Close DDD refactor and remove generated asset proxy
This commit is contained in:
@@ -93,18 +93,17 @@ import {
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listPuzzleGallery,
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} from '../../services/puzzle-gallery';
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import {
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advanceLocalPuzzleNextLevel,
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advancePuzzleNextLevel,
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dragPuzzlePieceOrGroup,
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startPuzzleRun,
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submitPuzzleLeaderboard,
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swapPuzzlePieces,
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} from '../../services/puzzle-runtime';
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import {
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dragLocalPuzzlePiece,
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isLocalPuzzleRun,
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startLocalPuzzleRun,
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submitLocalPuzzleLeaderboard,
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swapLocalPuzzlePieces,
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} from '../../services/puzzle-runtime/puzzleLocalRuntime';
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import { deletePuzzleWork, listPuzzleWorks } from '../../services/puzzle-works';
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deletePuzzleWork,
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listPuzzleWorks,
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updatePuzzleWork,
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} from '../../services/puzzle-works';
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import { deleteRpgCreationAgentSession } from '../../services/rpg-creation';
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import { rpgCreationPreviewAdapter } from '../../services/rpg-creation/rpgCreationPreviewAdapter';
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import {
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@@ -1288,55 +1287,53 @@ export function PlatformEntryFlowShellImpl({
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[isPuzzleBusy, resolvePuzzleErrorMessage, setSelectionStage],
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);
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const buildPuzzleTestWork = useCallback(
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(draft: PuzzleResultDraft) => {
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const profileId =
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puzzleSession?.publishedProfileId ??
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`draft-${puzzleSession?.sessionId ?? 'puzzle'}-test`;
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const now = new Date().toISOString();
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return {
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workId: `test-${profileId}`,
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profileId,
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ownerUserId: authUi?.user?.id ?? 'current-user',
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sourceSessionId: puzzleSession?.sessionId ?? null,
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authorDisplayName: authUi?.user?.displayName ?? '玩家',
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levelName: draft.levelName,
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summary: draft.summary,
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themeTags: draft.themeTags,
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coverImageSrc: draft.coverImageSrc,
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coverAssetId: draft.coverAssetId,
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publicationStatus: 'draft',
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updatedAt: now,
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publishedAt: null,
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playCount: 0,
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publishReady: Boolean(puzzleSession?.resultPreview?.publishReady),
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} satisfies PuzzleWorkSummary;
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},
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[
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authUi?.user?.displayName,
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authUi?.user?.id,
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puzzleSession?.publishedProfileId,
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puzzleSession?.resultPreview?.publishReady,
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puzzleSession?.sessionId,
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],
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);
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const startPuzzleTestRunFromDraft = useCallback(
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(draft: PuzzleResultDraft) => {
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async (draft: PuzzleResultDraft) => {
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if (isPuzzleBusy) {
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return;
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}
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if (!draft.coverImageSrc) {
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setPuzzleError('请先选择一张正式拼图图片。');
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return;
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}
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const profileId =
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puzzleSession?.publishedProfileId ??
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buildPuzzleResultProfileId(puzzleSession?.sessionId);
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if (!profileId) {
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setPuzzleError('这份拼图草稿缺少会话信息,请重新开始创作。');
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return;
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}
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const testWork = buildPuzzleTestWork(draft);
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setSelectedPuzzleDetail(testWork);
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setPuzzleRun(startLocalPuzzleRun(testWork));
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setPuzzleRuntimeReturnStage('puzzle-result');
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setIsPuzzleBusy(true);
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setPuzzleError(null);
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setSelectionStage('puzzle-runtime');
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try {
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const { item } = await updatePuzzleWork(profileId, {
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levelName: draft.levelName,
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summary: draft.summary,
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themeTags: draft.themeTags,
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coverImageSrc: draft.coverImageSrc,
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coverAssetId: draft.coverAssetId,
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});
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const { run } = await startPuzzleRun({ profileId: item.profileId });
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setSelectedPuzzleDetail(item);
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setPuzzleRun(run);
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setPuzzleRuntimeReturnStage('puzzle-result');
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setSelectionStage('puzzle-runtime');
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} catch (error) {
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setPuzzleError(
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resolvePuzzleErrorMessage(error, '启动拼图试玩失败。'),
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);
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} finally {
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setIsPuzzleBusy(false);
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}
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},
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[buildPuzzleTestWork, setSelectionStage],
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[
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isPuzzleBusy,
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puzzleSession?.publishedProfileId,
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puzzleSession?.sessionId,
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resolvePuzzleErrorMessage,
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setSelectionStage,
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],
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);
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const submitBigFishInput = useCallback(
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@@ -1387,27 +1384,43 @@ export function PlatformEntryFlowShellImpl({
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]);
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const swapPuzzlePiecesInRun = useCallback(
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(payload: { firstPieceId: string; secondPieceId: string }) => {
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async (payload: { firstPieceId: string; secondPieceId: string }) => {
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if (!puzzleRun || isPuzzleBusy) {
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return;
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}
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setIsPuzzleBusy(true);
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setPuzzleError(null);
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setPuzzleRun(swapLocalPuzzlePieces(puzzleRun, payload));
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try {
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const { run } = await swapPuzzlePieces(puzzleRun.runId, payload);
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setPuzzleRun(run);
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} catch (error) {
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setPuzzleError(resolvePuzzleErrorMessage(error, '交换拼图块失败。'));
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} finally {
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setIsPuzzleBusy(false);
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}
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},
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[isPuzzleBusy, puzzleRun],
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[isPuzzleBusy, puzzleRun, resolvePuzzleErrorMessage],
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);
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const dragPuzzlePiece = useCallback(
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(payload: { pieceId: string; targetRow: number; targetCol: number }) => {
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async (payload: { pieceId: string; targetRow: number; targetCol: number }) => {
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if (!puzzleRun || isPuzzleBusy) {
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return;
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}
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setIsPuzzleBusy(true);
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setPuzzleError(null);
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setPuzzleRun(dragLocalPuzzlePiece(puzzleRun, payload));
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try {
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const { run } = await dragPuzzlePieceOrGroup(puzzleRun.runId, payload);
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setPuzzleRun(run);
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} catch (error) {
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setPuzzleError(resolvePuzzleErrorMessage(error, '拖动拼图块失败。'));
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} finally {
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setIsPuzzleBusy(false);
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}
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},
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[isPuzzleBusy, puzzleRun],
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[isPuzzleBusy, puzzleRun, resolvePuzzleErrorMessage],
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);
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useEffect(() => {
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@@ -1436,12 +1449,6 @@ export function PlatformEntryFlowShellImpl({
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nickname: authUi?.user?.displayName?.trim() || '玩家',
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};
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if (isLocalPuzzleRun(puzzleRun)) {
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setPuzzleRun(submitLocalPuzzleLeaderboard(puzzleRun, payload.nickname));
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setIsPuzzleLeaderboardBusy(false);
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return;
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}
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void submitPuzzleLeaderboard(puzzleRun.runId, payload)
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.then(({ run }) => {
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setPuzzleRun(run);
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@@ -1477,13 +1484,7 @@ export function PlatformEntryFlowShellImpl({
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setPuzzleError(null);
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try {
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const { run } = await advanceLocalPuzzleNextLevel({
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run: puzzleRun,
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sourceSessionId:
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selectedPuzzleDetail?.sourceSessionId ??
