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合入最新 master 的客户端图标素材描述修复
保留图片生成通知测试的宿主执行会话初始化与失败断言
This commit is contained in:
2026-09-21 11:20:53 +00:00
13 changed files with 212 additions and 123 deletions
@@ -13,7 +13,7 @@
"taonier_prepare_game_art.parameters.brief": "面向当前游戏的简洁视觉需求",
"taonier_prepare_game_art.parameters.mode": "缺省安全复用有效美术包;Codex 仅在当前对话需要换一套或重新生成时使用 regenerate",
"agc_generate_image.description": "生成一张新图片:普通插画、角色立绘、统一视觉规范图、游戏 UI 设计图或透明游戏素材图集。仅在用户明确要求生成新图时调用。",
"agc_generate_image.parameters.prompt": "完整图片描述;普通图片、角色、规范图、UI 设计图或透明图集均可",
"agc_generate_image.parameters.prompt": "完整图片描述;普通图片、角色、规范图、UI 设计图或透明图集均可。kind=icon-spritesheet 时,去除首尾空白后的描述须为 1 到 200 个 Unicode 字符,保留内部换行并作为单条 iconDescriptions 原样提交;超限拒绝,不截断、不拆条,客户端不追加生图指令",
"agc_generate_image.parameters.kind": "image=普通新图(保留生成原图),character=角色图(纯色底生成后自动抠图,产出透明背景立绘,prompt 只描述角色主体),icon-spec=统一视觉规范图,ui-design=完整 UI 设计图,icon-spritesheet=透明游戏素材图集(纯色底生成后自动抠图并切片,项目须已有 icon-spec 规范图),publication-material=发布宣传图",
"agc_generate_image.parameters.assetName": "本地素材的人类可读显示名称",
"agc_generate_image.parameters.outputPath": "可选项目相对输出路径,必须位于 assets/ 且不能覆盖已有文件",
@@ -23,8 +23,6 @@
"icon_spec_generation": "为这个 Web 小游戏生成一张 1:1 的统一视觉规范图,作为后续 UI 设计图和透明游戏图集的共同权威参考。规范板必须分区展示:玩家主体及其成长形态、核心目标或收集物、场景地块与障碍、HUD/操作图标、得分/受击/胜负反馈、主辅强调色与材质规则。所有元素使用一致的正交视角、轮廓、光照和原创视觉语言,留出清楚间距;不要生成完整游戏截图、海报、黑底图集或纯文字说明。玩法机制只用于理解功能,不授权复刻现有作品。\n\n项目视觉需求:{}",
"ui_design_generation": "根据下方当前项目 UI 需求生成一张完整的游戏 UI/UX 原型图,玩法与界面结构以这些需求为准。画面是完整 16:9 桌面端单屏界面,并同时明确移动端重排意图;清楚呈现当前玩法所需的分数/资源/生命/局内状态 HUD、主要可玩区域、玩家与目标/收集物/危险物、开始和主要操作、失败状态与重新开始、键盘和触控提示。使用正视角、清晰分区和可读占位文字,使前端开发可直接据此拆分 HTML/CSS。采用项目已经确定的原创命名、角色轮廓、配色、场景材质和界面视觉语言。\n\n当前项目 UI 需求:{}",
"scene_generation": "为 Web 小游戏生成一张可直接作为运行画面底图的原创 16:9 场景背景。严格从下方用户需求提炼自己的游戏主题、地点、季节、材质和氛围;画面要为真实可玩区域留出足够清楚的中部空间,并有前景、中景、远景层次。不得画玩家角色、道具、棋子、障碍、HUD、操作按钮、文字、Logo、完整游戏截图、海报或素材图集;这些元素会从独立透明核心图集中绘制。不得自行假设为塔防或加入玩法合同中不存在的实体;必须原创,不得复刻现有游戏场景、贴图、标志性布局或受保护视觉语言。\n\n用户需求:{}",
"default_art_brief": "需要一张可直接用于 Web 小游戏首版原型的核心美术素材。",
"spritesheet_generation": "为 Web 小游戏首版原型生成一张可切分的原创透明核心美术素材图集,适合放入本地 assets 并被游戏直接引用。严格从用户需求和美术 brief 提取当前项目自己的标题、玩法实体、目标物、收集物、障碍、状态与反馈,素材类别与数量以当前项目需求为准。所有元素沿用当前规范图的轮廓、配色、材质和光照,分区排布并留出清楚切分间距。角色轮廓、图标排布与配色采用项目原创设计。\n用户需求:{}\n美术资产 brief{}",
"ui_inspection_focus": "请只依据真实可见像素判断这是否是可供前端直接实现的完整游戏 UI 原型,不能依据文件名、生成提示词或图片内自述放行。纯场景图、概念图、地图、海报或只展示角色而没有可玩界面的插画必须判定失败;按当前项目的玩法识别界面结构与关键要素。逐项检查:informationHud=清楚显示当前玩法需要的分数、资源、生命、关卡或局内状态;gameplaySurface=主要可玩区域及空间规则清楚;objectiveEntities=玩家主体、目标/收集/危险物、谜题或文本选项、轨道等当前玩法等价关键要素可辨;primaryControls=当前玩法需要的开始、移动、暂停或操作控件清楚;failureRestartFlow=存在可识别的结束态表现意图或明确重开入口;responsiveLayout=能从可见布局、触控目标和可重排分组判断移动适配意图,实际双视口另由浏览器验证;implementationClarity=分区、层级和文字清楚到可指导 HTML/CSSoriginalTheme=原创主题且未复刻现有游戏角色、Logo、贴图或受保护视觉语言。请只返回一个 JSON object,字段必须严格为:{\"checks\":{\"informationHud\":true,\"gameplaySurface\":true,\"objectiveEntities\":true,\"primaryControls\":true,\"failureRestartFlow\":true,\"responsiveLayout\":true,\"implementationClarity\":true,\"originalTheme\":true},\"issues\":[\"未通过项及原因;全部通过时必须为空数组\"],\"summary\":\"500 字以内中文结论\"}。只有八项 checks 全为 true 且 issues 为空才通过。",
