie` 的请求一律 `403`,避免发行文件被主站同源读取;发行网关必须部署在独立来源。发行包按对象键在进程内做有界缓存,单个超预算包不进入缓存。
8. 现役发行网关由 `api-server` 提供:`GET /api/game-distribution/releases/{gameId}`(含尾斜杠)等价于该游戏的 `index.html``GET /api/game-distribution/releases/{gameId}/{assetPath}` 只服务当前已公开版本包内的文件,私有 ZIP 与未公开版本不因知道 ID 而可读。响应按扩展名白名单设定内容类型,未知扩展名返回 404;全部响应带 `X-Content-Type-Options: nosniff``Cross-Origin-Resource-Policy: cross-origin` 与不带 credentials 的 `Access-Control-Allow-Origin: *`(发行文档运行在 `allow-scripts` 的 opaque origin 沙箱里,`same-origin` 会让游戏自己的脚本被浏览器拦下),HTML 追加最小权限 CSP。带平台 `Cookie` 的请求一律 `403`,避免发行文件被主站同源读取;发行网关必须部署在独立来源。发行包按对象键在进程内做有界缓存,单个超预算包不进入缓存。
9. 审核通过时必须提交绝对 HTTPS `entryUrl`,且不接受凭据、query 和 fragment;服务端不根据请求 Host 或本地路径拼默认发行地址,避免把内网地址或主站来源写进公开投影。 非生产环境额外允许 http 回环地址(`127.0.0.1` / `localhost` / `[::1]`),口径与前端 `normalizeGameEntryUrl` 一致,便于本地在没有 TLS 的情况下验证内嵌游玩;生产环境只接受 HTTPS。
### 身份、状态、审核与更新
@@ -119,7 +119,7 @@
| --- | --- | --- |
| `GET /games` | 游客 | **已实现**:关键词与分类筛选,最多 48 项;仅公开可玩版本 |
| `GET /games/{gameId}` | 游客 | **已实现**:当前公开资料与 `currentVersion.entryUrl`;不可见时 404 |
| `GET /game-distribution/releases/{gameId}/{assetPath}` | 游客 | **已实现**:发行网关只服务当前已公开版本包内文件,按扩展名白名单设内容类型,未知扩展名 404,带 Cookie 的请求 403;游玩页的入口来自详情投影的 `currentVersion.entryUrl` |
| `GET /game-distribution/releases/{gameId}[/{assetPath}]` | 游客 | **已实现**根路径等价于 `index.html`发行网关只服务当前已公开版本包内文件,按扩展名白名单设内容类型,未知扩展名 404,带 Cookie 的请求 403;游玩页的入口来自详情投影的 `currentVersion.entryUrl` |
| `GET /my/games` | 登录作者 | **已实现**:当前账号游戏、最近版本状态与驳回理由;owner 只从认证主体派生 |
| `POST /games` | 登录作者 | **已实现**:幂等创建游戏身份,尚不公开;带 `localProjectId` 时同一作者复用既有 `gameId` |
| `POST /games/{gameId}/versions` | owner | **已实现**:创建不可变待上传版本,冻结包摘要/字节数/文件数与资料 |
@@ -151,7 +151,7 @@
- 建议 HTML、公开状态与启动 API 使用 `no-store`;发行静态资源的浏览器与 CDN 有效期均不超过 60 秒,禁止 `stale-while-revalidate``stale-if-error` 和发行 Service Worker。下架主动 purge 相关 CDN 键,60 秒作为最大缓存撤销窗口,不把 purge 成功当唯一保障。旧版本被更新替代后,新启动只用当前版;旧游戏已经载入的脚本/资源不承诺远程抹除,用户退出或刷新后按当前授权重新判断。
- 发布所需部署依赖包括独立站点域名及通配 TLS、每游戏 host 路由、私有存储、网关 CSP/CORS/MIME、CDN TTL/purge、管理员审核运营入口和可恢复校验执行器;缺少任一项不能宣布公开上线。
- 观察上传失败、校验耗时、审核积压、发行 4xx/5xx、撤销传播时间与容量,日志按游戏/版本/操作 ID 关联,不记录 Token、完整用户文件内容或 signed URL。原始失败/撤回包建议保留 7 天后清理,公开版本和审核记录的保留周期在上线前确定;清理必须先检查引用,不能删除仍在服务的版本。
- 回滚部署时关闭新提交和新版本激活,保留当前可玩版本与状态读取;数据库迁移不以删表回滚。安全事件通过服务端关闭游戏发行权限,不依赖前端隐藏按钮。现役实现:`game-distribution:publish` 灰度开关(后台「灰度发布配置」)控制作者写入与新版本激活——没有 gate 行或 `enabled=false`默认开放`enabled=true` 时只有白名单/灰度命中的用户能发布(`rolloutPercent=0` 且无白名单即全部关闭)。关闭期间目录、详情、版本回读、发行网关、审核队列读取、拒绝审核与安全下架都不受影响;开关读取失败按关闭处理。
- 回滚部署时关闭新提交和新版本激活,保留当前可玩版本与状态读取;数据库迁移不以删表回滚。安全事件通过服务端关闭游戏发行权限,不依赖前端隐藏按钮。现役实现:`game-distribution:publish` 灰度开关(后台「灰度发布配置」)控制作者写入与新版本激活——灰度默认关闭,没有 gate 行或 `enabled=false`不允许发布`enabled=true` 时只有白名单/灰度命中的用户能发布(`rolloutPercent=0` 且无白名单即仍然全关)。关闭期间目录、详情、版本回读、发行网关、审核队列读取、拒绝审核与安全下架都不受影响;开关读取失败按关闭处理。
### 验收标准与证据
+132 -23
View File
@@ -4,10 +4,15 @@
// E2E_ADMIN_USER=<管理员用户名> E2E_ADMIN_PASSWORD=<管理员密码> \
// npm run check:game-distribution-media-e2e
// E2E_API_BASE 可覆盖 api-server 地址(默认 http://127.0.0.1:12401)。
// E2E_PACKAGE_ZIP 指向一个已经构建好的发行包(根目录含 index.html),例如真实
// Phaser/Vite 工程 `game/dist/**` 打成的 ZIP;不传时使用脚本内置的最小 fixture。
// E2E_GAME_TITLE 可覆盖游戏标题,便于在广场里认出这次验证。
//
// 覆盖:真实素材直传 OSS → 创建游戏(素材归属校验)→ 创建版本(资料冻结)→ 送审 →
// 作者回读 frozenMetadata → 待审期间匿名不可见/不可读 → 管理员审核通过 → 公开投影
// 暴露对象键且不泄露素材 ID → 匿名换签读封面与截图 → 发行网关可直接游玩。
import { readFile } from 'node:fs/promises';
import JSZip from 'jszip';
const API = process.env.E2E_API_BASE ?? 'http://127.0.0.1:12401';
@@ -139,7 +144,39 @@ function gameMetadata(overrides = {}) {
};
}
const externalPackageZip = (process.env.E2E_PACKAGE_ZIP ?? '').trim();
const gameTitleOverride = (process.env.E2E_GAME_TITLE ?? '').trim();
/** 返回待发布的发行包字节与条目数:优先使用调用方真实构建产物,否则用内置 fixture。 */
async function buildZip() {
if (externalPackageZip) {
const bytes = await readFile(externalPackageZip);
const archive = new JSZip();
const parsed = await archive.loadAsync(bytes);
const entryNames = Object.keys(parsed.files).filter(
(name) => !parsed.files[name].dir,
);
if (!entryNames.includes('index.html')) {
throw new Error(
`E2E_PACKAGE_ZIP 根目录缺少 index.html${externalPackageZip}`,
);
}
// 真实构建产物(Phaser/Vite 等)资源名带哈希:从包内派生一个资源路径做网关断言。
const assetPath =
entryNames.find((name) => /^assets\/.+\.js$/u.test(name)) ??
