revert(agc): 撤回为 Werror 服务、且改动了上游代码的两处

按决策「不要替上游作者修」:这两处改动的唯一目的是让自己的 `deny(warnings)` 不把上游新代码的存量
告警判死,撤销 Werror 后不再需要,且它们动了 master 的文件,故整体撤回。

- revert 1a86675f4:把 master 本轮新代码带来的 14 处告警(`b04aceb57` 等的 exports/bootstrap 退役
  留下的无消费者实现)恢复原样——`project/bootstrap.rs`(113 行)、`project.rs` 的 `mod bootstrap;`
  与 glob 再导出、`project/verification.rs` 的薄包装、`command_exec.rs` 的两个 bootstrap 函数、
  `game_package_upload{,/runtime}.rs`、`export/draft/taonier/{mod,registry,script}.rs` 全部回到 master 状态。
- revert 694b54506:撤掉上面那批里 `resolve_project_bootstrap_spec_at` 的
  `#[cfg(all(target_os = "linux", test))]` 收窄;两个 revert 相抵后该函数就是 **master 原文**,
  `command_exec.rs` 里 Linux 用例仍能编译(此时它只是 Windows 侧的一条告警,不是错误)。

注:CI 修复提交 `ad33d42bc`(process_tree 夹具的硬编码测试路径)**保留**——那是收敛重命名造成的
真实故障(Linux 测试会失败),与 Werror 无关。

这 14 条告警已逐条入册 `scripts/warning-baseline.json` 的 `agc-windows` / `agc-linux` profile,
归属与风险分级见 `local://commit-1a86675f4-inventory.md`。
This commit is contained in:
2026-10-07 19:22:19 +08:00
parent a80e7e8e89
commit 9a844f69a0
9 changed files with 163 additions and 17 deletions
@@ -642,13 +642,6 @@ pub(crate) fn resolve_project_command_spec_at(
/// It intentionally bypasses the general command.exec npm allow-list: callers
/// must use the dedicated `project.bootstrap` action, which only accepts the
/// literal `npm install` in the project's `game` directory.
///
/// 生产调用方(`project/export.rs`)已随 master 的 exports 退役删除,现存唯一引用是本文件的
/// `npm_command_targets_node_plus_npm_cli_on_linux` 用例;因此按**真实使用面**收窄到
/// `all(target_os = "linux", test)`——与同文件 `project_command_actual_target` 的
/// `cfg(target_os = "linux")` 相比更窄,因为那个函数 Linux 生产仍在调用,这个已不在。
/// 引用侧的有效 cfg(`#[cfg(test)] mod tests` + `#[cfg(target_os = "linux")]` 用例)与定义侧一致。
#[cfg(all(target_os = "linux", test))]
pub(crate) fn resolve_project_bootstrap_spec_at(
root: &Path,
timeout_seconds: u64,
@@ -2504,6 +2497,16 @@ pub(crate) async fn run_project_command_with_output_at(
.await
}
pub(crate) async fn run_project_bootstrap_command_at(
root: &Path,
timeout_seconds: u64,
) -> Result<ProjectCommandResult, ProjectCommandError> {
let spec = resolve_project_bootstrap_spec_at(root, timeout_seconds)?;
let launch = prepare_project_command_launch_spec(root, &spec)?;
let staged = stage_project_command_launch_spec(&spec, launch)?;
run_prepared_project_command_with_output_at(root, &spec, staged, None, || Ok(())).await
}
pub(crate) async fn run_prepared_project_command_with_output_at<F>(
root: &Path,
spec: &ProjectCommandSpec,
@@ -22,4 +22,4 @@ pub(crate) mod registry;
mod script;
/// 发布链路读固定产物的入口。只读 `.export/taonier.zip`,不接用户路径。
pub(crate) use build::read_artifact_package;
pub(crate) use build::{read_artifact_package, TaonierArtifactPackage};
@@ -80,6 +80,17 @@ pub(crate) fn save(
Ok(RegistrySnapshot { form, content_hash })
}
/// 发布链路只读草稿表单。
///
/// 发布不是写草稿的入口,所以这里只取表单、不关心指纹,也不做冲突判定;文件缺失时与读命令
/// 同一口径(`load_or_create` 补一份空表单),让后续的封面/张数校验给出确定的「请先选择封面」
/// 提示,而不是把「草稿不存在」误报成宿主故障。
pub(crate) fn read_form(root: &Path) -> Result<TaonierExportForm, String> {
let loaded = load_or_create(&registry_path(root), &TaonierExportRegistry::default())
.map_err(|error| error.to_string())?;
Ok(loaded.value.form)
}
#[cfg(test)]
mod tests {
use super::*;