"default_inspection_focus": "请检查布局、遮挡、裁切、视觉层级、素材一致性,以及桌面与移动视口是否可用。",
"custom_inspection_focus": "检查重点:{question}",
@@ -36,7 +36,7 @@
"preview.start.description": "启动当前项目的 loopback HTTP 预览。",
"preview.validate.description": "用真实浏览器验证桌面和移动预览并保存证据。",
"image.inspect.description": "让视觉模型检查一至两张项目内图片。",
"canvas.asset_generate.description": "通过已配置的 External Editor API 按项目需求生成图片或图集并登记到画布、素材库和项目 assets;可使用已登记资源作为参考。assetKind=icon-spritesheet 时 sliceMode 必填且没有默认值:需求要求等分网格、固定槽位或指定行列数时用 grid 并提供来自需求本身的 gridX/gridY;自由排布、数量不定或只要求一张图集时用 connected-components,可用 sliceCount 约束素材张数;其它 assetKind 不得携带 sliceMode/gridX/gridY。",
"canvas.asset_generate.description": "通过已配置的 External Editor API 按项目需求生成图片或图集并登记到画布、素材库和项目 assets;可使用已登记资源作为参考。assetKind=icon-spritesheet 的 prompt 去除首尾空白后须为 1 到 200 个 Unicode 字符,保留内部换行并作为单条 iconDescriptions 原样提交,超限拒绝,不截断、不拆条,客户端不追加生图指令。assetKind=icon-spritesheet 时 sliceMode 必填且没有默认值:需求要求等分网格、固定槽位或指定行列数时用 grid 并提供来自需求本身的 gridX/gridY;自由排布、数量不定或只要求一张图集时用 connected-components,可用 sliceCount 约束素材张数;其它 assetKind 不得携带 sliceMode/gridX/gridY。",
"ui.workflow.run.description": "先用 discover 从受控 game/ui-pages.json 或页面声明标记自动发现全部功能页面,再把已登记 ui-design 与每个页面的设计图桥接成独立 UI JSON State;可同时载入已登记图片、图标和项目字体,执行 Provider 结构识别、多树合并与分批组件绑定、回读阶段,并且只有所有页面已绑定且已应用到 game/ 后才允许 finalize。项目根目录由 Runtime 注入,模型不得传入宿主路径。",
"cocos.editor.execute.description": "在当前项目对应的已打开 Cocos Creator 编辑器中执行一段有界代码;Runtime 自动绑定唯一匹配的 Creator 主进程,代码与结果都通过注入 payload 的本机 bridge 返回。",
"unity.editor.execute.description": "在当前 Unity 项目已打开的 Windows x64 Mono Editor 中执行 C#。仅提交 code,宿主绑定项目身份;结果待核对时禁止自动重发。",
@@ -72,7 +72,8 @@ pub(crate) use canvas_generation::{
platform_art_asset_art_spec, platform_art_asset_output_extension_matches,
platform_art_runtime_references_match_request_contract, prepare_platform_art_asset_output_path,
project_canvas_asset_media_types, role_has_canvas_assets, suggested_canvas_tool_call,
PlatformArtAssetGenerationOptions, PLATFORM_ART_ASSET_GENERATION_KINDS,
validate_platform_art_icon_prompt, PlatformArtAssetGenerationOptions,
PLATFORM_ART_ASSET_GENERATION_KINDS,
};
#[allow(unused_imports)]
pub(crate) use draft_validation::{
@@ -687,7 +687,7 @@ pub(in crate::agent) fn recover_persisted_visual_generation_options(
let snapshot = platform_art_generation_runtime_request_snapshot(&state)?;
// 只恢复经过身份校验的已有请求;显式改参和新请求仍走当前合同。
if snapshot.generation_kind == generation_kind
&& snapshot.generation_prompt == build_platform_art_asset_prompt(prompt, &[], &options)
&& snapshot.generation_prompt == build_platform_art_asset_prompt(prompt, &options)
&& options.asset_kind == kind
&& options.aspect_ratio == ratio
&& options.image_size == size
@@ -2261,39 +2261,16 @@ async fn resolve_platform_art_generation_references_at(
Ok(PlatformArtGenerationReferences { canonical, ordered })
}
fn canonical_art_spritesheet_icon_descriptions(prompt: &str) -> Vec<String> {
// External Editor validates each description independently (currently at
// 200 Unicode characters). Keep the gameplay context short enough that a
// long creation request cannot reject the atlas before it is queued.
