Merge branch 'master' into fix/ref-persistent
Project CI / Backend tests (pull_request) Has been cancelled
Project CI / Native shell tests (pull_request) Has been cancelled
Project CI / Frontend tests (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust smoke (pull_request) Has been cancelled
Project CI / AI game creator shell Rust crates (pull_request) Has been cancelled
Project CI / Repository checks (pull_request) Has been cancelled
Project CI / AI game creator shell web tests (pull_request) Has been cancelled
Project CI / Backend tests (pull_request) Has been cancelled
Project CI / Native shell tests (pull_request) Has been cancelled
Project CI / Frontend tests (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust smoke (pull_request) Has been cancelled
Project CI / AI game creator shell Rust crates (pull_request) Has been cancelled
Project CI / Repository checks (pull_request) Has been cancelled
Project CI / AI game creator shell web tests (pull_request) Has been cancelled
This commit is contained in:
@@ -482,6 +482,43 @@ fn automatic_local_game_projects_root(app: &tauri::AppHandle) -> Result<PathBuf,
|
||||
.map_err(|error| format!("无法读取 AGC 应用数据目录:{error}"))
|
||||
}
|
||||
|
||||
/// 校验用户选择的项目创建目录。
|
||||
///
|
||||
/// 目录必须已经存在(原生目录选择器返回的结果),并且先过 AGC 私有路径门禁:门禁失败时
|
||||
/// 这里就拒绝,避免项目被建到 AGC 无法加固、后续无法打开的位置。
|
||||
pub(crate) fn validate_requested_game_project_creation_root(
|
||||
requested: &str,
|
||||
) -> Result<PathBuf, String> {
|
||||
let requested = requested.trim();
|
||||
let root = Path::new(requested);
|
||||
if requested.is_empty() || !root.is_absolute() {
|
||||
return Err("项目创建目录必须是绝对路径".to_string());
|
||||
}
|
||||
if project_path_has_control_chars(root) {
|
||||
return Err("项目创建目录不能包含控制字符".to_string());
|
||||
}
|
||||
let metadata = fs::symlink_metadata(root)
|
||||
.map_err(|error| format!("读取项目创建目录失败:{}: {error}", root.display()))?;
|
||||
if metadata.file_type().is_symlink() || !metadata.is_dir() {
|
||||
return Err("项目创建目录必须是普通文件夹".to_string());
|
||||
}
|
||||
// 用户选择的外部目录仍走显式的项目根准备:保留 user-selected 范围的一次性修复,
|
||||
// 同时不放弃 reparse point / 非普通目录的失败关闭。
|
||||
prepare_game_creator_project_root_for_read(root, true, "项目创建目录")?;
|
||||
Ok(root.to_path_buf())
|
||||
}
|
||||
|
||||
/// 解析本次建项要使用的根目录:没选就用 AGC 管理的默认目录,选了就用用户指定的目录。
|
||||
pub(crate) fn resolve_game_project_creation_root(
|
||||
app: &tauri::AppHandle,
|
||||
requested: Option<&str>,
|
||||
) -> Result<PathBuf, String> {
|
||||
match requested.map(str::trim).filter(|value| !value.is_empty()) {
|
||||
Some(requested) => validate_requested_game_project_creation_root(requested),
|
||||
None => automatic_local_game_projects_root(app),
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn create_automatic_local_game_project_at(
|
||||
projects_root: &Path,
|
||||
requested_name: Option<&str>,
|
||||
@@ -551,9 +588,10 @@ pub(crate) fn create_automatic_local_game_project(
|
||||
app: tauri::AppHandle,
|
||||
name: Option<String>,
|
||||
planning: Option<bool>,
|
||||
projects_root: Option<String>,
|
||||
) -> Result<InitLocalProjectResult, String> {
|
||||
create_automatic_local_game_project_at(
|
||||
&automatic_local_game_projects_root(&app)?,
|
||||
&resolve_game_project_creation_root(&app, projects_root.as_deref())?,
|
||||
name.as_deref(),
|
||||
planning.unwrap_or(false),
|
||||
)
|
||||
@@ -764,13 +802,30 @@ pub(crate) fn recent_game_creator_run_trace(root: &Path) -> Option<GameCreationA
|
||||
serde_json::from_str::<GameCreationAgentRunTrace>(&content).ok()
|
||||
}
|
||||
|
||||
/// 目录选择器标题:调用方只能给短标题,其余(超长、含控制字符、空白)一律回退默认文案。
|
||||
fn pick_project_directory_title(title: Option<&str>) -> &str {
|
||||
const MAX_TITLE_CHARS: usize = 24;
|
||||
title
|
||||
.map(str::trim)
|
||||
.filter(|value| {
|
||||
!value.is_empty()
|
||||
&& value.chars().count() <= MAX_TITLE_CHARS
|
||||
&& !value.chars().any(char::is_control)
|
||||
})
|
||||
.unwrap_or("选择游戏项目目录")
|
||||
}
|
||||
|
||||
#[tauri::command]
|
||||
pub(crate) async fn pick_local_project_directory(
|
||||
app: tauri::AppHandle,
|
||||
initial_path: Option<String>,
|
||||
title: Option<String>,
|
||||
) -> Result<Option<String>, String> {
|
||||
let (sender, receiver) = tokio::sync::oneshot::channel();
|
||||
let mut dialog = app.dialog().file().set_title("选择游戏项目目录");
|
||||
let mut dialog = app
|
||||
.dialog()
|
||||
.file()
|
||||
.set_title(pick_project_directory_title(title.as_deref()));
|
||||
if let Some(initial_path) = initial_path
|
||||
.as_deref()
|
||||
.map(str::trim)
|
||||
|
||||
@@ -880,12 +880,9 @@ pub(crate) async fn create_automatic_local_game_project_from_template(
|
||||
template_version: String,
|
||||
name: Option<String>,
|
||||
planning: Option<bool>,
|
||||
projects_root: Option<String>,
|
||||
) -> Result<InitLocalProjectResult, String> {
|
||||
let projects_root = app
|
||||
.path()
|
||||
.app_data_dir()
|
||||
.map(|root| root.join("projects"))
|
||||
.map_err(|error| format!("无法读取 AGC 应用数据目录:{error}"))?;
|
||||
let projects_root = crate::resolve_game_project_creation_root(&app, projects_root.as_deref())?;
|
||||
let cache_root = template_cache_root(&app)?;
|
||||
ensure_game_creator_private_directory_tree(&cache_root, "模板库缓存目录")?;
|
||||
let record =
|
||||
|
||||
