refactor: 收口公开详情启动意图

This commit is contained in:
2026-06-04 00:46:58 +08:00
parent 37a35daddb
commit e1134cc9ec
6 changed files with 645 additions and 188 deletions
+2 -1
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@@ -19,11 +19,12 @@
## 2026-06-03 平台入口公开作品详情 Strategy 收口
- 背景:平台壳层直接判断公开作品详情入口的玩法类型、是否需要补读完整详情,以及自有作品按钮显示“编辑”还是“改造”,导致统一作品详情的纯决策散落在巨型 Implementation 内。
- 决策:新增 `src/components/platform-entry/platformPublicWorkDetailFlow.ts`,以 `getPlatformPublicWorkDetailKind``resolvePlatformPublicWorkDetailOpenStrategy``resolvePlatformPublicWorkActionMode``resolvePlatformPublicWorkDetailOpenDecision``resolveActivePlatformPublicWorkAuthorEntry` 收口公开作品详情 Strategy。`PlatformEntryFlowShellImpl.tsx` 只按 Strategy 调用现有详情读取 / 直接展示 Adapter,并保留作者请求竞态控制;启动、点赞、remix 和编辑副作用暂不抽走
- 决策:新增 `src/components/platform-entry/platformPublicWorkDetailFlow.ts`,以 `getPlatformPublicWorkDetailKind``resolvePlatformPublicWorkDetailOpenStrategy``resolvePlatformPublicWorkActionMode``resolvePlatformPublicWorkDetailOpenDecision``resolveActivePlatformPublicWorkAuthorEntry` 收口公开作品详情 Strategy。`PlatformEntryFlowShellImpl.tsx` 只按 Strategy 调用现有详情读取 / 直接展示 Adapter,并保留作者请求竞态控制;启动、点赞、remix 和编辑副作用不搬入 Module
- 追加决策:公开详情 entry 映射与公开详情反推玩法 work 摘要也归入 `platformPublicWorkDetailFlow.ts`,包括 RPG、拼图、大鱼吃小鱼、方洞挑战、视觉小说、跳一跳、敲木鱼和汪汪声浪的通用映射。抓大鹅 `mapMatch3DWorkToPublicWorkDetail` 归入 `platformMatch3DRuntimeProfile.ts`,继续委托 `normalizeMatch3DWorkForRuntimeUi` 做素材归一和背景资产提升,避免把 Match3D 运行态规则复制到公开详情 Flow Module。
- 追加决策:拼图公开详情封面解锁数由 `resolveVisiblePuzzleDetailCoverCount(entry, run)` 收口;非拼图、无当前 run 或 run 不匹配当前公开详情时只展示首图,匹配当前公开详情时按 `clearedLevelCount + 1` 解锁且至少为 1。`PlatformWorkDetailView` 只接收 `visibleCoverCount` 展示,不读取 run。
- 追加决策:公开详情点赞能力矩阵由 `resolvePlatformPublicWorkLikeIntent(entry)` 收口;Module 只返回大鱼吃小鱼、拼图、旧 RPG gallery fallback 或不可用文案,壳层仍执行鉴权、API 调用、缓存同步、错误展示和 busy 状态。
- 追加决策:公开详情改造能力矩阵由 `resolvePlatformPublicWorkRemixIntent(entry)` 收口;Module 只返回大鱼吃小鱼、拼图、旧 RPG gallery fallback 或不可用文案,壳层仍执行鉴权、remix API、session / 缓存写入、stage 切换、错误展示和 busy 状态。
- 追加决策:公开详情启动分流由 `resolvePlatformPublicWorkStartIntent(entry, deps)` 收口;Module 只返回大鱼吃小鱼、拼图、跳一跳、敲木鱼、抓大鹅、方洞挑战、视觉小说、汪汪声浪、宝贝识物或旧 RPG gallery 记录游玩的 intent。壳层仍执行登录保护、运行态启动、RPG 游玩记录、详情更新、busy 状态和错误展示;抓大鹅 public detail -> work mapper 作为 Adapter 注入,继续由 Match3D Runtime Profile Module 维护素材归一与背景资产提升。
- 影响范围:统一作品详情入口、公开详情打开策略、自有公开作品编辑 / 改造动作模式,以及后续新增玩法公开详情接入。
- 验证方式:`npm run test -- src/components/platform-entry/platformPublicWorkDetailFlow.test.ts``npm run test -- src/components/platform-entry/platformMatch3DRuntimeProfile.test.ts`、公开详情壳层交互回归、`npm run typecheck``npm run check:encoding`
- 关联文档:`docs/technical/【前端架构】PlatformPublicWorkDetailFlow收口计划-2026-06-03.md`
+1 -1