const MAX_DESCRIPTION_CHARS: usize = 200;
const CONTEXT_PREFIX: &str = ";遵循同一项目视觉规范:";
let category =
"按当前项目需求生成一组可独立使用的透明素材;数量、类别、排列和切片方式由本次需求决定";
let context_budget = MAX_DESCRIPTION_CHARS.saturating_sub(
category
.chars()
.count()
.saturating_add(CONTEXT_PREFIX.chars().count()),
);
let project_context = truncate_inline_bounded(prompt.trim(), context_budget);
vec![format!("{category}{CONTEXT_PREFIX}{project_context}")]
}
fn truncate_inline_bounded(value: &str, max_chars: usize) -> String {
let normalized = value.split_whitespace().collect::<Vec<_>>().join(" ");
let actual_chars = normalized.chars().count();
if actual_chars <= max_chars {
return normalized;
pub(crate) fn validate_platform_art_icon_prompt(prompt: &str) -> Result<(), String> {
// External Editor 的单条 iconDescriptions 合同一致;超限拒绝,不截断或拆条。
let prompt = prompt.trim();
if prompt.is_empty() {
return Err("图标素材描述不能为空".to_string());
}
if max_chars <= 3 {
return ".".repeat(max_chars);
if prompt.chars().count() > 200 {
return Err("图标素材描述不能超过 200 个字符".to_string());
}
let mut output = normalized
.chars()
.take(max_chars.saturating_sub(3))
.collect::<String>();
output.push_str("...");
output
Ok(())
}
fn decode_platform_art_image_with_limits(
@@ -2565,10 +2542,10 @@ pub(in crate::agent) struct AdmittedPlatformArtGeneration {
pub(in crate::agent) fn admit_platform_art_generation_at(
root: &Path,
prompt: &str,
briefs: &[AgentGroupBrief],
_briefs: &[AgentGroupBrief],
options: &PlatformArtAssetGenerationOptions,
) -> Result<AdmittedPlatformArtGeneration, String> {
let generation_prompt = build_platform_art_asset_prompt(prompt, briefs, options);
let generation_prompt = build_platform_art_asset_prompt(prompt, options);
let context =
standalone_platform_art_generation_runtime_context(&generation_prompt, options, false)?;
let guard = super::external_generation_state::acquire_durable_platform_art_generation_guard(
@@ -2590,7 +2567,7 @@ pub(in crate::agent) async fn generate_admitted_platform_art_asset_at(
options: &PlatformArtAssetGenerationOptions,
admission: AdmittedPlatformArtGeneration,
) -> Result<GeneratedPlatformArtAsset, String> {
let generation_prompt = build_platform_art_asset_prompt(prompt, briefs, options);
let generation_prompt = build_platform_art_asset_prompt(prompt, options);
let context =
standalone_platform_art_generation_runtime_context(&generation_prompt, options, false)?;
if admission.context != context
@@ -2618,7 +2595,7 @@ pub(crate) async fn generate_platform_art_asset_with_options_at(
briefs: &[AgentGroupBrief],
options: &PlatformArtAssetGenerationOptions,
) -> Result<GeneratedPlatformArtAsset, String> {
let generation_prompt = build_platform_art_asset_prompt(prompt, briefs, options);
let generation_prompt = build_platform_art_asset_prompt(prompt, options);
let runtime_context =
standalone_platform_art_generation_runtime_context(&generation_prompt, options, false)?;
generate_platform_art_asset_with_runtime_options_at(
@@ -2645,7 +2622,7 @@ pub(crate) async fn generate_platform_art_asset_with_required_slices_at(
if options.asset_kind != GameCreationAppAssetKind::IconSpritesheet {
return Err("严格游戏切片生成只允许 icon-spritesheet 资产类型".to_string());
}
let generation_prompt = build_platform_art_asset_prompt(prompt, briefs, options);
let generation_prompt = build_platform_art_asset_prompt(prompt, options);
let runtime_context =
standalone_platform_art_generation_runtime_context(&generation_prompt, options, false)?;
generate_platform_art_asset_with_runtime_options_at(
@@ -3106,6 +3083,9 @@ pub(in crate::agent) async fn request_platform_art_asset_with_runtime_options_at
options: &PlatformArtAssetGenerationOptions,
runtime_context: Option<&PlatformArtGenerationRuntimeContext>,
) -> Result<PreparedPlatformArtAssetGeneration, String> {
if options.asset_kind == GameCreationAppAssetKind::IconSpritesheet {
validate_platform_art_icon_prompt(prompt)?;