@@ -1549,6 +1549,63 @@ fn automatic_local_game_project_allocates_unique_initialized_workspaces() {
|
||||
fs::remove_dir_all(projects_root).ok();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn requested_project_creation_root_accepts_only_an_absolute_regular_directory() {
|
||||
let root = unique_project_path();
|
||||
fs::create_dir_all(&root).expect("create creation-root fixture");
|
||||
let not_a_directory = root.join("not-a-directory.txt");
|
||||
fs::write(¬_a_directory, b"x").expect("write file fixture");
|
||||
|
||||
assert_eq!(
|
||||
validate_requested_game_project_creation_root(" ").expect_err("blank root is rejected"),
|
||||
"项目创建目录必须是绝对路径"
|
||||
);
|
||||
assert_eq!(
|
||||
validate_requested_game_project_creation_root("relative/projects")
|
||||
.expect_err("relative root is rejected"),
|
||||
"项目创建目录必须是绝对路径"
|
||||
);
|
||||
assert_eq!(
|
||||
validate_requested_game_project_creation_root(&format!("{}\\pro\nject", root.display()))
|
||||
.expect_err("control character is rejected"),
|
||||
"项目创建目录不能包含控制字符"
|
||||
);
|
||||
assert_eq!(
|
||||
validate_requested_game_project_creation_root(¬_a_directory.to_string_lossy())
|
||||
.expect_err("file root is rejected"),
|
||||
"项目创建目录必须是普通文件夹"
|
||||
);
|
||||
assert_eq!(
|
||||
validate_requested_game_project_creation_root(&format!(" {}\n", root.display()))
|
||||
.expect("trimmed directory root is accepted"),
|
||||
root
|
||||
);
|
||||
assert!(
|
||||
validate_requested_game_project_creation_root(&root.join("missing").to_string_lossy())
|
||||
.is_err(),
|
||||
"a not-yet-existing creation root must fail instead of being created silently"
|
||||
);
|
||||
|
||||
fs::remove_dir_all(root).ok();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn automatic_local_game_project_creates_inside_the_requested_creation_root() {
|
||||
let projects_root = unique_project_path();
|
||||
fs::create_dir_all(&projects_root).expect("create creation-root fixture");
|
||||
|
||||
let requested = validate_requested_game_project_creation_root(&projects_root.to_string_lossy())
|
||||
.expect("valid creation root");
|
||||
let result = create_automatic_local_game_project_at(&requested, None, false)
|
||||
.expect("create workspace in requested root");
|
||||
|
||||
let project_root = PathBuf::from(&result.project_path);
|
||||
assert_eq!(project_root.parent(), Some(projects_root.as_path()));
|
||||
assert!(project_root.join(".agent/manifest.json").is_file());
|
||||
|
||||
fs::remove_dir_all(projects_root).ok();
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn automatic_local_game_project_accepts_only_a_safe_custom_name() {
|
||||
let projects_root = unique_project_path();
|
||||
|
||||
@@ -17,10 +17,15 @@ import type {
|
||||
ProjectAgentRuntimeSummary,
|
||||
} from '../../view/project-development';
|
||||
import type { ProjectManifestSnapshotMetadata } from '../../view/project-development/projectResourceLiveUpdateModel';
|
||||
import { isAbsoluteProjectPath } from '../project-summary/projectSummary';
|
||||
import {
|
||||
isAbsoluteProjectPath,
|
||||
projectPathHasControlCharacter,
|
||||
} from '../project-summary/projectSummary';
|
||||
|
||||
const RECENT_WORKSPACES_STORAGE_KEY =
|
||||
'genarrative-ai-game-creator.recent-workspaces.v1';
|
||||
const PROJECT_CREATION_DIRECTORY_STORAGE_KEY =
|
||||
'genarrative-ai-game-creator.project-creation-directory.v1';
|
||||
const SUPERVISOR_CHAT_DRAFT_STORAGE_PREFIX =
|
||||
'genarrative.supervisor-chat.draft';
|
||||
|
||||
@@ -156,6 +161,57 @@ export function removeRecentWorkspace(path: string) {
|
||||
return recent;
|
||||
}
|
||||
|
||||
/**
|
||||
* 「项目创建目录」偏好:空串表示沿用 AGC 管理的默认位置(应用数据目录下的 projects)。
|
||||
*
|
||||
* 这里只保存用户意图,不是授权凭据:目录授权来自原生目录选择器,并由 Rust 侧私有路径门禁
|
||||
* 在每次建项时重新复核,所以存储被改坏最坏只是退回默认位置或拿到一次可见的建项失败。
|
||||
*/
|
||||
export function normalizeProjectCreationDirectory(value: string) {
|
||||
const trimmed = value.trim();
|
||||
if (!trimmed || projectPathHasControlCharacter(trimmed)) {
|
||||
return '';
|
||||
}
|
||||
const withoutTrailingSeparator = trimmed.replace(/[\\/]+$/, '');
|
||||
// `C:\` 这类盘根只去掉分隔符会变成相对路径 `C:`,必须补回来。
|
||||
return /^[a-zA-Z]:$/.test(withoutTrailingSeparator)
|
||||
? `${withoutTrailingSeparator}\\`
|
||||
: withoutTrailingSeparator;
|
||||
}
|
||||
|
||||
export function readProjectCreationDirectory() {
|
||||
try {
|
||||
const raw = window.localStorage.getItem(
|
||||
PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
|
||||
);
|
||||
const parsed: unknown = raw ? JSON.parse(raw) : '';
|
||||
if (typeof parsed !== 'string') {
|
||||
return '';
|
||||
}
|
||||
const directory = normalizeProjectCreationDirectory(parsed);
|
||||
return isAbsoluteProjectPath(directory) ? directory : '';
|
||||
} catch {
|
||||
return '';
|
||||
}
|
||||
}
|
||||
|
||||
export function writeProjectCreationDirectory(path: string) {
|
||||
const directory = normalizeProjectCreationDirectory(path);
|
||||
try {
|
||||
if (directory) {
|
||||
window.localStorage.setItem(
|
||||
PROJECT_CREATION_DIRECTORY_STORAGE_KEY,
|
||||
JSON.stringify(directory),
|
||||
);
|
||||
} else {
|
||||
window.localStorage.removeItem(PROJECT_CREATION_DIRECTORY_STORAGE_KEY);
|
||||
}
|
||||
} catch {
|
||||
// WebView storage can be unavailable in restricted test shells.