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puzzleSession?.sessionId ??
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null,
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});
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const { run } = await advancePuzzleNextLevel(puzzleRun.runId);
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setPuzzleRun(run);
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} catch (error) {
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setPuzzleError(resolvePuzzleErrorMessage(error, '准备下一关失败。'));
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@@ -1494,9 +1495,7 @@ export function PlatformEntryFlowShellImpl({
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}, [
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isPuzzleBusy,
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puzzleRun,
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puzzleSession,
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resolvePuzzleErrorMessage,
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selectedPuzzleDetail,
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]);
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const leaveAgentWorkspace = useCallback(() => {
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@@ -45,7 +45,7 @@ export const CAMP_TRAVEL_HOME_FUNCTION: FunctionDocumentationEntry = {
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'它负责把开局同伴营地流程平稳切到角色真正的起始场景;正式目标场景、encounter 清理、战斗态清理和镜头残留状态由后端 resolver 写入。',
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trigger: '常见于开局同伴营地对话后的跟进选项。',
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execution:
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'点击后作为服务端 runtime function id 提交到 /api/runtime/story/actions/resolve,由后端执行定制场景迁移和历史写入。',
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'点击后作为服务端 runtime function id 提交到 /api/story/sessions/{storySessionId}/actions/resolve,由后端执行定制场景迁移和历史写入。',
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result: '玩家会离开营地进入角色主场景,正式开始该角色的冒险线。',
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active: true,
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runtime: {
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@@ -53,7 +53,7 @@ export const CAMP_TRAVEL_HOME_FUNCTION: FunctionDocumentationEntry = {
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uiMode: 'none',
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visuals: CAMP_TRAVEL_HOME_OPTION_VISUALS,
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executor:
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'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_camp_travel_home_scene_action',
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'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action',
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animationNote:
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'前端保留 run 视觉元信息;正式状态以服务端 hydrated snapshot 为准。',
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storyNote:
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@@ -30,7 +30,7 @@ export const STORY_OPENING_CAMP_DIALOGUE_FUNCTION: FunctionDocumentationEntry =
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storyMode: 'special_sequence',
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uiMode: 'none',
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executor:
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'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action',
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'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action',
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animationNote: '重点在对白本身,不额外驱动独立战斗/位移动画。',
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storyNote: '会把 prompt 切到营地开场对白模式,并要求输出结构化对话行。',
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uiNote: '不弹 modal,直接进入对白流。',
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@@ -105,7 +105,7 @@ describe('functionCatalog', () => {
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expect(campTravelOption.actionText).toBe('前往 竹林古道');
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expect(campTravelOption.detailText).toBe('离开营地,前往 竹林古道。');
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expect(CAMP_TRAVEL_HOME_FUNCTION.runtime?.executor).toContain(
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'server-rs/crates/api-server/src/runtime_story/compat.rs',
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'server-rs/crates/module-runtime-story/src/session_action.rs',
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);
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expect(CAMP_TRAVEL_HOME_FUNCTION.detailedDescription).toContain(
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'后端 resolver',
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@@ -8,7 +8,7 @@ import type { FunctionDocumentationEntry } from '../types';
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*/
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const QUEST_OFFER_SOURCE = 'src/data/functionCatalog/npc/npcChatQuestOffer.ts';
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const QUEST_OFFER_EXECUTOR =
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'server-rs/crates/api-server/src/runtime_story/compat.rs -> resolve_runtime_story_choice_action';
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'server-rs/crates/module-runtime-story/src/session_action.rs -> resolve_story_runtime_action';
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export const NPC_CHAT_QUEST_OFFER_VIEW_FUNCTION: FunctionDocumentationEntry = {
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id: 'npc_chat_quest_offer_view',
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@@ -182,7 +182,10 @@ export function buildNpcBattleFormationFromEncounter(params: {
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const slots = getSceneActBattleSlots(primaryX);