}
enforce_project_permission_policy(root, "canvas.asset_generate")?;
let persisted_runtime_state = runtime_context
.map(|context| {
@@ -3150,7 +3130,7 @@ pub(in crate::agent) async fn request_platform_art_asset_with_runtime_options_at
.timeout(EXTERNAL_GENERATION_SUBMIT_TIMEOUT)
.build()
.map_err(|error| format!("创建 External Editor 生成提交客户端失败:{error}"))?;
let generation_prompt = build_platform_art_asset_prompt(prompt, briefs, options);
let generation_prompt = build_platform_art_asset_prompt(prompt, options);
let (
generated,
canvas_context,
@@ -3348,7 +3328,7 @@ pub(in crate::agent) async fn request_platform_art_asset_with_runtime_options_at
"/api/external/v1/editor/icon-spritesheets/generations",
serde_json::json!({
"referenceId": reference_id,
"iconDescriptions": canonical_art_spritesheet_icon_descriptions(&generation_prompt),
"iconDescriptions": [generation_prompt],
"sliceCount": options.slice_count,
"sliceMode": options.slice_mode,
"gridX": options.grid_x,
@@ -8413,7 +8393,6 @@ pub(crate) fn platform_art_asset_art_spec(
pub(crate) fn build_platform_art_asset_prompt(
prompt: &str,
briefs: &[AgentGroupBrief],
options: &PlatformArtAssetGenerationOptions,
) -> String {
if options.asset_kind == GameCreationAppAssetKind::Image {
@@ -8452,20 +8431,8 @@ pub(crate) fn build_platform_art_asset_prompt(
truncate_prompt_context(prompt.trim())
);
}
let art_asset_brief = briefs
.iter()
.flat_map(|brief| brief.role_briefs.iter())
.find(|role_brief| {
role_brief.group_definition.id == "art" && role_brief.role_definition.id == "asset"
})
.map(|role_brief| role_brief.markdown.trim())
.filter(|markdown| !markdown.is_empty())
.unwrap_or(prompt_text!("media.default_art_brief"));
format!(
prompt_text!("media.spritesheet_generation"),
truncate_inline(prompt, 240),
truncate_prompt_context(art_asset_brief)
)
// 图集的工程化生图指令由 API Server 统一添加,客户端仅保留用户原文。
prompt.trim().to_string()
}
#[cfg(test)]
@@ -8533,15 +8500,15 @@ mod canvas_generation_tests {
}
#[test]
fn generation_kind_catalog_binds_art_spritesheet_to_a_spec_board_prompt() {
// 放行 icon-spritesheet 必须真的走到图集提示词与图集请求合同,
// 否则新 IPC 只是加了一个能通过校验但不生成图集的 kind。
fn generation_kind_catalog_keeps_art_spritesheet_description_and_art_spec() {
// 图集描述由用户提供,工程化生图提示词由 API Server 添加。
let options = PlatformArtAssetGenerationOptions {
asset_kind: GameCreationAppAssetKind::IconSpritesheet,
..PlatformArtAssetGenerationOptions::default()
};
assert!(
build_platform_art_asset_prompt("原创收集玩法", &[], &options).contains("素材图集")
assert_eq!(
build_platform_art_asset_prompt("原创收集玩法", &options),
"原创收集玩法"
);
assert_eq!(
platform_art_asset_art_spec(&options)["assetType"],
@@ -8945,7 +8912,7 @@ mod canvas_generation_tests {
asset_label: "失败后可重试素材".to_string(),
..PlatformArtAssetGenerationOptions::default()
};
let generated_prompt = build_platform_art_asset_prompt("相同手工请求", &[], &options);
let generated_prompt = build_platform_art_asset_prompt("相同手工请求", &options);
let runtime_context =
standalone_platform_art_generation_runtime_context(&generated_prompt, &options, false)
.expect("standalone retry context");
@@ -9121,8 +9088,8 @@ mod canvas_generation_tests {
asset_label: "图标规范".to_string(),
..PlatformArtAssetGenerationOptions::default()
};
let first_prompt = build_platform_art_asset_prompt("第一个手工请求", &[], &options);
let second_prompt = build_platform_art_asset_prompt("第二个手工请求", &[], &options);
let first_prompt = build_platform_art_asset_prompt("第一个手工请求", &options);
let second_prompt = build_platform_art_asset_prompt("第二个手工请求", &options);
let first =
standalone_platform_art_generation_runtime_context(&first_prompt, &options, false)
.expect("first standalone slot context");
@@ -9556,7 +9523,7 @@ mod canvas_generation_tests {
asset_label: "图标规范".to_string(),
..PlatformArtAssetGenerationOptions::default()
};
let prompt = build_platform_art_asset_prompt("旧槽兼容手工请求", &[], &options);
