修正合并后残留的 Direct 旧命令调用
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删除前端对已移除 Direct 命令的回读 更新回合流类型注释
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@@ -3679,31 +3679,13 @@ export function App({
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agentId: null,
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});
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const resolvedProjectConversation = await projectConversation;
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// 工具调用卡片走独立历史文件(`tool-calls.jsonl`)。必须在读完项目对话之后、
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// 任何提前 return 之前回读:direct-codex 下后面那条 design-agent 分支会直接返回,
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// 放在它后面等于永远不执行。文件缺失 / 读取失败都只是没有卡片,不能因此把整个
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// 项目打开流程判失败。卡片按项目维度整表替换,同一 id 只渲染一次。
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if (directCodexProductRuntime) {
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const persistedToolCalls = await invoke<GameCreatorDirectToolCall[]>(
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'read_direct_tool_calls',
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{ projectPath: nextProjectPath },
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).catch(() => []);
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// 回合流(顺序真相)走独立历史文件(`turn-stream.jsonl`)。与工具调用同一处:必须在
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// 读完项目对话之后、任何提前 return 之前回读。缺命令(老客户端)/ 缺文件 / 读取失败
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// 都只是"这个回合没有流",界面回退到原来的渲染,不能因此把整个打开流程判失败。
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const persistedTurnStream = await invoke<TurnStreamItem[]>(
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'read_direct_turn_stream',
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{ projectPath: nextProjectPath },
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).catch(() => []);
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if (
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projectSupervisorHistoryLoadVersionRef.current !== loadVersion ||
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localProjectPathRef.current !== nextProjectPath
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)
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return;
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ensureDirectTimelineProject(nextProjectPath);
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// 回读可能与实时事件交错:按同一身份合并,不能用旧磁盘快照覆盖实时状态。
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applyDirectToolCalls(persistedToolCalls);
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applyTurnStreamItems(persistedTurnStream);
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// 重进会话时 Rust 侧可能仍登记着上一条 Direct 回合。不接管的话界面既不显示
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// 过程卡也不给终止入口,用户再发消息只会被守卫拒绝("已有另一条回合正在运行")。
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await restoreRunningDirectCodexTurn(nextProjectPath);
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@@ -1018,7 +1018,7 @@ interface TurnStreamItemBase {
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}
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/**
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* 回合流条目(`read_direct_turn_stream` 的返回元素)。
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* Direct 回合流条目。
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*
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* 与 Rust `DirectTurnStreamItem` 同形:`text` 段 ↔ `tool` 位置标记。
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*/
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