init with react+axum+spacetimedb
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2026-04-26 18:06:23 +08:00
commit cbc27bad4a
20199 changed files with 883714 additions and 0 deletions
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import {spawn} from 'node:child_process';
import {existsSync, readFileSync} from 'node:fs';
import {resolve} from 'node:path';
const repoRoot = process.cwd();
function loadEnvFile(path, target) {
if (!existsSync(path)) {
return;
}
const rawText = readFileSync(path, 'utf8');
for (const rawLine of rawText.split(/\r?\n/u)) {
const line = rawLine.trim();
if (!line || line.startsWith('#')) {
continue;
}
const match = line.match(/^([A-Za-z_][A-Za-z0-9_]*)=(.*)$/u);
if (!match) {
continue;
}
const [, key, rawValue] = match;
if (target[key] !== undefined) {
continue;
}
target[key] = rawValue.replace(/^['"]|['"]$/gu, '');
}
}
const mergedEnv = {...process.env};
loadEnvFile(resolve(repoRoot, '.env'), mergedEnv);
loadEnvFile(resolve(repoRoot, '.env.local'), mergedEnv);
mergedEnv.GENARRATIVE_API_HOST = mergedEnv.GENARRATIVE_API_HOST || '127.0.0.1';
mergedEnv.GENARRATIVE_API_PORT = mergedEnv.GENARRATIVE_API_PORT || '3100';
mergedEnv.GENARRATIVE_SPACETIME_SERVER_URL =
mergedEnv.GENARRATIVE_SPACETIME_MAINCLOUD_SERVER_URL ||
mergedEnv.GENARRATIVE_SPACETIME_SERVER_URL ||
'https://maincloud.spacetimedb.com';
mergedEnv.GENARRATIVE_SPACETIME_DATABASE =
mergedEnv.GENARRATIVE_SPACETIME_MAINCLOUD_DATABASE ||
mergedEnv.GENARRATIVE_SPACETIME_DATABASE ||
'';
mergedEnv.GENARRATIVE_SPACETIME_TOKEN =
mergedEnv.GENARRATIVE_SPACETIME_MAINCLOUD_TOKEN ||
mergedEnv.GENARRATIVE_SPACETIME_TOKEN ||
'';
if (!mergedEnv.GENARRATIVE_SPACETIME_DATABASE) {
console.error(
'[api-server:maincloud] 缺少 GENARRATIVE_SPACETIME_MAINCLOUD_DATABASE 或 GENARRATIVE_SPACETIME_DATABASE。',
);
process.exit(1);
}
console.log(
`[api-server:maincloud] SpacetimeDB ${mergedEnv.GENARRATIVE_SPACETIME_DATABASE} @ ${mergedEnv.GENARRATIVE_SPACETIME_SERVER_URL}`,
);
const child = spawn(
'cargo',
['run', '-p', 'api-server', '--manifest-path', 'server-rs/Cargo.toml'],
{
cwd: repoRoot,
env: mergedEnv,
stdio: 'inherit',
shell: process.platform === 'win32',
},
);
child.on('error', (error) => {
console.error(`[api-server:maincloud] 启动 cargo 失败: ${error.message}`);
process.exit(1);
});
child.on('exit', (code, signal) => {
if (signal) {
console.error(`[api-server:maincloud] api-server 被信号终止: ${signal}`);
process.exit(1);
}
process.exit(code ?? 0);
});
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import {spawnSync} from 'node:child_process';
import {fileURLToPath} from 'node:url';
const viteCliPath = fileURLToPath(new URL('./vite-cli.mjs', import.meta.url));
const args = [viteCliPath, 'build', ...process.argv.slice(2)];
const result = spawnSync(process.execPath, args, {
cwd: process.cwd(),
encoding: 'utf8',
});
if (result.stdout) {
process.stdout.write(result.stdout);
}
if (result.stderr) {
process.stderr.write(result.stderr);
}
if ((result.status ?? 0) !== 0) {
process.exit(result.status ?? 1);
}
const warningPattern = /\bwarn(?:ing)?\b/i;
const ignoredWarningPatterns = [
/ExperimentalWarning/u,
];
const warningLines = `${result.stdout ?? ''}\n${result.stderr ?? ''}`
.split(/\r?\n/u)
.map(line => line.trim())
.filter(line => line.length > 0)
.filter(line => warningPattern.test(line))
.filter(line => !ignoredWarningPatterns.some(pattern => pattern.test(line)));
if (warningLines.length > 0) {
console.error('Build gate failed because warnings were emitted:');
[...new Set(warningLines)].forEach(line => console.error(`- ${line}`));
process.exit(1);
}
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import { execFileSync } from 'node:child_process';
import { existsSync, readFileSync } from 'node:fs';
import { basename, extname } from 'node:path';
const TEXT_EXTENSIONS = new Set([
'.cjs',
'.controller',
'.css',
'.env',
'.html',
'.js',
'.json',
'.jsx',
'.md',
'.meta',
'.mjs',
'.ps1',
'.py',
'.rs',
'.scss',
'.sh',
'.toml',
'.ts',
'.tsx',
'.txt',
'.yaml',
'.yml',
]);
const TEXT_FILENAMES = new Set([
'.editorconfig',
'.gitattributes',
'.gitignore',
'.prettierignore',
'.prettierrc',
'.prettierrc.json',
'AGENTS.md',
'README.md',
]);
const EXCLUDED_PREFIXES = [
'.codex-logs/',
'.git/',
'.codex-cargo-home-',
'dist/',
'dist_check/',
'dist_check_monster_position/',
'media/',
'node_modules/',
'public/Icons/',
'server-rs-codex-',
'server-rs/target-',
];
const IGNORE_FILE = '.encoding-check-ignore';
const decoder = new TextDecoder('utf-8', { fatal: true });
function normalizePath(filePath) {
return filePath.replace(/\\/g, '/');
}
function shouldCheck(filePath) {
const normalizedPath = normalizePath(filePath);
// 本地 cargo cache / verify copy 不属于主工程源码,避免把临时工作区扫进仓库级编码检查。
if (EXCLUDED_PREFIXES.some((prefix) => normalizedPath.startsWith(prefix))) {
return false;
}
const fileName = basename(normalizedPath);
const extension = extname(fileName).toLowerCase();
if (TEXT_FILENAMES.has(fileName)) {
return true;
}
if (fileName.startsWith('.env')) {
return true;
}
return TEXT_EXTENSIONS.has(extension);
}
function listFilesFromGit() {
const output = execFileSync(
'git',
['ls-files', '--cached', '--others', '--exclude-standard', '-z'],
{ encoding: 'utf8', maxBuffer: 16 * 1024 * 1024 }
);
return output
.split('\0')
.filter(Boolean)
.map(normalizePath)
.filter(shouldCheck);
}
function loadIgnoreList() {
if (!existsSync(IGNORE_FILE)) {
return new Set();
}
return new Set(
readFileSync(IGNORE_FILE, 'utf8')
.split(/\r?\n/u)
.map((line) => line.trim())
.filter((line) => line !== '' && !line.startsWith('#'))
.map(normalizePath)
);
}
function hasNullByte(buffer) {
for (const byte of buffer) {
if (byte === 0) {
return true;
}
}
return false;
}
function validateUtf8(filePath) {
if (!existsSync(filePath)) {
return null;
}
const bytes = readFileSync(filePath);
if (hasNullByte(bytes)) {
return null;
}
let text;
try {
text = decoder.decode(bytes);
} catch {
return `${filePath} is not valid UTF-8.`;
}
if (text.includes('\uFFFD')) {
return `${filePath} contains Unicode replacement characters (U+FFFD), which usually means text was already decoded incorrectly before being saved.`;
}
return null;
}
const explicitFiles = process.argv.slice(2).map(normalizePath);
const ignoreList = loadIgnoreList();
const filesToCheck = (explicitFiles.length ? explicitFiles : listFilesFromGit())
.filter(shouldCheck)
.filter((filePath) => !ignoreList.has(filePath));
const failures = [];
for (const filePath of filesToCheck) {
const failure = validateUtf8(filePath);
if (failure) {
failures.push(failure);
}
}
if (failures.length > 0) {
console.error('Encoding check failed:');
for (const failure of failures) {
console.error(`- ${failure}`);
}
process.exit(1);
}
console.log(`Encoding check passed for ${filesToCheck.length} file(s).`);
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#!/usr/bin/env bash
set -euo pipefail
usage() {
cat <<'EOF'
用法:
npm run dev:rust
./scripts/dev-rust-stack.sh --api-port 8090 --spacetime-port 3110
./scripts/dev-rust-stack.sh --api-timeout-seconds 600
./scripts/dev-rust-stack.sh --skip-spacetime --skip-publish
./scripts/dev-rust-stack.sh --preserve-database
npm run dev:rust:logs -- --follow
说明:
1. 默认同时启动 SpacetimeDB standalone、Rust api-server 与 Vite 前端。
2. 当前开发阶段默认 publish server-rs/crates/spacetime-module 时追加 -c=on-conflict 在结构冲突时清理旧模块数据。
3. 只有显式传入 --preserve-database 时,才会跳过 -c=on-conflict。
4. SpacetimeDB 默认使用 server-rs/.spacetimedb/local 作为本地数据与日志目录。
EOF
}
require_command() {
local command_name="$1"
if ! command -v "${command_name}" >/dev/null 2>&1; then
echo "[dev:rust] 缺少命令: ${command_name}" >&2
exit 1
fi
}
resolve_client_host() {
local host_name="$1"
if [[ "${host_name}" == "0.0.0.0" || "${host_name}" == "::" ]]; then
echo "127.0.0.1"
return
fi
echo "${host_name}"
}
cleanup() {
local index
