放宽后台Agent工具计划环路测试超时口径

- final reply 请求捕获改用 wait_for_captured_mock_request 10 秒轮询预算,取代手写 recv_timeout 2 秒,消除持久化动作批次管线开销导致的单测 flaky
- 收尾等待改用 wait_for_agent_runtime_terminal_and_lane_release,确认 lane 释放、不留僵尸 worker
- 批量并行跑时的跨测试污染为既有系统性问题,本次不处理
This commit is contained in:
2026-09-07 06:57:50 +00:00
parent df6d885d2c
commit e20ea86ed9
@@ -1260,25 +1260,20 @@ async fn background_agent_runtime_task_executes_plan_tool_observation_loop() {
assert!(plan_request.contains("后台分析当前玩法循环"));
assert!(!plan_request.contains("核心循环:收集月光食材并躲避暗影"));
assert!(!plan_request.contains("黑板:必须先确认核心循环"));
let final_request = receiver
.recv_timeout(Duration::from_secs(2))
.expect("final reply llm request");
let final_request =
wait_for_captured_mock_request(&receiver, "final reply llm request").await;
assert!(final_request.contains("工具观察"));
assert!(final_request.contains("核心循环:收集月光食材并躲避暗影"));
assert!(final_request.contains("黑板:必须先确认核心循环"));
let mut runtime = read_game_creator_agent_runtime_at(&root, "design-director")
.expect("read runtime")
.state;
for _ in 0..250 {
if runtime.status == "idle" {
break;
}
std::thread::sleep(Duration::from_millis(20));
runtime = read_game_creator_agent_runtime_at(&root, "design-director")
.expect("read runtime")
.state;
}
let runtime = wait_for_agent_runtime_terminal_and_lane_release(
&root,
"design-director",
"design-loop-run",
"idle",
"completed",
)
.state;
assert_eq!(runtime.status, "idle");
assert_eq!(runtime.phase, "completed");