|
||||
}
|
||||
return directory;
|
||||
}
|
||||
|
||||
export function isTransientProjectOpenMessage(
|
||||
message: ChatMessage,
|
||||
projectPath: string,
|
||||
|
||||
@@ -48,6 +48,7 @@ import {
|
||||
isAbsoluteProjectPath,
|
||||
projectPathHasControlCharacter,
|
||||
} from '../project-summary/projectSummary';
|
||||
import { readProjectCreationDirectory } from './model';
|
||||
import { resolveSessionPreviewOnProjectOpen } from './sessionPreview';
|
||||
|
||||
/** 首页输入框当前的纯文本(Lexical 编辑器状态 -> 文本);没有输入就返回空串。 */
|
||||
@@ -828,6 +829,9 @@ export function useHomeProjectCreation({
|
||||
{
|
||||
name: suggestedName,
|
||||
planning: startMode === 'planning',
|
||||
// 用户在首页选过「项目创建目录」就用它;没选传 null,由 Rust 侧回落到
|
||||
// AGC 管理的默认位置(应用数据目录下的 projects)。
|
||||
projectsRoot: readProjectCreationDirectory() || null,
|
||||
},
|
||||
);
|
||||
createdProjectPath = result.projectPath;
|
||||
|
||||
@@ -0,0 +1,81 @@
|
||||
import { useCallback, useRef, useState } from 'react';
|
||||
|
||||
import { resolveTauriInvoke } from '../../app/tauri';
|
||||
import {
|
||||
readProjectCreationDirectory,
|
||||
writeProjectCreationDirectory,
|
||||
} from './model';
|
||||
|
||||
/**
|
||||
* 「项目创建目录」用户偏好。
|
||||
*
|
||||
* 默认沿用 AGC 管理的应用数据目录(`<app_data>/projects`);用户改选时必须走原生目录
|
||||
* 选择器,因为只有它构成"用户显式选择"边界:选择结果当场按用户选择范围加固,后续建项
|
||||
* 再由 Rust 侧私有路径门禁复核一次。
|
||||
*/
|
||||
export function useProjectCreationDirectory() {
|
||||
const [projectCreationDirectory, setProjectCreationDirectory] = useState(
|
||||
readProjectCreationDirectory,
|
||||
);
|
||||
const [projectCreationDirectoryBusy, setProjectCreationDirectoryBusy] =
|
||||
useState(false);
|
||||
const [projectCreationDirectoryStatus, setProjectCreationDirectoryStatus] =
|
||||
useState('');
|
||||
const pickInFlightRef = useRef(false);
|
||||
|
||||
const pickProjectCreationDirectory = useCallback(async () => {
|
||||
if (pickInFlightRef.current) {
|
||||
return;
|
||||
}
|
||||
const invoke = resolveTauriInvoke();
|
||||
if (!invoke) {
|
||||
setProjectCreationDirectoryStatus('需要在陶泥儿客户端内运行');
|
||||
return;
|
||||
}
|
||||
pickInFlightRef.current = true;
|
||||
setProjectCreationDirectoryBusy(true);
|
||||
setProjectCreationDirectoryStatus('正在选择项目创建目录');
|
||||
try {
|
||||
const selected = await invoke<string | null>(
|
||||
'pick_local_project_directory',
|
||||
{
|
||||
title: '选择项目创建目录',
|
||||
...(projectCreationDirectory
|
||||
? { initialPath: projectCreationDirectory }
|
||||
: {}),
|
||||
},
|
||||
);
|
||||
if (!selected) {
|
||||
setProjectCreationDirectoryStatus('已取消');
|
||||
return;
|
||||
}
|
||||
setProjectCreationDirectory(writeProjectCreationDirectory(selected));
|
||||
setProjectCreationDirectoryStatus('已更新项目创建目录');
|
||||
} catch (error) {
|
||||
setProjectCreationDirectoryStatus(
|
||||
error instanceof Error ? error.message : String(error),
|
||||
);
|
||||
} finally {
|
||||
pickInFlightRef.current = false;
|
||||
setProjectCreationDirectoryBusy(false);
|
||||
}
|
||||
}, [projectCreationDirectory]);
|
||||
|
||||
const resetProjectCreationDirectory = useCallback(() => {
|
||||
writeProjectCreationDirectory('');
|
||||
setProjectCreationDirectory('');
|
||||
setProjectCreationDirectoryStatus('已恢复默认位置');
|
||||
}, []);
|
||||
|
||||
return {
|
||||
projectCreationDirectory,
|
||||
projectCreationDirectoryBusy,
|
||||
projectCreationDirectoryStatus,
|
||||
pickProjectCreationDirectory,
|
||||
resetProjectCreationDirectory,
|
||||
};
|
||||
}
|
||||
|
||||
export type ProjectCreationDirectoryController = ReturnType<
|
||||
typeof useProjectCreationDirectory
|
||||
>;
|
||||
@@ -2,6 +2,7 @@ import {
|
||||
Bot,
|
||||
CheckCircle2,
|
||||
CircleAlert,
|
||||
FolderOpen,
|
||||
Info,
|
||||
LoaderCircle,
|
||||
Pencil,
|
||||
@@ -44,6 +45,7 @@ import {
|
||||
startAgcPlugin,
|
||||
stopAgcPlugin,
|
||||
} from '../../services/pluginHost';
|
||||
import { useProjectCreationDirectory } from '../app-shell/useProjectCreationDirectory';
|
||||
import { PluginPanelHost } from '../plugins/PluginPanelHost';
|
||||
import { reasoningEffortLabel } from '../project-workspace/composerReasoningEffort';