for ((index = ${#PIDS[@]} - 1; index >= 0; index--)); do
local pid="${PIDS[index]}"
local name="${NAMES[index]}"
if [[ -n "${pid}" ]] && kill -0 "${pid}" 2>/dev/null; then
echo "[dev:rust] 停止 ${name} (pid=${pid})"
if command -v pgrep >/dev/null 2>&1; then
while read -r child_pid; do
if [[ -n "${child_pid}" ]]; then
kill "${child_pid}" 2>/dev/null || true
fi
done < <(pgrep -P "${pid}" 2>/dev/null || true)
fi
kill "${pid}" 2>/dev/null || true
sleep 0.2
if kill -0 "${pid}" 2>/dev/null; then
kill -9 "${pid}" 2>/dev/null || true
fi
fi
done
}
wait_for_spacetime() {
local server="$1"
local timeout_seconds="$2"
local root_dir="$3"
local process_pid="${4:-}"
local deadline=$((SECONDS + timeout_seconds))
while ((SECONDS < deadline)); do
if [[ -n "${process_pid}" ]] && ! kill -0 "${process_pid}" 2>/dev/null; then
echo "[dev:rust] SpacetimeDB 进程在就绪前退出。" >&2
exit 1
fi
if spacetime --root-dir="${root_dir}" server ping "${server}" >/dev/null 2>&1; then
return
fi
sleep 0.5
done
echo "[dev:rust] 等待 SpacetimeDB 就绪超时: ${server}" >&2
exit 1
}
is_spacetime_ready() {
local server="$1"
local root_dir="$2"
spacetime --root-dir="${root_dir}" server ping "${server}" >/dev/null 2>&1
}
describe_spacetime_root_owner() {
local root_dir="$1"
local windows_root_dir="${root_dir}"
if [[ "${windows_root_dir}" =~ ^/([a-zA-Z])/(.*)$ ]]; then
windows_root_dir="${BASH_REMATCH[1]}:/${BASH_REMATCH[2]}"
fi
# Windows 本地开发最常见的失败是同一个 root-dir 下已有 standalone 持有 spacetime.pid;
# 启动前先打印占用进程,避免用户只看到底层 os error 33 而不知道该停哪个实例。
if command -v powershell.exe >/dev/null 2>&1; then
ROOT_DIR_FOR_POWERSHELL="${windows_root_dir}" powershell.exe -NoProfile -Command '
$rootDir = $env:ROOT_DIR_FOR_POWERSHELL
$normalized = $rootDir.Replace("/", "\")
Get-CimInstance Win32_Process |
Where-Object { $_.Name -match "spacetime" -and $_.CommandLine -and $_.CommandLine.Replace("/", "\") -like "*$normalized*" } |
ForEach-Object { "pid=$($_.ProcessId) name=$($_.Name) command=$($_.CommandLine)" }
' 2>/dev/null || true
return
fi
if command -v ps >/dev/null 2>&1; then
ps -ef 2>/dev/null | grep '[s]pacetime' | grep -F "${root_dir}" || true
fi
}
wait_for_api_server() {
local health_url="$1"
local timeout_seconds="$2"
local process_pid="${3:-}"
local deadline=$((SECONDS + timeout_seconds))
while ((SECONDS < deadline)); do
if [[ -n "${process_pid}" ]] && ! kill -0 "${process_pid}" 2>/dev/null; then
echo "[dev:rust] api-server 进程在就绪前退出。" >&2
exit 1
fi
# 使用 Node 发起健康检查,避免要求 Windows 本地额外安装 curl/wget。
if node -e '
const target = process.argv[1];
const client = target.startsWith("https:") ? require("https") : require("http");
const request = client.get(target, { timeout: 1000 }, (response) => {
response.resume();
process.exit(response.statusCode >= 200 && response.statusCode < 500 ? 0 : 1);
});
request.on("timeout", () => request.destroy(new Error("timeout")));
request.on("error", () => process.exit(1));
' "${health_url}" >/dev/null 2>&1; then
return
fi
sleep 0.5
done
echo "[dev:rust] 等待 api-server 就绪超时: ${health_url}" >&2
exit 1
}
sync_local_spacetime_install() {
local root_dir="$1"
# SpacetimeDB standalone 会在 --root-dir 下回调 bin/current/spacetimedb-cli.exe;
# Windows 本地开发使用工程内 root-dir 时,需要把用户级安装目录同步进来。
if [[ "${OSTYPE:-}" != msys* && "${OSTYPE:-}" != cygwin* ]]; then
return
fi
local target_cli="${root_dir}/bin/current/spacetimedb-cli.exe"
if [[ -f "${target_cli}" ]]; then
return
fi
local spacetime_command
spacetime_command="$(command -v spacetime || true)"
if [[ -z "${spacetime_command}" ]]; then
return
fi
local install_dir
install_dir="$(cd -- "$(dirname -- "${spacetime_command}")" && pwd)"
if [[ ! -d "${install_dir}/bin" ]]; then
return
fi
echo "[dev:rust] 同步本机 SpacetimeDB 安装到 ${root_dir}"
mkdir -p "${root_dir}"
cp -a "${install_dir}/bin" "${root_dir}/"
if [[ -f "${install_dir}/spacetime.exe" ]]; then
cp -f "${install_dir}/spacetime.exe" "${root_dir}/spacetime.exe"
fi
# Git Bash 复制 Windows junction 时可能不会生成可执行的 current 目录;
# 若 current 缺失,则用最新版本目录复制出一个真实目录,满足 standalone 回调路径。
if [[ ! -f "${target_cli}" ]]; then
local version_dir
version_dir="$(find "${root_dir}/bin" -mindepth 1 -maxdepth 1 -type d ! -name current | sort -V | tail -n 1)"
if [[ -n "${version_dir}" && -f "${version_dir}/spacetimedb-cli.exe" ]]; then
rm -rf "${root_dir}/bin/current"
cp -a "${version_dir}" "${root_dir}/bin/current"
fi
fi
}
SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd -- "${SCRIPT_DIR}/.." && pwd)"
SERVER_RS_DIR="${REPO_ROOT}/server-rs"
MANIFEST_PATH="${SERVER_RS_DIR}/Cargo.toml"
MODULE_PATH="${SERVER_RS_DIR}/crates/spacetime-module"
VITE_CLI_PATH="${REPO_ROOT}/scripts/vite-cli.mjs"
API_HOST="127.0.0.1"
API_PORT="8082"
WEB_HOST="0.0.0.0"
WEB_PORT="3000"
SPACETIME_HOST="127.0.0.1"
SPACETIME_PORT="3101"
SPACETIME_ROOT_DIR="${SERVER_RS_DIR}/.spacetimedb/local"
DATABASE=""
API_LOG="info,tower_http=info"
SPACETIME_TIMEOUT_SECONDS="60"
API_SERVER_TIMEOUT_SECONDS="300"
SKIP_SPACETIME=0
SKIP_PUBLISH=0
PRESERVE_DATABASE=0
PIDS=()
NAMES=()
read_local_spacetime_database() {
local config_path="${REPO_ROOT}/spacetime.local.json"
if [[ ! -f "${config_path}" ]]; then
return
fi
node -e '
const fs = require("fs");
const path = process.argv[1];
try {
const value = JSON.parse(fs.readFileSync(path, "utf8")).database;
if (typeof value === "string" && value.trim()) {
process.stdout.write(value.trim());
}
} catch (error) {
process.stderr.write(`[dev:rust] ignore invalid spacetime.local.json: ${error.message}\n`);
}
' "${config_path}"
}
while [[ $# -gt 0 ]]; do
case "$1" in
-h|--help)
usage
exit 0
;;
--api-host)
API_HOST="${2:?缺少 --api-host 的值}"
shift 2
;;
--api-port)
API_PORT="${2:?缺少 --api-port 的值}"
shift 2
;;
--web-host)
WEB_HOST="${2:?缺少 --web-host 的值}"
shift 2
;;
--web-port)
WEB_PORT="${2:?缺少 --web-port 的值}"
shift 2
;;
--spacetime-host)
SPACETIME_HOST="${2:?缺少 --spacetime-host 的值}"
shift 2
;;
--spacetime-port)
SPACETIME_PORT="${2:?缺少 --spacetime-port 的值}"
shift 2
;;
--spacetime-root-dir)
SPACETIME_ROOT_DIR="${2:?缺少 --spacetime-root-dir 的值}"
shift 2
;;
--database)
DATABASE="${2:?缺少 --database 的值}"
shift 2
;;
--log)
API_LOG="${2:?缺少 --log 的值}"
shift 2
;;
--spacetime-timeout-seconds)
SPACETIME_TIMEOUT_SECONDS="${2:?缺少 --spacetime-timeout-seconds 的值}"
shift 2
;;
--api-timeout-seconds)
API_SERVER_TIMEOUT_SECONDS="${2:?缺少 --api-timeout-seconds 的值}"
shift 2
;;
--skip-spacetime)
SKIP_SPACETIME=1
shift
;;
--skip-publish)
SKIP_PUBLISH=1
shift
;;
--clear-database)
PRESERVE_DATABASE=0
shift
;;
--preserve-database)
PRESERVE_DATABASE=1
shift
;;
*)
echo "[dev:rust] 未知参数: $1" >&2
usage >&2
exit 1
;;
esac
done
if [[ -z "${DATABASE//[[:space:]]/}" ]]; then
DATABASE="$(read_local_spacetime_database)"
fi
if [[ -z "${DATABASE//[[:space:]]/}" ]]; then
DATABASE="genarrative-dev"
fi
if [[ ! -f "${MANIFEST_PATH}" ]]; then
echo "[dev:rust] 未找到 ${MANIFEST_PATH},无法启动 Rust 本地栈。" >&2
exit 1
fi
if [[ ! -f "${MODULE_PATH}/Cargo.toml" ]]; then
echo "[dev:rust] 未找到 ${MODULE_PATH}/Cargo.toml,无法发布 SpacetimeDB 模块。" >&2
exit 1
fi
if [[ ! -f "${VITE_CLI_PATH}" ]]; then
echo "[dev:rust] 未找到 ${VITE_CLI_PATH},无法启动 Web 前端。" >&2
exit 1
fi
require_command cargo
require_command node
if [[ "${SKIP_SPACETIME}" -ne 1 || "${SKIP_PUBLISH}" -ne 1 ]]; then
require_command spacetime
fi
SPACETIME_SERVER="http://${SPACETIME_HOST}:${SPACETIME_PORT}"
API_TARGET_HOST="$(resolve_client_host "${API_HOST}")"
RUST_SERVER_TARGET="http://${API_TARGET_HOST}:${API_PORT}"
trap cleanup EXIT INT TERM
echo "[dev:rust] repo: ${REPO_ROOT}"
echo "[dev:rust] web: http://127.0.0.1:${WEB_PORT}"
echo "[dev:rust] rust api: ${RUST_SERVER_TARGET}"
echo "[dev:rust] spacetime: ${SPACETIME_SERVER}"
echo "[dev:rust] database: ${DATABASE}"
echo "[dev:rust] spacetime root: ${SPACETIME_ROOT_DIR}"
echo "[dev:rust] api timeout: ${API_SERVER_TIMEOUT_SECONDS}s"
if [[ "${SKIP_SPACETIME}" -ne 1 ]]; then
mkdir -p "${SPACETIME_ROOT_DIR}"