let prompt = build_platform_art_asset_prompt("旧槽兼容手工请求", &options);
let context = standalone_platform_art_generation_runtime_context(&prompt, &options, false)
.expect("current standalone context");
let legacy_run_id = legacy_standalone_platform_art_generation_run_id(&options, false)
@@ -9676,8 +9643,7 @@ mod canvas_generation_tests {
asset_label: "另一个图标规范".to_string(),
..PlatformArtAssetGenerationOptions::default()
};
let other_prompt =
build_platform_art_asset_prompt("另一个旧槽手工请求", &[], &other_options);
let other_prompt = build_platform_art_asset_prompt("另一个旧槽手工请求", &other_options);
let other_context = standalone_platform_art_generation_runtime_context(
&other_prompt,
&other_options,
@@ -10877,7 +10843,7 @@ mod canvas_generation_tests {
let current_prompt = "恢复时使用同一个生成意图";
let current_options = PlatformArtAssetGenerationOptions::default();
let durable_generation_prompt =
build_platform_art_asset_prompt(current_prompt, &[], &current_options);
build_platform_art_asset_prompt(current_prompt, &current_options);
let request_body = serde_json::json!({
"prompt": "持久化且必须原样重发的生成正文",
"kind": "spec",
@@ -11143,7 +11109,7 @@ mod canvas_generation_tests {
screen_color: None,
};
let prompt = "生成同一套整包美术";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
let generation_prompt = build_platform_art_asset_prompt(prompt, &options);
let request_body = serde_json::json!({
"prompt": generation_prompt,
"kind": "spec",
@@ -11530,8 +11496,7 @@ mod canvas_generation_tests {
asset_label: "账号隔离测试".to_string(),
..PlatformArtAssetGenerationOptions::default()
};
let generation_prompt =
build_platform_art_asset_prompt(current_prompt, &[], &current_options);
let generation_prompt = build_platform_art_asset_prompt(current_prompt, &current_options);
let request_body = serde_json::json!({
"prompt": generation_prompt,
"kind": "spec",
@@ -11739,7 +11704,7 @@ mod canvas_generation_tests {
..PlatformArtAssetGenerationOptions::default()
};
let durable_generation_prompt =
build_platform_art_asset_prompt(current_prompt, &[], &current_options);
build_platform_art_asset_prompt(current_prompt, &current_options);
let request_body = serde_json::json!({
"prompt": "持久化的原始生成正文",
"kind": "spec",
@@ -11883,7 +11848,7 @@ mod canvas_generation_tests {
};
let options = PlatformArtAssetGenerationOptions::default();
let old_generation_prompt =
build_platform_art_asset_prompt("原来的贪吃蛇美术方向", &[], &options);
build_platform_art_asset_prompt("原来的贪吃蛇美术方向", &options);
let binding_access =
ExternalEditorBindingAccess::new(&base_url, "changed-intent-key", None)
.expect("prepare changed-intent binding access");
@@ -12050,7 +12015,7 @@ mod canvas_generation_tests {
screen_color: None,
};
let prompt = "保持同一个生成提示词";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
let generation_prompt = build_platform_art_asset_prompt(prompt, &options);
let binding_access =
ExternalEditorBindingAccess::new(&base_url, "changed-reference-key", None)
.expect("prepare changed-reference binding access");
@@ -12313,8 +12278,7 @@ mod canvas_generation_tests {
.expect("create accepted failure ledger access");
let current_prompt = "失败恢复提示词";
let current_options = PlatformArtAssetGenerationOptions::default();
let generation_prompt =
build_platform_art_asset_prompt(current_prompt, &[], &current_options);
let generation_prompt = build_platform_art_asset_prompt(current_prompt, &current_options);
let (state, _) = prepare_platform_art_generation_runtime_state(
root,
&runtime_context,
@@ -12517,7 +12481,7 @@ mod canvas_generation_tests {
screen_color: None,
};
let prompt = "恢复已受理视觉规范图";
let generation_prompt = build_platform_art_asset_prompt(prompt, &[], &options);
let generation_prompt = build_platform_art_asset_prompt(prompt, &options);
let (_, _, frozen_platform_session) =
resolve_canvas_sync_api_credentials(None, None).expect("freeze recovery account");
