补齐Agent运行态状态列表

主窗口 Agent 状态列表批量读取并展示 Runtime 状态和最近任务。

单 Agent 对话与 Runtime 使用任务 ID 作为规范 Agent ID。

兼容旧 group-role Agent 别名并映射到规范任务 ID。

补充 Rust 与前端测试,更新 Runtime 文档和共享决策记录。
This commit is contained in:
AIGameCreator App
2026-07-10 00:07:46 +08:00
parent 7a6fda2513
commit e38ad19efa
8 changed files with 485 additions and 42 deletions
@@ -193,9 +193,9 @@ pub(crate) fn read_game_creator_agent_runtime_at(
) -> Result<AgentRuntimeResult, String> {
let agent_id = normalize_game_creator_runtime_agent_id(agent_id)?;
validate_project_root(root)?;
let session_path = game_creator_agent_runtime_session_path(root, agent_id);
let event_path = game_creator_agent_runtime_event_path(root, agent_id);
let task_path = game_creator_agent_runtime_task_path(root, agent_id);
let session_path = game_creator_agent_runtime_session_path(root, &agent_id);
let event_path = game_creator_agent_runtime_event_path(root, &agent_id);
let task_path = game_creator_agent_runtime_task_path(root, &agent_id);
let mut state = match fs::read_to_string(&session_path) {
Ok(content) => serde_json::from_str::<AgentRuntimeState>(&content).map_err(|error| {
format!(
@@ -204,7 +204,7 @@ pub(crate) fn read_game_creator_agent_runtime_at(
)
})?,
Err(error) if error.kind() == std::io::ErrorKind::NotFound => {
default_game_creator_agent_runtime_state(agent_id, "")
default_game_creator_agent_runtime_state(&agent_id, "")
}
Err(error) => {
return Err(format!(
@@ -213,7 +213,7 @@ pub(crate) fn read_game_creator_agent_runtime_at(
));
}
};
normalize_game_creator_agent_runtime_state(&mut state, agent_id);
normalize_game_creator_agent_runtime_state(&mut state, &agent_id);
let recent_events = read_recent_game_creator_agent_runtime_events(&event_path)?;
let recent_tasks = read_recent_game_creator_agent_runtime_tasks(&task_path)?;
Ok(AgentRuntimeResult {
@@ -226,13 +226,40 @@ pub(crate) fn read_game_creator_agent_runtime_at(
})
}
pub(crate) fn read_game_creator_agent_runtimes_at(
root: &Path,
) -> Result<Vec<AgentRuntimeResult>, String> {
validate_project_root(root)?;
let manifest = read_manifest_for_project(root)?;
let mut agent_ids = std::collections::BTreeSet::new();
for task in manifest.tasks {
if let Ok(agent_id) = normalize_game_creator_runtime_agent_id(&task.id) {
agent_ids.insert(agent_id);
}
let alias =
game_creator_agent_role_alias_id(game_creation_agent_group_id(&task.group), &task.role);
if let Ok(agent_id) = normalize_game_creator_runtime_agent_id(&alias) {
agent_ids.insert(agent_id);
}
}
for group in GAME_CREATOR_AGENT_GROUP_DEFINITIONS {
for role in group.roles {
agent_ids.insert(role.task_id.to_string());
}
}
agent_ids
.into_iter()
.map(|agent_id| read_game_creator_agent_runtime_at(root, &agent_id))
.collect()
}
pub(crate) fn start_game_creator_agent_background_task_at(
root: &Path,
agent_id: &str,
task: &str,
run_id: &str,
) -> Result<AgentRuntimeResult, String> {
let agent_id = normalize_game_creator_runtime_agent_id(agent_id)?.to_string();
let agent_id = normalize_game_creator_runtime_agent_id(agent_id)?;
validate_project_root(root)?;
let task = task.trim();
if task.is_empty() {
@@ -1010,13 +1037,13 @@ pub(crate) fn start_game_creator_agent_runtime_task_at(
) -> Result<AgentRuntimeState, String> {
let agent_id = normalize_game_creator_runtime_agent_id(agent_id)?;
validate_project_root(root)?;
let run_id = normalize_game_creator_agent_runtime_run_id(agent_id, run_id);
let run_id = normalize_game_creator_agent_runtime_run_id(&agent_id, run_id);
let task = task.trim();
if task.is_empty() {
return Err("Agent Runtime 任务不能为空".to_string());
}
let runtime_task = sanitize_agent_runtime_text(task, 180);