sync_local_spacetime_install "${SPACETIME_ROOT_DIR}"
if is_spacetime_ready "${SPACETIME_SERVER}" "${SPACETIME_ROOT_DIR}"; then
echo "[dev:rust] 复用已运行的 SpacetimeDB: ${SPACETIME_SERVER}"
else
SPACETIME_ROOT_OWNER="$(describe_spacetime_root_owner "${SPACETIME_ROOT_DIR}")"
if [[ -n "${SPACETIME_ROOT_OWNER}" ]]; then
echo "[dev:rust] 当前 root-dir 已被其他 SpacetimeDB 实例占用,无法再次启动。" >&2
echo "[dev:rust] 目标地址未就绪: ${SPACETIME_SERVER}" >&2
echo "[dev:rust] 如需复用,请传入占用实例实际端口,例如 --spacetime-port 3199;如需重启,请先停止下列进程。" >&2
echo "${SPACETIME_ROOT_OWNER}" >&2
exit 1
fi
echo "[dev:rust] 启动 spacetimedb"
(
cd "${SERVER_RS_DIR}"
exec spacetime \
--root-dir="${SPACETIME_ROOT_DIR}" \
start \
--edition standalone \
--listen-addr "${SPACETIME_HOST}:${SPACETIME_PORT}"
) &
PIDS+=("$!")
NAMES+=("spacetimedb")
fi
fi
if [[ "${SKIP_PUBLISH}" -ne 1 ]]; then
echo "[dev:rust] 等待 SpacetimeDB 就绪"
wait_for_spacetime "${SPACETIME_SERVER}" "${SPACETIME_TIMEOUT_SECONDS}" "${SPACETIME_ROOT_DIR}" "${PIDS[0]:-}"
PUBLISH_ARGS=(
publish
"${DATABASE}"
--server "${SPACETIME_SERVER}"
--module-path "${MODULE_PATH}"
)
if [[ "${PRESERVE_DATABASE}" -ne 1 ]]; then
PUBLISH_ARGS+=(-c=on-conflict)
fi
PUBLISH_ARGS+=(--yes)
echo "[dev:rust] 发布 SpacetimeDB 模块: ${DATABASE}"
spacetime --root-dir="${SPACETIME_ROOT_DIR}" "${PUBLISH_ARGS[@]}"
fi
echo "[dev:rust] 启动 api-server"
(
cd "${REPO_ROOT}"
GENARRATIVE_API_HOST="${API_HOST}" \
GENARRATIVE_API_PORT="${API_PORT}" \
GENARRATIVE_API_LOG="${API_LOG}" \
GENARRATIVE_SPACETIME_SERVER_URL="${SPACETIME_SERVER}" \
GENARRATIVE_SPACETIME_DATABASE="${DATABASE}" \
exec cargo run -p api-server --manifest-path "${MANIFEST_PATH}"
) &
API_PID="$!"
PIDS+=("${API_PID}")
NAMES+=("api-server")
echo "[dev:rust] 等待 api-server 就绪"
wait_for_api_server "${RUST_SERVER_TARGET}/healthz" "${API_SERVER_TIMEOUT_SECONDS}" "${API_PID}"
echo "[dev:rust] 启动 vite"
(
cd "${REPO_ROOT}"
RUST_SERVER_TARGET="${RUST_SERVER_TARGET}" \
GENARRATIVE_RUNTIME_SERVER_TARGET="${RUST_SERVER_TARGET}" \
VITE_DEV_HOST="${WEB_HOST}" \
exec node "${VITE_CLI_PATH}" "--port=${WEB_PORT}" "--host=${WEB_HOST}"
) &
PIDS+=("$!")
NAMES+=("vite")
echo "[dev:rust] 本地 Rust 栈已启动。按 Ctrl+C 停止全部子进程。"
set +e
wait -n "${PIDS[@]}"
EXIT_CODE="$?"
set -e
echo "[dev:rust] 子进程已退出,开始回收本地 Rust 栈,退出码: ${EXIT_CODE}"
exit "${EXIT_CODE}"
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# 已移除的旧 Vite 本地 API 链路
自 `2026-04-19` 起,`scripts/dev-server/**` 下的旧本地 API 实现代码已经从仓库删除。
当前正式开发入口统一为:
- `npm run dev`
- `scripts/dev-rust-stack.sh`
- `server-rs/crates/api-server/**`
- `server-rs/crates/spacetime-module/**`
该目录只保留本说明文件,作为迁移结果标记。
不要在仓库中恢复或新增旧式 Vite `/api/*` 本地插件链路。
+39
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import {spawn} from 'node:child_process';
const mergedEnv = {
...process.env,
RUST_SERVER_TARGET:
process.env.RUST_SERVER_TARGET ||
process.env.GENARRATIVE_API_TARGET ||
`http://127.0.0.1:${process.env.GENARRATIVE_API_PORT || '3100'}`,
};
mergedEnv.GENARRATIVE_RUNTIME_SERVER_TARGET =
process.env.GENARRATIVE_RUNTIME_SERVER_TARGET || mergedEnv.RUST_SERVER_TARGET;
console.log(`[dev:web] backend=rust target=${mergedEnv.GENARRATIVE_RUNTIME_SERVER_TARGET}`);
const child = spawn(
'node',
['scripts/vite-cli.mjs', '--port=3000', '--host=0.0.0.0'],
{
cwd: process.cwd(),
env: mergedEnv,
stdio: 'inherit',
shell: process.platform === 'win32',
},
);
child.on('error', (error) => {
console.error(`[dev:web] 启动 Vite 失败: ${error.message}`);
process.exit(1);
});
child.on('exit', (code, signal) => {
if (signal) {
console.error(`[dev:web] Vite 被信号终止: ${signal}`);
process.exit(1);
}
process.exit(code ?? 0);
});
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#!/usr/bin/env bash
set -euo pipefail
usage() {
cat <<'EOF'
用法:
./scripts/jenkins-deploy-release.sh --source-dir /path/to/build/123 --deploy-dir /var/lib/jenkins/deploy/Genarrative [--clear-database] [--hook-with-sudo]
说明:
1. 如果部署目录已有旧版本且存在 stop.sh,则先执行旧版本 stop.sh。
2. 仅删除并替换发布产物文件,保留部署目录中的运行数据目录。
3. 把指定发布目录中的内容覆盖到部署目录。
4. 如指定 --clear-database,则以清库模式执行新版本 start.sh。
5. 最后执行新版本 start.sh。
参数:
--source-dir <path> 必填,待部署的发布目录,例如 build/123
--deploy-dir <path> 必填,固定部署目录,例如 /var/lib/jenkins/deploy/Genarrative
--clear-database 可选,启动新版本时追加 --clear-database
--hook-with-sudo 可选,仅对 start.sh/stop.sh 使用 sudo -n 执行
EOF
}
require_argument() {
local value="$1"
local label="$2"
if [[ -z "${value}" ]]; then
echo "[jenkins-deploy] 缺少参数: ${label}" >&2
exit 1
fi
}
normalize_env_file() {
local env_file="$1"
local temp_file="${env_file}.tmp.$$"
if [[ ! -f "${env_file}" ]]; then
return
fi
# 兼容由 Windows 编辑器或 Jenkins 参数落盘产生的 BOM/CRLF,避免 start.sh 加载时报命令不存在。
LC_ALL=C sed $'1s/^\xef\xbb\xbf//;s/\r$//' "${env_file}" >"${temp_file}"
mv "${temp_file}" "${env_file}"
}
normalize_release_env_files() {
local release_dir="$1"
normalize_env_file "${release_dir}/.env"
normalize_env_file "${release_dir}/.env.local"
normalize_env_file "${release_dir}/web/.env"
normalize_env_file "${release_dir}/web/.env.local"
}
SOURCE_DIR=""
DEPLOY_DIR=""
CLEAR_DATABASE="0"
HOOK_WITH_SUDO="0"
DEPLOY_ITEMS=(
".env"
".env.local"
"README.md"
"api-server"
"spacetime_module.wasm"
"start.sh"
"stop.sh"
"web"
"web-server.mjs"
)
while [[ $# -gt 0 ]]; do
case "$1" in
-h|--help)
usage
exit 0
;;
--source-dir)
SOURCE_DIR="${2:?缺少 --source-dir 的值}"
shift 2
;;
--deploy-dir)
DEPLOY_DIR="${2:?缺少 --deploy-dir 的值}"
shift 2
;;
--clear-database)
CLEAR_DATABASE="1"
shift
;;
--hook-with-sudo)
HOOK_WITH_SUDO="1"
shift
;;
*)
echo "[jenkins-deploy] 未知参数: $1" >&2
usage >&2
exit 1
;;
esac
done
require_argument "${SOURCE_DIR}" "--source-dir"
require_argument "${DEPLOY_DIR}" "--deploy-dir"
run_hook() {
local hook_dir="$1"
local hook_name="$2"
shift 2
local hook_path="${hook_dir}/${hook_name}"
if [[ ! -x "${hook_path}" ]]; then
echo "[jenkins-deploy] hook 不存在或不可执行: ${hook_path}" >&2
exit 1
fi
# 仅在启停脚本阶段使用 sudo,文件清理与移动仍保持普通权限,避免放大授权范围。
if [[ "${HOOK_WITH_SUDO}" == "1" ]]; then
echo "[jenkins-deploy] 使用 sudo 执行 ${hook_name}: ${hook_path}"
(
cd "${hook_dir}"
sudo -n "${hook_path}" "$@"
) || {
echo "[jenkins-deploy] sudo 执行 ${hook_name} 失败,请确认 jenkins 用户已配置免密 sudo 权限。" >&2
exit 1
}
return
fi
(
cd "${hook_dir}"
"./${hook_name}" "$@"
)
}
if [[ ! -d "${SOURCE_DIR}" ]]; then
echo "[jenkins-deploy] 发布目录不存在: ${SOURCE_DIR}" >&2
exit 1
fi
SOURCE_DIR="$(cd "${SOURCE_DIR}" && pwd)"
mkdir -p "${DEPLOY_DIR}"
DEPLOY_DIR="$(cd "${DEPLOY_DIR}" && pwd)"
if [[ ! -f "${SOURCE_DIR}/start.sh" ]]; then
echo "[jenkins-deploy] 发布目录缺少 start.sh: ${SOURCE_DIR}" >&2
exit 1
fi
normalize_release_env_files "${SOURCE_DIR}"
if [[ -x "${DEPLOY_DIR}/stop.sh" ]]; then
echo "[jenkins-deploy] 先停止旧版本: ${DEPLOY_DIR}"
run_hook "${DEPLOY_DIR}" "stop.sh"
else
echo "[jenkins-deploy] 部署目录无可执行 stop.sh,跳过停服"
fi
echo "[jenkins-deploy] 清空部署目录: ${DEPLOY_DIR}"
for item in "${DEPLOY_ITEMS[@]}"; do
if [[ -e "${DEPLOY_DIR}/${item}" ]]; then
echo "[jenkins-deploy] 删除旧产物: ${DEPLOY_DIR}/${item}"
rm -rf "${DEPLOY_DIR:?}/${item}"
fi
done
echo "[jenkins-deploy] 移动发布内容: ${SOURCE_DIR} -> ${DEPLOY_DIR}"
for item in "${DEPLOY_ITEMS[@]}"; do
if [[ -e "${SOURCE_DIR}/${item}" ]]; then
echo "[jenkins-deploy] 覆盖产物: ${item}"
mv "${SOURCE_DIR}/${item}" "${DEPLOY_DIR}/"
fi
done
chmod +x "${DEPLOY_DIR}/start.sh"
if [[ -f "${DEPLOY_DIR}/stop.sh" ]]; then
chmod +x "${DEPLOY_DIR}/stop.sh"
fi
normalize_release_env_files "${DEPLOY_DIR}"
echo "[jenkins-deploy] 启动新版本: ${DEPLOY_DIR}"
if [[ "${CLEAR_DATABASE}" == "1" ]]; then
echo "[jenkins-deploy] 以清库模式启动新版本"
run_hook "${DEPLOY_DIR}" "start.sh" --clear-database
else
run_hook "${DEPLOY_DIR}" "start.sh"
fi
echo "[jenkins-deploy] 完成"
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import {existsSync} from 'node:fs';
import {spawn} from 'node:child_process';
const [, , scriptPath, ...scriptArgs] = process.argv;
if (!scriptPath) {
console.error('[run-bash-script] missing script path.');