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@@ -41,7 +41,7 @@ AI 文字游戏模板接入以 [AI_NATIVE_TEXT_GAME_TEMPLATE_MOKU_REFERENCE_PRD_
平台入口公开作品身份、跨玩法去重、推荐运行态 kind 判定和最新排序收口到 `src/components/platform-entry/platformPublicGalleryFlow.ts`,规则见 [【前端架构】平台入口PublicGalleryFlowModule收口计划-2026-06-03.md](./technical/%E3%80%90%E5%89%8D%E7%AB%AF%E6%9E%B6%E6%9E%84%E3%80%91%E5%B9%B3%E5%8F%B0%E5%85%A5%E5%8F%A3PublicGalleryFlowModule%E6%94%B6%E5%8F%A3%E8%AE%A1%E5%88%92-2026-06-03.md)。
统一作品详情页的玩法 kind、详情打开策略、自有作品动作模式、点赞 / 改造意图和公开详情映射收口到 `src/components/platform-entry/platformPublicWorkDetailFlow.ts`;抓大鹅公开详情映射的素材归一仍归 `platformMatch3DRuntimeProfile.ts`,规则见 [【前端架构】PlatformPublicWorkDetailFlow收口计划-2026-06-03.md](./technical/【前端架构】PlatformPublicWorkDetailFlow收口计划-2026-06-03.md)。
统一作品详情页的玩法 kind、详情打开策略、自有作品动作模式、点赞 / 改造 / 启动意图和公开详情映射收口到 `src/components/platform-entry/platformPublicWorkDetailFlow.ts`;抓大鹅公开详情映射与启动 Adapter 的素材归一仍归 `platformMatch3DRuntimeProfile.ts`,规则见 [【前端架构】PlatformPublicWorkDetailFlow收口计划-2026-06-03.md](./technical/【前端架构】PlatformPublicWorkDetailFlow收口计划-2026-06-03.md)。
创作中心作品架打开动作由 `CreationWorkShelfItem.actions.open` 统一承载,生产 Hub 只接收 `CreationWorkShelfItem[]` 与 UI 状态,不再接收各玩法 raw items 和回调列阵,规则见 [【前端架构】WorkShelfModule收口计划-2026-06-03.md](./technical/%E3%80%90%E5%89%8D%E7%AB%AF%E6%9E%B6%E6%9E%84%E3%80%91WorkShelfModule%E6%94%B6%E5%8F%A3%E8%AE%A1%E5%88%92-2026-06-03.md)。
@@ -13,6 +13,7 @@
- `resolvePlatformPublicWorkActionMode(entry, viewerUserId)`
- `resolvePlatformPublicWorkLikeIntent(entry)`
- `resolvePlatformPublicWorkRemixIntent(entry)`
- `resolvePlatformPublicWorkStartIntent(entry, deps)`
- `resolvePlatformPublicWorkDetailOpenDecision(entry, deps)`
- `resolveActivePlatformPublicWorkAuthorEntry(args)`
- `map*WorkToPublicWorkDetail(...)`
@@ -24,7 +25,7 @@
- `PlatformEntryFlowShellImpl.tsx` 继续作为 Adapter:根据 open strategy 调用 `openPublicWorkDetail``openPuzzlePublicWorkDetail``openJumpHopPublicWorkDetail``openWoodenFishPublicWorkDetail``openVisualNovelPublicWorkDetail``openRpgPublicWorkDetail`
- 公开详情 entry 映射与公开详情反推玩法 work 摘要也收口到 Module。壳层只在运行态启动、编辑、改造、推荐缓存和详情展示时调用映射 Interface,不再在壳层顶部持有每个玩法的 DTO 拼装 Implementation。
- `mapMatch3DWorkToPublicWorkDetail` 归入 `platformMatch3DRuntimeProfile.ts`,继续委托 `normalizeMatch3DWorkForRuntimeUi` 处理素材归一和背景资产提升;`platformPublicWorkDetailFlow.ts` 不复制 Match3D 运行态素材规则。
- 本次不抽 `startSelectedPublicWork``likePublicWork``remixPublicWork``editOwnedPublicWork`。这些函数牵涉运行态启动、计数写入、草稿恢复、作品架缓存和多路错误 setter;若直接搬进一个 Hook,会形成浅 Interface
- 公开详情启动、点赞和改造只抽“意图” Interface,不把整个 callback 搬进 Module。壳层继续作为 Adapter 执行鉴权、API 调用、运行态启动、busy 状态、缓存同步、stage 切换和错误 setter,避免形成伪 Seam
## Interface 约束
@@ -36,6 +37,8 @@
- `resolvePlatformPublicWorkActionMode` 只比较 `entry.ownerUserId` 与当前 viewer user id;当前用户拥有该公开作品时返回 `edit`,否则返回 `remix`