let mut state = default_game_creator_agent_runtime_state(agent_id, &run_id);
let mut state = default_game_creator_agent_runtime_state(&agent_id, &run_id);
state.source = source.trim().to_string();
state.status = "running".to_string();
state.phase = "planning".to_string();
@@ -1144,14 +1171,36 @@ pub(crate) fn fail_game_creator_agent_runtime_turn_at(
Ok(state)
}
fn normalize_game_creator_runtime_agent_id(agent_id: &str) -> Result<&str, String> {
pub(crate) fn normalize_game_creator_runtime_agent_id(agent_id: &str) -> Result<String, String> {
let agent_id = agent_id.trim();
if agent_id.is_empty() {
return Err("Agent ID 不能为空".to_string());
}
game_creator_agent_role_definition(agent_id)
.ok_or_else(|| format!("未知 Agent{agent_id}"))?;
Ok(agent_id)
if let Some((_group, role)) = game_creator_agent_role_definition(agent_id) {
return Ok(role.task_id.to_string());
}
for group in GAME_CREATOR_AGENT_GROUP_DEFINITIONS {
for role in group.roles {
if game_creator_agent_role_alias_id(group.id, role.role) == agent_id {
return Ok(role.task_id.to_string());
}
}
}
Err(format!("未知 Agent{agent_id}"))
}
fn game_creator_agent_role_alias_id(group: &str, role: &str) -> String {
format!("{group}-{role}")
.to_lowercase()
.chars()
.map(|character| {
if character.is_ascii_alphanumeric() || character == '_' || character == '-' {
character
} else {
'-'
}
})
.collect()
}
fn normalize_game_creator_agent_runtime_run_id(agent_id: &str, run_id: &str) -> String {
@@ -1770,20 +1819,17 @@ fn build_game_creator_role_agent_context(
root: &Path,
agent_id: &str,
) -> Result<(GameCreatorLlmConfig, String, String), String> {
let agent_id = agent_id.trim();
if agent_id.is_empty() {
return Err("Agent ID 不能为空".to_string());
}
let agent_id = normalize_game_creator_runtime_agent_id(agent_id)?;
validate_project_root(root)?;
let (group_definition, role_definition) = game_creator_agent_role_definition(agent_id)
let (group_definition, role_definition) = game_creator_agent_role_definition(&agent_id)
.ok_or_else(|| format!("未知 Agent{agent_id}"))?;
let short_memory = read_optional_text(&root.join("memory/session.md"))?;
let long_memory = read_optional_text(&root.join("memory/project.md"))?;
let project_blackboard = read_optional_text(&root.join(PROJECT_BLACKBOARD_MEMORY_PATH))?;
let agent_memory = read_local_agent_memory_at(root, agent_id)?.content;
let agent_memory = read_local_agent_memory_at(root, &agent_id)?.content;
let asset_context = render_local_asset_prompt_context(root)?;
let conversation_context = render_local_conversation_prompt_context(root, Some(agent_id))?;
let conversation_context = render_local_conversation_prompt_context(root, Some(&agent_id))?;
let identity = format!(
"你当前是 {} / {}taskId={},角色代号={}。请只以这个专业 Agent 的身份回应。",
group_definition.label, role_definition.role, role_definition.task_id, role_definition.id
@@ -1810,7 +1856,7 @@ fn build_game_creator_role_agent_context(
.join("\n\n");
let app_config = load_game_creator_app_config()?;
let llm = resolve_game_creator_llm_config_for_agent(&app_config, agent_id);
let llm = resolve_game_creator_llm_config_for_agent(&app_config, &agent_id);
Ok((llm, format!("agentLlm.{agent_id}"), context))
}
@@ -4204,6 +4250,17 @@ pub(crate) fn game_creation_agent_group_from_id(
}
}
fn game_creation_agent_group_id(group: &GameCreationAppAgentGroup) -> &'static str {
match group {
GameCreationAppAgentGroup::Design => "design",
GameCreationAppAgentGroup::Balance => "balance",
GameCreationAppAgentGroup::Art => "art",
GameCreationAppAgentGroup::Audio => "audio",
GameCreationAppAgentGroup::Code => "code",
GameCreationAppAgentGroup::Publishing => "publishing",
}
}
pub(crate) fn append_static_smoke_step(