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const resolvedFormation = formationSourceEncounters.map((memberEncounter, index) => {
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const slot = slots[index] ?? slots[slots.length - 1];
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const slot = slots[index] ?? slots[slots.length - 1] ?? {
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xMeters: primaryX,
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yOffset: 0,
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};
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const npcState = getResolvedNpcState(state, memberEncounter);
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const battleMonster = createNpcBattleMonster(
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memberEncounter,
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@@ -5,15 +5,15 @@ vi.mock('../../services/aiService', () => ({
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}));
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const {
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isRpgRuntimeServerFunctionIdMock,
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isServerRuntimeFunctionIdMock,
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runServerRuntimeChoiceActionMock,
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} = vi.hoisted(() => ({
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isRpgRuntimeServerFunctionIdMock: vi.fn(() => false),
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isServerRuntimeFunctionIdMock: vi.fn(() => false),
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runServerRuntimeChoiceActionMock: vi.fn(),
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}));
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vi.mock('../../services/rpg-runtime', () => ({
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isRpgRuntimeServerFunctionId: isRpgRuntimeServerFunctionIdMock,
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isServerRuntimeFunctionId: isServerRuntimeFunctionIdMock,
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}));
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import { AnimationState, type Character, type Encounter, type GameState, type StoryMoment, type StoryOption, WorldType } from '../../types';
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@@ -164,8 +164,8 @@ const neverNpcEncounter = (
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describe('createStoryChoiceActions', () => {
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beforeEach(() => {
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isRpgRuntimeServerFunctionIdMock.mockReset();
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(false);
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isServerRuntimeFunctionIdMock.mockReset();
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isServerRuntimeFunctionIdMock.mockReturnValue(false);
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runServerRuntimeChoiceActionMock.mockReset();
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});
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@@ -389,7 +389,7 @@ describe('createStoryChoiceActions', () => {
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const setCurrentStory = vi.fn();
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const handleNpcInteraction = vi.fn(() => true);
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: {
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@@ -493,7 +493,7 @@ describe('createStoryChoiceActions', () => {
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};
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const handleNpcInteraction = vi.fn(() => true);
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -575,7 +575,7 @@ describe('createStoryChoiceActions', () => {
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}));
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const playResolvedChoice = vi.fn().mockResolvedValue(state);
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -681,7 +681,7 @@ describe('createStoryChoiceActions', () => {
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inBattle: true,
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});
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -757,7 +757,7 @@ describe('createStoryChoiceActions', () => {
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const buildResolvedChoiceState = vi.fn();
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const playResolvedChoice = vi.fn();
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -849,7 +849,7 @@ describe('createStoryChoiceActions', () => {
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const playResolvedChoice = vi.fn();
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const commitGeneratedStateWithEncounterEntry = vi.fn();
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isRpgRuntimeServerFunctionIdMock.mockReturnValue(true);
|
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isServerRuntimeFunctionIdMock.mockReturnValue(true);
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|
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const { handleChoice } = createStoryChoiceActions({
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gameState: state,
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@@ -4,7 +4,7 @@
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} from 'react';
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import type { StoryGenerationContext } from '../../services/aiTypes';
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import { isRpgRuntimeServerFunctionId } from '../../services/rpg-runtime';
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import { isServerRuntimeFunctionId } from '../../services/rpg-runtime';
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import {
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type Character,