- `resolvePlatformPublicWorkLikeIntent` 只表达公开作品点赞意图:大鱼吃小鱼、拼图和旧 RPG gallery fallback 返回可执行 intent;宝贝识物、汪汪声浪、方洞挑战和视觉小说返回不可用文案。壳层只按 intent 调用 API、写缓存和展示错误,不再持有这组能力矩阵。
- `resolvePlatformPublicWorkRemixIntent` 只表达公开作品改造意图:大鱼吃小鱼和拼图返回可执行 intent 与成功后目标 stage,旧 RPG gallery fallback 返回可执行 intent,其它玩法返回原未开放文案。壳层只按 intent 调用 remix API、写 session / 缓存、切 stage 和展示错误。
- `resolvePlatformPublicWorkStartIntent` 只表达公开作品“开始游玩”意图:大鱼吃小鱼、拼图、跳一跳、敲木鱼、抓大鹅、方洞挑战、视觉小说、汪汪声浪和宝贝识物返回对应启动目标;旧 RPG gallery fallback 只在完整 RPG 详情已补读且 profile 匹配时返回记录游玩 intent,否则返回原阻断文案。壳层仍执行登录保护、运行态启动、RPG 游玩记录、详情更新、busy 状态和错误展示。
- `resolvePlatformPublicWorkStartIntent``deps` 只接启动决策所需的当前拼图详情、当前 RPG 详情、汪汪声浪作品缓存,以及抓大鹅 public detail -> work 的 Adapter。抓大鹅 Adapter 必须来自 Match3D Runtime Profile Module,以保留 `generatedItemAssets` 归一化与背景资产提升的 Locality。
- `resolvePlatformPublicWorkDetailOpenDecision` 只表达直接展示公开详情的打开 / 阻断结果、错误文案、目标 stage 与可写入历史的路径;真正执行 setter、push history 的副作用仍由壳层 Adapter 执行。
- `resolveActivePlatformPublicWorkAuthorEntry` 只在 `work-detail` 阶段选择统一公开详情 entry,在 RPG `detail` 阶段只选择非 draft 的 RPG 详情 entry;作者请求、竞态 request key 和缓存仍留壳层。
- `map*WorkToPublicWorkDetail` 只把各玩法已存在的 work / gallery summary 映射为统一详情 entry;公开码、封面、统计与标题字段继续复用 `rpgEntryWorldPresentation.ts` 的平台公开卡片映射。
@@ -45,7 +48,7 @@
## Depth / Leverage / Locality
- **Depth**:壳层传入公开作品 entry、玩法 work summary、当前用户 id当前拼图 run,即可得到详情打开策略、动作模式、点赞 / 改造意图、统一详情映射和封面可见数;玩法判定、能力矩阵与 DTO 默认值藏在 Module Implementation 内。
- **Depth**:壳层传入公开作品 entry、玩法 work summary、当前用户 id当前拼图 run 或少量启动 deps,即可得到详情打开策略、动作模式、点赞 / 改造 / 启动意图、统一详情映射和封面可见数;玩法判定、能力矩阵与 DTO 默认值藏在 Module Implementation 内。
- **Leverage**:新增玩法公开详情时先补 Strategy / Mapping 单测,再接壳层 Adapter,不必在多个 JSX / callback 位置重复 sourceType 判断或 DTO 回填。
- **Locality**:公开作品详情入口的纯策略与通用映射集中到一个小 Module;Match3D 素材归一仍在 Match3D Module;启动运行态、点赞、改造、编辑等副作用仍留在壳层,避免伪 Seam。
@@ -534,6 +534,7 @@ import {
resolvePlatformPublicWorkDetailOpenStrategy,
resolvePlatformPublicWorkLikeIntent,
resolvePlatformPublicWorkRemixIntent,
resolvePlatformPublicWorkStartIntent,
resolveVisiblePuzzleDetailCoverCount,
} from './platformPublicWorkDetailFlow';
import {
@@ -12611,134 +12612,93 @@ export function PlatformEntryFlowShellImpl({
}
runProtectedAction(() => {
if (isBigFishGalleryEntry(selectedPublicWorkDetail)) {
const work = mapPublicWorkDetailToBigFishWork(selectedPublicWorkDetail);
if (!work) {
setPublicWorkDetailError('当前作品缺少会话信息,暂时无法进入玩法。');
return;
}
startBigFishRunFromWork(work);
return;
}
const intent = resolvePlatformPublicWorkStartIntent(
selectedPublicWorkDetail,
{
selectedPuzzleDetail,
selectedRpgDetailEntry: selectedDetailEntry,
barkBattleGalleryEntries,
barkBattleWorks,
mapMatch3DWork: mapPublicWorkDetailToMatch3DWork,
},
);
if (isPuzzleGalleryEntry(selectedPublicWorkDetail)) {