root: &Path,
prompt: &str,
@@ -244,10 +244,11 @@ pub(crate) async fn chat_with_game_creator_role_agent(
prompt: String,
) -> Result<GameCreatorChatAgentReply, String> {
let root = Path::new(project_path.trim());
let agent_id = normalize_game_creator_runtime_agent_id(agent_id.trim())?;
enforce_project_permission_policy(root, "conversation.read")?;
enforce_project_permission_policy(root, "conversation.write")?;
let _lock = acquire_project_write_lock(root, "conversation.write")?;
chat_with_game_creator_role_agent_runtime_at(root, agent_id.trim(), prompt.trim(), "")
chat_with_game_creator_role_agent_runtime_at(root, &agent_id, prompt.trim(), "")
.await
.map(|(reply, _runtime)| reply)
}
@@ -261,7 +262,7 @@ pub(crate) async fn chat_with_game_creator_role_agent_stream(
run_id: String,
) -> Result<GameCreatorChatAgentReply, String> {
let project_path = project_path.trim().to_string();
let agent_id = agent_id.trim().to_string();
let agent_id = normalize_game_creator_runtime_agent_id(agent_id.trim())?;
let run_id = run_id.trim().to_string();
let root = Path::new(project_path.as_str());
enforce_project_permission_policy(root, "conversation.read")?;
@@ -402,6 +403,15 @@ pub(crate) fn read_game_creator_agent_runtime(
read_game_creator_agent_runtime_at(root, agent_id.trim())
}
#[tauri::command]
pub(crate) fn read_game_creator_agent_runtimes(
project_path: String,
) -> Result<Vec<AgentRuntimeResult>, String> {
let root = Path::new(project_path.trim());
enforce_project_permission_policy(root, "conversation.read")?;
read_game_creator_agent_runtimes_at(root)
}
#[tauri::command]
pub(crate) fn check_game_creator_llm_config() -> GameCreatorLlmConfigStatus {
check_game_creator_llm_config_from_config()
@@ -672,8 +682,9 @@ pub(crate) fn read_local_agent_memory(
task_id: String,
) -> Result<LocalAgentMemoryResult, String> {
let root = Path::new(project_path.trim());
let task_id = normalize_game_creator_runtime_agent_id(task_id.trim())?;
enforce_project_permission_policy(root, "memory.read")?;
read_local_agent_memory_at(root, task_id.trim())
read_local_agent_memory_at(root, &task_id)
}
#[tauri::command]
@@ -683,9 +694,10 @@ pub(crate) fn write_local_agent_memory(
content: String,
) -> Result<LocalAgentMemoryResult, String> {
let root = Path::new(project_path.trim());
let task_id = normalize_game_creator_runtime_agent_id(task_id.trim())?;
enforce_project_permission_policy(root, "memory.write")?;
let _lock = acquire_project_write_lock(root, "memory.write")?;
write_local_agent_memory_at(root, task_id.trim(), &content)
write_local_agent_memory_at(root, &task_id, &content)
}
#[tauri::command]
@@ -1057,6 +1057,7 @@ fn main() {
chat_with_game_creator_role_agent_stream,
start_game_creator_agent_runtime_task,
read_game_creator_agent_runtime,
read_game_creator_agent_runtimes,
check_game_creator_llm_config,
read_game_creator_app_config,
write_game_creator_app_config,
@@ -1087,6 +1087,95 @@ async fn chat_with_game_creator_agent_uses_project_context_and_chat_llm_route()
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn role_agent_legacy_alias_maps_to_canonical_task_runtime_and_route() {
let root = unique_project_path();
init_local_game_project_at(&root, "project-1", "月光厨房").expect("project init");
write_local_agent_memory_at(&root, "art-asset-plan", "私有记忆:先列角色规范图素材")
.expect("write asset memory");
append_local_conversation_message_at(
&root,
Some("art-asset-plan"),
LocalConversationMessage {
role: "user".to_string(),
content: "上一轮:美术资产要从主角规范图开始".to_string(),
agent_id: None,
},
)
.expect("append asset conversation");
let runtime = start_game_creator_agent_runtime_task_at(
&root,
"art-asset",
"排队规划美术资产",