entryNames.find((name) => name.endsWith('.js'));
if (!assetPath) {
throw new Error(
`E2E_PACKAGE_ZIP 内没有可断言的 JS 资源:${externalPackageZip}`,
);
}
return {
bytes: Buffer.from(bytes),
fileCount: entryNames.length,
assetPath,
entryMarker: null,
};
}
const zip = new JSZip();
zip.file(
'index.html',
@@ -147,7 +184,12 @@ async function buildZip() {
);
zip.file('assets/app.js', 'document.documentElement.dataset.e2e="media";');
const bytes = await zip.generateAsync({ type: 'uint8array' });
return Buffer.from(bytes);
return {
bytes: Buffer.from(bytes),
fileCount: 2,
assetPath: 'assets/app.js',
entryMarker: 'E2E-MEDIA-OK',
};
}
async function main() {
@@ -172,6 +214,78 @@ async function main() {
});
const another = otherEntry.data.token;
// 1.1 管理员登录:发布灰度默认关闭,脚本先验证关闭态再为本轮验证开启。
const adminLogin = await api('/admin/api/login', {
method: 'POST',
body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
});
check(
'管理员登录成功',
adminLogin.status === 200 &&
Boolean(adminLogin.data?.token ?? adminLogin.data?.accessToken),
`status=${adminLogin.status}`,
);
const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken;
const setPublishGate = (enabled, rolloutPercent) =>
api('/admin/api/feature-gates', {
method: 'PUT',
token: admin,
body: {
gateKey: 'game-distribution:publish',
enabled,
rolloutPercent,
allowUserIds: [],
allowUserTags: [],
denyUserIds: [],
description: 'E2E 发布灰度',
},
});
const gateClosed = await setPublishGate(false, 0);
check(
'发布灰度可配置为关闭',
gateClosed.status === 200,
`status=${gateClosed.status}`,
);
const closedAvailability = await api('/api/runtime/frontend-config', {
token: author,
});
check(
'灰度关闭时作者拿不到发布入口',
closedAvailability.data?.gameDistributionPublishEnabled === false,
`value=${closedAvailability.data?.gameDistributionPublishEnabled}`,
);
const closedPublish = await api('/api/game-distribution/games', {
method: 'POST',
token: author,
headers: { 'Idempotency-Key': `e2e-gate-closed-${Date.now()}` },
body: gameMetadata({ title: `灰度关闭验证 ${Date.now()}` }),
});
check(
'灰度关闭时写入口 503',
closedPublish.status === 503,
`status=${closedPublish.status} code=${closedPublish.error?.code ?? ''}`,
);
const gateOpen = await setPublishGate(true, 100);
check(
'发布灰度可开启并放量',
gateOpen.status === 200,
`status=${gateOpen.status}`,
);
const openAvailability = await api('/api/runtime/frontend-config', {
token: author,
});
check(
'灰度开启后作者拿到发布入口',
openAvailability.data?.gameDistributionPublishEnabled === true,
`value=${openAvailability.data?.gameDistributionPublishEnabled}`,
);
// 2. 真实素材直传
const id = stamp();
const cover = await uploadImage(author, 'cover', id);
@@ -230,7 +344,7 @@ async function main() {
// 4. 创建游戏 + 版本(冻结资料)
const metadata = gameMetadata({
title: `分发媒体验证 ${id.slice(-6)}`,
title: gameTitleOverride || `分发媒体验证 ${id.slice(-6)}`,
coverAssetId: cover.assetObjectId,
screenshots: [shot1.assetObjectId, shot2.assetObjectId],
});
@@ -284,7 +398,8 @@ async function main() {
`status=${ghostVersion.status}`,
);
const zipBytes = await buildZip();
const built = await buildZip();
const zipBytes = built.bytes;
const crypto = await import('node:crypto');
const sha256 = crypto.createHash('sha256').update(zipBytes).digest('hex');
const version = await api(`/api/game-distribution/games/${gameId}/versions`, {
@@ -294,7 +409,7 @@ async function main() {
body: {
packageSha256: sha256,
packageBytes: zipBytes.length,
packageFileCount: 2,
packageFileCount: built.fileCount,
packageEntryPath: 'index.html',
gameMetadata: metadata,
},
@@ -401,19 +516,7 @@ async function main() {
`status=${readBefore.status}`,
);
// 7. 管理员审核通过(本地非生产允许回环 http 入口)
const adminLogin = await api('/admin/api/login', {
method: 'POST',
body: { username: ADMIN_USER, password: ADMIN_PASSWORD },
});
check(
'管理员登录成功',
adminLogin.status === 200 &&
Boolean(adminLogin.data?.token ?? adminLogin.data?.accessToken),
`status=${adminLogin.status}`,
);
const admin = adminLogin.data?.token ?? adminLogin.data?.accessToken;
// 7. 管理员审核通过(本地非生产允许回环 http 入口;管理员 token 在步骤 1.1 已取得
const approved = await api(
`/admin/api/game-distribution/versions/${versionId}/review`,
{
@@ -423,7 +526,8 @@ async function main() {
body: {
decision: 'approve',
expectedPublicationRevision: readback.data.version.publicationRevision,
entryUrl: `${API}`,
// 本地用发行网关路径当入口,让「审核通过 → 游玩」在本地也走真实网关。
entryUrl: `${API}/api/game-distribution/releases/${gameId}/`,
},
},
);
@@ -480,22 +584,27 @@ async function main() {
`${API}/api/game-distribution/releases/${gameId}/index.html`,
);
const releaseBody = await release.text();
const entryOk =
release.status === 200 &&
/<html|<!doctype html/iu.test(releaseBody) &&
(built.entryMarker === null || releaseBody.includes(built.entryMarker));
check(
'发行网关返回游戏入口',
release.status === 200 && releaseBody.includes('E2E-MEDIA-OK'),
`status=${release.status}`,
entryOk,
`status=${release.status} bytes=${releaseBody.length}`,
);
check(
'发行入口带 nosniff',
release.headers.get('x-content-type-options') === 'nosniff',
);
const releaseAsset = await fetch(
`${API}/api/game-distribution/releases/${gameId}/assets/app.js`,
`${API}/api/game-distribution/releases/${gameId}/${built.assetPath}`,
);
const assetBody = await releaseAsset.arrayBuffer();
check(
'发行网关返回包内资源',
releaseAsset.status === 200,
`status=${releaseAsset.status}`,
releaseAsset.status === 200 && assetBody.byteLength > 0,