|
||||
import { CustomLlmSettings } from './CustomLlmSettings';
|
||||
@@ -77,6 +79,7 @@ const defaultRuntimeConfigDraft: GameCreatorAppConfig = {
|
||||
|
||||
type RuntimeSettingsSection =
|
||||
| 'general'
|
||||
| 'workspace'
|
||||
| 'agents'
|
||||
| 'extensions'
|
||||
| 'advanced'
|
||||
@@ -96,6 +99,12 @@ const runtimeSettingsSections = [
|
||||
description: '运行方式与输出偏好',
|
||||
icon: Settings2,
|
||||
},
|
||||
{
|
||||
id: 'workspace',
|
||||
label: '工作区',
|
||||
description: '项目创建目录',
|
||||
icon: FolderOpen,
|
||||
},
|
||||
{
|
||||
id: 'agents',
|
||||
label: 'Agent 分工',
|
||||
@@ -224,6 +233,11 @@ export function RuntimeConfigDialog({
|
||||
const [runtimeConfigBusy, setRuntimeConfigBusy] = useState(false);
|
||||
const [activeSection, setActiveSection] =
|
||||
useState<RuntimeSettingsSection>('general');
|
||||
/**
|
||||
* 「项目创建目录」是客户端本地偏好(localStorage),不随下面的配置文件一起保存:
|
||||
* 选择目录当场生效,做游戏 / 做方案与模板建项下一次建项就落在该目录下。
|
||||
*/
|
||||
const projectCreationDirectory = useProjectCreationDirectory();
|
||||
const [clientExtensions, setClientExtensions] = useState<
|
||||
ClientExtensionItem[]
|
||||
>([]);
|
||||
@@ -875,6 +889,53 @@ export function RuntimeConfigDialog({
|
||||
) : null}
|
||||
</>
|
||||
) : null}
|
||||
{activeSection === 'workspace' ? (
|
||||
<div className="runtime-settings-readonly-field">
|
||||
<span>项目创建目录</span>
|
||||
<strong
|
||||
title={
|
||||
projectCreationDirectory.projectCreationDirectory ||
|
||||
undefined
|
||||
}
|
||||
>
|
||||
{projectCreationDirectory.projectCreationDirectory ||
|
||||
'默认位置'}
|
||||
</strong>
|
||||
<div className="runtime-settings-field-actions">
|
||||
<button
|
||||
type="button"
|
||||
disabled={
|
||||
projectCreationDirectory.projectCreationDirectoryBusy
|
||||
}
|
||||
onClick={() =>
|
||||
void projectCreationDirectory.pickProjectCreationDirectory()
|
||||
}
|
||||
>
|
||||
<FolderOpen size={14} aria-hidden="true" />
|
||||
选择目录
|
||||
</button>
|
||||
{projectCreationDirectory.projectCreationDirectory ? (
|
||||
<button
|
||||
type="button"
|
||||
disabled={
|
||||
projectCreationDirectory.projectCreationDirectoryBusy
|
||||
}
|
||||
onClick={
|
||||
projectCreationDirectory.resetProjectCreationDirectory
|
||||
}
|
||||
>
|
||||
<RotateCcw size={14} aria-hidden="true" />
|
||||
恢复默认位置
|
||||
</button>
|
||||
) : null}
|
||||
</div>
|
||||
{projectCreationDirectory.projectCreationDirectoryStatus ? (
|
||||
<small>
|
||||
{projectCreationDirectory.projectCreationDirectoryStatus}
|
||||
</small>
|
||||
) : null}
|
||||
</div>
|
||||
) : null}
|
||||
{activeSection === 'advanced' &&
|
||||
runtimeConfigDraft.agentMode !== 'codex_cli' ? (
|
||||
<>
|
||||
|
||||
@@ -10,6 +10,7 @@ import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
|
||||
|
||||
import { resolveTauriInvoke } from '../../app/tauri';
|
||||
import type { InitLocalProjectResult } from '../../app/types';
|
||||
import { readProjectCreationDirectory } from '../app-shell/model';
|
||||
import {
|
||||
collectGameTemplateRuntimes,
|
||||
collectGameTemplateTags,
|
||||
@@ -153,6 +154,8 @@ export function useTemplateLibrary({
|
||||
templateVersion: template.templateVersion,
|
||||
name: null,
|
||||
planning: false,
|
||||
// 与首页自动建项共用一个「项目创建目录」偏好;没选时由 Rust 侧回落到默认位置。
|
||||
projectsRoot: readProjectCreationDirectory() || null,
|
||||
},
|
||||
);
|
||||
await onProjectCreated(result);
|
||||
|
||||
@@ -4247,7 +4247,15 @@ h2 {
|
||||
gap: 7px;
|
||||
}
|
||||
|
||||
.runtime-settings-field-actions {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
gap: 7px;
|
||||
margin-top: 7px;
|
||||
}
|
||||
|
||||
.runtime-settings-section-actions button,
|
||||
.runtime-settings-field-actions button,
|
||||
.runtime-settings-extension-actions button {
|
||||
display: inline-flex;
|
||||
align-items: center;
|
||||
@@ -4264,12 +4272,14 @@ h2 {
|
||||
}
|
||||
|
||||
.runtime-settings-section-actions button:hover,
|
||||
.runtime-settings-field-actions button:hover,
|
||||
.runtime-settings-extension-actions button:hover {
|
||||
border-color: var(--platform-surface-hover-border);
|
||||