"alias-runtime-run",
"agent-background-task",
"测试旧别名兼容",
vec!["确认旧别名会落到规范 taskId".to_string()],
)
.expect("start alias runtime task");
assert_eq!(runtime.agent_id, "art-asset-plan");
assert_eq!(runtime.task_id, "art-asset-plan");
assert_eq!(runtime.session_id, "agent-session-art-asset-plan");
let alias_read =
read_game_creator_agent_runtime_at(&root, "art-asset").expect("read alias runtime");
assert_eq!(alias_read.state.agent_id, "art-asset-plan");
assert!(alias_read
.session_path
.ends_with(".agent/runtime/agents/art-asset-plan.json"));
let runtimes = read_game_creator_agent_runtimes_at(&root).expect("read all runtimes");
assert!(runtimes
.iter()
.any(|result| result.state.agent_id == "design-director"));
assert!(runtimes
.iter()
.any(|result| result.state.agent_id == "art-asset-plan"));
let (sender, receiver) = mpsc::channel();
let base_url = spawn_mock_llm_server_responses_with_capture(
vec!["会先按规范图列出资产清单。".to_string()],
Some(sender),
);
let _config_guard = write_test_local_config(format!(
r#"{{
"llm": {{
"apiKey": "global-key",
"baseUrl": "https://global.example.test/v1",
"model": "global-model",
"apiKind": "openai_responses"
}},
"agentLlm": {{
"art-asset-plan": {{
"apiKey": "asset-key",
"baseUrl": {base_url:?},
"model": "asset-chat-model",
"apiKind": "openai_responses"
}}
}}
}}"#
));
let reply = chat_with_game_creator_role_agent_at(&root, "art-asset", "请继续推进美术资产")
.await
.expect("role alias chat reply");
assert_eq!(reply.reply_text, "会先按规范图列出资产清单。");
let request = receiver
.recv_timeout(Duration::from_secs(1))
.expect("captured alias role chat request");
assert!(request.contains("POST /responses HTTP/1.1"));
assert!(request.contains("asset-chat-model"));
assert!(request.contains("美术组 / Asset"));
assert!(request.contains("taskId=art-asset-plan"));
assert!(request.contains("私有记忆:先列角色规范图素材"));
assert!(request.contains("上一轮:美术资产要从主角规范图开始"));
assert!(request.contains("请继续推进美术资产"));
assert!(!request.contains("global-model"));
assert!(!request.contains("global-key"));
fs::remove_dir_all(root).ok();
}
#[tokio::test]
async fn chat_with_game_creator_role_agent_uses_agent_context_and_route() {
let root = unique_project_path();
+155 -9
View File
@@ -562,7 +562,7 @@ function AgentRuntimeStatusPanel({
<strong></strong>
{recentTasks.map((task) => (
<small key={`${task.runId}-${task.updatedAt}`}>
{`${task.status} / ${task.phase} · ${task.task || task.currentAction}`}
{formatAgentRecentRuntimeTask(task)}
</small>
))}
</div>
@@ -685,6 +685,12 @@ interface AgentStatusCard {
inputPaths: string[];
outputPaths: string[];
toolCalls: GameCreationAgentToolCallTrace[];
runtimeStatus: string | null;
runtimePhase: string | null;
runtimeAction: string | null;
runtimeTask: string | null;
runtimeRunId: string | null;
runtimeRecentTasks: AgentRuntimeTaskRecord[];
}
type AgentTaskGraphState = 'active' | 'carried' | 'ready';
@@ -9885,9 +9891,7 @@ function summarizeLimitedLocalCommands(
}
function agentConversationId(task: GameCreationAppTaskState) {
return `${task.group}-${task.role}`
.toLowerCase()
.replace(/[^a-z0-9_-]/g, '-');
return task.id;
}
function taskStatusFromTraceStep(
@@ -9957,6 +9961,7 @@ function taskRowsForAgentStatus(
export function deriveAgentStatusCards(
nextManifest: GameCreationAppManifest,
trace: GameCreationAgentRunTrace | null,
runtimeByAgentId: Record<string, AgentRuntimeState | undefined> = {},
): AgentStatusCard[] {
const latestByTaskId = new Map<string, GameCreationAgentRunStep>();
const latestByGroupRole = new Map<string, GameCreationAgentRunStep>();
@@ -9973,8 +9978,10 @@ export function deriveAgentStatusCards(
const latestStep =
latestByTaskId.get(task.id) ??