`status=${releaseAsset.status} path=${built.assetPath} bytes=${assetBody.byteLength}`,
);
console.log(`\n结果:${failures === 0 ? '全部通过' : `${failures} 项失败`}`);
+99 -1
View File
@@ -167,6 +167,14 @@ def _snapshot_member(archive: Path) -> tuple[zipfile.ZipFile, zipfile.ZipInfo]:
raise
def validate_artifact_zip(archive: Path) -> None:
"""Validate the bounded stored ZIP envelope before consuming an artifact."""
bundle, _ = _snapshot_member(archive)
with bundle:
if bundle.testzip() is not None:
raise SnapshotError("artifact ZIP CRC check failed")
def _tar_stream(archive: Path):
bundle, member = _snapshot_member(archive)
try:
@@ -440,6 +448,94 @@ def _file_sha256(path: Path) -> str:
digest.update(chunk)
def _object_zip_signature(stream: BinaryIO, expected: _Object) -> tuple:
"""只允许 sccache 对象的 ZIP 成员排列不同,不放宽内容或元数据校验。"""
with tempfile.TemporaryFile() as temporary:
digest = hashlib.sha256()
total = 0
while chunk := stream.read(1024 * 1024):
total += len(chunk)
if total > expected.size:
raise SnapshotError("cache object grew while comparing ZIP contents")
digest.update(chunk)
temporary.write(chunk)
if (total, digest.hexdigest()) != (expected.size, expected.sha256):
raise SnapshotError("cache object checksum changed while comparing ZIP contents")
temporary.seek(0)
with zipfile.ZipFile(temporary) as bundle:
infos = bundle.infolist()
if (not infos or len(infos) > MAX_OBJECTS
or len({info.filename for info in infos}) != len(infos)
or sum(info.file_size for info in infos) > expected.size):
raise SnapshotError("invalid sccache ZIP member set")
members = []
for info in sorted(infos, key=lambda entry: entry.filename):
_safe_zip_path(info.filename)
mode = info.external_attr >> 16
if (info.is_dir() or info.flag_bits & 1 or stat.S_ISLNK(mode)
or stat.S_IFMT(mode) not in (0, stat.S_IFREG)
or info.compress_type != zipfile.ZIP_STORED):
raise SnapshotError("unsupported sccache ZIP member")
with bundle.open(info) as contents:
size, checksum = _hash_stream(contents, info.file_size)
members.append((
info.filename, size, checksum, info.CRC, info.compress_size,
info.compress_type, info.date_time, info.flag_bits,
info.external_attr, info.internal_attr, info.create_system,
info.create_version, info.extract_version, info.reserved,
info.extra, info.comment,
))
return bundle.comment, tuple(members)
def _equivalent_delta_paths(archives: Sequence[_Archive]) -> set[str]:
variants: dict[str, set[tuple[int, str | None]]] = {}
for archive in archives:
for obj in archive.objects:
variants.setdefault(obj.path, set()).add((obj.size, obj.sha256))
conflicts = {path for path, versions in variants.items() if len(versions) > 1}
if not conflicts:
return conflicts
for path in conflicts:
if len({size for size, _ in variants[path]}) != 1:
raise SnapshotError(f"conflicting content for duplicate object: {path}")
signatures = {}
# 每份归档最多额外顺序读取一次,仅将冲突对象暂存到磁盘供 ZIP 随机读取。
for archive in archives:
wanted = {obj.path: obj for obj in archive.objects if obj.path in conflicts}
if not wanted:
continue
if _archive_signature(archive.input.archive) != archive.signature:
raise SnapshotError("artifact archive changed while comparing cache objects")
bundle, raw, tar = _tar_stream(archive.input.archive)
try:
for member in tar:
expected = wanted.get(member.name)
if expected is None:
continue
if not member.isreg() or member.size != expected.size:
raise SnapshotError("cache object changed while comparing ZIP contents")
stream = tar.extractfile(member)
if stream is None:
raise SnapshotError("cache object is missing while comparing ZIP contents")
try:
with stream:
signature = _object_zip_signature(stream, expected)
except (SnapshotError, zipfile.BadZipFile, NotImplementedError) as error:
raise SnapshotError(f"conflicting content for duplicate object: {member.name}") from error
if member.name in signatures and signatures[member.name] != signature:
raise SnapshotError(f"conflicting content for duplicate object: {member.name}")
signatures[member.name] = signature
del wanted[member.name]
if wanted:
raise SnapshotError("cache objects disappeared while comparing ZIP contents")
finally:
tar.close()
raw.close()
bundle.close()
return conflicts
def _select_objects(
archives: Sequence[_Archive],
base_root: Path,
@@ -447,6 +543,7 @@ def _select_objects(
maximum: int,
) -> tuple[_Object, ...]:
merged = dict(base)
equivalent_paths = _equivalent_delta_paths(archives)
delta_paths = {obj.path for archive in archives for obj in archive.objects}
touched_paths = {touch.path for archive in archives for touch in archive.touched}
overlap = delta_paths & touched_paths
@@ -490,7 +587,8 @@ def _select_objects(
mtime_ns=max(current.mtime_ns, candidate.mtime_ns),
source_index=None,
)
elif (current.size, current.sha256) != (candidate.size, candidate.sha256):
elif ((current.size, current.sha256) != (candidate.size, candidate.sha256)
and candidate.path not in equivalent_paths):
raise SnapshotError(f"conflicting content for duplicate object: {candidate.path}")
elif candidate.mtime_ns > current.mtime_ns:
merged[candidate.path] = _Object(
+94 -26
View File
@@ -5,6 +5,7 @@ import argparse
import contextlib
import datetime
import hashlib
import http.client
import json
import os
from pathlib import Path
@@ -18,8 +19,11 @@ import time
import urllib.error
import urllib.parse
import urllib.request