background: var(--platform-button-ghost-fill);
|
||||
}
|
||||
|
||||
.runtime-settings-section-actions button:disabled,
|
||||
.runtime-settings-field-actions button:disabled,
|
||||
.runtime-settings-extension-actions button:disabled {
|
||||
cursor: default;
|
||||
opacity: 0.55;
|
||||
|
||||
@@ -1631,6 +1631,7 @@ export function registerHomeProjectCreationTests() {
|
||||
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
|
||||
name: null,
|
||||
planning: false,
|
||||
projectsRoot: null,
|
||||
});
|
||||
expect(invoke).toHaveBeenCalledWith('chat_with_game_creator_direct_codex', {
|
||||
projectPath: automaticProjectPath,
|
||||
@@ -1736,6 +1737,7 @@ export function registerHomeProjectCreationTests() {
|
||||
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
|
||||
name: '角色参考游戏',
|
||||
planning: false,
|
||||
projectsRoot: null,
|
||||
});
|
||||
expect(invoke).toHaveBeenCalledWith('upload_local_asset', {
|
||||
projectPath: automaticProjectPath,
|
||||
@@ -3543,4 +3545,102 @@ export function registerRecentProjectsTests() {
|
||||
);
|
||||
expect(window.localStorage.length).toBe(0);
|
||||
});
|
||||
|
||||
it('creates the automatic workspace inside the project creation directory picked in settings', async () => {
|
||||
const automaticProjectPath =
|
||||
'F:\\Projects\\我的游戏\\gameagent-chosen-directory';
|
||||
const creationDirectory = 'F:\\Projects\\我的游戏';
|
||||
const manifest = createGameCreationAppManifest(
|
||||
'home-creation-directory-project',
|
||||
'自选目录项目',
|
||||
);
|
||||
const supervisorHarness = createProjectSupervisorRuntimeHarness({
|
||||
projectPath: automaticProjectPath,
|
||||
initialSessionExists: false,
|
||||
});
|
||||
const invoke = vi.fn(
|
||||
async (command: string, args?: Record<string, unknown>) => {
|
||||
if (command === 'read_game_creator_app_config') {
|
||||
return {
|
||||
path: 'C:\\Users\\tester\\AppData\\Roaming\\genarrative\\config.json',
|
||||
config: {
|
||||
agentMode: 'codex_app_server',
|
||||
llm: {
|
||||
apiKey: '',
|
||||
baseUrl: 'https://llm.example.test/v1',
|
||||
model: 'gpt-creation-directory',
|
||||
apiKind: 'openai_responses',
|
||||
reasoningEffort: 'high',
|
||||
stream: true,
|
||||
webSearchEnabled: false,
|
||||
contextWindowTokens: 128000,
|
||||
autoCompactTokenLimit: 64000,
|
||||
toolOutputTokenLimit: 12000,
|
||||
requestTimeoutMs: 180000,
|
||||
maxRetries: 2,
|
||||
retryBackoffMs: 500,
|
||||
},
|
||||
agentLlm: {},
|
||||
editorApi: { baseUrl: 'http://127.0.0.1:8082', apiKey: '' },
|
||||
},
|
||||
};
|
||||
}
|
||||
if (command === 'pick_local_project_directory') {
|
||||
return creationDirectory;
|
||||
}
|
||||
if (command === 'create_automatic_local_game_project') {
|
||||
return {
|
||||
projectPath: automaticProjectPath,
|
||||
manifestPath: `${automaticProjectPath}\\.agent\\manifest.json`,
|
||||
manifest,
|
||||
};
|
||||
}
|
||||
if (command === 'chat_with_game_creator_direct_codex') {
|
||||
return '收到,开始搭建。';
|
||||
}
|
||||
return supervisorHarness.invoke(command, args);
|
||||
},
|
||||
);
|
||||
window.__TAURI__ = {
|
||||
core: { invoke },
|
||||
event: { listen: supervisorHarness.listen },
|
||||
};
|
||||
renderLauncherAt('/?launcher', 'home', true);
|
||||
|
||||
// 设置 → 工作区:默认位置就是不选目录,仍然落在 AGC 管理的应用数据目录。
|
||||
fireEvent.click(screen.getByRole('button', { name: '配置' }));
|
||||
const settings = await screen.findByRole('dialog', { name: '运行时配置' });
|
||||
fireEvent.click(within(settings).getByRole('button', { name: /工作区/ }));
|
||||
expect(within(settings).getByText('默认位置')).not.toBeNull();
|
||||
fireEvent.click(within(settings).getByRole('button', { name: '选择目录' }));
|
||||
await waitFor(() => {
|
||||
expect(within(settings).getByText(creationDirectory)).not.toBeNull();
|
||||
});
|
||||
expect(invoke).toHaveBeenCalledWith('pick_local_project_directory', {
|
||||
title: '选择项目创建目录',
|
||||
});
|
||||
expect(
|
||||
window.localStorage.getItem(
|
||||
'genarrative-ai-game-creator.project-creation-directory.v1',
|
||||
),
|
||||
).toBe(JSON.stringify(creationDirectory));
|
||||
fireEvent.click(
|
||||
within(settings).getByRole('button', { name: '关闭 Agent 设置' }),
