合并 origin/master 到资源工作台 V3 分支:解 4 处冲突并保留两侧行为
- WorkspaceLauncher.tsx:保留本分支清单快照 CAS 拒收提示(manifestMergeNotice 提示条、data-manifest-merge-* 观察点、recoverRejectedManifestSnapshot「重新读取清单」)与 activeVersionId/onActiveVersionChange 版本口径,并入 master 的策划/游戏运行态切换(onMakeGame + switchToGameRuntime、suppressInitialGameTurn 抑制首轮、supervisor key 带 agentRuntimeMode、onSwitchToGameRuntime),planningStartMode 统一取 master 的派生值(上下文 startMode 为 planning 且未切到 game 运行时) - ProjectSupervisorView.tsx:props 同时保留本分支 versions/activeVersionId 与 master 的 designView/onDesignApprove/onDesignClarify/onDesignRetry,DesignAgentSurface 审批链路与本分支资源引用输入区并存;directCodex 输入区保留本分支 @ 引用按钮 + 模型选择 + 发送按钮控制条,发送按钮禁用条件并入 master 的 designView 审批待定口径,模型选择沿用 master 的「对话中可切换」口径 - styles.css:本分支追加的资源画布/输入区样式块与 master 追加的 .design-agent-reasoning 样式块都保留,并补上本分支最后一条规则的收尾大括号 - view/project-development/index.tsx:保留本分支的 image-editor 引用(ImageCanvasProjectAssetPickerDialog、ImageCanvasQuickEditPanelView、ImageCanvasSelectedLayerToolbarView、useImageCanvasFloatingOptionDismiss),去掉 master 对已退役 features/asset-canvas 的 import(本分支已由 resource-canvas 取代),保留 master 的 DesignWorkspacePanel 与 planningStartMode 策划工作台分支 - tests/workspaceLauncherManifestMerge.test.tsx:补 master 新引入的 get_design_agent_runtime_mode mock(返回 null,与 master 各套件同口径),拒收提示断言不变 - tests/appSurface/design-agent.suite.ts:审批待定禁用输入的断言改用本分支 Lexical 输入区的禁用口径(容器 data-disabled + editor.setEditable(false)),断言意图不变 - 验证:npm run typecheck 通过;apps/ai-game-creator-shell typecheck 通过;apps/ai-game-creator-shell/tests 96 个测试文件 1380 通过 4 跳过 0 失败;全仓 vitest 297 通过 2 失败(scripts 下两例为 Windows 权限语义导致的既有失败,相关文件与实现均未参与本次合并);npm run check:encoding 与 git diff --check 通过
This commit is contained in:
@@ -64,6 +64,13 @@ export function WorkspaceLauncherShell({
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title: string;
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message: string;
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} | null>(null);
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// 「做成游戏」切换记录按项目上下文(路径 + createdAt)定位。运行模式必须随
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// currentProjectContext 同步派生,不能靠 effect 后置修正:首帧挂错 lane 会先
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// 以游戏运行时挂载并消耗首轮 claim,重挂后的策划实例再也发不出首轮。
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const [gameRuntimeSwitch, setGameRuntimeSwitch] = useState<{
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projectPath: string;
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createdAt: number;
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} | null>(null);
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const developerAgent = useDeveloperAgentPanel(launcherView);
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const homeProject = useHomeProjectCreation({
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setStatus,
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@@ -87,6 +94,17 @@ export function WorkspaceLauncherShell({
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createHomeDraftAutomatically,
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openProject,
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} = homeProject;
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const switchedToGameRuntime =
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gameRuntimeSwitch !== null &&
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currentProjectContext !== null &&
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gameRuntimeSwitch.projectPath === currentProjectContext.projectPath &&
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gameRuntimeSwitch.createdAt === currentProjectContext.createdAt;
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const planningStartMode =
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currentProjectContext?.startMode === 'planning' && !switchedToGameRuntime;
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const agentRuntimeMode: 'design' | 'game' = planningStartMode
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? 'design'
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: 'game';
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const suppressInitialGameTurn = switchedToGameRuntime;
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const activeProjectContextRef = useRef(currentProjectContext);
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const manifestMergeRef = useRef<ProjectManifestMergeState | null>(null);
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activeProjectContextRef.current = currentProjectContext;
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@@ -418,6 +436,19 @@ export function WorkspaceLauncherShell({
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});
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}
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async function switchToGameRuntime(nextProjectPath: string) {
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const invoke = resolveTauriInvoke();
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if (!invoke) throw new Error('需要在陶泥儿客户端内运行');
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await invoke('set_design_agent_runtime_mode', {
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projectPath: nextProjectPath,
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activeRuntime: 'game',
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});
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setGameRuntimeSwitch({
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projectPath: nextProjectPath,
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createdAt: currentProjectContext?.createdAt ?? 0,
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});
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}
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const currentHelpTitle =
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launcherView === 'guide'
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? '使用指南'
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@@ -557,30 +588,43 @@ export function WorkspaceLauncherShell({
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preview={activeProjectPreview}
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agentRuntimeSummaries={activeProjectAgentRuntimeSummaries}
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agentResults={activeProjectAgentResults}
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planningStartMode={currentProjectContext.startMode === 'planning'}
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planningStartMode={planningStartMode}
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activeVersionId={activeVersionId}
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onActiveVersionChange={setActiveVersionId}
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onPlay={() =>
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requestCurrentProjectPlay(currentProjectContext.projectPath)
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}
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onMakeGame={() =>
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void switchToGameRuntime(currentProjectContext.projectPath)
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}
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onManifestChange={syncActiveProjectManifest}
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onHomeOpen={() => setLauncherView('home')}
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onProjectsOpen={() => setLauncherView('projects')}
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supervisor={
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<ProjectSupervisor
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key={currentProjectContext.projectPath}
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key={`${currentProjectContext.projectPath}:${agentRuntimeMode}`}
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initialProjectPath={currentProjectContext.projectPath}
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initialProjectManifest={currentProjectContext.manifest}
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initialProjectKind={currentProjectContext.projectKind}
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initialSupervisorMessage={currentProjectContext.initialPrompt}
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initialCreationType={currentProjectContext.creationType}
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initialAttachments={currentProjectContext.attachments}
