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2026-09-23 18:50:15 +08:00
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# 踩坑与排障记录
## Direct 宿主继续请求不能重发原始用户条目
原始 `direct_user_item` 同时参与历史持久化和模型输入转换;验收或错误反馈更新了 prompt 后,如果发送层仍优先转换原始条目,模型会收到重复的用户输入,而本地历史按 itemId 去重后只显示一次。首次请求与宿主继续必须显式区分:首次保留结构化输入,继续发送当次反馈,原始条目只保留历史与事件关联职责。GUI、CLI 的两条循环都要覆盖;只改反馈文本或清空原始条目不完整。见 [Direct 宿主继续请求输入修复](../../technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md#2026-09-23-direct-宿主继续请求输入修复)。
## 最近项目一次失败会被钉成终态
- **现象**:AGC 卡住一次后,项目列表每一行都显示「检查失败 + 待识别」,首页「最近项目」变成「暂无最近项目」;现场在后端恢复后逐条复跑 `inspect_local_project_directory`(8 个项目)全部 0ms 成功,界面仍然全红(issue #490)。
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# AI 游戏创作智能体 App 实施计划
## 2026-09-23 Direct 宿主继续请求输入修复
- 首次模型请求使用原始结构化用户输入,保留 Skill 提及及其它引用;未提供结构化输入时沿用请求正文与图片转换。
- 验收反馈和可修复错误触发的后续模型请求,显式标记为宿主继续,只发送本次反馈正文,不再用原始用户条目覆盖。GUI 与 CLI 共用这一规则,验收条件、重试上限和执行预算保持不变。
- 原始用户条目仍用于历史持久化和回合事件关联,沿用同一 clientTurnId/itemId;反馈不是新的用户输入。不要通过丢弃原始条目来修复发送内容。
- 定向回归检查首次结构化输入、验收继续和错误继续的实际 wire input,以及同一用户条目的历史去重。
## 2026-09-21 Godot 工作区发现放宽与内置插件行去掉手动启动
本节覆盖下文“打开项目自动识别 Godot”中的旧口径:判定从「唯一命中」放宽为「确定性命中」,`project.godot` 从「必须是普通文件」放宽为「按链接目标判定」。