import zipfile
from gitea_cache_snapshot import ArtifactIdentity, ArtifactInput, merge_snapshots
from gitea_cache_snapshot import (
ArtifactIdentity, ArtifactInput, SnapshotError, merge_snapshots, validate_artifact_zip,
)
from gitea_cache_upload_cleanup import cleanup_upload_chunks
@@ -46,6 +50,7 @@ RUST_JOBS = set(RUST_JOB_IDS)
ARTIFACT_PREFIX = "rust-cache-v1-"
MAX_DOWNLOAD = 4 * 1024 ** 3 + 129 * 1024 ** 2
EXPORT_STEP = "Publish master Rust cache artifact"
DOWNLOAD_ATTEMPTS = 3
def now():
@@ -183,35 +188,90 @@ class Api:
raise RuntimeError(f"Gitea API HTTP {error.code}") from None
return content if raw else (json.loads(content) if content else None)
def download(self, path, destination):
"""REST V4 archive redirects to a signed URL; never forward the API token."""
def download(self, path, destination, expected_size):
"""Fetch one artifact archive, retrying incomplete signed-URL transfers."""
if (isinstance(expected_size, bool) or not isinstance(expected_size, int)
or expected_size <= 0):
raise RuntimeError("artifact has invalid size metadata")
if expected_size > MAX_DOWNLOAD:
raise RuntimeError("artifact exceeds per-job size limit")
for attempt in range(DOWNLOAD_ATTEMPTS):
try:
self._download_once(path, destination, expected_size)
return
except RetryableArtifactDownload as error:
destination.unlink(missing_ok=True)
log(f"artifact download attempt {attempt + 1}/{DOWNLOAD_ATTEMPTS} failed: {error}")
if attempt + 1 == DOWNLOAD_ATTEMPTS:
raise RuntimeError("artifact download remained incomplete after retries") from error
time.sleep(1 << attempt)
except Exception:
destination.unlink(missing_ok=True)
raise
def _download_once(self, path, destination, expected_size):
"""Obtain a fresh signed URL and validate its complete ZIP response."""
token = self.token_file.read_text().strip()
url = self.url + "/" + path.lstrip("/")
opener = urllib.request.build_opener(NoRedirect())
request = urllib.request.Request(url, headers={"Authorization": "token " + token})
target = None
try:
response = opener.open(request, timeout=60)
except urllib.error.HTTPError as error:
error.close()
if error.code not in (301, 302, 303, 307, 308):
raise RuntimeError(f"artifact download HTTP {error.code}") from None
target = urllib.parse.urljoin(url, error.headers.get("Location", ""))
parsed, origin = urllib.parse.urlsplit(target), urllib.parse.urlsplit(self.url)
if (parsed.scheme != "https" or parsed.netloc != origin.netloc
or parsed.username or parsed.password or target == url):
raise RuntimeError("artifact redirect must stay on configured HTTPS Gitea origin") from None
response = opener.open(target, timeout=60)
try:
with response, destination.open("wb") as out:
total = 0
while chunk := response.read(1024 * 1024):
total += len(chunk)
if total > MAX_DOWNLOAD:
try:
response = opener.open(request, timeout=60)
except urllib.error.HTTPError as error:
error.close()
if error.code not in (301, 302, 303, 307, 308):
if error.code >= 500:
raise RetryableArtifactDownload(f"artifact download HTTP {error.code}") from None
raise RuntimeError(f"artifact download HTTP {error.code}") from None
target = urllib.parse.urljoin(url, error.headers.get("Location", ""))
parsed, origin = urllib.parse.urlsplit(target), urllib.parse.urlsplit(self.url)
if (parsed.scheme != "https" or parsed.netloc != origin.netloc
or parsed.username or parsed.password or target == url):
raise RuntimeError("artifact redirect must stay on configured HTTPS Gitea origin") from None
if target is not None:
try:
response = opener.open(target, timeout=60)
except urllib.error.HTTPError as error:
error.close()
if error.code >= 500:
raise RetryableArtifactDownload(f"artifact download HTTP {error.code}") from None
raise RuntimeError(f"artifact download HTTP {error.code}") from None
with response:
content_length = getattr(response, "headers", {}).get("Content-Length")
if content_length is not None:
try:
content_length = int(content_length)
except (TypeError, ValueError):
raise RetryableArtifactDownload("artifact response has invalid Content-Length") from None
if content_length > MAX_DOWNLOAD:
raise RuntimeError("artifact exceeds per-job size limit")
out.write(chunk)
except Exception:
destination.unlink(missing_ok=True)
raise
if content_length != expected_size:
raise RetryableArtifactDownload(
f"artifact response size differs: expected {expected_size} bytes, "
f"Content-Length is {content_length}")
with destination.open("wb") as out:
total = 0
while chunk := response.read(1024 * 1024):
total += len(chunk)
if total > MAX_DOWNLOAD:
raise RuntimeError("artifact exceeds per-job size limit")
if total > expected_size:
raise RetryableArtifactDownload(
f"artifact response exceeds metadata: expected {expected_size} bytes, "
f"received at least {total}")
out.write(chunk)
if total != expected_size:
raise RetryableArtifactDownload(
f"artifact response is truncated: expected {expected_size} bytes, received {total}")
try:
validate_artifact_zip(destination)
except (SnapshotError, zipfile.BadZipFile):
raise RetryableArtifactDownload("artifact response is not a valid ZIP") from None
except (http.client.HTTPException, urllib.error.URLError, OSError) as error:
raise RetryableArtifactDownload("artifact transfer failed") from error
def pages(self, path, key):
separator = "&" if "?" in path else "?"