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initialSupervisorMessage={
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!suppressInitialGameTurn
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? currentProjectContext.initialPrompt
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: ''
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}
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initialCreationType={
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!suppressInitialGameTurn
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? currentProjectContext.creationType
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: null
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}
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initialAttachments={
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!suppressInitialGameTurn
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? currentProjectContext.attachments
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: []
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}
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activeVersionId={activeVersionId}
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orchestrationMode="single-supervisor"
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projectSupervisorOnly
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planningStartMode={
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currentProjectContext.startMode === 'planning'
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}
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planningStartMode={planningStartMode}
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playRequest={playRequest}
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onPlayRequestHandled={handlePlayRequestHandled}
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onManifestChange={syncActiveProjectManifest}
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@@ -590,6 +634,7 @@ export function WorkspaceLauncherShell({
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}
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onAgentResultsChange={setActiveProjectAgentResults}
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onMakeGameFromApprovedGdd={startGameFromApprovedGdd}
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onSwitchToGameRuntime={switchToGameRuntime}
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/>
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}
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/>
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@@ -61,6 +61,7 @@ export type ProjectSupervisorComponentProps = {
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) => void;
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onAgentResultsChange?: (results: ProjectAgentResultSummary[]) => void;
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onMakeGameFromApprovedGdd?: (projectPath: string) => Promise<void>;
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onSwitchToGameRuntime?: (projectPath: string) => Promise<void>;
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};
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export type WorkspaceLauncherShellProps = WorkspaceLauncherProps & {
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@@ -274,6 +274,12 @@ export function useHomeProjectCreation({
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attachments: HomeAttachmentDraft[],
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startMode: ProjectStartMode,
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) {
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if (startMode === 'planning') {
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await invoke('set_design_agent_runtime_mode', {
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projectPath: result.projectPath,
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activeRuntime: 'design',
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});
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}
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const importedAttachments = await importHomeAttachments(
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invoke,
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result.projectPath,
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@@ -499,6 +505,11 @@ export function useHomeProjectCreation({
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setStatus('这不是已初始化的 AI 游戏项目,请使用新建项目。');
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return;
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}
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const runtimeMode = await invoke<{
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activeRuntime: 'design' | 'game';
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} | null>('get_design_agent_runtime_mode', {
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projectPath: trimmedProjectPath,
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});
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setStatus('已打开项目');
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await enterProjectDevelopment({
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projectPath: trimmedProjectPath,
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@@ -516,7 +527,7 @@ export function useHomeProjectCreation({
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trimmedProjectPath,
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),
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creationType: null,
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startMode: null,
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startMode: runtimeMode?.activeRuntime === 'design' ? 'planning' : null,
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initialPrompt: '',
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attachments: [],
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recentRunStatus: directoryStatus.recentRunStatus,
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@@ -620,6 +631,7 @@ export function useHomeProjectCreation({
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'create_automatic_local_game_project',
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{
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name: suggestedName,
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planning: startMode === 'planning',
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},
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);
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try {
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@@ -0,0 +1,126 @@
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import { Check, RotateCcw, X } from 'lucide-react';
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import { useLayoutEffect, useState } from 'react';
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import type { DesignClarificationRequest, DesignView } from '../../app/types';
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const PHASE_LABELS: Record<string, string> = {
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concept: '概念设计',
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top_design: '顶层设计',
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architecture: '系统架构',
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systems: '系统文档',
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tdd: '技术文档',
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consultant: '顾问',
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};
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type DesignAgentSurfaceProps = {
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view: DesignView | null;
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busy: boolean;
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error: string | null;
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onApprove: (requestId: string, approved: boolean) => void;
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onClarify: (
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question: DesignClarificationRequest,
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optionIndex: number | null,
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text: string,
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) => void;
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onRetry: () => void;
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};
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export function DesignAgentSurface({