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type Encounter,
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@@ -191,7 +191,7 @@ export function createStoryChoiceActions({
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return;
|
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}
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|
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if (isRpgRuntimeServerFunctionId(option.functionId)) {
|
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if (isServerRuntimeFunctionId(option.functionId)) {
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await runServerRuntimeChoiceAction({
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gameState,
|
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currentStory,
|
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|
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@@ -2,7 +2,7 @@
|
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|
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import type { RuntimeStoryInventoryActionView } from '../../../packages/shared/src/contracts/rpgRuntimeStoryState';
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import {
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loadRpgRuntimeInventoryView,
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loadRuntimeInventoryView,
|
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type RuntimeStoryChoicePayload,
|
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type RuntimeStoryInventoryView,
|
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} from '../../services/rpg-runtime';
|
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@@ -53,7 +53,7 @@ export function useStoryInventoryActions({
|
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|
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const controller = new AbortController();
|
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|
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void loadRpgRuntimeInventoryView(
|
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void loadRuntimeInventoryView(
|
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{
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gameState: {
|
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storySessionId,
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@@ -129,7 +129,7 @@ export function useStoryInventoryActions({
|
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|
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setGameState(hydratedSnapshot.gameState);
|
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setCurrentStory(nextStory);
|
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setServerInventoryView(response.viewModel.inventory);
|
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setServerInventoryView(response.inventoryView);
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return true;
|
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} catch (error) {
|
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console.error('Failed to resolve inventory runtime action on the server:', error);
|
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|
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@@ -1,13 +1,13 @@
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import { rehydrateSavedSnapshot } from '../../persistence/runtimeSnapshot';
|
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import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
|
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import {
|
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getRpgRuntimeClientVersion,
|
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getRpgRuntimeSessionId,
|
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getRpgRuntimeStorySessionId,
|
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getRpgStoryRuntimeProjection,
|
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resolveRpgRuntimeStoryAction,
|
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resolveRpgRuntimeStoryProjectionMoment,
|
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resolveRpgRuntimeStoryMoment,
|
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buildRuntimeSnapshotFromProjection,
|
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buildStoryMomentFromRuntimeProjection,
|
||||
getRuntimeClientVersion,
|
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getRuntimeStorySessionId,
|
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getStoryRuntimeProjection,
|
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resolveRuntimeStoryAction,
|
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resolveRuntimeStoryMoment,
|
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type RuntimeStoryChoicePayload,
|
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} from '../../services/rpg-runtime/rpgRuntimeStoryClient';
|
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import type { GameState, StoryMoment, StoryOption } from '../../types';
|
||||
@@ -22,11 +22,11 @@ export async function loadServerRuntimeOptionCatalog(params: {
|
||||
}) {
|
||||
// 中文注释:状态目录只从服务端持久化 session 读取,
|
||||
// 前端不再上传本地 GameState 快照参与动作合法性解析。
|
||||
const response = await getRpgStoryRuntimeProjection({
|
||||
storySessionId: getRpgRuntimeStorySessionId(params.gameState),
|
||||
clientVersion: getRpgRuntimeClientVersion(params.gameState),
|
||||
const response = await getStoryRuntimeProjection({
|
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storySessionId: getRuntimeStorySessionId(params.gameState),
|
||||
clientVersion: getRuntimeClientVersion(params.gameState),
|
||||
});
|
||||
const options = resolveRpgRuntimeStoryProjectionMoment({
|
||||
const options = buildStoryMomentFromRuntimeProjection({
|
||||
projection: response,
|
||||
gameState: params.gameState,
|
||||
}).options;
|
||||
@@ -52,25 +52,25 @@ export async function resumeServerRuntimeStory(