const work =
selectedPuzzleDetail?.profileId === selectedPublicWorkDetail.profileId
? selectedPuzzleDetail
: mapPublicWorkDetailToPuzzleWork(selectedPublicWorkDetail);
if (!work) {
setPublicWorkDetailError(
'当前拼图作品信息不完整,暂时无法进入玩法。',
switch (intent.type) {
case 'blocked':
setPublicWorkDetailError(intent.errorMessage);
return;
case 'start-big-fish':
startBigFishRunFromWork(intent.work, intent.returnStage);
return;
case 'start-puzzle':
setPublicWorkDetailError(null);
void startPuzzleRunFromProfile(
intent.work.profileId,
intent.returnStage,
intent.work,
true,
null,
{ authMode: intent.authMode },
);
return;
}
setPublicWorkDetailError(null);
void startPuzzleRunFromProfile(
work.profileId,
'work-detail',
work,
true,
null,
{ authMode: 'isolated' },
);
return;
}
if (isJumpHopGalleryEntry(selectedPublicWorkDetail)) {
setPublicWorkDetailError(null);
void startJumpHopRunFromProfile(selectedPublicWorkDetail.profileId, {
returnStage: 'work-detail',
});
return;
}
if (isWoodenFishGalleryEntry(selectedPublicWorkDetail)) {
setPublicWorkDetailError(null);
void startWoodenFishRunFromProfile(selectedPublicWorkDetail.profileId, {
returnStage: 'work-detail',
});
return;
}
if (isMatch3DGalleryEntry(selectedPublicWorkDetail)) {
const work = mapPublicWorkDetailToMatch3DWork(selectedPublicWorkDetail);
if (!work) {
setPublicWorkDetailError(
'当前抓大鹅作品信息不完整,暂时无法进入玩法。',
case 'start-jump-hop':
setPublicWorkDetailError(null);
void startJumpHopRunFromProfile(intent.profileId, {
returnStage: intent.returnStage,
});
return;
case 'start-wooden-fish':
setPublicWorkDetailError(null);
void startWoodenFishRunFromProfile(intent.profileId, {
returnStage: intent.returnStage,
});
return;
case 'start-match3d':
setPublicWorkDetailError(null);
void startMatch3DRunFromProfile(
intent.work,
intent.returnStage,
true,
);
return;
}
setPublicWorkDetailError(null);
void startMatch3DRunFromProfile(work, 'work-detail', true);
return;
}
if (isSquareHoleGalleryEntry(selectedPublicWorkDetail)) {
const work = mapPublicWorkDetailToSquareHoleWork(
selectedPublicWorkDetail,
);
if (!work) {
setPublicWorkDetailError(
'当前方洞挑战作品信息不完整,暂时无法进入玩法。',
case 'start-square-hole':
setPublicWorkDetailError(null);
void startSquareHoleRunFromProfile(
intent.work,
intent.returnStage,
true,
);
return;
}
setPublicWorkDetailError(null);
void startSquareHoleRunFromProfile(work, 'work-detail', true);
return;
}
if (isVisualNovelGalleryEntry(selectedPublicWorkDetail)) {
setPublicWorkDetailError(null);
void startVisualNovelRunFromProfile(
selectedPublicWorkDetail.profileId,
'work-detail',
);
return;
}
if (isBarkBattleGalleryEntry(selectedPublicWorkDetail)) {
const work =
barkBattleGalleryEntries.find(
(item) => item.workId === selectedPublicWorkDetail.workId,
) ??