@@ -18,8 +18,7 @@ pub(crate) struct NpmScript {
pub(crate) cwd_relative: &'static str,
/// `package.json` 里声明的脚本文本。交给运行器做反漂移的 `expectedCommand`。
pub(crate) command: String,
/// 相对项目根的 `package.json` 路径;当前只被用例读取。
#[cfg(test)]
/// 相对项目根的 `package.json` 路径,报错与提示都用它。
pub(crate) package_json_relative: String,
}
@@ -60,7 +59,6 @@ pub(crate) fn find(root: &Path) -> Option<NpmScript> {
return Some(NpmScript {
cwd_relative: cwd,
command: command.to_string(),
#[cfg(test)]
package_json_relative: package_json_relative(cwd),
});
}
@@ -16,7 +16,7 @@ use serde_json::Value;
mod runtime;
pub(crate) use runtime::{
game_package_upload_staging_dir, progress_event_payload, upload_staged_game_package,
GamePackageUploadOutcome, GamePackageUploadRequest,
GamePackageUploadOutcome, GamePackageUploadRequest, GAME_PACKAGE_UPLOAD_PROGRESS_EVENT,
};
/// 已暂存(归一化后)的发行包:内容寻址,重启后同一包复用同一个文件,续传才有意义。
@@ -70,10 +70,6 @@ pub(crate) fn stage_game_package_bytes(
}
/// 暂存文件必须落在暂存目录内;渲染进程不能借这条命令读任意路径。
///
/// 生产接入已随 exports 退役(master `b04aceb57` 删除 `project/export.rs` 与 `commands/desktop.rs`
/// 的发布链路)删除,当前只有本文件的用例调用它。
#[cfg(test)]
pub(crate) fn ensure_staging_path_in_dir(
staging_dir: &Path,
staging_path: &str,
@@ -8,6 +8,8 @@ use std::{
time::Duration,
};
pub(crate) const GAME_PACKAGE_UPLOAD_PROGRESS_EVENT: &str = "game-package-upload-progress";
const AGC_CLIENT_MARKER_HEADER: &str = "X-Genarrative-Client";
const AGC_CLIENT_MARKER_VALUE: &str = "agc";
const UPLOAD_OFFSET_HEADER: &str = "x-genarrative-upload-offset";
@@ -6,6 +6,7 @@ mod agent_db;
mod asset_export;
#[cfg(not(test))]
mod asset_rename;
mod bootstrap;
mod checkpoint;
mod conversation;
mod external_editor_bindings;
@@ -26,6 +27,7 @@ pub(crate) use agent_db::*;
pub(crate) use asset_export::*;
#[cfg(not(test))]
pub(crate) use asset_rename::*;
pub(crate) use bootstrap::*;
pub(crate) use checkpoint::*;
pub(crate) use conversation::*;
pub(crate) use external_editor_bindings::*;
@@ -0,0 +1,113 @@
use super::*;
use sha2::{Digest, Sha256};
const BOOTSTRAP_PACKAGE_MAX_BYTES: u64 = 512 * 1024;
#[derive(Clone, Debug, Eq, PartialEq)]
pub(crate) struct ProjectBootstrapResult {
pub(crate) status: String,
pub(crate) output: String,
pub(crate) package_sha256: String,
pub(crate) lock_sha256: Option<String>,
pub(crate) log_path: String,
pub(crate) updated_at: u64,
}
fn read_bootstrap_file(path: &Path, label: &str) -> Result<Vec<u8>, String> {
let metadata = fs::symlink_metadata(path)
.map_err(|error| format!("读取 {label} 失败:{}: {error}", path.display()))?;
if metadata.file_type().is_symlink() || !metadata.is_file() {
return Err(format!("project.bootstrap 要求 {label} 是普通文件"));
}
if metadata.len() > BOOTSTRAP_PACKAGE_MAX_BYTES {
return Err(format!(
"project.bootstrap {label} 超过 {} 字节上限",
BOOTSTRAP_PACKAGE_MAX_BYTES
));
}
prepare_game_creator_private_path_for_read(path, false, label)?;
fs::read(path).map_err(|error| format!("读取 {label} 失败:{error}"))
}
pub(crate) async fn run_project_bootstrap_at(
root: &Path,
timeout_seconds: u64,
) -> Result<ProjectBootstrapResult, String> {
validate_project_root(root)?;
let game = resolve_local_project_path(root, "game")?;
if !game.is_dir() {
return Err("project.bootstrap 只允许项目内 game 目录".to_string());
}
let package = read_bootstrap_file(&game.join("package.json"), "game/package.json")?;