@@ -230,6 +290,10 @@ class NoRedirect(urllib.request.HTTPRedirectHandler):
return None
class RetryableArtifactDownload(RuntimeError):
"""A signed archive transfer may be retried with a newly issued URL."""
class Maintenance:
def __init__(self, config):
self.config = config
@@ -371,7 +435,10 @@ class Maintenance:
if len(used) != 1:
break
images.update(used)
selected.append({"id": matches[0]["id"], "name": name,
size = matches[0].get("size_in_bytes")
if isinstance(size, bool) or not isinstance(size, int) or size <= 0 or size > MAX_DOWNLOAD:
break
selected.append({"id": matches[0]["id"], "name": name, "size_in_bytes": size,
"job": RUST_JOB_IDS[job["name"]], "attempt": job["run_attempt"]})
if len(selected) != len(RUST_JOB_IDS) or len(images) != 1:
continue
@@ -431,7 +498,8 @@ class Maintenance:
archive = work / (str(export["id"]) + ".zip")
with operation(f"download cache artifact job={export['job']} attempt={export['attempt']}",
build_log=build_log):
self.api.download(self.repo_api + f'/actions/artifacts/{export["id"]}/zip', archive)
self.api.download(self.repo_api + f'/actions/artifacts/{export["id"]}/zip', archive,
export["size_in_bytes"])
inputs.append(ArtifactInput(archive, ArtifactIdentity(
self.config["repository"], source["run_id"], export["attempt"], export["job"], sha)))
snapshot = work / "snapshot"
+116 -6
View File
@@ -11,6 +11,7 @@ import re
import tempfile
import unittest
from unittest.mock import patch
import zipfile
SCRIPT = Path(__file__).with_name("maintain-gitea-rust-cache.py")
@@ -29,6 +30,26 @@ def runner_config(image: str) -> str:
return f'runners:\n - "genarrative-ci:docker://{image}"\n'
def zip_bytes(*, size=None) -> bytes:
"""Make a valid stored ZIP, optionally padded to an exact download size."""
content = b"x" * 40000 if size else b"cache artifact"
output = io.BytesIO()
with zipfile.ZipFile(output, "w", zipfile.ZIP_STORED) as archive:
archive.writestr("snapshot.tar", content)
value = output.getvalue()
if size is None:
return value
if not len(value) < size <= len(value) + 65535:
raise AssertionError("requested ZIP size cannot be represented by its comment")
output = io.BytesIO(value)
with zipfile.ZipFile(output, "a") as archive:
archive.comment = b"p" * (size - len(value))
value = output.getvalue()
if len(value) != size:
raise AssertionError("ZIP comment did not produce the requested size")
return value
class FakeApi:
def __init__(self):
self.requests: list[str] = []
@@ -299,7 +320,7 @@ class GiteaCacheMaintenanceTest(unittest.TestCase):
"steps": [{"name": maintenance_module.EXPORT_STEP, "conclusion": "success"}]}
for i, name in enumerate(maintenance_module.RUST_JOB_IDS, start=1)]
artifacts = [{"id": job["id"], "name": "rust-cache-v1-" + maintenance_module.RUST_JOB_IDS[job["name"]]
+ "-attempt-1", "expired": False, "workflow_run": run} for job in jobs]
+ "-attempt-1", "size_in_bytes": 10, "expired": False, "workflow_run": run} for job in jobs]
class Api:
def pages(self, path, key):
return iter({"workflow_runs": [run], "jobs": jobs, "artifacts": artifacts}[key])
@@ -320,6 +341,7 @@ class GiteaCacheMaintenanceTest(unittest.TestCase):
result = self.select_source(instance)
self.assertEqual(result["run_id"], 44)
self.assertEqual(len(result["exports"]), 6)
self.assertEqual({item["size_in_bytes"] for item in result["exports"]}, {10})
run["event"] = "pull_request"
self.assertIsNone(self.select_source(instance))
run["event"] = "push"
@@ -375,7 +397,7 @@ class GiteaCacheMaintenanceTest(unittest.TestCase):
return "rustc test\n"
return ""
instance.docker = docker
instance.api.download = lambda path, destination: destination.write_bytes(b"download")
instance.api.download = lambda path, destination, expected_size: destination.write_bytes(b"download")
def merge(inputs, output, **kwargs):
self.assertEqual(len(inputs), 6)
self.assertEqual(kwargs["expected_inherited_source_sha"], "b" * 40)
@@ -419,23 +441,111 @@ class GiteaCacheMaintenanceTest(unittest.TestCase):
def test_signed_download_drops_token_and_rejects_other_origins(self):
api = maintenance_module.Api(self.config["api_url"], self.token)
destination = self.root / "artifact.zip"
archive = zip_bytes()
seen = []
target = ["https://gitea.example.test/api/v1/repos/team/project/actions/artifacts/1/zip/raw?sig=test"]
class Response(io.BytesIO):
def __init__(self, value):
super().__init__(value)
self.headers = {"Content-Length": str(len(value))}
class Opener:
def open(self, request, timeout):
seen.append(request)
if not isinstance(request, str):
raise maintenance_module.urllib.error.HTTPError(request.full_url, 302, "Found", {"Location": target[0]}, None)
return io.BytesIO(b"archive")
return Response(archive)
with patch.object(maintenance_module.urllib.request, "build_opener", return_value=Opener()):
api.download("repos/team/project/actions/artifacts/1/zip", destination)
self.assertEqual(destination.read_bytes(), b"archive")
api.download("repos/team/project/actions/artifacts/1/zip", destination, len(archive))
self.assertEqual(destination.read_bytes(), archive)