|
||||
|
||||
// 中文注释:继续游戏后向服务端刷新一次状态,
|
||||
// 让长期离线的本地快照重新对齐服务端当前 runtime view model。
|
||||
const response = await getRpgStoryRuntimeProjection({
|
||||
storySessionId: getRpgRuntimeStorySessionId(hydratedSnapshot.gameState),
|
||||
const response = await getStoryRuntimeProjection({
|
||||
storySessionId: getRuntimeStorySessionId(hydratedSnapshot.gameState),
|
||||
});
|
||||
const runtimeOptions = response.options;
|
||||
const nextStory =
|
||||
response.currentNarrativeText || runtimeOptions.length > 0
|
||||
? resolveRpgRuntimeStoryProjectionMoment({
|
||||
? buildStoryMomentFromRuntimeProjection({
|
||||
projection: response,
|
||||
gameState: hydratedSnapshot.gameState,
|
||||
})
|
||||
: hydratedSnapshot.currentStory;
|
||||
const projectedSnapshot = buildRuntimeSnapshotFromProjection(
|
||||
response,
|
||||
hydratedSnapshot.bottomTab,
|
||||
);
|
||||
const resumedSnapshot = {
|
||||
...hydratedSnapshot,
|
||||
gameState: {
|
||||
...hydratedSnapshot.gameState,
|
||||
runtimeSessionId: response.storySession.runtimeSessionId,
|
||||
storySessionId: response.storySession.storySessionId,
|
||||
runtimeActionVersion: response.serverVersion,
|
||||
},
|
||||
gameState: projectedSnapshot.gameState,
|
||||
currentStory: nextStory,
|
||||
} satisfies HydratedSavedGameSnapshot;
|
||||
|
||||
return {
|
||||
@@ -88,9 +88,9 @@ export async function resolveServerRuntimeChoice(params: {
|
||||
}) {
|
||||
// 中文注释:正式动作结算统一先走服务端;
|
||||
// 前端这里只提交 action/payload,并消费后端已经补齐的快照与表现数据。
|
||||
const response = await resolveRpgRuntimeStoryAction({
|
||||
sessionId: getRpgRuntimeSessionId(params.gameState),
|
||||
clientVersion: getRpgRuntimeClientVersion(params.gameState),
|
||||
const response = await resolveRuntimeStoryAction({
|
||||
storySessionId: getRuntimeStorySessionId(params.gameState),
|
||||
clientVersion: getRuntimeClientVersion(params.gameState),
|
||||
option: params.option,
|
||||
targetId:
|
||||
params.option.interaction?.kind === 'npc'
|
||||
@@ -98,17 +98,17 @@ export async function resolveServerRuntimeChoice(params: {
|
||||
: undefined,
|
||||
payload: params.payload,
|
||||
});
|
||||
const hydratedSnapshot = rehydrateSavedSnapshot(response.snapshot);
|
||||
const hydratedSnapshot = response.snapshot;
|
||||
|
||||
return {
|
||||
response,
|
||||
hydratedSnapshot,
|
||||
nextStory: resolveRpgRuntimeStoryMoment({
|
||||
nextStory: resolveRuntimeStoryMoment({
|
||||
response,
|
||||
hydratedSnapshot,
|
||||
fallbackGameState: params.gameState,
|
||||
fallbackStoryText:
|
||||
response.presentation.storyText ||
|
||||
response.presentation?.storyText ||
|
||||
hydratedSnapshot.currentStory?.text ||
|
||||
params.option.actionText,
|
||||
}),
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -103,7 +103,11 @@ async function playServerBattlePresentation(params: {
|
||||
setGameState: (state: GameState) => void;
|
||||
turnVisualMs: number;
|
||||
}) {
|
||||
const battle = params.response.presentation.battle;
|
||||
const presentation =
|
||||
params.response && 'presentation' in params.response
|
||||
? params.response.presentation
|
||||
: undefined;
|
||||
const battle = presentation?.battle;
|
||||
if (!battle || !params.baseState.inBattle) {
|
||||
return;
|
||||
}
|
||||
@@ -138,7 +142,7 @@ async function playServerBattlePresentation(params: {
|
||||
? {
|
||||
...hostileNpc,
|
||||
animation: isRecoveryOrItem ? ('move' as const) : ('attack' as const),
|
||||
action: params.response.presentation.resultText || hostileNpc.action,
|
||||
action: presentation?.resultText || hostileNpc.action,
|
||||
}
|
||||
: hostileNpc,
|
||||
),
|
||||
|
||||
@@ -21,6 +21,7 @@ export function buildStoryContextFromState(
|
||||
): StoryGenerationContext {
|
||||
return {
|
||||
runtimeSessionId: state.runtimeSessionId ?? null,
|
||||
storySessionId: state.storySessionId ?? null,
|
||||
runtimeActionVersion: state.runtimeActionVersion,
|
||||
playerHp: state.playerHp,
|
||||
playerMaxHp: state.playerMaxHp,
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
StoryGenerationContext,
|
||||
StoryRequestOptions,
|
||||
} from '../../services/aiService';
|
||||
import { shouldUseRpgRuntimeServerOptions } from '../../services/rpg-runtime';
|
||||
import { shouldUseServerRuntimeOptions } from '../../services/rpg-runtime';
|
||||
import type {
|
||||
AIResponse,
|
||||
Character,
|
||||
@@ -78,7 +78,7 @@ export async function resolveStoryRequestOptions(params: {
|
||||
? null
|
||||
: params.getAvailableOptionsForState(params.state, params.character);
|
||||
|
||||
if (optionCatalog || !shouldUseRpgRuntimeServerOptions(availableOptions)) {
|
||||
if (optionCatalog || !shouldUseServerRuntimeOptions(availableOptions)) {
|
||||
return {
|
||||
availableOptions,
|
||||
optionCatalog,
|
||||
|
||||
@@ -9,7 +9,7 @@ import { createEmptyEquipmentLoadout } from '../../data/equipmentEffects';
|
||||
import { createInitialPlayerProgressionState } from '../../data/playerProgression';
|
||||
import { createInitialGameRuntimeStats } from '../../data/runtimeStats';
|
||||
import { getScenePreset } from '../../data/scenePresets';
|
||||
import { beginRpgRuntimeStorySession } from '../../services/rpg-runtime/rpgRuntimeStoryClient';
|
||||
import { beginRuntimeStorySession } from '../../services/rpg-runtime/rpgRuntimeStoryClient';
|
||||
import { createEmptyStoryEngineMemoryState } from '../../services/storyEngine/visibilityEngine';
|
||||
import {
|
||||
AnimationState,
|
||||
@@ -169,7 +169,7 @@ export function useRpgSessionBootstrap() {
|
||||
return;
|
||||
}
|
||||
|
||||
void beginRpgRuntimeStorySession({
|
||||
void beginRuntimeStorySession({
|
||||
worldType: resolvedWorldType,
|
||||
customWorldProfile: launchState.customWorldProfile,
|
||||
character,
|
||||
@@ -199,4 +199,3 @@ export function useRpgSessionBootstrap() {
|
||||
export type RpgSessionBootstrapResult = ReturnType<
|
||||
typeof useRpgSessionBootstrap
|
||||
>;
|
||||
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