latestByGroupRole.get(agentGroupRoleKey(task.group, task.role) ?? '');
const cardId = agentConversationId(task);
const runtime = runtimeByAgentId[cardId] ?? runtimeByAgentId[task.id] ?? null;
return {
id: agentConversationId(task),
id: cardId,
taskId: task.id,
title: task.title,
group: task.group,
@@ -9989,6 +9996,12 @@ export function deriveAgentStatusCards(
inputPaths: latestStep?.inputPaths ?? [],
outputPaths: latestStep?.outputPaths ?? [],
toolCalls: latestStep?.toolCalls ?? [],
runtimeStatus: runtime?.status ?? null,
runtimePhase: runtime?.phase ?? null,
runtimeAction: runtime?.currentAction ?? null,
runtimeTask: runtime?.currentTask ?? null,
runtimeRunId: runtime?.runId ?? null,
runtimeRecentTasks: runtime?.recentTasks ?? [],
};
});
}
@@ -10012,10 +10025,16 @@ function sameAgentStatusCard(left: AgentStatusCard, right: AgentStatusCard) {
left.pass === right.pass &&
left.phase === right.phase &&
left.lifecycleStatus === right.lifecycleStatus &&
left.runtimeStatus === right.runtimeStatus &&
left.runtimePhase === right.runtimePhase &&
left.runtimeAction === right.runtimeAction &&
left.runtimeTask === right.runtimeTask &&
left.runtimeRunId === right.runtimeRunId &&
left.hasRecentEvidence === right.hasRecentEvidence &&
left.taskGraphState === right.taskGraphState &&
sameStringArray(left.inputPaths, right.inputPaths) &&
sameStringArray(left.outputPaths, right.outputPaths) &&
sameAgentRuntimeTasks(left.runtimeRecentTasks, right.runtimeRecentTasks) &&
left.toolCalls.length === right.toolCalls.length &&
left.toolCalls.every((toolCall, index) => {
const other = right.toolCalls[index];
@@ -10031,6 +10050,27 @@ function sameAgentStatusCard(left: AgentStatusCard, right: AgentStatusCard) {
);
}
function sameAgentRuntimeTasks(
left: AgentRuntimeTaskRecord[],
right: AgentRuntimeTaskRecord[],
) {
return (
left.length === right.length &&
left.every((task, index) => {
const other = right[index];
return (
other &&
task.runId === other.runId &&
task.status === other.status &&
task.phase === other.phase &&
task.task === other.task &&
task.currentAction === other.currentAction &&
task.updatedAt === other.updatedAt
);
})
);
}
function hasProjectFile(files: LocalProjectFileEntry[], path: string) {
return files.some((file) => file.kind === 'file' && file.path === path);
}
@@ -10762,6 +10802,25 @@ function formatAgentCardLlmStatus(
].join(' · ');
}
function formatAgentCardRuntimeStatus(agent: AgentStatusCard) {
if (!agent.runtimeStatus) {
return null;
}
return [
`Runtime${agent.runtimeStatus} / ${agent.runtimePhase ?? '-'}`,
agent.runtimeAction,
agent.runtimeRunId ? `run ${agent.runtimeRunId}` : null,
]
.filter(Boolean)
.join(' · ');
}
function formatAgentRecentRuntimeTask(task: AgentRuntimeTaskRecord) {
return `${task.status} / ${task.phase} · ${
task.task || task.currentAction || task.runId
}`;
}
function formatAgentDialogLlmStatus(
status: GameCreatorLlmConfigStatus | null,
agent: AgentStatusCard,
@@ -10806,8 +10865,18 @@ function summarizeAgentStatusCardsForChat(
? `编排 ${agentTaskGraphStateLabels[agent.taskGraphState]}`
: null,
formatAgentCardLlmStatus(status, agent),
formatAgentCardRuntimeStatus(agent),
].filter(Boolean);
