fix(游戏共创): 血缘摘要的父作者名改为读时联账号表兜底(修真实库 parentAuthorName 为 null)
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真实库 `GET /games/{A111}` 的血缘摘要里 `parentTitle` 有值而 `parentAuthorName` 为 `null`,详情页溯源条
「父作品 · 作者名」开天窗。根因核实:`game_distribution_lineage_snapshot` 直接用了发布时冻结的
`parent.author_name`,而老数据 / 程序化创建的作品上该列常为 `None`——公开投影与族谱节点早已改成**读时联
`user_account`**,只有血缘摘要没跟上(同一处语义没同步)。
- 血缘摘要改用 `game_distribution_lineage_author_name`(与族谱节点**同一实现**):账号显示名优先 →
账号不可得/昵称为空白时退回冻结作者名 → 两者都为空白则 `None`(不占位、不回退空串、不编造),
与公开详情同口径;父作品不可用时仍走原有的 `fork_lineage_visible_identity` 三态裁剪,不泄露已删作品身份。
- 新增结构回归测试 `lineage_summary_resolves_parent_author_name_at_read_time`:血缘快照必须调用账号兜底
函数,并**不得**再直接出现 `parent.author_name`(宿主起不了真库,行为证据留给真实栈复验)。
- parity 新增登记 `lineage_payload`(构建器 17→**18**):把「builder 发出的键 == DTO 字段」钉住,并要求
`parentAuthorName` **恒发该键**(值为 `null` 也要发——缺键与 `null` 在前端是两种渲染分支,不能用
optional 表达)。
- 文档 §3.4:写明读时兜底的口径与优先级;并明确**不新增 `rootAuthorName`**——已只读核实前端
`GameDetailPage` 只消费 `parentAuthorName`(`CoCreationLineageStrip` 用的是族谱节点的 `authorName`),
根侧只发 `rootTitle`,不加字段以免契约膨胀。
- **无字段形状变更**(Rust DTO 与 TS 均未增删字段,故无 TS/绑定改动)。
门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p spacetime-module` **306 passed / 1 ignored**;
`cargo test -p module-game-distribution` 134 passed;`cargo test -p api-server game_distribution` 107 passed;
DTO parity 0(66 组 / **18** 构建器 / 15 手拼类型);`check:spacetime-schema` 0(98 表);
`check:encoding` 0(5546 files);`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 0;
`git diff --check` 0。
未在真实库手动改任何数据(按要求);修完请另一个 session 用真实数据复验 `parentAuthorName`。
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@@ -312,6 +312,15 @@ const RESPONSE_BUILDERS = [
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'visibility',
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],
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},
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{
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// 公开详情里的血缘摘要(`GET /games/{gameId}` 的 `lineage`)。TS 里 `parentAuthorName` 是可选的
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// (表达「历史响应可能缺键」),但这条路径**必须恒发该键**(值为 `null` 也要发):它是溯源条
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// 「父作品 · 作者名」的唯一来源,「缺键」与「null」在前端是两种渲染分支,不能靠 optional 表达。
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// 这条登记同时把「builder 发出的键 == DTO 字段」钉住,防止再出现「加了字段忘了发」。
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fn: 'lineage_payload',
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ts: 'GameDistributionLineage',
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mustEmit: ['parentAuthorName'],
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},
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];
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function camelCase(value) {
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