修复自查发现的门禁与体验问题:格式、超时态语义、压缩 CPU 边界
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- 新增 Rust 测试补齐 cargo fmt;ESLint 按仓库约定收口:常量与解析函数拆到 platformGameLoadingSurfaceModel.ts,删除 GAME_PLAY_STARTUP_TIMEOUT_MS 常量别名(测试直接用共享常量) - 共享加载面新增 stalled:宿主判定等待不再推进时停掉进度动画并把 aria-busy 置回 false(去掉与 role=status 重复的 aria-live) - 后台试玩超时时传入 stalled,避免「一边转圈一边说超时」 - Accept-Encoding 权重参数名改为大小写不敏感(RFC 9110 §12.5.3),GZIP;Q=0 视为拒绝并补用例 - 发行资源压缩分级:≥2 MiB 改用 level 1(zlib 端实测约 1/3 耗时、压缩比差约 3%),小文件仍用 level 6 - 文档:主规范补压缩与条件请求契约(并写明 60 秒窗口与撤销窗口不放宽)、nginx README 修正 Pingora 压缩关闭时的口径、pitfalls 补 CPU 边界与措辞修正
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@@ -1,5 +1,6 @@
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/* @vitest-environment jsdom */
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import { PLATFORM_GAME_LOADING_TIMEOUT_MS } from '@genarrative/shared/components';
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import {
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act,
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fireEvent,
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@@ -10,8 +11,6 @@ import {
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} from '@testing-library/react';
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import { beforeEach, expect, test, vi } from 'vitest';
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import { PLATFORM_GAME_LOADING_TIMEOUT_MS } from '@genarrative/shared/components';
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import {
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createAdminGameDistributionPreviewSession,
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getAdminGameDistributionVersion,
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@@ -718,6 +718,7 @@ function AdminGameDistributionReviewDetailView({
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? '可以重新创建试玩会话,或稍后再试。'
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: undefined
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}
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stalled={isPreviewTimedOut}
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/>
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)}
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<iframe
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