self.assertEqual(seen[0].get_header("Authorization"), "token test-token")
self.assertIsInstance(seen[1], str) # signed URL request has no Authorization header
target[0] = "https://other.example.test/download"
with self.assertRaisesRegex(RuntimeError, "configured HTTPS Gitea origin"):
api.download("repos/team/project/actions/artifacts/1/zip", self.root / "rejected.zip")
api.download("repos/team/project/actions/artifacts/1/zip", self.root / "rejected.zip", len(archive))
self.assertFalse((self.root / "rejected.zip").exists())
self.assertEqual(len(seen), 3) # invalid redirect is deterministic and is not retried
def test_download_retries_transport_and_truncated_response_with_fresh_signed_urls(self):
api = maintenance_module.Api(self.config["api_url"], self.token)
destination = self.root / "artifact.zip"
archive = zip_bytes(size=100000)
seen, signed_responses = [], []
origin_requests = 0
target = "https://gitea.example.test/api/v1/repos/team/project/actions/artifacts/1/zip/raw?sig=test"
class Response(io.BytesIO):
def __init__(self, value):
super().__init__(value)
self.headers = {"Content-Length": "100000"}
class Opener:
def open(self, request, timeout):
nonlocal origin_requests
seen.append(request)
if not isinstance(request, str):
origin_requests += 1
if origin_requests == 1:
raise maintenance_module.urllib.error.URLError("connection reset")
raise maintenance_module.urllib.error.HTTPError(request.full_url, 302, "Found", {"Location": target}, None)
signed_responses.append(request)
return Response(b"x" * 512 if len(signed_responses) == 1 else archive)
with patch.object(maintenance_module.urllib.request, "build_opener", return_value=Opener()), \
patch.object(maintenance_module.time, "sleep") as sleep:
api.download("repos/team/project/actions/artifacts/1/zip", destination, 100000)
self.assertEqual(destination.read_bytes(), archive)
self.assertEqual(len(signed_responses), 2)
self.assertEqual(origin_requests, 3)
self.assertEqual([item.args for item in sleep.call_args_list], [(1,), (2,)])
def test_download_rejects_malformed_zip_after_retries(self):
api = maintenance_module.Api(self.config["api_url"], self.token)
destination = self.root / "artifact.zip"
seen = []
target = "https://gitea.example.test/api/v1/repos/team/project/actions/artifacts/1/zip/raw?sig=test"
class Response(io.BytesIO):
headers = {"Content-Length": "9"}
class Opener:
def open(self, request, timeout):
seen.append(request)
if not isinstance(request, str):
raise maintenance_module.urllib.error.HTTPError(request.full_url, 302, "Found", {"Location": target}, None)
return Response(b"not a zip")
with patch.object(maintenance_module.urllib.request, "build_opener", return_value=Opener()), \
patch.object(maintenance_module.time, "sleep") as sleep:
with self.assertRaisesRegex(RuntimeError, "incomplete after retries"):
api.download("repos/team/project/actions/artifacts/1/zip", destination, 9)
self.assertFalse(destination.exists())
self.assertEqual(sum(not isinstance(item, str) for item in seen), 3)
self.assertEqual([item.args for item in sleep.call_args_list], [(1,), (2,)])
def test_download_rejects_valid_zip_when_its_size_differs_from_metadata(self):
api = maintenance_module.Api(self.config["api_url"], self.token)
destination = self.root / "artifact.zip"
archive = zip_bytes()
seen = []
target = "https://gitea.example.test/api/v1/repos/team/project/actions/artifacts/1/zip/raw?sig=test"
class Opener:
def open(self, request, timeout):
seen.append(request)
if not isinstance(request, str):
raise maintenance_module.urllib.error.HTTPError(request.full_url, 302, "Found", {"Location": target}, None)
return io.BytesIO(archive)
with patch.object(maintenance_module.urllib.request, "build_opener", return_value=Opener()), \
patch.object(maintenance_module.time, "sleep") as sleep:
with self.assertRaisesRegex(RuntimeError, "incomplete after retries"):
api.download("repos/team/project/actions/artifacts/1/zip", destination, len(archive) + 1)
self.assertFalse(destination.exists())
self.assertEqual(sum(not isinstance(item, str) for item in seen), 3)
self.assertEqual([item.args for item in sleep.call_args_list], [(1,), (2,)])
def test_pending_chunk_cleanup_requires_old_terminal_master_run(self):
instance = self.maintenance({"versions": [], "current": None, "attempts": [{"run_id": 4}]})
+46
View File
@@ -37,6 +37,16 @@ def object_path(character: str) -> str:
return f"objects/{key[0]}/{key[1]}/{key}"
def cache_object(entries, *, mode=0o100644) -> bytes:
output = io.BytesIO()
with zipfile.ZipFile(output, "w", compression=zipfile.ZIP_STORED) as bundle:
for name, contents in entries:
info = zipfile.ZipInfo(name)
info.external_attr = mode << 16
bundle.writestr(info, contents)
return output.getvalue()
class SnapshotMergeTest(unittest.TestCase):
def setUp(self) -> None:
self.temporary_directory = tempfile.TemporaryDirectory(ignore_cleanup_errors=True)
@@ -207,6 +217,42 @@ class SnapshotMergeTest(unittest.TestCase):
with self.assertRaisesRegex(snapshot.SnapshotError, "conflicting content"):
