封面生成客户端合同复核并记入里程碑
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- 复核两处:generateGameDistributionCover 返回的 assetObjectId 直接作为封面(无本地二次上传);read_cover_asset_id 取不到平台素材 ID 时失败关闭,不会退回本地文件 - 里程碑 C3 条记录该复核结论与仍未验收的边界(GUI 真实生成、Provider 出图与泥点扣费账实相符)
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- [ ] AGC 从已构建 dist 生成根入口为 `index.html` 的真实包,一次提交动作完成检查、资料确认、上传和送审;状态及失败原因与服务端回读一致。(2026-09-29 补客户端侧检查口径:此前客户端只有本地导出上限 **512 MiB**,比平台上限宽一倍多——300 MiB 的包会一路读盘/暂存到建版本时才吃服务端 413。现在上限单一来源落在 `shared_contracts::game_distribution::GAME_DISTRIBUTION_MAX_PACKAGE_BYTES`(200 MiB),AGC 读包阶段先做 `ensure_within_platform_package_limit` 预检并给出「发行包 X MiB 超过平台上限 200 MiB;请精简资源后重新导出再发布」;服务端 `module-game-distribution` 仍保留自己的常量,由 api-server 的 `publish_package_limit_matches_the_shared_contract` 把两者锁成一致(改一处不改另一处直接变红)。AGS 侧用例 `project::export::npm_export_tests::publish_precheck_rejects_packages_over_the_platform_limit` 覆盖边界(=上限放行)与超限文案。仍未验收:AGC GUI 里真实一键发布与状态/失败原因回读一致。)
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- [ ] AGC 发布面板隐藏发行包技术摘要;打开时基于有界、脱敏的项目上下文免费生成一句话简介与白名单分类,失败保留本地兜底且不阻断发布;作者始终可以直接编辑生成结果。(2026-09-29 补客户端侧口径:「脱敏」此前只在服务端有界——`buildPublishProjectContext()` 会把素材的 `localPath` 原样写进提示词,登记来源不受本地约束时绝对路径(含用户目录)就会外发。现在素材只带**文件名**(`contextSafeAssetLabel` 取最后一段并限长 80),上下文整体仍截到 6,000 字符;`gameDistributionPublishPanel.test.tsx` 新增「发布资料建议只带脱敏且有界的项目上下文」并用 40 个绝对路径素材 + 超长版本说明验证。变异验证:把该处改回 `asset.localPath` 原样拼接后,用例立即以 `expected ... to not include 'C:\Users'` 变红。GUI 打开面板、真实 Provider 生成与失败兜底仍待客户端验收。)
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- [ ] AGC 发布封面支持基于项目上下文生成,复用现役图片生成与泥点扣费链路;生成结果登记为当前账号平台素材后自动作为 `coverAssetId`,不二次上传。
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- [ ] AGC 发布封面支持基于项目上下文生成,复用现役图片生成与泥点扣费链路;生成结果登记为当前账号平台素材后自动作为 `coverAssetId`,不二次上传。(2026-09-29 客户端侧代码复核,两处合同成立:①「不二次上传」——面板拿到 `generateGameDistributionCover()` 返回的 `assetObjectId` 后直接把它当封面写进 `cover`,预览地址也来自服务端响应,没有本地再上传一遍;提示文案明确「重新生成会再次消耗泥点」。②「登记为平台素材后才可用」——Rust 侧 `read_cover_asset_id()` 取不到平台素材 ID 时直接报「生成游戏封面未返回平台素材 ID」失败关闭,不会退回用本地文件。仍未验收:GUI 里真实点一次生成、真实 Provider 出图与泥点扣费账实相符。)
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- [x] 网页可选 ZIP、提交封面和必需资料,进入相同上传/校验/审核流程;任一客户端可以查看同账号游戏状态,更新沿用相同 `gameId`。
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- [x] 上传中断、双击、登录失效、窗口关闭后恢复原操作;换账号不能恢复前账号私有状态;待审不能显示为已发布。
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- [x] 目录支持真实数据、关键词/分类/设备筛选、空/错/加载态;详情提供明确主动作,搜索与返回恢复上下文。
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