barkBattleWorks.find(
(item) => item.workId === selectedPublicWorkDetail.workId,
) ??
mapBarkBattlePublicDetailToWorkSummary(selectedPublicWorkDetail);
if (!work) {
setPublicWorkDetailError(
'当前汪汪声浪作品信息不完整,暂时无法进入玩法。',
case 'start-visual-novel':
setPublicWorkDetailError(null);
void startVisualNovelRunFromProfile(
intent.profileId,
intent.returnStage,
);
return;
case 'start-bark-battle':
setPublicWorkDetailError(null);
startBarkBattleRunFromWork(intent.work, intent.returnStage);
return;
case 'start-edutainment':
setPublicWorkDetailError(null);
void startBabyObjectMatchRuntimeFromEntry(
intent.entry,
intent.returnStage,
);
return;
case 'record-rpg-gallery-play':
break;
default: {
const exhaustive: never = intent;
return exhaustive;
}
setPublicWorkDetailError(null);
startBarkBattleRunFromWork(work, 'work-detail');
return;
}
if (isEdutainmentGalleryEntry(selectedPublicWorkDetail)) {
setPublicWorkDetailError(null);
void startBabyObjectMatchRuntimeFromEntry(
selectedPublicWorkDetail,
'work-detail',
);
return;
}
const launchEntry =
selectedDetailEntry?.profileId === selectedPublicWorkDetail.profileId
? selectedDetailEntry
: null;
if (!launchEntry) {
setPublicWorkDetailError('作品详情尚未读取完成。');
return;
}
setIsPublicWorkDetailBusy(true);
void recordRpgEntryWorldGalleryPlay(
launchEntry.ownerUserId,
launchEntry.profileId,
intent.entry.ownerUserId,
intent.entry.profileId,
)
.then((updatedEntry) => {
setSelectedDetailEntry(updatedEntry);
File diff suppressed because it is too large Load Diff
@@ -4,6 +4,7 @@ import type {
JumpHopGalleryCardResponse,
JumpHopWorkProfileResponse,
} from '../../../packages/shared/src/contracts/jumpHop';
import type { Match3DWorkSummary } from '../../../packages/shared/src/contracts/match3dWorks';
import type { PuzzleRunSnapshot } from '../../../packages/shared/src/contracts/puzzleRuntimeSession';
import type { PuzzleWorkSummary } from '../../../packages/shared/src/contracts/puzzleWorkSummary';
import type { CustomWorldGalleryCard } from '../../../packages/shared/src/contracts/runtime';
@@ -121,6 +122,72 @@ export type PlatformPublicWorkRemixIntent =
errorMessage: string;
};
export type PlatformPublicWorkStartIntent =
| {
type: 'blocked';
errorMessage: string;
}
| {
type: 'start-big-fish';
work: BigFishWorkSummary;
returnStage: 'work-detail';
}
| {
type: 'start-puzzle';
work: PuzzleWorkSummary;
returnStage: 'work-detail';
authMode: 'isolated';
}
| {
type: 'start-jump-hop';
profileId: string;
returnStage: 'work-detail';
}
| {
type: 'start-wooden-fish';
profileId: string;
returnStage: 'work-detail';
}
| {
type: 'start-match3d';
work: Match3DWorkSummary;
returnStage: 'work-detail';
}
| {
type: 'start-square-hole';
work: SquareHoleWorkSummary;
returnStage: 'work-detail';
}
| {
type: 'start-visual-novel';
profileId: string;
returnStage: 'work-detail';
}
| {
type: 'start-bark-battle';
work: BarkBattleWorkSummary;
returnStage: 'work-detail';
}
| {
type: 'start-edutainment';
entry: PlatformPublicGalleryCard;
returnStage: 'work-detail';
}
| {
type: 'record-rpg-gallery-play';
entry: CustomWorldGalleryCard;
};
export type PlatformPublicWorkStartIntentDeps = {