self.merge(inputs)
def test_deduplicates_cache_zip_member_order_preserving_payload_and_newest_touch(self) -> None:
path = object_path("a")
entries = [("lib.rlib", b"compiled"), ("lib.rmeta", b"metadata"), ("stderr", b"warning")]
first = cache_object(entries)
second = cache_object(list(reversed(entries)))
self.assertEqual(len(first), len(second))
self.assertNotEqual(hashlib.sha256(first).digest(), hashlib.sha256(second).digest())
inputs = [
self.archive("smoke", "smoke", 45, [(path, first, 100)]),
self.archive("lane-1", "lane-1", 45, [(path, second, 300)]),
self.archive("lane-2", "lane-2", 45, [(path, second, 200)]),
]
result = self.merge(inputs)
output = self.root / "merged" / path
self.assertEqual((result.object_count, result.total_bytes), (1, len(first)))
self.assertEqual(output.read_bytes(), first)
self.assertEqual(output.stat().st_mtime_ns, 300)
def test_rejects_cache_zip_payload_or_permissions_conflicts(self) -> None:
path = object_path("a")
first = cache_object([("lib.rlib", b"one"), ("stderr", b"err")])
variants = {
"payload": cache_object([("stderr", b"err"), ("lib.rlib", b"two")]),
"permissions": cache_object([("stderr", b"err"), ("lib.rlib", b"one")], mode=0o100755),
}
for name, second in variants.items():
with self.subTest(name=name):
self.assertEqual(len(first), len(second))
inputs = [
self.archive("first", "smoke", 45, [(path, first, 100)]),
self.archive("second", "lane-1", 45, [(path, second, 200)]),
]
with self.assertRaisesRegex(snapshot.SnapshotError, "conflicting content"):
self.merge(inputs)
self.assertFalse((self.root / "merged").exists())
def test_rejects_delta_that_conflicts_with_inherited_key(self) -> None:
path = object_path("f")
self.base_object(path, b"base", 1)
+75 -13
View File
@@ -1292,15 +1292,15 @@ mod tests {
let user = seed_phone_user_with_password(&state, "13800138195", TEST_PASSWORD).await;
let token = sign_test_user_token(&state, &user, "sess_game_distribution_publish_gate");
let mut gate = test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
// 无 gate 行时默认开放:已登录作者拿到 true,匿名仍为 false
let mut cases = vec![(vec![], true)];
// 灰度默认关闭:无 gate 行、enabled=false、rollout 0 都拿不到入口
let mut cases = vec![(vec![], false)];
cases.push((vec![gate.clone()], false));
gate.allow_user_ids = vec![user.id.clone()];
cases.push((vec![gate.clone()], true));
gate.deny_user_ids = vec![user.id.clone()];
cases.push((vec![gate.clone()], false));
gate.enabled = false;
cases.push((vec![gate.clone()], true));
cases.push((vec![gate.clone()], false));
gate.enabled = true;
gate.allow_user_ids.clear();
gate.deny_user_ids.clear();
@@ -1590,6 +1590,52 @@ mod tests {
);
}
#[tokio::test]
async fn game_distribution_publish_open_ignores_author_allowlist_for_activation() {
let state = AppState::new(AppConfig::default()).expect("state should build");
// 默认关闭:作者判定与总开关都为 false。
assert!(
!state
.is_game_distribution_publish_enabled_for_user(None)
.await
.expect("author decision")
);
assert!(
!state
.is_game_distribution_publish_open()
.await
.expect("open decision")
);
// 开启但只放白名单作者:作者判定限白名单,管理员激活按总开关放行。
let mut gate = test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
gate.enabled = true;
gate.rollout_percent = 0;
gate.allow_user_ids = vec!["user-allowlisted".to_string()];
state.set_test_feature_gate_config(vec![gate]);
assert!(
state
.is_game_distribution_publish_enabled_for_user(Some("user-allowlisted"))
.await
.expect("allowlisted author decision"),
"白名单作者应拿到发布入口"
);
assert!(
!state
.is_game_distribution_publish_enabled_for_user(Some("user-other"))
.await
.expect("other author decision"),
"白名单外作者不应拿到发布入口"
);
assert!(
state
.is_game_distribution_publish_open()
.await
.expect("open decision"),
"灰度开启后管理员激活新版本不应被作者白名单挡住"
);
}
#[tokio::test]
async fn game_distribution_publish_switch_blocks_writes_but_keeps_reads_and_allowlist() {
let state = AppState::new(AppConfig::default()).expect("state should build");
@@ -1619,22 +1665,37 @@ mod tests {
.expect("request should build")
};
// 默认没有 gate 行:写入进入业务,不能被发布开关拦下
let open = app
// 灰度默认关闭:没有 gate 行时发布写入必须 503 + 专用错误码
let default_blocked = app
.clone()
.oneshot(publish_request())
.await
.expect("request should succeed");
assert_ne!(
open.status(),
StatusCode::SERVICE_UNAVAILABLE,
"默认状态不应拦截发布"
assert_eq!(default_blocked.status(), StatusCode::SERVICE_UNAVAILABLE);
let default_payload = read_json_response(default_blocked).await;
assert_eq!(
default_payload["error"]["code"],
"GAME_DISTRIBUTION_PUBLISH_DISABLED"
);
// 运营收紧到 rollout 0 且无白名单:作者写入 503 + 专用错误码
state.set_test_feature_gate_config(vec![test_feature_gate(
module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY,
)]);
// gate 行 enabled=false 同样未开放
let mut disabled_gate =
test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
disabled_gate.enabled = false;
state.set_test_feature_gate_config(vec![disabled_gate]);
let disabled = app
.clone()
.oneshot(publish_request())
.await
.expect("request should succeed");
assert_eq!(disabled.status(), StatusCode::SERVICE_UNAVAILABLE);
// 开启但 rollout 0 且无白名单:仍然拦截。
let mut zero_rollout =