process.exit(1);
}
function resolveBashCommand() {
if (process.env.GENARRATIVE_BASH) {
return process.env.GENARRATIVE_BASH;
}
if (process.platform !== 'win32') {
return 'bash';
}
const candidates = [
'C:\\Program Files\\Git\\bin\\bash.exe',
'C:\\Program Files\\Git\\usr\\bin\\bash.exe',
'C:\\msys64\\usr\\bin\\bash.exe',
];
const matched = candidates.find((candidate) => existsSync(candidate));
if (matched) {
return matched;
}
return 'bash';
}
const bashCommand = resolveBashCommand();
const child = spawn(bashCommand, [scriptPath, ...scriptArgs], {
cwd: process.cwd(),
env: process.env,
stdio: 'inherit',
shell: false,
});
child.on('error', (error) => {
console.error(`[run-bash-script] failed to start bash: ${error.message}`);
process.exit(1);
});
child.on('exit', (code, signal) => {
if (signal) {
console.error(`[run-bash-script] bash exited by signal: ${signal}`);
process.exit(1);
}
process.exit(code ?? 0);
});
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const path = require('node:path');
const {require: tsxRequire} = require('tsx/cjs/api');
const [, , entry, ...restArgs] = process.argv;
if (!entry) {
console.error('Usage: node scripts/run-tsx.cjs <entry.ts> [...args]');
process.exit(1);
}
const resolvedEntry = path.resolve(process.cwd(), entry);
process.argv = [process.argv[0], resolvedEntry, ...restArgs];
tsxRequire(resolvedEntry, path.join(process.cwd(), '__tsx_runner__.cjs'));
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import { buildCompanionState, ROLE_TEMPLATE_CHARACTERS, resolveEncounterRecruitCharacter } from '../src/data/characterPresets.ts';
import { activateRosterCompanion, benchActiveCompanion, recruitCompanionToParty } from '../src/data/companionRoster.ts';
import { getInventoryItemValue, getNpcPurchasePrice } from '../src/data/economy.ts';
import {
buildEncounterEntryState,
buildEncounterTransitionState,
interpolateEncounterTransitionState,
} from '../src/data/encounterTransition.ts';
import {
applyEquipmentLoadoutToState,
buildInitialEquipmentLoadout,
createEmptyEquipmentLoadout,
getEquipmentBonuses,
} from '../src/data/equipmentEffects.ts';
import { createSceneHostileNpcsFromIds } from '../src/data/hostileNpcs.ts';
import { isInventoryItemUsable, resolveInventoryItemUseEffect } from '../src/data/inventoryEffects.ts';
import { buildInitialNpcState, buildInitialPlayerInventory, buildNpcEncounterStoryMoment, checkTradeItem, createNpcBattleMonster } from '../src/data/npcInteractions.ts';
import {
acceptQuest,
applyQuestProgressFromHostileNpcDefeat,
applyQuestProgressFromNpcTalk,
buildQuestForEncounter,
findQuestById,
markQuestTurnedIn,
} from '../src/data/questFlow.ts';
import { createInitialGameRuntimeStats } from '../src/data/runtimeStats.ts';
import { createSceneCallOutEncounter, createSceneEncounterPreview, ensureSceneEncounterPreview } from '../src/data/sceneEncounterPreviews.ts';
import { getSceneHostileNpcPresetIds, getScenePresetsByWorld } from '../src/data/scenePresets.ts';
import { resolveFunctionOption } from '../src/data/stateFunctions.ts';
import { buildTreasureEncounterStoryMoment, buildTreasureResultText, resolveTreasureReward } from '../src/data/treasureInteractions.ts';
import { AnimationState, GameState, WorldType } from '../src/types.ts';
function assert(condition: unknown, message: string): asserts condition {
if (!condition) {
throw new Error(message);
}
}
function createBaseState(worldType: WorldType, sceneId?: string): GameState {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const currentScenePreset = sceneId
? getScenePresetsByWorld(worldType).find(scene => scene.id === sceneId) ?? null
: getScenePresetsByWorld(worldType)[0] ?? null;
return {
worldType,
customWorldProfile: null,
playerCharacter,
runtimeStats: createInitialGameRuntimeStats({ isActiveRun: true }),
currentScene: 'Story',
storyHistory: [],
characterChats: {},
ambientIdleMode: undefined,
animationState: AnimationState.IDLE,
currentEncounter: null,
npcInteractionActive: false,
currentScenePreset,
sceneHostileNpcs: [],
playerX: 0,
playerOffsetY: 0,
playerFacing: 'right',
playerActionMode: 'idle',
scrollWorld: false,
inBattle: false,
playerHp: 180,
playerMaxHp: 180,
playerMana: 100,
playerMaxMana: 100,
playerSkillCooldowns: {},
activeCombatEffects: [],
playerCurrency: 180,
playerInventory: [],
playerEquipment: createEmptyEquipmentLoadout(),
npcStates: {},
quests: [],
roster: [],
companions: [],
currentBattleNpcId: null,
currentNpcBattleMode: null,
currentNpcBattleOutcome: null,
sparReturnEncounter: null,
sparPlayerHpBefore: null,
sparPlayerMaxHpBefore: null,
sparStoryHistoryBefore: null,
};
}
function smokeScenePreviews() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const scene = getScenePresetsByWorld(worldType)[0];
assert(scene, `[preview] missing first scene for ${worldType}`);
const preview = createSceneEncounterPreview(createBaseState(worldType, scene.id));
assert(preview.currentEncounter?.kind !== 'treasure', `[preview] treasure encounter should be disabled for ${worldType}`);
assert(preview.currentEncounter || preview.sceneHostileNpcs.length > 0 || scene.treasureHints.length === 0, `[preview] ${scene.id} produced no preview entity`);
const ensured = ensureSceneEncounterPreview(createBaseState(worldType, scene.id));
assert(ensured.currentEncounter || ensured.sceneHostileNpcs.length > 0 || scene.treasureHints.length === 0, `[preview] ${scene.id} failed ensureSceneEncounterPreview`);
}
}
function smokeNpcStories() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.length > 0);
assert(sceneWithNpc, `[npc] missing npc scene for ${worldType}`);
const encounter = {
id: sceneWithNpc.npcs[0].id,
kind: 'npc' as const,
characterId: sceneWithNpc.npcs[0].characterId,
npcName: sceneWithNpc.npcs[0].name,
npcDescription: sceneWithNpc.npcs[0].description,
npcAvatar: sceneWithNpc.npcs[0].avatar,
context: sceneWithNpc.npcs[0].role,
xMeters: 3.2,
};
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const npcState = buildInitialNpcState(encounter, worldType);
const story = buildNpcEncounterStoryMoment({
encounter,
npcState,
playerCharacter,
playerInventory: [],
activeQuests: [],
scene: sceneWithNpc,
worldType,
partySize: 0,
});
assert(story.options.length >= 3, `[npc] ${sceneWithNpc.id} npc story returned too few options`);
const battleMonster = createNpcBattleMonster(encounter, npcState, 'spar');
assert(battleMonster.hp >= 7 && battleMonster.hp <= 12, `[npc] spar hp for ${encounter.npcName} out of expected range`);
}
}
function smokeTreasureStories() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithTreasure = getScenePresetsByWorld(worldType).find(scene => scene.treasureHints.length > 0);
assert(sceneWithTreasure, `[treasure] missing treasure scene for ${worldType}`);
const state = createBaseState(worldType, sceneWithTreasure.id);
const encounter = {
id: `treasure-${sceneWithTreasure.id}`,
kind: 'treasure' as const,
npcName: '前方宝藏',
npcDescription: `你在前方发现了${sceneWithTreasure.treasureHints[0]}的痕迹。`,
npcAvatar: '/Icons/47_treasure.png',
context: '宝藏',
xMeters: 3.2,
};
const story = buildTreasureEncounterStoryMoment({
state,
encounter,
});
assert(story.options.length === 3, `[treasure] ${sceneWithTreasure.id} treasure story should provide exactly 3 options`);
const inspectReward = resolveTreasureReward(state, encounter, 'inspect');
assert(inspectReward.items.length >= 2, `[treasure] ${sceneWithTreasure.id} inspect reward should contain at least 2 items`);
assert(buildTreasureResultText(encounter, 'inspect', inspectReward).includes('收'), `[treasure] ${sceneWithTreasure.id} inspect result text should describe loot`);
}
}
function smokeMonsterCreation() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithMonster = getScenePresetsByWorld(worldType).find(scene => getSceneHostileNpcPresetIds(scene).length > 0);