let package_json: serde_json::Value = serde_json::from_slice(&package)
.map_err(|error| format!("解析 game/package.json 失败:{error}"))?;
if let Some(manager) = package_json
.get("packageManager")
.and_then(serde_json::Value::as_str)
{
if !manager.trim().starts_with("npm@") && manager.trim() != "npm" {
return Err("project.bootstrap 当前只支持 npm packageManager".to_string());
}
}
for lock_name in ["pnpm-lock.yaml", "yarn.lock", "bun.lock", "bun.lockb"] {
if game.join(lock_name).exists() {
return Err(format!("project.bootstrap 检测到非 npm 锁文件 {lock_name}"));
}
}
if !package_json
.get("scripts")
.is_some_and(serde_json::Value::is_object)
{
return Err("project.bootstrap 要求 game/package.json 包含 scripts 对象".to_string());
}
let lock = match fs::symlink_metadata(game.join("package-lock.json")) {
Ok(_) => Some(read_bootstrap_file(
&game.join("package-lock.json"),
"game/package-lock.json",
)?),
Err(error) if error.kind() == std::io::ErrorKind::NotFound => None,
Err(error) => return Err(format!("读取 game/package-lock.json 失败:{error}")),
};
let command = crate::command_exec::run_project_bootstrap_command_at(root, timeout_seconds)
.await
.map_err(|error| error.to_string())?;
let completed = command.exit_code == Some(0) && !command.timed_out;
let status = if completed { "completed" } else { "failed" };
let updated_at = unix_timestamp();
let log_path = resolve_local_project_path(root, ".agent/logs/command.log")?;
let package_sha256 = format!("{:x}", Sha256::digest(&package));
let lock_sha256 = lock
.as_ref()
.map(|bytes| format!("{:x}", Sha256::digest(bytes)));
let output = sanitize_project_verification_output(&command.output);
let line = format!(
"{updated_at} project.bootstrap status={} packageSha256={} lockSha256={} cwd=game\n{}\n",
status,
package_sha256,
lock_sha256.as_deref().unwrap_or("none"),
output
);
append_game_creator_private_file(&log_path, line.as_bytes(), "命令日志")?;
record_command_run(
root,
GameCreationAppCommandRunState {
command_id: "project.bootstrap".to_string(),
status: if completed {
GameCreationAppCommandRunStatus::Completed
} else {
GameCreationAppCommandRunStatus::Failed
},
output: output.clone(),
log_path: ".agent/logs/command.log".to_string(),
updated_at,
},
)?;
Ok(ProjectBootstrapResult {
status: status.to_string(),
output,
package_sha256,
lock_sha256,
log_path: ".agent/logs/command.log".to_string(),
updated_at,
})
}
@@ -659,9 +659,30 @@ where
})
}
pub(crate) async fn run_project_verification_with_commit_at<F>(
root: &Path,
script: &str,
expected_command: &str,
timeout_seconds: u64,
cwd_relative: &str,
durable_commit: F,
) -> Result<ProjectVerificationResult, String>
where
F: FnOnce() -> Result<(), String>,
{
let spec = resolve_project_verification_spec_with_cwd_at(
root,
script,
expected_command,
timeout_seconds,
cwd_relative,
)?;
run_project_verification_spec_with_commit_at(root, spec, durable_commit).await
}
/// 跑一份**已解析好**的验证规格。
///
/// 从「解析 + 运行」合一的入口拆出来,是为了让调用方能先把「项目侧预检」
/// 从 [`run_project_verification_with_commit_at`] 拆出来,是为了让调用方能先把「项目侧预检」
/// (package.json / 脚本缺失或漂移 / 包管理器不支持等)与「跑起来之后的宿主侧事实」分开处理:
/// 预检错误由调用方自己决定怎么表达,不必跟沙箱、日志这类宿主故障混成同一个字符串错误。
pub(crate) async fn run_project_verification_spec_with_commit_at<F>(