test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
zero_rollout.enabled = true;
zero_rollout.rollout_percent = 0;
state.set_test_feature_gate_config(vec![zero_rollout]);
let blocked = app
.clone()
.oneshot(publish_request())
@@ -1662,6 +1723,7 @@ mod tests {
// 白名单内用户仍可发布(灰度放行)。
let mut gate = test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
gate.enabled = true;
gate.allow_user_ids = vec![user.id.clone()];
state.set_test_feature_gate_config(vec![gate]);
let allowed = app
@@ -224,10 +224,29 @@ pub fn router(state: AppState) -> Router<AppState> {
"/api/game-distribution/releases/{game_id}/{*asset_path}",
get(serve_release_asset),
)
// 根路径等价于入口页:生产由发行来源(每游戏 origin)把 `/` 映射到 index.html
// 本地直连网关或入口直接填网关地址时也必须能打开游戏。
.route(
"/api/game-distribution/releases/{game_id}",
get(serve_release_entry),
)
.route(
"/api/game-distribution/releases/{game_id}/",
get(serve_release_entry),
)
.merge(protected)
.merge(admin)
}
/// 发行网关根路径:等价于请求该游戏的 `index.html`。
async fn serve_release_entry(
state: State<AppState>,
headers: HeaderMap,
Path(game_id): Path<String>,
) -> Result<Response, AppError> {
serve_release_asset(state, headers, Path((game_id, "index.html".to_string()))).await
}
/// 公开发行网关。
///
/// 只服务当前已公开版本的游戏文件,路径必须在白名单内容类型内;私有 ZIP 对象和
@@ -1425,10 +1444,17 @@ fn private_version_payload(version: &GameDistributionVersionRecord) -> Value {
/// 拒绝审核与安全下架都不受影响,用于发布事故或回滚窗口期间“关投稿、保在线”。
/// 开关状态读取失败时按关闭处理,避免绕过运营刚下的收紧动作。
async fn ensure_publish_enabled(state: &AppState, user_id: Option<&str>) -> Result<(), AppError> {
match state
.is_game_distribution_publish_enabled_for_user(user_id)
.await
{
// 作者写入按白名单/灰度判定;管理员激活新版本没有作者身份,只按总开关判定,
// 否则审核通过会被作者灰度挡住。
let decision = match user_id {
Some(user_id) => {
state
.is_game_distribution_publish_enabled_for_user(Some(user_id))
.await
}
None => state.is_game_distribution_publish_open().await,
};
match decision {
Ok(true) => Ok(()),
Ok(false) => {
warn!(
@@ -1902,6 +1928,7 @@ mod tests {
// 未在白名单内的扩展名直接 404,不进入 SpacetimeDB 与对象存储。
let unknown_extension = app
.clone()
.oneshot(
Request::builder()
.uri("/api/game-distribution/releases/game_1/payload.bin")
@@ -1911,6 +1938,29 @@ mod tests {
.await
.expect("路由响应");
assert_eq!(unknown_extension.status(), StatusCode::NOT_FOUND);
// 根路径(含尾斜杠)等价于入口页:生产由发行来源映射,直接连网关时也必须能开。
for uri in [
"/api/game-distribution/releases/game_1",
"/api/game-distribution/releases/game_1/",
] {
let with_cookie = app
.clone()
.oneshot(
Request::builder()
.uri(uri)
.header("cookie", "genarrative.refresh-token=1")
.body(Body::empty())
.expect("请求"),
)
.await
.expect("路由响应");
assert_eq!(
with_cookie.status(),
StatusCode::FORBIDDEN,
"{uri} 必须先过 Cookie 拒绝门,而不是 404"
);
}
}
#[tokio::test]
+30 -9
View File
@@ -1181,23 +1181,44 @@ impl AppState {
Ok(module_runtime::is_feature_gate_allowed(gate, &user_context))
}
/// 游戏分发写入开关:默认开放,只有运营在灰度配置里显式收紧(白名单/灰度/全关)才拦截。
/// 读取、目录、详情、发行网关与安全下架不经过这里
/// 游戏分发发布开关:灰度未配置时**不开放**(运营在后台配置后才对白名单/灰度命中
/// 的作者开放),未登录、gate 行缺失或 `enabled=false` 都返回 false
/// 读取、目录、详情、发行网关与安全下架不经过这里,已公开游戏始终可玩。
pub async fn is_game_distribution_publish_enabled_for_user(
&self,
user_id: Option<&str>,
) -> Result<bool, SpacetimeClientError> {
let Some(user_id) = user_id.map(str::trim).filter(|id| !id.is_empty()) else {
return Ok(false);
};
let gates = self.get_feature_gate_config().await?;
let gate = gates
let Some(gate) = gates
.iter()
.find(|item| item.gate_key == module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
.find(|item| item.gate_key == module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY)
else {
return Ok(false);
};
if !gate.enabled {
return Ok(false);
}
let user_context = self
.feature_gate_user_context(
user_id,
gate.map(feature_gate_requires_user_tags).unwrap_or(false),
)
.feature_gate_user_context(Some(user_id), feature_gate_requires_user_tags(gate))
.await;
Ok(module_runtime::is_feature_gate_allowed(gate, &user_context))
Ok(module_runtime::is_feature_gate_allowed(
Some(gate),
&user_context,
))
}
/// 游戏分发发布总开关(与具体作者无关):gate 行存在且 `enabled=true` 即为开放。
///
/// 管理员审核通过(激活新版本)没有作者身份,只能按总开关判定;作者写入仍走
/// `is_game_distribution_publish_enabled_for_user` 的白名单/灰度判定。
pub async fn is_game_distribution_publish_open(&self) -> Result<bool, SpacetimeClientError> {
let gates = self.get_feature_gate_config().await?;
Ok(gates.iter().any(|gate| {
gate.gate_key == module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY && gate.enabled
}))
}
pub async fn is_agc_template_library_enabled_for_user(
@@ -84,8 +84,8 @@ pub fn creation_entry_feature_gate_key(creation_type_id: &str) -> String {
pub const IMAGE_EDITOR_AGENT_SIDEBAR_GATE_KEY: &str = "image-editor:agent-sidebar";
pub const AGC_TEMPLATE_LIBRARY_GATE_KEY: &str = "agc:template-library";
/// 游戏分发写入开关:gate 行缺失或 `enabled=false` 时默认开放;`enabled=true` 时
/// 只有白名单/灰度命中的用户能发布新版本(`rollout_percent=0` 且白名单即全部关闭)
/// 游戏分发发布开关:`gate 行缺失`或 `enabled=false` 都表示**未开放**(灰度默认关闭);
/// 只有 `enabled=true` 且白名单 / 灰度比例 / 用户标签命中时才允许发布
pub const GAME_DISTRIBUTION_PUBLISH_GATE_KEY: &str = "game-distribution:publish";
#[cfg(any())]