真机夹具加 running 用例:进程存活期间宿主可观测到运行中回合
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- direct-execution-production-fixture:新增 running 场景(工具阻塞期间进程存活),轮询宿主账本抓快照,断言 phase=working、active 里恰好一条 kind=execute 在途许可、executorStopped=false;收尾后 phase=completed、active 清空、executorStopped=true,宿主侧条目顺序不变 - 复验:completed,passes,mcp,mcp-write,native,deadline,restart,running 共 8/8 passed - 记录事实:CLI/无前端宿主既无用户消息也无最终助手回复(前端写入),夹具断言只校验宿主侧条目;宿主侧"正在跑"的可观测事实两路径一致 - 文档:DirectProject 里程碑补该轮核对;pitfalls 扩写 CLI 历史只含宿主侧条目这一坑
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@@ -6123,5 +6123,5 @@ Cocos Creator 根目录由 `package.json.creator.version` 与普通 `assets/`
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修复:①`fail_turn()` 在 `is_closed()`(宿主自己收尾)时只把原因追加进终态说明、**不改阶段**,新增 `ExecutionSession::append_terminal_note()`(`interrupt()` 同款写法但不设 `Interrupted`);用户主动终止(`host_stop_requested`)与真实通道故障仍保持原口径。
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复验(真 AGC CLI → 真 app-server → loopback Responses):`node apps/ai-game-creator-shell/scripts/direct-execution-production-fixture.mjs --agc-exe apps/ai-game-creator-shell/src-tauri/target/debug/genarrative-ai-game-creator-shell.exe --cases completed,passes,mcp,mcp-write,native,deadline` → **6/6 passed**;`completed` 用例的账本从 `phase=interrupted` 变成 `phase=completed`、`executorStopped=true`,`terminalReport` 变成宿主真实交付报告(「本轮已完成宿主验收…已通过:产物 marker.txt」),不再是「执行通道已断开」。定向单测:`cargo test … codex_app_server::execution` 13 passed、`cargo test … direct_execution` 26 passed。
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- **保留的诊断开关**:关闭原因日志留在 `GENARRATIVE_AGC_DIRECT_DEBUG=1` 下(与既有的 `agent.direct_codex.stderr bytes=` 同一开关),以后排查「谁关掉的」不用再插桩。
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- **顺带发现(2026-09-28)**:同一个夹具新增的 `restart` 用例证明——CLI / 无前端宿主**不会把用户消息写进 `.agent/conversations/project.jsonl`**(GUI 是前端先调 `append_direct_project_conversation_message`,所以总有至少一条用户条目)。写依赖"历史里一定有用户消息"的夹具断言前先确认是走 GUI 还是 CLI 路径,否则会得到假失败。
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- **顺带发现(2026-09-28)**:同一个夹具的 `restart` / `running` 用例证明——CLI / 无前端宿主**既不会把用户消息、也不会把最终助手回复写进 `.agent/conversations/project.jsonl`**(两者都由前端调 `append_direct_project_conversation_message` 写入,GUI 因此总有至少一条用户条目)。CLI 路径只落宿主侧条目(中间文本、工具卡片、工具回执),回复文本走 CLI 标准输出。写依赖"历史里一定有用户/助手消息"的断言前先确认是走 GUI 还是 CLI 路径,否则会得到假失败。宿主侧「正在跑」的可观测事实(`phase=working` + `active` 里的 `execute` 许可)两条路径一致,可以放心断言。
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- **顺带记一条环境陷阱(2026-09-28 已修)**:`apps/ai-game-creator-shell/src-tauri/resources/codex/win-x64/` 下曾有两个 codex 二进制——`bin/codex.exe` 是**真正被解析**的那份(0.155.1),而包根目录那份 `codex.exe` 是 0.147.0 的旧残留(tauri 的 Windows 资源映射只引用 `bin/` 等路径),检查都查不出来,却会让本地核对误判「应用跑的是 0.147.0」。根因是 `src-tauri/build.rs` 的 `stage_codex_target()` 只按布局拷贝、从不清理目录,旧布局的组件会永久留在随包资源目录里。现在加了 `prune_stale_codex_components()`:拷贝前删掉不在本轮布局、也不在 `manifest.json`/`NOTICE.md` 白名单里的文件并收掉空目录;实测重建后根目录 `codex.exe` 被清掉、六个声明组件与清单/声明保留。
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