assert(sceneWithMonster, `[monster] missing monster scene for ${worldType}`);
const hostileNpcPresetIds = getSceneHostileNpcPresetIds(sceneWithMonster);
const monsters = createSceneHostileNpcsFromIds(worldType, hostileNpcPresetIds, 0);
assert(monsters.length > 0, `[monster] ${sceneWithMonster.id} failed to create scene monsters`);
assert(
monsters.length === Math.min(hostileNpcPresetIds.length, 3),
`[monster] ${sceneWithMonster.id} should keep the full configured encounter group`,
);
const resolvedState = createBaseState(worldType, sceneWithMonster.id);
resolvedState.sceneHostileNpcs = monsters;
resolvedState.inBattle = true;
assert(
resolvedState.sceneHostileNpcs.length === monsters.length,
`[monster] ${sceneWithMonster.id} multi-enemy battle state lost monsters`,
);
}
}
function smokeRecruitmentData() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithCharacterNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.some(npc => npc.characterId));
assert(sceneWithCharacterNpc, `[recruit] missing recruitable character npc scene for ${worldType}`);
const recruitableNpc = sceneWithCharacterNpc.npcs.find(npc => npc.characterId)!;
const recruitCharacter = resolveEncounterRecruitCharacter({
characterId: recruitableNpc.characterId,
context: recruitableNpc.role,
npcName: recruitableNpc.name,
});
assert(recruitCharacter, `[recruit] failed to resolve recruit character for ${recruitableNpc.id}`);
const companionState = buildCompanionState(recruitableNpc.id, recruitCharacter, 60);
assert(companionState.hp > 0 && companionState.maxHp >= companionState.hp, `[recruit] invalid hp for ${recruitableNpc.id}`);
assert(Object.keys(companionState.skillCooldowns).length === recruitCharacter.skills.length, `[recruit] cooldown map mismatch for ${recruitableNpc.id}`);
}
}
function smokeObserveAndCallOut() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const scene = getScenePresetsByWorld(worldType)[0];
assert(scene, `[idle] missing first scene for ${worldType}`);
const baseState = createBaseState(worldType, scene.id);
const callOutResult = createSceneCallOutEncounter(baseState);
assert(callOutResult.currentEncounter?.kind !== 'treasure', `[idle] treasure call_out should be disabled for ${worldType}`);
assert(callOutResult.currentEncounter || callOutResult.sceneHostileNpcs.length > 0 || getSceneHostileNpcPresetIds(scene).length === 0, `[idle] call_out failed for ${scene.id}`);
const observeOption = resolveFunctionOption(
'idle_observe_signs',
{
worldType,
playerCharacter: baseState.playerCharacter,
inBattle: false,
currentSceneId: scene.id,
currentSceneName: scene.name,
monsters: [],
playerHp: baseState.playerHp,
playerMaxHp: baseState.playerMaxHp,
playerMana: baseState.playerMana,
playerMaxMana: baseState.playerMaxMana,
},
'观察周围动静',
);
assert(observeOption?.functionId === 'idle_observe_signs', `[idle] observe_signs option missing for ${scene.id}`);
assert(Boolean(observeOption?.detailText?.trim()), `[idle] observe_signs detail missing for ${scene.id}`);
}
}
function smokeInventoryUseLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const inventory = buildInitialPlayerInventory(playerCharacter, worldType);
const usableItem = inventory.find(item => isInventoryItemUsable(item));
assert(usableItem, `[inventory] missing usable starter item for ${worldType}`);
const effect = resolveInventoryItemUseEffect(usableItem, playerCharacter);
assert(effect, `[inventory] failed to resolve use effect for ${usableItem.name}`);
assert(
effect.hpRestore > 0 || effect.manaRestore > 0 || effect.cooldownReduction > 0,
`[inventory] ${usableItem.name} should provide at least one useful effect`,
);
}
}
function smokeEquipmentLoop() {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const starterLoadout = buildInitialEquipmentLoadout(playerCharacter);
const starterBonuses = getEquipmentBonuses(starterLoadout);
assert(starterBonuses.maxHpBonus > 0, '[equipment] starter loadout should provide HP bonus');
assert(starterBonuses.outgoingDamageMultiplier > 1, '[equipment] starter loadout should provide damage bonus');
const baseState = createBaseState(WorldType.WUXIA);
const equippedState = applyEquipmentLoadoutToState(baseState, starterLoadout);
assert(equippedState.playerMaxHp > baseState.playerMaxHp, '[equipment] applying loadout should increase max HP');
assert(equippedState.playerMaxMana > baseState.playerMaxMana, '[equipment] applying loadout should increase max mana');
}
function smokeTradeEconomyLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpc = getScenePresetsByWorld(worldType).find(scene => scene.npcs.length > 0);
assert(sceneWithNpc, `[trade] missing npc scene for ${worldType}`);
const encounter = {
id: sceneWithNpc.npcs[0].id,
kind: 'npc' as const,
characterId: sceneWithNpc.npcs[0].characterId,
npcName: sceneWithNpc.npcs[0].name,
npcDescription: sceneWithNpc.npcs[0].description,
npcAvatar: sceneWithNpc.npcs[0].avatar,
context: sceneWithNpc.npcs[0].role,
xMeters: 3.2,
};
const npcState = buildInitialNpcState(encounter, worldType);
const npcItem = npcState.inventory[0];
const playerItem = buildInitialPlayerInventory(ROLE_TEMPLATE_CHARACTERS[0], worldType)[0];
assert(npcItem, `[trade] missing npc item for ${worldType}`);
assert(playerItem, `[trade] missing player item for ${worldType}`);
const npcItemValue = getInventoryItemValue(npcItem);
const playerItemValue = getInventoryItemValue(playerItem);
assert(npcItemValue > 0 && playerItemValue > 0, `[trade] item values should be positive for ${worldType}`);
const purchasePrice = getNpcPurchasePrice(npcItem, npcState.affinity);
assert(purchasePrice > 0, `[trade] purchase price should be positive for ${worldType}`);
const purchaseCheck = checkTradeItem(null, npcItem, npcState.affinity, purchasePrice);
assert(purchaseCheck.canPurchase, `[trade] direct purchase should succeed when currency matches price for ${worldType}`);
const barterCheck = checkTradeItem(playerItem, npcItem, npcState.affinity, 0);
assert(typeof barterCheck.canBarter === 'boolean', `[trade] barter check should return a boolean for ${worldType}`);
}
}
function smokeEncounterTransitionLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithMonster = getScenePresetsByWorld(worldType).find(scene => getSceneHostileNpcPresetIds(scene).length >= 2);
assert(sceneWithMonster, `[transition] missing multi-monster scene for ${worldType}`);
const hostileNpcPresetIds = getSceneHostileNpcPresetIds(sceneWithMonster);
const finalMonsters = createSceneHostileNpcsFromIds(worldType, hostileNpcPresetIds, 0);
const finalState = {
...createBaseState(worldType, sceneWithMonster.id),
inBattle: true,
sceneHostileNpcs: finalMonsters,
};
const previewState = {
...finalState,
inBattle: false,
sceneHostileNpcs: finalMonsters.map((monster, index) => ({
...monster,
xMeters: 12 + (index * 1.8),
})),
};
const transitionState = buildEncounterTransitionState(finalState, previewState);
assert(
transitionState.sceneHostileNpcs[1]?.xMeters === previewState.sceneHostileNpcs[1]?.xMeters,
`[transition] second monster should keep its preview x during transition for ${worldType}`,
);
const halfwayState = interpolateEncounterTransitionState(transitionState, finalState, 0.5);
assert(
halfwayState.sceneHostileNpcs.every((monster, index) => {
const startX = transitionState.sceneHostileNpcs[index]?.xMeters ?? monster.xMeters;
const endX = finalState.sceneHostileNpcs[index]?.xMeters ?? monster.xMeters;
return monster.xMeters !== startX && monster.xMeters !== endX;
}),
`[transition] all monsters should interpolate instead of only the first one for ${worldType}`,
);
const offscreenState = buildEncounterEntryState(finalState, 18);
assert(
offscreenState.sceneHostileNpcs.every(monster => monster.xMeters >= 18),
`[transition] offscreen entry should place the entire encounter group offscreen for ${worldType}`,