|
||||
);
|
||||
|
||||
const promptInput = screen.getByLabelText('创作想法');
|
||||
nativeClipboardMock.text = '做一个花园经营游戏';
|
||||
fireEvent.paste(promptInput);
|
||||
await waitFor(() => {
|
||||
expect(promptInput.textContent).toContain('做一个花园经营游戏');
|
||||
});
|
||||
fireEvent.click(screen.getByRole('button', { name: '开启创作' }));
|
||||
|
||||
expect(await screen.findByLabelText('项目开发工作台')).not.toBeNull();
|
||||
expect(invoke).toHaveBeenCalledWith('create_automatic_local_game_project', {
|
||||
name: null,
|
||||
planning: false,
|
||||
projectsRoot: creationDirectory,
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
@@ -360,6 +360,70 @@ export function registerRuntimeSettingsTests() {
|
||||
expect(screen.getByText('桌面客户端')).not.toBeNull();
|
||||
});
|
||||
|
||||
it('keeps the project creation directory in the workspace settings section', async () => {
|
||||
const creationDirectory = 'F:\\Projects\\陶泥儿游戏';
|
||||
const storageKey =
|
||||
'genarrative-ai-game-creator.project-creation-directory.v1';
|
||||
const invoke = vi.fn(async (command: string) => {
|
||||
if (command === 'read_game_creator_app_config') {
|
||||
return {
|
||||
path: '/home/test/AppData/game-creator.config.json',
|
||||
config: {
|
||||
agentMode: 'codex_app_server',
|
||||
llm: {
|
||||
apiKey: '',
|
||||
baseUrl: 'https://llm.example.test/v1',
|
||||
model: 'gpt-workspace',
|
||||
apiKind: 'openai_responses',
|
||||
reasoningEffort: 'high',
|
||||
stream: true,
|
||||
webSearchEnabled: false,
|
||||
contextWindowTokens: 128000,
|
||||
autoCompactTokenLimit: 64000,
|
||||
toolOutputTokenLimit: 12000,
|
||||
requestTimeoutMs: 180000,
|
||||
maxRetries: 2,
|
||||
retryBackoffMs: 500,
|
||||
},
|
||||
agentLlm: {},
|
||||
editorApi: { baseUrl: 'http://127.0.0.1:8082', apiKey: '' },
|
||||
},
|
||||
};
|
||||
}
|
||||
if (command === 'pick_local_project_directory') {
|
||||
return creationDirectory;
|
||||
}
|
||||
throw new Error(`unexpected invoke ${command}`);
|
||||
});
|
||||
window.__TAURI__ = { core: { invoke } };
|
||||
renderLauncherAt('/?launcher');
|
||||
|
||||
fireEvent.click(screen.getByRole('button', { name: '配置' }));
|
||||
const dialog = await screen.findByRole('dialog', { name: '运行时配置' });
|
||||
fireEvent.click(within(dialog).getByRole('button', { name: /工作区/ }));
|
||||
|
||||
// 不选目录时是默认位置,且本地不写任何偏好。
|
||||
expect(within(dialog).getByText('默认位置')).not.toBeNull();
|
||||
expect(window.localStorage.getItem(storageKey)).toBeNull();
|
||||
|
||||
fireEvent.click(within(dialog).getByRole('button', { name: '选择目录' }));
|
||||
expect(await within(dialog).findByText(creationDirectory)).not.toBeNull();
|
||||
expect(invoke).toHaveBeenCalledWith('pick_local_project_directory', {
|
||||
title: '选择项目创建目录',
|
||||
});
|
||||
expect(window.localStorage.getItem(storageKey)).toBe(
|
||||
JSON.stringify(creationDirectory),
|
||||
);
|
||||
expect(within(dialog).getByText('已更新项目创建目录')).not.toBeNull();
|
||||
|
||||
fireEvent.click(
|
||||
within(dialog).getByRole('button', { name: '恢复默认位置' }),
|
||||
);
|
||||
expect(within(dialog).getByText('默认位置')).not.toBeNull();
|
||||
expect(window.localStorage.getItem(storageKey)).toBeNull();
|
||||
expect(within(dialog).getByText('已恢复默认位置')).not.toBeNull();
|
||||
});
|
||||
|
||||
it('locks the Agent mode and official LLM route while dropping legacy credentials', async () => {
|
||||
const invoke = vi.fn(
|
||||
async (command: string, args?: Record<string, unknown>) => {
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
/** @vitest-environment jsdom */
|
||||
import { beforeEach, describe, expect, it } from 'vitest';
|
||||
|
||||
import {
|
||||
normalizeProjectCreationDirectory,
|
||||
readProjectCreationDirectory,
|
||||
writeProjectCreationDirectory,
|
||||
} from '../src/features/app-shell/model';
|
||||
|
||||
const STORAGE_KEY = 'genarrative-ai-game-creator.project-creation-directory.v1';
|
||||
|
||||
describe('项目创建目录偏好', () => {
|
||||
beforeEach(() => {
|
||||
window.localStorage.clear();
|
||||
});
|
||||
|
||||
it('去掉首尾空白与多余分隔符,并保留盘根', () => {
|
||||
expect(normalizeProjectCreationDirectory(' ')).toBe('');
