解决platform-llm和策划agent reasoning问题,并修复若干bug (#350)
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Reviewed-on: #350
This commit was merged in pull request #350.
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@@ -206,6 +206,7 @@
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- 背景:#211 要求 sidecar 满足当前用户独占、禁止继承的 DACL。新建文件会先继承父目录 ACE,生产路径把这种短暂不合格送进 UAC;`project.lock` 还在独占句柄上 harden。含空格项目路径上提权 ArgumentList 被拆开,修复以 exit 1 失败。GDD 审批改意见因此弹权限,V1 锁创建不会。
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- 决策:`harden_new_game_creator_private_path` 只在本进程收紧 owner/DACL,失败则删除刚创建的对象,不 UAC 接管。项目锁先写再释放句柄再 harden,并用内容回读防换绑;UAC 仍只用于允许范围内的已有外人本对象。提权 helper 的 ArgumentList 改为一条按 Windows 规则加引号的字符串。
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- 补充:逐级创建 `.agent`、`runtime`、`locks` 等目录时,即使祖先已有 `manifest.json`,刚由本进程创建的目录也必须直接走 owner/DACL 初始化,不能因 managed-path 判定进入 UAC;自动项目根目录同样在创建成功后立即本地加固。
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- 影响范围:`config.rs` 的新建 harden 与提权命令行、`project/write_lock.rs` 的项目锁创建;不改变锁竞争、失效回收、Drop 删除,也不放宽 symlink / reparse / 外人本 fail-closed。
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- 验证方式:Windows 定向测试覆盖 `Genarrative GameAgent\gameagent-*` 取锁与私有 DACL,以及带空格路径的 quoted ArgumentList。
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- 关联文档:`docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md`、`docs/project-memory/shared-memory/pitfalls.md`。
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@@ -357,6 +358,7 @@
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- 背景:立项策划 GDD 批准后需要给用户一个进入做游戏的自然出口,产品决策改为点击按钮后直接开始建造。
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- 决策:批准态 GDD 交付行提供“做成游戏”按钮。点击后读取当前项目的权威 `game/fast_gdd.md`,直接创建自动游戏工作区、导入 `text/markdown` 参考附件,并以固定建造指令自动启动 Direct Codex;不再回首页等待用户二次提交。该动作不复制原项目的 `approvedGddRef`、planning sidecar 或 approval receipt。
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- 补充:策划项目切换到 GameAgent 时,`design_artifacts` 的新增或登记信息实际变化必须与一次项目 revision 推进配对;重复切换不重复推进,避免 manifest 已变化而 revision 仍停留在旧值,触发前端同 revision 清单冲突提示。
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- 影响范围:AGC 前端 GDD 交付行与现有自动建项/附件导入/Direct Codex 链路;移除首页 RichInputArea 的 GDD 一次性预填链路;不新增 HTTP API、SpacetimeDB schema、迁移、OpenAPI 或正式构建绑定。
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- 验证方式:批准态按钮直接创建工作区、导入附件、携带固定首条指令进入项目工作台且重复点击不重复创建的 appSurface 回归;类型检查、编码检查和 `git diff --check` 通过。
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- 关联文档:`docs/technical/【技术方案】立项策划Agent(Fast GDD)-2026-08-10.md`。
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