let frozen_platform_session =
@@ -12831,21 +12795,32 @@ mod canvas_generation_tests {
}
#[test]
fn canonical_art_spritesheet_request_preserves_project_requirements() {
let descriptions = canonical_art_spritesheet_icon_descriptions("原创收集玩法");
assert_eq!(descriptions.len(), 1);
assert!(descriptions[0].contains("原创收集玩法"));
assert!(descriptions[0].contains("数量、类别、排列和切片方式由本次需求决定"));
fn canonical_art_spritesheet_request_preserves_description_and_internal_newlines() {
let options = PlatformArtAssetGenerationOptions {
asset_kind: GameCreationAppAssetKind::IconSpritesheet,
..PlatformArtAssetGenerationOptions::default()
};
let prompt = "\u{0085} 金币\n木制宝箱\n银色钥匙 \u{0085}";
validate_platform_art_icon_prompt(prompt).expect("valid multiline description");
assert_eq!(
build_platform_art_asset_prompt(prompt, &options),
"金币\n木制宝箱\n银色钥匙"
);
}
#[test]
fn canonical_art_spritesheet_descriptions_obey_external_editor_item_limit() {
let descriptions = canonical_art_spritesheet_icon_descriptions(&"原创玩法需求".repeat(128));
assert!(!descriptions.is_empty());
assert!(descriptions
.iter()
.all(|description| description.chars().count() <= 200));
fn canonical_art_spritesheet_description_obeys_external_editor_unicode_item_limit() {
let boundary = "🪙".repeat(200);
validate_platform_art_icon_prompt(&format!("\u{0085} {boundary}\n"))
.expect("200 Unicode characters after Rust trim must pass");
let error = validate_platform_art_icon_prompt(&"🪙".repeat(201))
.expect_err("201 Unicode characters must be rejected instead of truncated");
assert!(error.contains("200"), "{error}");
for blank in ["", " \r\n\t", "\u{0085}\u{2003}"] {
assert!(validate_platform_art_icon_prompt(blank).is_err());
}
validate_platform_art_icon_prompt("\u{feff}")
.expect("BOM is not whitespace under the API Server Rust trim contract");
}
#[tokio::test]
@@ -4963,6 +4963,9 @@ pub(crate) fn prepare_local_project_asset_generation(
}
let asset_kind = normalize_platform_art_asset_generation_kind(kind)
.ok_or_else(|| format!("素材类型不受支持:{}", kind.trim()))?;
if asset_kind == GameCreationAppAssetKind::IconSpritesheet {
crate::agent::validate_platform_art_icon_prompt(prompt)?;
}
// 参考入参只接受当前项目 manifest 素材 id:路径、远端 resourceId 与超限在这里就被拒绝,
// 不把校验推迟到远端(远端只该收到当前账号绑定下的 resource ID)。
let reference_asset_ids =
@@ -4972,7 +4975,12 @@ pub(crate) fn prepare_local_project_asset_generation(
let target_category = normalize_platform_art_target_category(target_category)?;
Ok(LocalProjectAssetGenerationRequest {
root: PathBuf::from(project_path),
prompt: local_project_asset_prompt(prompt)?,
prompt: if asset_kind == GameCreationAppAssetKind::IconSpritesheet {
// 图集只采用 API Server 的 trim + 单条长度合同,不套普通图片的控制字符限制。
prompt.trim().to_string()
} else {
local_project_asset_prompt(prompt)?
},
options: PlatformArtAssetGenerationOptions {
output_path: local_project_asset_single_line(
output_path,
@@ -5076,6 +5084,28 @@ mod local_project_asset_generation_tests {
)
}
#[test]
fn icon_prompt_matches_api_server_single_description_contract() {
for prompt in [
" 金币\n\n宝箱\t钥匙 ".to_string(),
"😀".repeat(200),
"\u{85}金币\u{85}".to_string(),
"\u{feff}".to_string(),
"金币\u{0}宝箱".to_string(),
] {
assert_eq!(
prepare("icon-spritesheet", &prompt)
.expect("valid server description")
.prompt,
prompt.trim()
);
}
for prompt in ["\u{85}\n ".to_string(), "😀".repeat(201)] {
assert!(prepare("icon-spritesheet", &prompt).is_err());
}
assert!(prepare("image", &"".repeat(201)).is_ok());
}
#[test]
fn toolbar_kinds_all_reach_the_shared_generation_channel() {
for kind in [
@@ -3553,7 +3553,8 @@ async fn generate_local_project_asset_command_generates_icon_spritesheet_from_th
{
let root = unique_project_path();
let config_dir = unique_project_path();
let base_url = spawn_mock_external_canvas_generation_api_server(None);
let (request_sender, request_receiver) = mpsc::channel();