import type { HydratedSavedGameSnapshot } from '../../persistence/runtimeSnapshotTypes';
|
||||
import { isAbortError } from '../../services/apiClient';
|
||||
import {
|
||||
getRpgRuntimeSessionId,
|
||||
getRuntimeSessionId,
|
||||
rpgSnapshotClient,
|
||||
} from '../../services/rpg-runtime';
|
||||
import type { GameState, StoryMoment } from '../../types';
|
||||
@@ -223,7 +223,7 @@ export function useRpgSessionPersistence({
|
||||
const timeoutId = window.setTimeout(() => {
|
||||
void persistSnapshot({
|
||||
payload: {
|
||||
sessionId: getRpgRuntimeSessionId(gameState),
|
||||
sessionId: getRuntimeSessionId(gameState),
|
||||
bottomTab,
|
||||
},
|
||||
logLabel: 'failed to autosave remote snapshot',
|
||||
@@ -251,7 +251,7 @@ export function useRpgSessionPersistence({
|
||||
// 差别只在于调用方可显式覆盖本次 checkpoint 的 session 与 UI tab。
|
||||
const snapshot = await persistSnapshot({
|
||||
payload: {
|
||||
sessionId: getRpgRuntimeSessionId(nextGameState),
|
||||
sessionId: getRuntimeSessionId(nextGameState),
|
||||
bottomTab: nextBottomTab,
|
||||
},
|
||||
logLabel: 'failed to save remote snapshot',
|
||||
|
||||
@@ -23,7 +23,7 @@ vi.mock('../services/rpg-entry', () => ({
|
||||
}));
|
||||
|
||||
vi.mock('../services/rpg-runtime', () => ({
|
||||
getRpgRuntimeSessionId: (gameState: Pick<GameState, 'runtimeSessionId'>) =>
|
||||
getRuntimeSessionId: (gameState: Pick<GameState, 'runtimeSessionId'>) =>
|
||||
gameState.runtimeSessionId?.trim() || 'runtime-main',
|
||||
rpgSnapshotClient: {
|
||||
getSnapshot: storageMocks.getSaveSnapshot,
|
||||
|
||||
@@ -18,8 +18,8 @@ import { useRpgSessionBootstrap } from './rpg-session';
|
||||
const aiServiceMocks = vi.hoisted(() => ({
|
||||
streamNpcChatTurn: vi.fn(),
|
||||
}));
|
||||
const rpgRuntimeStoryClientMocks = vi.hoisted(() => ({
|
||||
beginRpgRuntimeStorySession: vi.fn(),
|
||||
const runtimeStoryClientMocks = vi.hoisted(() => ({
|
||||
beginRuntimeStorySession: vi.fn(),
|
||||
}));
|
||||
|
||||
vi.mock('../services/aiService', async () => {
|
||||
@@ -41,8 +41,8 @@ vi.mock('../services/rpg-runtime/rpgRuntimeStoryClient', async () => {
|
||||
|
||||
return {
|
||||
...actual,
|
||||
beginRpgRuntimeStorySession:
|
||||
rpgRuntimeStoryClientMocks.beginRpgRuntimeStorySession,
|
||||
beginRuntimeStorySession:
|
||||
runtimeStoryClientMocks.beginRuntimeStorySession,
|
||||
};
|
||||
});
|
||||
|
||||
@@ -588,7 +588,7 @@ function GameFlowHarness({
|
||||
);
|
||||
const selectedCharacter = playableCharacters[0] ?? null;
|
||||
if (selectedCharacter) {
|
||||
rpgRuntimeStoryClientMocks.beginRpgRuntimeStorySession.mockResolvedValue(
|
||||
runtimeStoryClientMocks.beginRuntimeStorySession.mockResolvedValue(
|
||||
buildRuntimeStoryBootstrapSnapshot({
|
||||
profile,
|
||||
character: selectedCharacter,
|
||||
|
||||
+123
-24
@@ -10,6 +10,7 @@ import type {
|
||||
StoryOption,
|
||||
} from '../types';
|
||||
import { AnimationState, WorldType } from '../types';
|
||||
import type { StoryRuntimeProjectionResponse } from '../../packages/shared/src/contracts/story';
|
||||
|
||||
const {
|
||||
connectivityError,
|
||||
@@ -101,6 +102,7 @@ function createContext(
|
||||
): StoryGenerationContext {
|
||||
return {
|
||||
runtimeSessionId: 'runtime-main',
|
||||
storySessionId: 'storysess-main',
|
||||
runtimeActionVersion: 3,
|
||||
playerHp: 30,
|
||||
playerMaxHp: 40,
|
||||
@@ -115,6 +117,8 @@ function createContext(
|
||||
sceneName: 'Forest Trail',
|
||||
sceneDescription: 'A quiet mountain path.',
|
||||
pendingSceneEncounter: false,
|
||||
observeSignsRequested: false,
|
||||
recentActionResult: null,
|
||||
...overrides,
|
||||
};
|
||||
}
|
||||
@@ -424,6 +428,71 @@ function createApiEnvelopeResponse(data: unknown) {
|
||||
} as Response;
|
||||
}
|
||||
|
||||
type RuntimeProjectionOverrides = Omit<
|
||||
Partial<StoryRuntimeProjectionResponse>,
|
||||
'storySession'
|
||||
> & {
|
||||
storySession?: Partial<StoryRuntimeProjectionResponse['storySession']>;
|
||||
};
|
||||
|
||||
function createRuntimeProjection(
|
||||
overrides: RuntimeProjectionOverrides = {},
|
||||
): StoryRuntimeProjectionResponse {
|
||||
const storySession = {
|
||||
storySessionId: 'storysess-main',
|
||||
runtimeSessionId: 'runtime-main',
|
||||
actorUserId: 'user-main',
|
||||
worldProfileId: 'profile-main',
|
||||
initialPrompt: '进入山路',
|
||||
openingSummary: null,
|
||||
latestNarrativeText: '山路尽头传来新的动静。',
|
||||
latestChoiceFunctionId: null,
|
||||
status: 'active',
|
||||
version: 3,
|
||||
createdAt: '2026-04-08T00:00:00.000Z',
|
||||
updatedAt: '2026-04-08T00:00:01.000Z',
|
||||
...(overrides.storySession ?? {}),
|
||||
} satisfies StoryRuntimeProjectionResponse['storySession'];
|
||||
|
||||
return {
|
||||
storySession,
|
||||
storyEvents: overrides.storyEvents ?? [],
|
||||
serverVersion: overrides.serverVersion ?? storySession.version,
|
||||
gameState: {
|
||||
runtimeSessionId: storySession.runtimeSessionId,
|
||||
storySessionId: storySession.storySessionId,
|
||||
runtimeActionVersion: overrides.serverVersion ?? storySession.version,
|
||||
currentScene: 'Story',
|
||||
playerEquipment: { weapon: null, armor: null, relic: null },
|
||||
...(overrides.gameState ?? {}),
|
||||
},
|
||||
actor: overrides.actor ?? {
|
||||
hp: 30,
|
||||
maxHp: 40,
|
||||
mana: 12,
|
||||
maxMana: 20,
|
||||
currency: 0,
|
||||
currencyText: '0 铜钱',
|
||||
},
|
||||
inventory: overrides.inventory ?? {
|
||||
backpackItems: [],
|
||||
equipmentSlots: [],
|
||||
forgeRecipes: [],
|
||||
},
|
||||
options: overrides.options ?? [],
|
||||
status: overrides.status ?? {
|
||||
inBattle: false,
|
||||
npcInteractionActive: false,
|
||||
currentNpcBattleMode: null,
|
||||
currentNpcBattleOutcome: null,
|
||||
},
|
||||
currentNarrativeText:
|
||||
overrides.currentNarrativeText ?? storySession.latestNarrativeText,
|
||||
actionResultText: overrides.actionResultText ?? null,
|
||||
toast: overrides.toast ?? null,
|
||||
};
|
||||
}
|
||||
|
||||
function createSseResponse(text: string) {