);
}
}
function smokeRosterLoop() {
const playerCharacter = ROLE_TEMPLATE_CHARACTERS[0];
const reserveCharacter = ROLE_TEMPLATE_CHARACTERS[1];
const recruitCharacter = ROLE_TEMPLATE_CHARACTERS[2];
const activeCompanion = buildCompanionState('active-npc', playerCharacter, 68);
const reserveCompanion = buildCompanionState('reserve-npc', reserveCharacter, 62);
const recruitedCompanion = buildCompanionState('new-npc', recruitCharacter, 72);
const baseState = {
...createBaseState(WorldType.WUXIA),
companions: [activeCompanion],
roster: [reserveCompanion],
};
const benchedState = benchActiveCompanion(baseState, activeCompanion.npcId);
assert(benchedState.companions.length === 0, '[roster] active companion should move off active team');
assert(benchedState.roster.some(companion => companion.npcId === activeCompanion.npcId), '[roster] benched companion should enter reserve roster');
const activatedState = activateRosterCompanion(baseState, reserveCompanion.npcId);
assert(activatedState.companions.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] reserve companion should be activatable');
assert(!activatedState.roster.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] activated companion should leave reserve roster');
const swappedState = recruitCompanionToParty(
{
...baseState,
companions: [activeCompanion, reserveCompanion],
roster: [],
},
recruitedCompanion,
reserveCompanion.npcId,
);
assert(swappedState.companions.some(companion => companion.npcId === recruitedCompanion.npcId), '[roster] recruited companion should join active party');
assert(swappedState.roster.some(companion => companion.npcId === reserveCompanion.npcId), '[roster] replaced companion should move to reserve roster');
}
function smokeQuestLoop() {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneWithNpcAndMonster = getScenePresetsByWorld(worldType).find(
scene => scene.npcs.length > 0 && getSceneHostileNpcPresetIds(scene).length > 0,
);
assert(sceneWithNpcAndMonster, `[quest] missing npc+monster scene for ${worldType}`);
const issuer = sceneWithNpcAndMonster.npcs[0];
const quest = buildQuestForEncounter({
issuerNpcId: issuer.id,
issuerNpcName: issuer.name,
roleText: issuer.role,
scene: sceneWithNpcAndMonster,
worldType,
});
assert(quest, `[quest] failed to build quest for ${sceneWithNpcAndMonster.id}`);
const accepted = acceptQuest([], quest);
assert(findQuestById(accepted, quest.id)?.status === 'active', `[quest] ${quest.id} should be active after accept`);
const afterBattle = applyQuestProgressFromHostileNpcDefeat(
accepted,
sceneWithNpcAndMonster.id,
quest.objective.targetHostileNpcId ? [quest.objective.targetHostileNpcId] : [],
);
assert(findQuestById(afterBattle, quest.id)?.status === 'active', `[quest] ${quest.id} should stay active until report back`);
const afterReport = applyQuestProgressFromNpcTalk(afterBattle, issuer.id);
assert(findQuestById(afterReport, quest.id)?.status === 'ready_to_turn_in', `[quest] ${quest.id} should become reward-ready after reporting back`);
const turnedIn = markQuestTurnedIn(afterReport, quest.id);
assert(findQuestById(turnedIn, quest.id)?.status === 'turned_in', `[quest] ${quest.id} should turn in successfully`);
}
}
function main() {
smokeScenePreviews();
smokeNpcStories();
smokeTreasureStories();
smokeMonsterCreation();
smokeRecruitmentData();
smokeObserveAndCallOut();
smokeInventoryUseLoop();
smokeEquipmentLoop();
smokeTradeEconomyLoop();
smokeEncounterTransitionLoop();
smokeRosterLoop();
smokeQuestLoop();
console.log('Content smoke checks passed.');
}
main();
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#!/usr/bin/env bash
set -euo pipefail
usage() {
cat <<'EOF'
用法:
npm run dev:rust:logs
npm run dev:rust:logs -- --follow
./scripts/spacetime-logs-local.sh --lines 500 --output logs/spacetime/local.log
说明:
1. 从本地 SpacetimeDB 通过 spacetime logs 提取模块日志到本地文件。
2. 默认读取 spacetime.local.json 的 database 字段,默认 server 为 http://127.0.0.1:3101。
3. 默认输出到 logs/spacetime/<database>-<timestamp>.log;--follow 会持续追加并同步写到终端。
4. 默认使用 server-rs/.spacetimedb/local 作为 spacetime CLI root,保持本地身份与 standalone 一致。
EOF
}
require_command() {
local command_name="$1"
if ! command -v "${command_name}" >/dev/null 2>&1; then
echo "[stdb:logs] 缺少命令: ${command_name}" >&2
exit 1
fi
}
read_local_spacetime_database() {
local config_path="${REPO_ROOT}/spacetime.local.json"
if [[ ! -f "${config_path}" ]]; then
return
fi
node -e '
const fs = require("fs");
const path = process.argv[1];
try {
const value = JSON.parse(fs.readFileSync(path, "utf8")).database;
if (typeof value === "string" && value.trim()) {
process.stdout.write(value.trim());
}
} catch (error) {
process.stderr.write(`[stdb:logs] ignore invalid spacetime.local.json: ${error.message}\n`);
}
' "${config_path}"
}
SCRIPT_DIR="$(cd -- "$(dirname -- "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd -- "${SCRIPT_DIR}/.." && pwd)"
DATABASE=""
SPACETIME_SERVER="http://127.0.0.1:3101"
SPACETIME_ROOT_DIR="${REPO_ROOT}/server-rs/.spacetimedb/local"
LINES="200"
OUTPUT=""
FOLLOW=0
while [[ $# -gt 0 ]]; do
case "$1" in
-h|--help)
usage
exit 0
;;
--database)
DATABASE="${2:?缺少 --database 的值}"
shift 2
;;
--server)
SPACETIME_SERVER="${2:?缺少 --server 的值}"
shift 2
;;
--spacetime-root-dir)
SPACETIME_ROOT_DIR="${2:?缺少 --spacetime-root-dir 的值}"
shift 2
;;
--lines|-n)
LINES="${2:?缺少 --lines 的值}"
shift 2
;;
--output|-o)
OUTPUT="${2:?缺少 --output 的值}"
shift 2
;;
--follow|-f)
FOLLOW=1
shift
;;
*)
echo "[stdb:logs] 未知参数: $1" >&2
usage >&2
exit 1
;;
esac
done
require_command node
require_command spacetime
if [[ -z "${DATABASE//[[:space:]]/}" ]]; then
DATABASE="$(read_local_spacetime_database)"
fi
if [[ -z "${DATABASE//[[:space:]]/}" ]]; then
DATABASE="genarrative-dev"
fi
if [[ -z "${OUTPUT//[[:space:]]/}" ]]; then
LOG_DIR="${REPO_ROOT}/logs/spacetime"
mkdir -p "${LOG_DIR}"
TIMESTAMP="$(date +%Y%m%d-%H%M%S)"
OUTPUT="${LOG_DIR}/${DATABASE}-${TIMESTAMP}.log"
else
mkdir -p "$(dirname -- "${OUTPUT}")"
fi
ARGS=(logs "${DATABASE}" --server "${SPACETIME_SERVER}" -n "${LINES}")
if [[ "${FOLLOW}" -eq 1 ]]; then
ARGS+=(-f)
fi
echo "[stdb:logs] database: ${DATABASE}"
echo "[stdb:logs] server: ${SPACETIME_SERVER}"
echo "[stdb:logs] spacetime root: ${SPACETIME_ROOT_DIR}"
echo "[stdb:logs] output: ${OUTPUT}"
spacetime --root-dir="${SPACETIME_ROOT_DIR}" "${ARGS[@]}" | tee -a "${OUTPUT}"
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#!/usr/bin/env bash
set -euo pipefail
SCRIPT_DIR="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
REPO_ROOT="$(cd "${SCRIPT_DIR}/.." && pwd)"
SERVER_RS_DIR="${REPO_ROOT}/server-rs"
MODULE_PATH="${SERVER_RS_DIR}/target/wasm32-unknown-unknown/release/spacetime_module.wasm"
SPACETIME_SERVER_ALIAS="maincloud"
CLEAR_DATABASE=0
load_env_file() {
local env_file="$1"
local line key value
if [[ ! -f "${env_file}" ]]; then
return
fi
while IFS= read -r line || [[ -n "${line}" ]]; do
line="${line%$'\r'}"
line="${line#$'\xef\xbb\xbf'}"
[[ -z "${line}" || "${line}" == \#* ]] && continue
[[ "${line}" =~ ^([A-Za-z_][A-Za-z0-9_]*)=(.*)$ ]] || continue
key="${BASH_REMATCH[1]}"
value="${BASH_REMATCH[2]}"
value="${value%\"}"
value="${value#\"}"
value="${value%\'}"
value="${value#\'}"
if [[ -z "${!key+x}" ]]; then
export "${key}=${value}"
fi
done <"${env_file}"
}
usage() {
cat <<'EOF'
用法:
npm run spacetime:publish:maincloud
npm run spacetime:publish:maincloud -- --database <database>
npm run spacetime:publish:maincloud -- --clear-database
说明:
发布 server-rs/crates/spacetime-module 到 SpacetimeDB Maincloud。
数据库名优先读取 --database,其次读取 GENARRATIVE_SPACETIME_MAINCLOUD_DATABASE。
EOF
}
load_env_file "${REPO_ROOT}/.env"
load_env_file "${REPO_ROOT}/.env.local"
SPACETIME_DATABASE="${GENARRATIVE_SPACETIME_MAINCLOUD_DATABASE:-}"