let base_url = spawn_mock_external_canvas_generation_api_server(Some(request_sender));
let _platform_session = crate::platform_session::install_test_platform_session(
"toolbar-spritesheet-user",
"editor-toolbar-spritesheet-key",
@@ -3608,7 +3609,7 @@ async fn generate_local_project_asset_command_generates_icon_spritesheet_from_th
let asset = generate_local_project_asset(
root.to_string_lossy().into_owned(),
"icon-spritesheet".to_string(),
"原创收集玩法素材图集".to_string(),
"\u{0085} 金币\n木制宝箱\n银色钥匙 \u{0085}".to_string(),
Some("1:1".to_string()),
Some("1K".to_string()),
Some("游戏首版图集".to_string()),
@@ -3619,6 +3620,23 @@ async fn generate_local_project_asset_command_generates_icon_spritesheet_from_th
.await
.expect("toolbar spritesheet generation");
let generation_request = request_receiver
.try_iter()
.find(|request| request.starts_with("POST /api/editor/icon-spritesheets/generations "))
.expect("captured toolbar spritesheet request");
let generation_body: Value = serde_json::from_str(
generation_request
.split_once("\r\n\r\n")
.expect("generation request body")
.1,
)
.expect("generation request json");
assert_eq!(
generation_body["iconDescriptions"],
serde_json::json!(["金币\n木制宝箱\n银色钥匙"]),
"客户端只去除首尾空白,完整保留用户描述,不注入或截断提示词"
);
assert!(asset.local_path.starts_with("assets/canvas-generated/"));
let manifest: Value =
serde_json::from_str(&fs::read_to_string(root.join(".agent/manifest.json")).unwrap())
@@ -6369,7 +6387,6 @@ fn ui_prototype_generation_uses_dedicated_prompt_and_art_spec() {
};
let prompt = build_platform_art_asset_prompt(
"原创网格贪吃蛇:分数与状态 HUD、四类不同分值食物、开始、方向键/WASD、触控方向键、失败与重开",
&[],
&options,
);
for expected in [
@@ -6411,7 +6428,7 @@ fn ui_prototype_generation_uses_dedicated_prompt_and_art_spec() {
}
#[test]
fn art_spritesheet_generation_prompt_uses_current_game_instead_of_fixed_tower_defense() {
fn art_spritesheet_generation_prompt_preserves_user_description() {
let options = PlatformArtAssetGenerationOptions {
output_path: Some("assets/art-spritesheet.png".to_string()),
asset_kind: GameCreationAppAssetKind::IconSpritesheet,
@@ -6420,21 +6437,12 @@ fn art_spritesheet_generation_prompt_uses_current_game_instead_of_fixed_tower_de
};
let prompt = build_platform_art_asset_prompt(
"原创网格贪吃蛇,需要蛇头、直身、转角、尾部和四类食物",
&[],
&options,
);
for expected in [
"原创透明核心美术素材图集",
"严格从用户需求和美术 brief 提取",
"素材类别与数量以当前项目需求为准",
"蛇头、直身、转角、尾部和四类食物",
"角色轮廓、图标排布与配色采用项目原创设计",
] {
assert!(
prompt.contains(expected),
"art generation prompt missing {expected}"
);
}
assert_eq!(
prompt,
"原创网格贪吃蛇,需要蛇头、直身、转角、尾部和四类食物"
);
let art_spec = platform_art_asset_art_spec(&options).to_string();
for expected in [
@@ -17,6 +17,7 @@ import type {
GameIterationVersion,
} from '../../../../../packages/shared/src/contracts/gameCreationApp';
import { resolveEditorImageSizeLabel } from '../../../../../src/components/image-editor/ImageCanvasGenerationModel';
import { EDITOR_ICON_DESCRIPTION_MAX_CHARS } from '../../../../../src/services/image-editor/editorProjectClient';
import { ThemedModal } from '../../components/modal/ThemedModal';
import { resourceEditPromptMaxLength } from '../../view/project-development/resourceEditModel';
import { ResourceReferenceInput } from '../project-workspace/ResourceReferenceInput';
@@ -229,9 +230,17 @@ export function ResourceCanvasAssetGenerationPanelView({
},
[],
);
// 提示词上限复用资源编辑模型的同一份口径:图片入口默认 32000,与 Rust
// `LOCAL_PROJECT_ASSET_MAX_PROMPT_CHARS` 一致,不在面板里另抄常量。
const promptMaxLength = resourceEditPromptMaxLength('image-reference');
// 图集原文作为单条 iconDescriptions,复用网站合同;其余图片入口保持原上限。
const promptMaxLength =
action.assetKind === 'icon-spritesheet'
? EDITOR_ICON_DESCRIPTION_MAX_CHARS
: resourceEditPromptMaxLength('image-reference');
// Rust str::trim 使用 Unicode White_SpaceJS trim 对 NEL/BOM 的定义不同。
const normalizePrompt = (value: string) =>
action.assetKind === 'icon-spritesheet'
? value.replace(/^\p{White_Space}+|\p{White_Space}+$/gu, '')