|
||||
const encoder = new TextEncoder();
|
||||
const chunks = [
|
||||
@@ -478,14 +547,26 @@ describe('ai runtime client orchestration', () => {
|
||||
streamPlainTextCompletionMock.mockReset();
|
||||
});
|
||||
|
||||
it('requests initial story from the runtime api server', async () => {
|
||||
it('requests initial story from the story session projection', async () => {
|
||||
const availableOptions = [createStoryOption()];
|
||||
fetchMock.mockResolvedValue(
|
||||
createApiEnvelopeResponse({
|
||||
storyText: '山路尽头传来新的动静。',
|
||||
options: availableOptions,
|
||||
encounter: null,
|
||||
}),
|
||||
createApiEnvelopeResponse(
|
||||
createRuntimeProjection({
|
||||
options: availableOptions.map((option) => ({
|
||||
functionId: option.functionId,
|
||||
actionText: option.actionText,
|
||||
detailText: null,
|
||||
scope: 'story',
|
||||
payload: null,
|
||||
enabled: true,
|
||||
reason: null,
|
||||
})),
|
||||
currentNarrativeText: '山路尽头传来新的动静。',
|
||||
storySession: {
|
||||
latestNarrativeText: '山路尽头传来新的动静。',
|
||||
},
|
||||
}),
|
||||
),
|
||||
);
|
||||
|
||||
const response = await generateInitialStory(
|
||||
@@ -497,21 +578,16 @@ describe('ai runtime client orchestration', () => {
|
||||
);
|
||||
|
||||
expect(fetchMock).toHaveBeenCalledWith(
|
||||
'/api/runtime/story/initial',
|
||||
'/api/story/sessions/storysess-main/runtime-projection',
|
||||
expect.objectContaining({
|
||||
method: 'POST',
|
||||
body: JSON.stringify({
|
||||
sessionId: 'runtime-main',
|
||||
clientVersion: 3,
|
||||
requestOptions: { availableOptions },
|
||||
}),
|
||||
method: 'GET',
|
||||
}),
|
||||
);
|
||||
expect(response.storyText).toBe('山路尽头传来新的动静。');
|
||||
expect(response.options).toEqual(availableOptions);
|
||||
});
|
||||
|
||||
it('requests next story step from the runtime api server', async () => {
|
||||
it('requests next story step from the story session action endpoint', async () => {
|
||||
const availableOptions = [
|
||||
createStoryOption({
|
||||
functionId: 'idle_explore_forward',
|
||||
@@ -521,9 +597,24 @@ describe('ai runtime client orchestration', () => {
|
||||
];
|
||||
fetchMock.mockResolvedValue(
|
||||
createApiEnvelopeResponse({
|
||||
storyText: '林间重新安静下来,你听见远处的风声。',
|
||||
encounter: null,
|
||||
options: availableOptions,
|
||||
projection: createRuntimeProjection({
|
||||
serverVersion: 4,
|
||||
currentNarrativeText: '林间重新安静下来,你听见远处的风声。',
|
||||
storySession: {
|
||||
latestNarrativeText: '林间重新安静下来,你听见远处的风声。',
|
||||
latestChoiceFunctionId: 'idle_explore_forward',
|
||||
version: 4,
|
||||
},
|
||||
options: availableOptions.map((option) => ({
|
||||
functionId: option.functionId,
|
||||
actionText: option.actionText,
|
||||
detailText: null,
|
||||
scope: 'story',
|
||||
payload: null,
|
||||
enabled: true,
|
||||
reason: null,
|
||||
})),
|
||||
}),
|
||||
}),
|
||||
);
|
||||
|
||||
@@ -533,19 +624,27 @@ describe('ai runtime client orchestration', () => {
|
||||
monsters,
|
||||
storyHistory,
|
||||
'继续向前',
|
||||
context,
|
||||
{
|
||||
...context,
|
||||
lastFunctionId: 'idle_explore_forward',
|
||||
},
|
||||
{ availableOptions },
|
||||
);
|
||||
|
||||
expect(fetchMock).toHaveBeenCalledWith(
|
||||
'/api/runtime/story/continue',
|
||||
'/api/story/sessions/storysess-main/actions/resolve',
|
||||
expect.objectContaining({
|
||||
method: 'POST',
|
||||
body: JSON.stringify({
|
||||
sessionId: 'runtime-main',
|
||||
storySessionId: 'storysess-main',
|
||||
clientVersion: 3,
|
||||
choice: '继续向前',
|
||||
requestOptions: { availableOptions },
|
||||
functionId: 'idle_explore_forward',
|
||||
actionText: '继续向前',
|
||||
payload: {
|
||||
optionText: '继续向前',
|
||||
observeSignsRequested: false,
|
||||
recentActionResult: null,
|
||||
},
|
||||
}),
|
||||
}),
|
||||
);
|
||||
@@ -972,11 +1071,11 @@ describe('ai runtime client orchestration', () => {
|
||||
});
|
||||
|
||||
const sceneImageCalls = fetchMock.mock.calls.filter(
|
||||
([url]) => url === '/api/custom-world/scene-image',
|
||||
([url]) => url === '/api/runtime/custom-world/scene-image',
|
||||
);
|
||||
expect(sceneImageCalls).toHaveLength(1);
|
||||
expect(sceneImageCalls[0]).toEqual([
|
||||
'/api/custom-world/scene-image',
|
||||
'/api/runtime/custom-world/scene-image',
|
||||
expect.objectContaining({
|
||||
method: 'POST',
|
||||
headers: expect.objectContaining({
|
||||
|
||||
+2
-1
@@ -5,6 +5,7 @@ import type {
|
||||
} from '../../packages/shared/src/contracts/runtime';
|
||||
import { unwrapApiResponse } from '../../packages/shared/src/http';
|
||||
import { createSceneHostileNpcsFromEncounters } from '../data/hostileNpcs';
|
||||
import { hasMixedNarrativeLanguage } from './narrativeLanguage';
|
||||
import {
|
||||
buildEncounterFromSceneNpc,
|
||||
getScenePresetById,
|
||||
@@ -134,7 +135,7 @@ type MergeableCustomWorldRoleEntry = {
|
||||
};
|
||||
|
||||
const CUSTOM_WORLD_SCENE_IMAGE_API_BASE_URL =
|
||||
ENV.VITE_SCENE_IMAGE_PROXY_BASE_URL || '/api/custom-world/scene-image';
|
||||
ENV.VITE_SCENE_IMAGE_PROXY_BASE_URL || '/api/runtime/custom-world/scene-image';
|
||||
const CUSTOM_WORLD_JSON_REPAIR_SYSTEM_PROMPT = `你是 JSON 修复器。
|
||||
你会收到一段本应为单个 JSON 对象的文本。
|
||||
你的唯一任务是把它修复成能被 JSON.parse 直接解析的单个 JSON 对象。
|
||||
|
||||
+62
-51
@@ -9,7 +9,6 @@ import type {
|
||||
NpcRecruitDialogueRequest,
|
||||
PlainTextResponse,
|
||||
} from '../../packages/shared/src/contracts/rpgRuntimeChat';
|
||||
import type { RuntimeStoryAiRequest } from '../../packages/shared/src/contracts/rpgRuntimeStoryState';
|
||||
import type {
|
||||
CustomWorldGenerationProgress,
|
||||
GenerateCustomWorldProfileInput,
|
||||
@@ -35,6 +34,11 @@ import type {
|
||||
import { fetchWithApiAuth, requestJson } from './apiClient';
|
||||
import { type CharacterChatTargetStatus } from './rpgRuntimeChatTypes';
|
||||
import { parseLineListContent } from './llmParsers';
|
||||
import {
|
||||
buildStoryMomentFromRuntimeProjection,
|
||||
getStoryRuntimeProjection,
|
||||
resolveRuntimeStoryAction,
|
||||