SPACETIME_SERVER_URL="${GENARRATIVE_SPACETIME_MAINCLOUD_SERVER_URL:-https://maincloud.spacetimedb.com}"
while [[ $# -gt 0 ]]; do
case "$1" in
-h|--help)
usage
exit 0
;;
--database)
SPACETIME_DATABASE="${2:?缺少 --database 的值}"
shift 2
;;
--server-url)
SPACETIME_SERVER_URL="${2:?缺少 --server-url 的值}"
shift 2
;;
--clear-database)
CLEAR_DATABASE=1
shift
;;
*)
echo "[spacetime:maincloud] 未知参数: $1" >&2
usage >&2
exit 1
;;
esac
done
if [[ -z "${SPACETIME_DATABASE}" ]]; then
echo "[spacetime:maincloud] 缺少 GENARRATIVE_SPACETIME_MAINCLOUD_DATABASE。" >&2
echo "[spacetime:maincloud] 请在 .env.local 中配置,或通过 --database <database> 传入。" >&2
exit 1
fi
if ! command -v cargo >/dev/null 2>&1; then
echo "[spacetime:maincloud] 缺少 cargo 命令。" >&2
exit 1
fi
if ! command -v spacetime >/dev/null 2>&1; then
echo "[spacetime:maincloud] 缺少 spacetime CLI,请先安装并登录 Maincloud。" >&2
exit 1
fi
echo "[spacetime:maincloud] 构建 spacetime-module wasm"
cargo build \
--manifest-path "${SERVER_RS_DIR}/Cargo.toml" \
-p spacetime-module \
--target wasm32-unknown-unknown \
--release
PUBLISH_ARGS=(
publish
"${SPACETIME_DATABASE}"
--server "${SPACETIME_SERVER_ALIAS}"
--bin-path "${MODULE_PATH}"
--yes
)
if [[ "${CLEAR_DATABASE}" -eq 1 ]]; then
# Maincloud 清库只在 schema 冲突时触发,避免无冲突升级误删线上数据。
PUBLISH_ARGS+=(-c=on-conflict)
fi
echo "[spacetime:maincloud] 发布 SpacetimeDB wasm: ${SPACETIME_DATABASE} -> ${SPACETIME_SERVER_ALIAS}"
spacetime "${PUBLISH_ARGS[@]}"
cat <<EOF
[spacetime:maincloud] 发布完成。api-server 可使用以下环境:
GENARRATIVE_SPACETIME_SERVER_URL=${SPACETIME_SERVER_URL}
GENARRATIVE_SPACETIME_DATABASE=${SPACETIME_DATABASE}
GENARRATIVE_SPACETIME_TOKEN=
EOF
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import { getCharacterHomeSceneId, getCharacterNpcSceneIds, ROLE_TEMPLATE_CHARACTERS } from '../src/data/characterPresets.ts';
import { MONSTER_PRESETS_BY_WORLD } from '../src/data/hostileNpcPresets.ts';
import { getSceneHostileNpcPresetIds, getScenePresetsByWorld } from '../src/data/scenePresets.ts';
import { buildStateFunctionDefinitions } from '../src/data/stateFunctions.ts';
import { WorldType } from '../src/types.ts';
function addError(errors: string[], message: string) {
errors.push(message);
}
function validateScenes(errors: string[]) {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const scenes = getScenePresetsByWorld(worldType);
const sceneIdSet = new Set(scenes.map(scene => scene.id));
const monsterIdSet = new Set(MONSTER_PRESETS_BY_WORLD[worldType].map(monster => monster.id));
const duplicateSceneIds = scenes
.map(scene => scene.id)
.filter((id, index, all) => all.indexOf(id) !== index);
duplicateSceneIds.forEach(sceneId => {
addError(errors, `[scene] duplicate id "${sceneId}" in ${worldType}`);
});
scenes.forEach(scene => {
if (scene.forwardSceneId && !sceneIdSet.has(scene.forwardSceneId)) {
addError(errors, `[scene] ${scene.id} forwardSceneId "${scene.forwardSceneId}" not found in ${worldType}`);
}
scene.connectedSceneIds.forEach(connectedSceneId => {
if (!sceneIdSet.has(connectedSceneId)) {
addError(errors, `[scene] ${scene.id} connectedSceneId "${connectedSceneId}" not found in ${worldType}`);
}
});
getSceneHostileNpcPresetIds(scene).forEach(monsterId => {
if (!monsterIdSet.has(monsterId)) {
addError(errors, `[scene] ${scene.id} references unknown monster "${monsterId}" in ${worldType}`);
}
});
const npcIds = new Set<string>();
scene.npcs.forEach(npc => {
if (npcIds.has(npc.id)) {
addError(errors, `[scene] ${scene.id} has duplicate npc id "${npc.id}"`);
}
npcIds.add(npc.id);
if (npc.characterId && !ROLE_TEMPLATE_CHARACTERS.some(character => character.id === npc.characterId)) {
addError(errors, `[scene] ${scene.id} npc "${npc.id}" references unknown character "${npc.characterId}"`);
}
});
});
}
}
function validateCharacters(errors: string[]) {
for (const worldType of [WorldType.WUXIA, WorldType.XIANXIA]) {
const sceneIdSet = new Set(getScenePresetsByWorld(worldType).map(scene => scene.id));
ROLE_TEMPLATE_CHARACTERS.forEach(character => {
const homeSceneId = getCharacterHomeSceneId(worldType, character.id);
if (homeSceneId && !sceneIdSet.has(homeSceneId)) {
addError(errors, `[character] ${character.id} homeSceneId "${homeSceneId}" not found in ${worldType}`);
}
getCharacterNpcSceneIds(worldType, character.id).forEach(sceneId => {
if (!sceneIdSet.has(sceneId)) {
addError(errors, `[character] ${character.id} npc scene "${sceneId}" not found in ${worldType}`);
}
});
});
}
}
function validateStateFunctions(errors: string[]) {
const definitions = buildStateFunctionDefinitions();
const duplicateIds = definitions
.map(definition => definition.id)
.filter((id, index, all) => all.indexOf(id) !== index);
duplicateIds.forEach(id => {
addError(errors, `[function] duplicate function id "${id}"`);
});
definitions.forEach(definition => {
if (!definition.text.trim()) {
addError(errors, `[function] ${definition.id} has empty text`);
}
if (!definition.description.trim()) {
addError(errors, `[function] ${definition.id} has empty description`);
}
});
}
function main() {
const errors: string[] = [];
validateScenes(errors);
validateCharacters(errors);
validateStateFunctions(errors);
if (errors.length > 0) {
console.error(`Content validation failed with ${errors.length} issue(s):`);
errors.forEach(error => console.error(`- ${error}`));
process.exitCode = 1;
return;
}
const sceneCount = getScenePresetsByWorld(WorldType.WUXIA).length + getScenePresetsByWorld(WorldType.XIANXIA).length;
const monsterCount = MONSTER_PRESETS_BY_WORLD[WorldType.WUXIA].length + MONSTER_PRESETS_BY_WORLD[WorldType.XIANXIA].length;
const functionCount = buildStateFunctionDefinitions().length;
console.log(`Content validation passed. scenes=${sceneCount} monsters=${monsterCount} characters=${ROLE_TEMPLATE_CHARACTERS.length} functions=${functionCount}`);
}
main();
+277
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import { readFileSync } from 'node:fs';
import { readdirSync } from 'node:fs';
import path from 'node:path';
import { ROLE_TEMPLATE_CHARACTERS } from '../src/data/characterPresets.ts';
import { MONSTER_PRESETS_BY_WORLD } from '../src/data/hostileNpcPresets.ts';
import { buildItemCatalogId } from '../src/data/itemCatalog.ts';
import { getScenePresetsByWorld } from '../src/data/scenePresets.ts';
import { buildStateFunctionDefinitions } from '../src/data/stateFunctions.ts';
import { WorldType } from '../src/types.ts';
function readJsonFile<T>(relativePath: string): T {
const absolutePath = path.resolve(process.cwd(), relativePath);
return JSON.parse(readFileSync(absolutePath, 'utf8')) as T;
}
function isPlainObject(value: unknown): value is Record<string, unknown> {
return typeof value === 'object' && value !== null && !Array.isArray(value);
}
function isKnownGender(value: unknown): value is 'male' | 'female' {
return value === 'male' || value === 'female';
}
function expectPlainObject(errors: string[], label: string, value: unknown) {
if (!isPlainObject(value)) {
errors.push(`[override] ${label} must be an object map`);
return false;
}
return true;
}
function validateCharacterOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/characterOverrides.json');
if (!expectPlainObject(errors, 'characterOverrides', overrides)) return;
const characterIds = new Set(ROLE_TEMPLATE_CHARACTERS.map(character => character.id));
const sceneIds = new Set(
[WorldType.WUXIA, WorldType.XIANXIA].flatMap(worldType => getScenePresetsByWorld(worldType).map(scene => scene.id)),
);
Object.entries(overrides).forEach(([characterId, override]) => {
if (!characterIds.has(characterId)) {
errors.push(`[override] characterOverrides contains unknown character id "${characterId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] characterOverrides["${characterId}"] must be an object`);
return;
}
const gender = override.gender;
if (gender !== undefined && !isKnownGender(gender)) {