|
||||
expect(normalizeProjectCreationDirectory(' F:\\Projects\\游戏\\ ')).toBe(
|
||||
'F:\\Projects\\游戏',
|
||||
);
|
||||
expect(normalizeProjectCreationDirectory('F:/Projects/游戏/')).toBe(
|
||||
'F:/Projects/游戏',
|
||||
);
|
||||
expect(normalizeProjectCreationDirectory('C:\\')).toBe('C:\\');
|
||||
// 首尾空白按 trim 处理;目录中间的控制字符必须整条拒绝。
|
||||
expect(normalizeProjectCreationDirectory('F:\\游戏\n')).toBe('F:\\游戏');
|
||||
expect(normalizeProjectCreationDirectory('F:\\游\n戏')).toBe('');
|
||||
});
|
||||
|
||||
it('保存选中的目录,并在恢复默认位置时清空', () => {
|
||||
expect(readProjectCreationDirectory()).toBe('');
|
||||
|
||||
expect(writeProjectCreationDirectory(' F:\\Projects\\游戏 ')).toBe(
|
||||
'F:\\Projects\\游戏',
|
||||
);
|
||||
expect(readProjectCreationDirectory()).toBe('F:\\Projects\\游戏');
|
||||
|
||||
expect(writeProjectCreationDirectory(' ')).toBe('');
|
||||
expect(readProjectCreationDirectory()).toBe('');
|
||||
});
|
||||
|
||||
it('忽略存储里不可用的值,退回默认位置', () => {
|
||||
window.localStorage.setItem(STORAGE_KEY, JSON.stringify('relative/games'));
|
||||
expect(readProjectCreationDirectory()).toBe('');
|
||||
|
||||
window.localStorage.setItem(STORAGE_KEY, JSON.stringify(42));
|
||||
expect(readProjectCreationDirectory()).toBe('');
|
||||
|
||||
window.localStorage.setItem(STORAGE_KEY, '{not json');
|
||||
expect(readProjectCreationDirectory()).toBe('');
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,68 @@
|
||||
# AGC 项目创建目录可选实施计划
|
||||
|
||||
Version: 1.0
|
||||
Status: active
|
||||
Date: 2026-09-17
|
||||
Related Spec: `docs/technical/【技术方案】AGC模板库与模板建项-2026-09-17.md`、`docs/【技术方案】AGC异步操作可恢复闭环-2026-09-14.md`
|
||||
|
||||
## 目标
|
||||
|
||||
让用户在 AGC 里能自己选项目创建目录:首页「做游戏 / 做方案」自动建项与模板库「使用模板」建项都落在用户选定的目录下;不选时保持 AGC 管理的默认位置(`<app_data>/projects`),行为与现状一致。
|
||||
|
||||
## 交接结果
|
||||
|
||||
- `create_automatic_local_game_project`、`create_automatic_local_game_project_from_template` 新增可选参数 `projectsRoot`;为空时由 Rust 侧回落到默认目录。
|
||||
- `pick_local_project_directory` 新增可选参数 `title`(只接受短标题,其余回退「选择游戏项目目录」)。
|
||||
- 新增用户偏好「项目创建目录」:`localStorage` 键 `genarrative-ai-game-creator.project-creation-directory.v1`。
|
||||
- 入口在客户端设置里:侧边栏「配置」→ 设置分类「工作区」;`RuntimeConfigDialog` 内用 `useProjectCreationDirectory` 展示与改选目录,不经过首页或模板库页头。
|
||||
- 首页「做游戏 / 做方案」与模板库「使用模板」建项时读取同一份偏好,用户不需要在建项前再选一次。
|
||||
|
||||
## 行为契约
|
||||
|
||||
- 允许的来源只有一个:本机原生目录选择器(`pick_local_project_directory`)。它返回的目录已在选择时按 user-selected 范围做过一次加固,构成「用户显式选择」边界。
|
||||
- Rust 侧 `validate_requested_game_project_creation_root` 对传入目录要求:非空、绝对路径、无控制字符、已存在的普通目录(符号链接 / Windows reparse point / 普通文件一律拒绝),并通过 `prepare_game_creator_project_root_for_read`(user-selected 范围的一次性修复)。目录不存在时不代为创建,直接失败。
|
||||
- 建出的项目目录仍在所选目录下按 `gameagent-<8位短ID>` 命名,项目名、`.agent` 初始化、首轮投递与既有自动建项完全一致。
|
||||
- 偏好只保存「用户意图」,不是授权凭据:存储被外部改动最坏只是回退默认位置或一次可见的建项失败,不会跳过 Rust 门禁。
|
||||
- 该偏好是客户端本地设置,不写入 `read_game_creator_app_config` / 保存设置的那份运行时配置:在「工作区」里选择目录当场生效,与「保存设置」按钮无关。
|
||||
- 「恢复默认位置」清空偏好即回到应用数据目录;既有项目不迁移。
|
||||
|
||||
## 步骤
|
||||
|
||||
1. **Rust 建项入口**
|
||||
- `commands.rs`:新增 `validate_requested_game_project_creation_root` / `resolve_game_project_creation_root`,`create_automatic_local_game_project` 接受 `projects_root`;`pick_local_project_directory` 接受 `title`。
|
||||
- `template_library.rs`:模板建项复用同一解析函数。
|
||||
- 交付:两条定向单测(校验矩阵、在指定创建目录下建项)。
|
||||
- 验收:`cargo test --bin genarrative-ai-game-creator-shell creation_root` 全绿。
|
||||
|
||||
2. **前端偏好与入口**
|
||||
- `features/app-shell/model.ts`:`normalizeProjectCreationDirectory` / `readProjectCreationDirectory` / `writeProjectCreationDirectory` / `projectCreationDirectoryLabel`。
|
||||
- `useProjectCreationDirectory`:选择目录、恢复默认、状态文案(失败在设置页字段内可见)。
|
||||
- `RuntimeConfigDialog` 新增「工作区」设置分类,承载「项目创建目录」字段与「选择目录 / 恢复默认位置」动作。
|
||||
- `useHomeProjectCreation` 与 `useTemplateLibrary` 在建项时带上 `projectsRoot`。
|
||||
- 交付:偏好模型 4 项单测、设置页 1 项交互测试、appSurface 1 项「设置里选目录后建项」端到端场景。
|
||||
- 验收:`npx vitest run apps/ai-game-creator-shell/tests/projectCreationDirectory.test.ts apps/ai-game-creator-shell/tests/appSurface.test.ts` 全绿。
|
||||
|
||||
3. **文档与共享记忆**
|
||||