return `- ${parts.join(' · ')}\n ${agent.summary}`;
const latestRuntimeTask = agent.runtimeRecentTasks.at(-1);
return [
`- ${parts.join(' · ')}`,
` ${agent.summary}`,
latestRuntimeTask
? ` 最近任务:${formatAgentRecentRuntimeTask(latestRuntimeTask)}`
: null,
]
.filter(Boolean)
.join('\n');
})
.join('\n')}`;
}
@@ -11420,6 +11489,9 @@ export function App() {
const [agentRunHistoryLoadingMore, setAgentRunHistoryLoadingMore] =
useState(false);
const [agentRunStatus, setAgentRunStatus] = useState('未运行');
const [agentRuntimeById, setAgentRuntimeById] = useState<
Record<string, AgentRuntimeState | undefined>
>({});
const [runtimeConfigOpen, setRuntimeConfigOpen] = useState(false);
const [llmConfigStatus, setLlmConfigStatus] =
useState<GameCreatorLlmConfigStatus | null>(null);
@@ -12370,6 +12442,7 @@ export function App() {
setProjectCheckpoints([]);
setAgentRunHistory([]);
setAgentRunHistoryFiles([]);
setAgentRuntimeById({});
setMessages(conversationMessages);
setConversationVisibleCount(CONVERSATION_INITIAL_VISIBLE_COUNT);
savedConversationProjectPathRef.current = openedProject.projectPath;
@@ -12483,7 +12556,9 @@ export function App() {
},
);
if (agentConversationLoadVersionRef.current === loadVersion) {
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
const nextRuntime = agentRuntimeStateFromResult(runtime);
setAgentConversationRuntime(nextRuntime);
rememberAgentRuntimeState(nextRuntime);
setAgentConversationRuntimeError('');
}
} catch (error) {
@@ -12729,6 +12804,7 @@ export function App() {
}
if (payload.runtimeState) {
setAgentConversationRuntime(payload.runtimeState);
rememberAgentRuntimeState(payload.runtimeState);
setAgentConversationRuntimeError('');
}
if (payload.status === 'started') {
@@ -12800,7 +12876,9 @@ export function App() {
},
);
if (agentConversationLoadVersionRef.current === saveVersion) {
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
const nextRuntime = agentRuntimeStateFromResult(runtime);
setAgentConversationRuntime(nextRuntime);
rememberAgentRuntimeState(nextRuntime);
setAgentConversationRuntimeError('');
}
} catch (error) {
@@ -12949,7 +13027,9 @@ export function App() {
if (agentConversationLoadVersionRef.current !== saveVersion) {
return;
}
setAgentConversationRuntime(agentRuntimeStateFromResult(runtime));
const nextRuntime = agentRuntimeStateFromResult(runtime);
setAgentConversationRuntime(nextRuntime);
rememberAgentRuntimeState(nextRuntime);
setAgentConversationRuntimeError('');
const conversation = await invoke<LocalConversationResult>(
'read_local_conversation',
@@ -19050,11 +19130,56 @@ export function App() {
}
}
function rememberAgentRuntimeState(runtime: AgentRuntimeState | null) {
if (!runtime) {
return;
}
setAgentRuntimeById((current) => {
const previous = current[runtime.agentId] ?? current[runtime.taskId];
const mergedRuntime = {
...runtime,
recentTasks: runtime.recentTasks ?? previous?.recentTasks ?? [],
};
return {
...current,
[mergedRuntime.agentId]: mergedRuntime,
[mergedRuntime.taskId]: mergedRuntime,
};
});
}
async function refreshAgentRuntimes(
nextProjectPath = resolveChatProjectPath(localProject) ?? '',
) {
const invoke = resolveTauriInvoke();
if (!invoke || !nextProjectPath) {