errors.push(`[override] characterOverrides["${characterId}"].gender must be "male" or "female"`);
}
const sceneBindings = override.sceneBindings;
if (sceneBindings !== undefined) {
if (!isPlainObject(sceneBindings)) {
errors.push(`[override] characterOverrides["${characterId}"].sceneBindings must be an object`);
} else {
Object.entries(sceneBindings).forEach(([worldKey, binding]) => {
if (!isPlainObject(binding)) {
errors.push(`[override] characterOverrides["${characterId}"].sceneBindings["${worldKey}"] must be an object`);
return;
}
const homeSceneId = binding.homeSceneId;
if (homeSceneId !== undefined && (typeof homeSceneId !== 'string' || !sceneIds.has(homeSceneId))) {
errors.push(`[override] characterOverrides["${characterId}"] has invalid homeSceneId "${String(homeSceneId)}"`);
}
const npcSceneIds = binding.npcSceneIds;
if (npcSceneIds !== undefined) {
if (!Array.isArray(npcSceneIds) || npcSceneIds.some(sceneId => typeof sceneId !== 'string' || !sceneIds.has(sceneId))) {
errors.push(`[override] characterOverrides["${characterId}"] has invalid npcSceneIds`);
}
}
});
}
}
});
}
function validateMonsterOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/monsterOverrides.json');
if (!expectPlainObject(errors, 'monsterOverrides', overrides)) return;
const hostilePresetIds = new Set(
[...MONSTER_PRESETS_BY_WORLD[WorldType.WUXIA], ...MONSTER_PRESETS_BY_WORLD[WorldType.XIANXIA]].map(monster => monster.id),
);
Object.entries(overrides).forEach(([monsterId, override]) => {
if (!hostilePresetIds.has(monsterId)) {
errors.push(`[override] monsterOverrides contains unknown monster id "${monsterId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] monsterOverrides["${monsterId}"] must be an object`);
}
});
}
function validateSceneOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/sceneOverrides.json');
if (!expectPlainObject(errors, 'sceneOverrides', overrides)) return;
const sceneIds = new Set(
[WorldType.WUXIA, WorldType.XIANXIA].flatMap(worldType => getScenePresetsByWorld(worldType).map(scene => scene.id)),
);
Object.entries(overrides).forEach(([sceneId, override]) => {
if (!sceneIds.has(sceneId)) {
errors.push(`[override] sceneOverrides contains unknown scene id "${sceneId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] sceneOverrides["${sceneId}"] must be an object`);
return;
}
const forwardSceneId = override.forwardSceneId;
if (forwardSceneId !== undefined && (typeof forwardSceneId !== 'string' || !sceneIds.has(forwardSceneId))) {
errors.push(`[override] sceneOverrides["${sceneId}"] has invalid forwardSceneId "${String(forwardSceneId)}"`);
}
const connectedSceneIds = override.connectedSceneIds;
if (connectedSceneIds !== undefined) {
if (!Array.isArray(connectedSceneIds) || connectedSceneIds.some(id => typeof id !== 'string' || !sceneIds.has(id))) {
errors.push(`[override] sceneOverrides["${sceneId}"] has invalid connectedSceneIds`);
}
}
});
}
function validateSceneNpcOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/sceneNpcOverrides.json');
if (!expectPlainObject(errors, 'sceneNpcOverrides', overrides)) return;
const npcIds = new Set(
[WorldType.WUXIA, WorldType.XIANXIA].flatMap(worldType =>
getScenePresetsByWorld(worldType).flatMap(scene => scene.npcs.map(npc => npc.id)),
),
);
const characterIds = new Set(ROLE_TEMPLATE_CHARACTERS.map(character => character.id));
Object.entries(overrides).forEach(([npcId, override]) => {
if (!npcIds.has(npcId)) {
errors.push(`[override] sceneNpcOverrides contains unknown npc id "${npcId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] sceneNpcOverrides["${npcId}"] must be an object`);
return;
}
const gender = override.gender;
if (gender !== undefined && !isKnownGender(gender)) {
errors.push(`[override] sceneNpcOverrides["${npcId}"].gender must be "male" or "female"`);
}
const characterId = override.characterId;
if (characterId !== undefined && (typeof characterId !== 'string' || !characterIds.has(characterId))) {
errors.push(`[override] sceneNpcOverrides["${npcId}"] has invalid characterId "${String(characterId)}"`);
}
});
}
function validateStateFunctionOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/stateFunctionOverrides.json');
if (!expectPlainObject(errors, 'stateFunctionOverrides', overrides)) return;
const functionIds = new Set(buildStateFunctionDefinitions().map(definition => definition.id));
Object.entries(overrides).forEach(([functionId, override]) => {
if (!functionIds.has(functionId)) {
errors.push(`[override] stateFunctionOverrides contains unknown function id "${functionId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] stateFunctionOverrides["${functionId}"] must be an object`);
}
});
}
function validateNpcVisualOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/npcVisualOverrides.json');
if (!expectPlainObject(errors, 'npcVisualOverrides', overrides)) return;
const npcIds = new Set(
[WorldType.WUXIA, WorldType.XIANXIA].flatMap(worldType =>
getScenePresetsByWorld(worldType).flatMap(scene => scene.npcs.map(npc => npc.id)),
),
);
Object.entries(overrides).forEach(([npcId, override]) => {
if (!npcIds.has(npcId)) {
errors.push(`[override] npcVisualOverrides contains unknown npc id "${npcId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] npcVisualOverrides["${npcId}"] must be an object`);
}
});
}
function collectItemAssetPaths(rootDir: string, relativeDir = 'Icons'): string[] {
const entries = readdirSync(rootDir, { withFileTypes: true });
const collected: string[] = [];
entries.forEach(entry => {
const absolutePath = path.join(rootDir, entry.name);
const relativePath = `${relativeDir}/${entry.name}`.replace(/\\/g, '/');
if (entry.isDirectory()) {
collected.push(...collectItemAssetPaths(absolutePath, relativePath));
return;
}
if (entry.isFile() && entry.name.toLowerCase().endsWith('.png')) {
collected.push(relativePath);
}
});
return collected;
}
function validateItemOverrides(errors: string[]) {
const overrides = readJsonFile<Record<string, unknown>>('src/data/itemOverrides.json');
if (!expectPlainObject(errors, 'itemOverrides', overrides)) return;
const validItemIds = new Set(
collectItemAssetPaths(path.resolve(process.cwd(), 'public/Icons'))
.map(assetPath => buildItemCatalogId(assetPath)),
);
Object.entries(overrides).forEach(([itemId, override]) => {
if (!validItemIds.has(itemId)) {
errors.push(`[override] itemOverrides contains unknown item id "${itemId}"`);
return;
}
if (!isPlainObject(override)) {
errors.push(`[override] itemOverrides["${itemId}"] must be an object`);
return;
}
const tags = override.tags;
if (tags !== undefined) {
if (!Array.isArray(tags) || tags.some(tag => typeof tag !== 'string' || !tag.trim())) {
errors.push(`[override] itemOverrides["${itemId}"] has invalid tags`);
}
}
});
}
function main() {
const errors: string[] = [];
validateCharacterOverrides(errors);
validateMonsterOverrides(errors);
validateSceneOverrides(errors);
validateSceneNpcOverrides(errors);
validateStateFunctionOverrides(errors);
validateNpcVisualOverrides(errors);
validateItemOverrides(errors);
if (errors.length > 0) {
console.error(`Override validation failed with ${errors.length} issue(s):`);
errors.forEach(error => console.error(`- ${error}`));
process.exitCode = 1;
return;
}
console.log('Override validation passed.');
}
main();
+16
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@@ -0,0 +1,16 @@
import crypto from 'node:crypto';
if (crypto.webcrypto) {
if (typeof crypto.getRandomValues !== 'function') {
crypto.getRandomValues = crypto.webcrypto.getRandomValues.bind(crypto.webcrypto);
}
if (!globalThis.crypto || typeof globalThis.crypto.getRandomValues !== 'function') {
Object.defineProperty(globalThis, 'crypto', {
value: crypto.webcrypto,
configurable: true,
});
}
}
await import('../node_modules/vite/bin/vite.js');