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view,
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busy,
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error,
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onApprove,
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onClarify,
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onRetry,
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}: DesignAgentSurfaceProps) {
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const [clarifyText, setClarifyText] = useState('');
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const phase = view?.session.currentPhase ?? 'concept';
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const pending = view?.session.pendingApproval;
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const clarification = view?.session.pendingClarification;
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useLayoutEffect(() => {
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setClarifyText('');
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}, [clarification?.requestId]);
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return (
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<section className="design-agent-controls" aria-label="策划阶段控制">
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<div className="design-agent-controls__header">
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<div>
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<span>当前阶段</span>
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<div className="design-agent-controls__phase-title">
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<strong>{PHASE_LABELS[phase] ?? phase}</strong>
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</div>
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</div>
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{view?.running ? (
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<span className="design-agent-controls__status">工作中</span>
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) : null}
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</div>
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{error ? <p className="design-agent-controls__error">{error}</p> : null}
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{pending && phase !== 'consultant' ? (
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<div className="design-agent-approval">
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<p>当前阶段产物已提交,是否批准进入下一阶段?</p>
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<div>
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<button
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type="button"
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aria-label="批准"
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disabled={busy}
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onClick={() => onApprove(pending.requestId, true)}
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>
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<Check size={15} aria-hidden="true" />
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批准
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</button>
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<button
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type="button"
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aria-label="继续修改"
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disabled={busy}
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onClick={() => onApprove(pending.requestId, false)}
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>
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<X size={15} aria-hidden="true" />
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继续修改
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</button>
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</div>
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</div>
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) : null}
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{clarification ? (
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<div className="design-agent-clarify">
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<p>{clarification.question}</p>
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<div className="design-agent-clarify__options">
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{clarification.options.map((option, index) => (
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<button
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key={`${clarification.requestId}-${index}`}
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type="button"
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disabled={busy}
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onClick={() => onClarify(clarification, index, '')}
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>
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{option}
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</button>
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))}
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</div>
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<textarea
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rows={2}
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value={clarifyText}
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disabled={busy}
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placeholder="或者直接输入你的回答"
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onChange={(event) => setClarifyText(event.currentTarget.value)}
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/>
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<button
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type="button"
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disabled={busy || !clarifyText.trim()}
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onClick={() => onClarify(clarification, null, clarifyText)}
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>
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提交回答
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</button>
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</div>
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) : null}
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{view?.canRetry ? (
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<button
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className="design-agent-retry"
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type="button"
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disabled={busy}
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onClick={onRetry}
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>
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<RotateCcw size={15} aria-hidden="true" />
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重试本轮
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</button>
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) : null}
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</section>
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);
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}
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File diff suppressed because it is too large
Load Diff
+54
-13
@@ -16,6 +16,7 @@ import type {
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PlanGddDecisionAction,
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PlanGddStateViewV1,
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} from '../../app/types';
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import type { DesignClarificationRequest, DesignView } from '../../app/types';
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import { ChatMarkdownMessage } from '../../components/ChatMarkdownMessage';
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import {
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projectProfessionalAgentLabel,
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@@ -30,6 +31,7 @@ import {
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ConversationModelSelect,
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type ConversationModelSelectHandle,
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} from './ConversationModelSelect';
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import { DesignAgentSurface } from './DesignAgentSurface';
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import { PlanGddSurface } from './GddApprovalCard';