setAgentRuntimeById({});
return;
}
try {
const runtimes = await invoke<AgentRuntimeResult[]>(
'read_game_creator_agent_runtimes',
{ projectPath: nextProjectPath },
);
const nextRuntimeById: Record<string, AgentRuntimeState | undefined> =
{};
for (const runtimeResult of runtimes) {
const runtime = agentRuntimeStateFromResult(runtimeResult);
nextRuntimeById[runtime.agentId] = runtime;
nextRuntimeById[runtime.taskId] = runtime;
}
setAgentRuntimeById(nextRuntimeById);
} catch {
setAgentRuntimeById({});
}
}
async function refreshAgentRunTrace(
nextProjectPath = resolveChatProjectPath(localProject) ?? '',
) {
if (!nextProjectPath) {
setAgentRunStatus('请先初始化本地项目');
await refreshAgentRuntimes(nextProjectPath);
await refreshAgentRunHistory(nextProjectPath);
return null;
}
@@ -19062,6 +19187,7 @@ export function App() {
'.agent/run.latest.json',
nextProjectPath,
);
await refreshAgentRuntimes(nextProjectPath);
await refreshAgentRunHistory(nextProjectPath);
return summary;
}
@@ -19103,6 +19229,7 @@ export function App() {
const agentStatusCards = deriveAgentStatusCards(
manifest,
agentRunTrace ?? agentRunHistory[0]?.trace ?? null,
agentRuntimeById,
);
const mainProjectSummary = localProject
? summarizeMainProjectHeader(manifest, agentStatusCards)
@@ -19970,6 +20097,10 @@ export function App() {
llmConfigStatus,
agent,
);
const agentRuntimeStatus = formatAgentCardRuntimeStatus(agent);
const recentRuntimeTasks = agent.runtimeRecentTasks
.slice(-2)
.reverse();
return (
<button
key={agent.id}
@@ -19980,6 +20111,21 @@ export function App() {
<strong>{agent.title}</strong>
<span>{`${taskGroupLabels[agent.group]} / ${agent.role} · ${taskStatusLabels[agent.status]}`}</span>
{agentLlmStatus ? <small>{agentLlmStatus}</small> : null}
{agentRuntimeStatus ? (
<small>{agentRuntimeStatus}</small>
) : null}
{agent.runtimeTask ? (
<small>{`当前任务:${agent.runtimeTask}`}</small>
) : null}
{recentRuntimeTasks.map((task, index) => (
<small
key={`${agent.id}-runtime-task-${task.runId}-${task.updatedAt}`}
>
{`${
index === 0 ? '最近任务' : '队列记录'
}${formatAgentRecentRuntimeTask(task)}`}
</small>
))}
{agent.pass !== null || agent.phase ? (
<small>{`pass ${agent.pass ?? '-'} · ${agent.phase ?? '-'}`}</small>
) : null}
@@ -480,7 +480,41 @@ describe('AI 游戏创作 App 界面边界', () => {
updatedAt: 1,
};
const cards = deriveAgentStatusCards(manifest, trace);
const runtimeTask = {
schemaVersion: 'game-creator-agent-runtime-task.v1',
agentId: 'art-asset-plan',
taskId: 'art-asset-plan',
sessionId: 'agent-session-art-asset-plan',
runId: 'runtime-art-asset-plan-1',
source: 'agent-background-task',
task: '补齐主角规范图资产列表',
status: 'pending',
phase: 'queued',
currentAction: '等待当前任务完成',
error: null,
updatedAt: 1234,
};
const cards = deriveAgentStatusCards(manifest, trace, {
'art-asset-plan': {
schemaVersion: 'game-creator-agent-runtime.v1',
agentId: 'art-asset-plan',
taskId: 'art-asset-plan',
sessionId: 'agent-session-art-asset-plan',
runId: 'runtime-art-asset-plan-1',
source: 'agent-background-task',
status: 'running',
phase: 'planning',
currentTask: '补齐主角规范图资产列表',
currentAction: '拆解素材规格',
plan: ['读取项目上下文'],
observations: ['已创建本轮 Agent Runtime run。'],
allowedTools: ['conversation.read'],