selectedPuzzleDetail?: PuzzleWorkSummary | null;
selectedRpgDetailEntry?: CustomWorldGalleryCard | null;
barkBattleGalleryEntries?: readonly BarkBattleWorkSummary[];
barkBattleWorks?: readonly BarkBattleWorkSummary[];
mapMatch3DWork: (
entry: PlatformPublicGalleryCard,
) => Match3DWorkSummary | null;
};
export type PlatformPublicWorkDetailOpenDecision =
| {
type: 'blocked';
@@ -622,6 +689,149 @@ export function resolvePlatformPublicWorkRemixIntent(
};
}
export function resolvePlatformPublicWorkStartIntent(
entry: PlatformPublicGalleryCard,
deps: PlatformPublicWorkStartIntentDeps,
): PlatformPublicWorkStartIntent {
if (isBigFishGalleryEntry(entry)) {
const work = mapPublicWorkDetailToBigFishWork(entry);
if (!work) {
return {
type: 'blocked',
errorMessage: '当前作品缺少会话信息,暂时无法进入玩法。',
};
}
return {
type: 'start-big-fish',
work,
returnStage: 'work-detail',
};
}
if (isPuzzleGalleryEntry(entry)) {
const work =
deps.selectedPuzzleDetail?.profileId === entry.profileId
? deps.selectedPuzzleDetail
: mapPublicWorkDetailToPuzzleWork(entry);
if (!work) {
return {
type: 'blocked',
errorMessage: '当前拼图作品信息不完整,暂时无法进入玩法。',
};
}
return {
type: 'start-puzzle',
work,
returnStage: 'work-detail',
authMode: 'isolated',
};
}
if (isJumpHopGalleryEntry(entry)) {
return {
type: 'start-jump-hop',
profileId: entry.profileId,
returnStage: 'work-detail',
};
}
if (isWoodenFishGalleryEntry(entry)) {
return {
type: 'start-wooden-fish',
profileId: entry.profileId,
returnStage: 'work-detail',
};
}
if (isMatch3DGalleryEntry(entry)) {
// 中文注释:抓大鹅运行态素材归一仍归 Match3D Module,公开详情 Flow 只接其 Adapter。
const work = deps.mapMatch3DWork(entry);
if (!work) {
return {
type: 'blocked',
errorMessage: '当前抓大鹅作品信息不完整,暂时无法进入玩法。',
};
}
return {
type: 'start-match3d',
work,
returnStage: 'work-detail',
};
}
if (isSquareHoleGalleryEntry(entry)) {
const work = mapPublicWorkDetailToSquareHoleWork(entry);
if (!work) {
return {
type: 'blocked',
errorMessage: '当前方洞挑战作品信息不完整,暂时无法进入玩法。',
};
}
return {
type: 'start-square-hole',
work,
returnStage: 'work-detail',
};
}
if (isVisualNovelGalleryEntry(entry)) {
return {
type: 'start-visual-novel',
profileId: entry.profileId,
returnStage: 'work-detail',
};
}
if (isBarkBattleGalleryEntry(entry)) {
const work =
deps.barkBattleGalleryEntries?.find(
(item) => item.workId === entry.workId,
) ??
deps.barkBattleWorks?.find((item) => item.workId === entry.workId) ??
mapBarkBattlePublicDetailToWorkSummary(entry);
if (!work) {
return {
type: 'blocked',
errorMessage: '当前汪汪声浪作品信息不完整,暂时无法进入玩法。',
};
}
return {
type: 'start-bark-battle',
work,
returnStage: 'work-detail',
};
}
if (isEdutainmentGalleryEntry(entry)) {
return {
type: 'start-edutainment',
entry,
returnStage: 'work-detail',
};
}
const launchEntry =
deps.selectedRpgDetailEntry?.profileId === entry.profileId
? deps.selectedRpgDetailEntry
: null;
if (!launchEntry) {
return {
type: 'blocked',
errorMessage: '作品详情尚未读取完成。',
};
}
return {
type: 'record-rpg-gallery-play',
entry: launchEntry,
};
}
export function resolvePlatformPublicWorkDetailOpenDecision(
entry: PlatformPublicGalleryCard,
deps: PlatformPublicWorkDetailOpenDecisionDeps = {},