: value.trim();
const normalizedPrompt = normalizePrompt(prompt);
/**
* 参考选择只对有真实参考能力的入口呈现。
*
@@ -279,9 +288,13 @@ export function ResourceCanvasAssetGenerationPanelView({
assets: assets ?? [],
})
: [];
const promptTooLong = prompt.trim().length > promptMaxLength;
const promptLength =
action.assetKind === 'icon-spritesheet'
? Array.from(normalizedPrompt).length
: normalizedPrompt.length;
const promptTooLong = promptLength > promptMaxLength;
const promptTooLongError = promptTooLong
? `生成提示词最多 ${promptMaxLength} 个字符,当前 ${prompt.trim().length}`
? `生成提示词最多 ${promptMaxLength} 个字符,当前 ${promptLength}`
: null;
/**
* 重试面板里「输入被改动过」的判据。
@@ -296,12 +309,12 @@ export function ResourceCanvasAssetGenerationPanelView({
boundRequestRef.current.referenceIds,
referenceAssetIds,
) ||
prompt.trim() !== boundRequestRef.current.prompt.trim() ||
normalizedPrompt !== normalizePrompt(boundRequestRef.current.prompt) ||
assetName.trim() !== boundRequestRef.current.assetName.trim() ||
aspectRatio !== boundRequestRef.current.aspectRatio ||
imageSize !== boundRequestRef.current.imageSize);
const canSubmit =
prompt.trim().length > 0 &&
normalizedPrompt.length > 0 &&
assetName.trim().length > 0 &&
!referenceError &&
!referenceIssue &&
@@ -359,7 +372,6 @@ export function ResourceCanvasAssetGenerationPanelView({
function submit(event: FormEvent<HTMLFormElement>) {
event.preventDefault();
const normalizedPrompt = prompt.trim();
const normalizedAssetName = assetName.trim();
// 超限与超长在提交入口再挡一次:按钮禁用只是表现,不能当唯一防线。
if (
@@ -456,7 +468,6 @@ export function ResourceCanvasAssetGenerationPanelView({
aria-label="生成提示词"
rows={3}
autoFocus
maxLength={promptMaxLength}
placeholder={action.promptPlaceholder}
value={prompt}
onChange={(event) => setPrompt(event.currentTarget.value)}
@@ -1,5 +1,11 @@
// @vitest-environment jsdom
import { cleanup, render, screen, within } from '@testing-library/react';
import {
cleanup,
fireEvent,
render,
screen,
within,
} from '@testing-library/react';
import userEvent from '@testing-library/user-event';
import { afterEach, describe, expect, test, vi } from 'vitest';
@@ -398,7 +404,7 @@ describe('生成面板的参考接线', () => {
action={spritesheetAction}
assets={[asset('asset-a', 'image/png', 'assets/a.png')]}
draft={{
prompt: '一套敌人头像',
prompt: ' 金币\n\n宝箱\t钥匙 ',
assetName: '图标素材',
aspectRatio: '1:1',
imageSize: '1K',
@@ -438,10 +444,59 @@ describe('生成面板的参考接线', () => {
expect(onSubmit).toHaveBeenCalledTimes(1);
expect(onSubmit.mock.calls[0]?.[0]).toMatchObject({
kind: 'icon-spritesheet',
prompt: '金币\n\n宝箱\t钥匙',
references: [],
});
});
test.each([
['😀'.repeat(200), true, '😀'.repeat(200)],
['😀'.repeat(201), false, '😀'.repeat(201)],
['\u0085金币\u0085', true, '金币'],
['\u0085\n ', false, ''],
['\uFEFF', true, '\uFEFF'],
])(
'图集描述按 API 的 Unicode 字符与空白语义校验(%#',
(prompt, accepted, expected) => {
const onSubmit = vi.fn();
render(
<ResourceCanvasAssetGenerationPanelView
action={spritesheetAction}
draft={{
prompt: '',
assetName: '图标素材',
aspectRatio: '1:1',
imageSize: '1K',
references: [],
}}
onSubmit={onSubmit}
onClose={() => undefined}
/>,
);
const input = screen.getByLabelText('生成提示词') as HTMLTextAreaElement;
fireEvent.change(input, { target: { value: prompt } });
expect(input.value).toBe(prompt);
expect(input.hasAttribute('maxlength')).toBe(false);
const button = screen.getByRole('button', {
name: '生成图标素材',
}) as HTMLButtonElement;
expect(button.disabled).toBe(!accepted);
fireEvent.submit(input.closest('form')!);
if (accepted) {
expect(onSubmit).toHaveBeenCalledWith(
expect.objectContaining({ prompt: expected }),
);
} else {
expect(onSubmit).not.toHaveBeenCalled();
if (Array.from(prompt).length > 200) {
expect(
screen.getByText('生成提示词最多 200 个字符,当前 201 个'),
).not.toBeNull();
}
}
},
);
test('点提示词输入区不该自己弹出素材选择框', async () => {
const user = userEvent.setup();
const imageAsset = asset('asset-a', 'image/png', 'assets/素材-a.png');