} from './rpg-runtime/rpgRuntimeStoryClient';
|
||||
|
||||
const RUNTIME_API_BASE = '/api/runtime';
|
||||
|
||||
@@ -42,6 +46,20 @@ function getRuntimeSessionIdFromContext(context: StoryGenerationContext) {
|
||||
return context.runtimeSessionId?.trim() || undefined;
|
||||
}
|
||||
|
||||
function getStorySessionIdFromContext(context: StoryGenerationContext) {
|
||||
return context.storySessionId?.trim() || undefined;
|
||||
}
|
||||
|
||||
function runtimeStoryMomentToAiResponse(
|
||||
story: StoryMoment | null | undefined,
|
||||
fallbackText: string,
|
||||
): AIResponse {
|
||||
return {
|
||||
storyText: story?.text?.trim() || fallbackText,
|
||||
options: story?.options ?? [],
|
||||
};
|
||||
}
|
||||
|
||||
async function requestPlainText(
|
||||
url: string,
|
||||
payload: unknown,
|
||||
@@ -162,30 +180,22 @@ export async function generateInitialStory(
|
||||
context: StoryGenerationContext,
|
||||
requestOptions: StoryRequestOptions = {},
|
||||
): Promise<AIResponse> {
|
||||
const sessionId = getRuntimeSessionIdFromContext(context);
|
||||
const payload: RuntimeStoryAiRequest | Record<string, unknown> = sessionId
|
||||
? {
|
||||
sessionId,
|
||||
clientVersion: context.runtimeActionVersion,
|
||||
requestOptions,
|
||||
}
|
||||
: {
|
||||
worldType: world,
|
||||
character,
|
||||
monsters,
|
||||
context,
|
||||
requestOptions,
|
||||
};
|
||||
void world;
|
||||
void character;
|
||||
void monsters;
|
||||
void requestOptions;
|
||||
|
||||
return requestJson<AIResponse>(
|
||||
`${RUNTIME_API_BASE}/story/initial`,
|
||||
{
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(payload),
|
||||
},
|
||||
'剧情开局生成失败',
|
||||
);
|
||||
const storySessionId = getStorySessionIdFromContext(context);
|
||||
if (!storySessionId) {
|
||||
throw new Error('运行时故事会话不存在,无法生成开局剧情');
|
||||
}
|
||||
|
||||
const projection = await getStoryRuntimeProjection({
|
||||
storySessionId,
|
||||
clientVersion: context.runtimeActionVersion,
|
||||
});
|
||||
const story = buildStoryMomentFromRuntimeProjection({ projection });
|
||||
return runtimeStoryMomentToAiResponse(story, '开局剧情已同步。');
|
||||
}
|
||||
|
||||
export async function generateNextStep(
|
||||
@@ -197,35 +207,36 @@ export async function generateNextStep(
|
||||
context: StoryGenerationContext,
|
||||
requestOptions: StoryRequestOptions = {},
|
||||
): Promise<AIResponse> {
|
||||
const sessionId = getRuntimeSessionIdFromContext(context);
|
||||
const payload: RuntimeStoryAiRequest | Record<string, unknown> = sessionId
|
||||
? {
|
||||
sessionId,
|
||||
clientVersion: context.runtimeActionVersion,
|
||||
choice,
|
||||
lastFunctionId: context.lastFunctionId,
|
||||
observeSignsRequested: context.observeSignsRequested,
|
||||
recentActionResult: context.recentActionResult,
|
||||
requestOptions,
|
||||
}
|
||||
: {
|
||||
worldType: world,
|
||||
character,
|
||||
monsters,
|
||||
history,
|
||||
choice,
|
||||
context,
|
||||
requestOptions,
|
||||
};
|
||||
void world;
|
||||
void character;
|
||||
void monsters;
|
||||
void history;
|
||||
void requestOptions;
|
||||
|
||||
return requestJson<AIResponse>(
|
||||
`${RUNTIME_API_BASE}/story/continue`,
|
||||
{
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(payload),
|
||||
const storySessionId = getStorySessionIdFromContext(context);
|
||||
if (!storySessionId) {
|
||||
throw new Error('运行时故事会话不存在,无法续写剧情');
|
||||
}
|
||||
const functionId = context.lastFunctionId?.trim();
|
||||
if (!functionId) {
|
||||
throw new Error('运行时动作缺少 functionId,无法续写剧情');
|
||||
}
|
||||
|
||||
const response = await resolveRuntimeStoryAction({
|
||||
storySessionId,
|
||||
clientVersion: context.runtimeActionVersion,
|
||||
option: {
|
||||
functionId,
|
||||
actionText: choice,
|
||||
},
|
||||
'剧情续写失败',
|
||||
payload: {
|
||||
observeSignsRequested: context.observeSignsRequested,
|
||||
recentActionResult: context.recentActionResult,
|
||||
},
|
||||
});
|
||||
return runtimeStoryMomentToAiResponse(
|
||||
response.snapshot.currentStory,
|
||||
choice,
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -89,6 +89,7 @@ export interface CustomWorldSceneImageResult {
|
||||
|
||||
export interface StoryGenerationContext {
|
||||
runtimeSessionId?: string | null;
|
||||
storySessionId?: string | null;
|
||||
runtimeActionVersion?: number;
|
||||
playerHp: number;
|
||||
playerMaxHp: number;
|
||||
|
||||
@@ -436,9 +436,9 @@ describe('apiClient', () => {
|
||||
let capturedError: unknown;
|
||||
try {
|
||||
await requestJson(
|
||||
'/api/runtime/story/initial',
|
||||
'/api/runtime/protected-error',
|
||||
{ method: 'POST' },
|
||||
'剧情生成失败',
|
||||
'请求失败',
|
||||
);
|
||||
} catch (error) {
|
||||
capturedError = error;
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
export {
|
||||
advanceLocalPuzzleNextLevel,
|
||||
advancePuzzleNextLevel,
|
||||
dragPuzzlePieceOrGroup,
|
||||
getPuzzleRun,
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
import type {
|
||||
AdvanceLocalPuzzleNextLevelRequest,
|
||||
DragPuzzlePieceRequest,
|
||||
PuzzleRunResponse,
|
||||
StartPuzzleRunRequest,
|
||||
@@ -134,28 +133,7 @@ export async function submitPuzzleLeaderboard(
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* 单机运行态进入下一关,图片来源选择全部由后端裁决。
|
||||
*/
|
||||
export async function advanceLocalPuzzleNextLevel(
|
||||
payload: AdvanceLocalPuzzleNextLevelRequest,
|
||||
) {
|
||||
return requestJson<PuzzleRunResponse>(
|
||||
`${PUZZLE_RUNTIME_API_BASE}/local-next-level`,
|
||||
{
|
||||
method: 'POST',
|
||||
headers: { 'Content-Type': 'application/json' },
|
||||
body: JSON.stringify(payload),
|
||||
},
|
||||
'进入下一关失败',
|
||||
{
|
||||
retry: PUZZLE_RUNTIME_WRITE_RETRY,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
export const puzzleRuntimeClient = {
|
||||
advanceLocalNextLevel: advanceLocalPuzzleNextLevel,
|
||||
advanceNextLevel: advancePuzzleNextLevel,
|
||||
drag: dragPuzzlePieceOrGroup,
|
||||
getRun: getPuzzleRun,
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user