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import {
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pendingCommandDetail,
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@@ -91,6 +93,7 @@ type ProjectSupervisorViewProps = RuntimePanelProps & {
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projectPath: string;
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showProfessionalCollaboration?: boolean;
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transientReply: string;
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designReasoning?: string;
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visibleMessages: ChatMessage[];
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visibleProfessionalAgentCards: AgentStatusCard[];
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workspaceStatus: string;
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@@ -106,6 +109,14 @@ type ProjectSupervisorViewProps = RuntimePanelProps & {
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) => Promise<void>;
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onMakeGameFromApprovedGdd?: () => Promise<void>;
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versions?: import('../../../../../packages/shared/src/contracts/gameCreationApp').GameIterationVersion[];
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designView?: DesignView | null;
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onDesignApprove?: (requestId: string, approved: boolean) => void;
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onDesignClarify?: (
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question: DesignClarificationRequest,
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optionIndex: number | null,
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text: string,
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) => void;
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onDesignRetry?: () => void;
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};
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export function ProjectSupervisorView({
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@@ -134,6 +145,7 @@ export function ProjectSupervisorView({
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projectPath,
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showProfessionalCollaboration = true,
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transientReply,
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designReasoning = '',
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visibleMessages,
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visibleProfessionalAgentCards,
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workspaceStatus,
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@@ -146,6 +158,10 @@ export function ProjectSupervisorView({
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onPlanGddDecision,
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onMakeGameFromApprovedGdd,
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versions,
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designView = null,
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onDesignApprove,
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onDesignClarify,
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onDesignRetry,
|
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...runtimePanelProps
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}: ProjectSupervisorViewProps) {
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const planningSurfaceActive =
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@@ -177,6 +193,8 @@ export function ProjectSupervisorView({
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disabled={
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runtimePanelProps.controlBusy ||
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needsUserInput ||
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Boolean(designView?.session.pendingApproval) ||
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Boolean(designView?.session.pendingClarification) ||
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(directCodex && (!modelReady || modelValidating))
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}
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>
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@@ -193,17 +211,28 @@ export function ProjectSupervisorView({
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aria-label={directCodex ? '陶泥儿项目对话' : '项目总控对话'}
|
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>
|
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<div className="project-supervisor-conversation">
|
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<PlanGddSurface
|
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state={planGddState}
|
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active={planningSurfaceActive}
|
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projectPath={projectPath}
|
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hydrateBusy={planGddHydrateBusy}
|
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decisionBusy={planGddDecisionBusy}
|
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error={planGddError}
|
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onRefresh={onPlanGddRefresh}
|
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onDecision={onPlanGddDecision}
|
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onMakeGame={onMakeGameFromApprovedGdd}
|
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/>
|
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{designView || onDesignApprove ? (
|
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<DesignAgentSurface
|
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view={designView}
|
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busy={runtimePanelProps.controlBusy || planGddDecisionBusy}
|
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error={planGddError}
|
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onApprove={onDesignApprove ?? (() => undefined)}
|
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onClarify={onDesignClarify ?? (() => undefined)}
|
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onRetry={onDesignRetry ?? (() => undefined)}
|
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/>
|
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) : (
|
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<PlanGddSurface
|
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state={planGddState}
|
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active={planningSurfaceActive}
|
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projectPath={projectPath}
|
||||
hydrateBusy={planGddHydrateBusy}
|
||||
decisionBusy={planGddDecisionBusy}
|
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error={planGddError}
|
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onRefresh={onPlanGddRefresh}
|
||||
onDecision={onPlanGddDecision}
|
||||
onMakeGame={onMakeGameFromApprovedGdd}
|
||||
/>
|
||||
)}
|
||||
<div
|
||||
ref={messagesRef}
|
||||
className="message-list project-supervisor-message-list"
|
||||
@@ -230,6 +259,12 @@ export function ProjectSupervisorView({
|
||||
/>
|
||||
</div>
|
||||
))}
|
||||
{designReasoning ? (
|
||||
<details className="design-agent-reasoning">
|
||||
<summary>显示思考过程</summary>
|
||||
<pre>{designReasoning}</pre>
|
||||
</details>
|
||||
) : null}
|
||||
{directCodex &&
|
||||
(runtimePanelProps.controlBusy || Boolean(directProcessDetail)) ? (
|
||||
<section
|
||||
@@ -393,7 +428,11 @@ export function ProjectSupervisorView({
|
||||
assets={chatProjectAssets}
|
||||
projectPath={projectPath}
|
||||
disabled={
|
||||
runtimePanelProps.controlBusy || needsUserInput || modelValidating
|
||||
runtimePanelProps.controlBusy ||
|
||||
needsUserInput ||
|
||||
modelValidating ||
|
||||
Boolean(designView?.session.pendingApproval) ||
|
||||
Boolean(designView?.session.pendingClarification)
|
||||
}
|
||||
rows={3}
|
||||
value={chatInput}
|
||||
@@ -423,7 +462,9 @@ export function ProjectSupervisorView({
|
||||
<div className="project-supervisor-composer-controls-right">
|
||||
<ConversationModelSelect
|
||||
ref={modelSelectRef}
|
||||
disabled={runtimePanelProps.controlBusy || needsUserInput}
|
||||
// 允许在对话进行中切换模型:写回的是客户端配置,只影响后续轮次,
|
||||
// 当前回合不受影响;发送按钮仍由 controlBusy / modelReady 把关。
|
||||
disabled={needsUserInput}
|
||||
onReady={setModelReady}
|
||||
projectPath={projectPath}
|
||||
/>
|
||||
|
||||
Reference in New Issue
Block a user