- 本实施计划;模板库技术方案的命令表补 `projectsRoot`;`decision-log.md` 记录偏好键与命令参数;`pitfalls.md` 说明用户自选目录与 AGC 管理目录的关系。
|
||||
- 验收:`node scripts/check-doc-index.mjs` 通过。
|
||||
|
||||
## 验证命令
|
||||
|
||||
```bash
|
||||
cargo check --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell
|
||||
cargo test --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell creation_root
|
||||
cargo test --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --bin genarrative-ai-game-creator-shell template_library
|
||||
cd apps/ai-game-creator-shell && npx tsc -p tsconfig.json --noEmit
|
||||
npx vitest run apps/ai-game-creator-shell/tests
|
||||
npm run check:encoding
|
||||
node scripts/check-doc-index.mjs
|
||||
git diff --check
|
||||
```
|
||||
|
||||
手动验收(客户端内):侧边栏「配置」→「工作区」→「选择目录」选 `F:\Projects\我的游戏`,回首页建项后项目目录应为 `F:\Projects\我的游戏\gameagent-<8位>`;模板库「使用模板」建项同样落在该目录;点「恢复默认位置」后再建项回到应用数据目录。
|
||||
|
||||
## 风险与回退
|
||||
|
||||
- **自选目录无法加固**:`Documents` 等带受保护继承 ACL 的位置可能加固失败。失败发生在选择器或建项前置校验阶段,报错可见且不会留下半成品项目;用户改选其它目录或用默认位置即可。
|
||||
- **偏好漂移**:偏好只是提示值,每次建项都会重新校验;存储被改坏不会绕过门禁。
|
||||
- **回退**:删掉偏好键(或点「恢复默认位置」)即回到默认目录;需要彻底移除该能力时,去掉两个命令的可选参数与设置页字段即可,Rust 默认路径逻辑不变。
|
||||
@@ -8951,3 +8951,13 @@ CI 上 `background_agent_runtime_recovers_stale_running_before_pending_task` 在
|
||||
- 上线依赖(本次未完成):`*.preview.genarrative.world` 通配证书(Let's Encrypt 通配只能走 DNS-01,域名在 DNSPod,certbot 无官方插件,需要 DNSPod API Token 配合 acme.sh)、station 侧按 Host 分发到 `84xx` 端口、dev 通配 vhost 与隧道;控制面本体需在 station 用 `scripts/deploy/preview-deployer-install.sh` 重建发布。
|
||||
- 验证:`cargo test -p preview-deployer-server`(13 项)、`apps/preview-deployer-web` vitest(13 项,含新增公网地址用例)、`npx tsc --noEmit`、`npm run preview-deployer:web:build`(`PREVIEW_DEPLOYER_WEB_BASE=/build/`)、`npm run check:preview-deployer`、`npm run check:encoding`、`git diff --check` 全部通过。
|
||||
- 关联文档:[开发运维](../../【开发运维】本地开发验证与生产运维-2026-05-15.md)、[Jenkins容器预览部署控制面技术方案](../../technical/【开发运维】Jenkins容器预览部署控制面技术方案-2026-08-15.md)。
|
||||
|
||||
## 2026-09-17 AGC 自动建项支持用户自选项目创建目录(入口设在设置「工作区」)
|
||||
|
||||
- 背景:首页「做游戏 / 做方案」与模板库「使用模板」的自动建项固定落在 `<app_data>/projects`,用户无法把游戏放到自己的工作盘或工程目录;同时该路径不能随意放开(受管私有目录门禁与 Documents 继承 ACL 的既有约束见 `pitfalls.md`)。
|
||||
- 决策:新增可选参数 `projectsRoot`(`create_automatic_local_game_project`、`create_automatic_local_game_project_from_template`),为空时由 Rust 回落到 `<app_data>/projects`。可选值只接受本机原生目录选择器返回的目录:`validate_requested_game_project_creation_root` 要求非空绝对路径、无控制字符、已存在的普通目录(拒绝链接/reparse point),并通过 `prepare_game_creator_project_root_for_read` 的 user-selected 范围校验与一次性修复;目录不存在不代为创建。
|
||||
- 决策:客户端偏好「项目创建目录」存 `localStorage` 键 `genarrative-ai-game-creator.project-creation-directory.v1`;入口只在设置里(侧边栏「配置」→ 分类「工作区」),首页输入行与模板库页头不再各挂一个入口。「恢复默认位置」即清空偏好。偏好只表达用户意图,不是授权凭据:每次建项都重新过 Rust 门禁,存储被改坏最坏是回退默认位置或一次可见失败。既有项目不迁移。
|
||||
- 决策:该偏好属于客户端本地设置,不并入 `read_game_creator_app_config` 那份运行时配置:在「工作区」里选择目录当场生效,不受「保存设置」按钮影响;首页与模板库建项时各自读取同一份偏好。
|
||||
- 决策:`pick_local_project_directory` 增加可选 `title`(限 24 字符、无控制字符,其余回退默认标题),使「选择项目创建目录」不再冒用「选择游戏项目目录」文案。
|
||||
- 关联规范:`docs/project-memory/plans/【实施计划】AGC项目创建目录可选-2026-09-17.md`、`docs/technical/【技术方案】AGC模板库与模板建项-2026-09-17.md`。
|
||||
- 验证:`cargo test --bin genarrative-ai-game-creator-shell creation_root`(2 项)、模板库定向单测 14 项、偏好模型 3 项、`appSurface` 472 项(含设置页「工作区」选择/恢复目录与「设置里选目录后建项带 `projectsRoot`」两条场景)、`tsc`、`check:encoding` 与 `check-doc-index` 通过。
|
||||
|
||||
@@ -248,6 +248,15 @@ AGC 的 Cocos 能力来自随客户端分发的 `agc-cocos-editor` 内置插件
|
||||
首页命名回合成功后创建命令失败且不会留下项目目录。用户通过目录选择器创建的
|
||||
项目仍走 user-selected 权限范围。
|
||||
|
||||
- 2026-09-17 补充:首页与模板建项支持用户自选 `projectsRoot`(见
|
||||
`docs/project-memory/plans/【实施计划】AGC项目创建目录可选-2026-09-17.md`)。
|
||||
自选目录只有一条合法来源——本机原生目录选择器返回的目录,并且必须在 Rust 侧
|
||||
通过 `validate_requested_game_project_creation_root`
|
||||
(绝对路径 / 无控制字符 / 已存在普通目录 / 非链接与 reparse point /
|
||||
`prepare_game_creator_project_root_for_read`)。默认值仍必须是
|
||||
`app_data_dir()/projects`:不要因为"用户能自选"就把默认值改成 Documents 或
|
||||
其它用户目录,也不要在目录不存在时替用户创建。
|
||||
|
||||
## 2026-09-12 Cocos 项目识别不等于编辑器桥就绪
|
||||
|
||||
- 现象:能发现正确 Creator PID、Agent 也有 `agc_cocos_execute`,但首次执行报 pipe 不存在;仅登记目标的 `connect` 会误报成功。
|
||||
|
||||
Reference in New Issue
Block a user