lastResponse: null,
error: null,
updatedAt: 1234,
recentTasks: [runtimeTask],
},
});
expect(cards.find((card) => card.id === 'design-director')).toMatchObject({
taskId: 'design-director',
@@ -501,12 +535,19 @@ describe('AI 游戏创作 App 界面边界', () => {
}),
],
});
expect(cards.find((card) => card.id === 'art-asset')).toMatchObject({
expect(cards.find((card) => card.id === 'art-asset-plan')).toMatchObject({
taskId: 'art-asset-plan',
status: 'failed',
summary: '美术资产生成失败',
hasRecentEvidence: true,
runtimeStatus: 'running',
runtimePhase: 'planning',
runtimeAction: '拆解素材规格',
runtimeTask: '补齐主角规范图资产列表',
runtimeRunId: 'runtime-art-asset-plan-1',
runtimeRecentTasks: [runtimeTask],
});
expect(cards.find((card) => card.id === 'code-code')).toMatchObject({
expect(cards.find((card) => card.id === 'code-prototype')).toMatchObject({
taskId: 'code-prototype',
status: 'completed',
summary: '代码已通过生成',
@@ -3586,7 +3627,7 @@ describe('AI 游戏创作 App 界面边界', () => {
submitChat('/agent-conversations');
expect(
await screen.findByText(
/Agent 对话读取命令:[\s\S]*美术组 \/ Asset · 规划美术资产:\/read \.agent\/conversations\/agents\/art-asset\.jsonl/,
/Agent 对话读取命令:[\s\S]*美术组 \/ Asset · 规划美术资产:\/read \.agent\/conversations\/agents\/art-asset-plan\.jsonl/,
),
).not.toBeNull();
fireEvent.click(
@@ -13120,6 +13161,102 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.queryByText('旧 Agent 历史消息')).toBeNull();
});
it('shows runtime status and recent tasks in the main agent status list', async () => {
const manifest = createGameCreationAppManifest(
'local-project-draft',
'未命名游戏原型',
);
const runtimeTask = {
schemaVersion: 'game-creator-agent-runtime-task.v1',
agentId: 'design-director',
taskId: 'design-director',
sessionId: 'agent-session-design-director',
runId: 'runtime-design-director-1',
source: 'agent-background-task',
task: '排队补齐世界观拆解',
status: 'pending',
phase: 'queued',
currentAction: '等待当前任务完成',
error: null,
updatedAt: 10,
};
const runtimeState = {
schemaVersion: 'game-creator-agent-runtime.v1',
agentId: 'design-director',
taskId: 'design-director',
sessionId: 'agent-session-design-director',
runId: 'runtime-design-director-1',
source: 'agent-background-task',
status: 'running',
phase: 'planning',
currentTask: '拆解关卡节奏',
currentAction: '整理目标和约束',
plan: ['读取项目上下文'],
observations: ['已创建本轮 Agent Runtime run。'],
allowedTools: ['conversation.read'],
lastResponse: null,
error: null,
updatedAt: 10,
};
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
if (command === 'append_local_permission_log') {
return {};
}
if (command === 'init_local_game_project') {
const projectPath = String(args?.projectPath ?? '');
return {
projectPath,
manifestPath: `${projectPath}/.agent/manifest.json`,
manifest,
};
}
if (command === 'read_game_creator_agent_runtimes') {
return [
{
state: runtimeState,
sessionPath:
'/tmp/authorized-game/.agent/runtime/agents/design-director.json',
eventPath:
'/tmp/authorized-game/.agent/runtime/events/design-director.jsonl',
taskPath:
'/tmp/authorized-game/.agent/runtime/tasks/design-director.jsonl',
recentEvents: [],
recentTasks: [runtimeTask],
},
];
}
if (command === 'read_local_project_file') {
throw new Error(
'读取文件元数据失败:/tmp/authorized-game/.agent/run.latest.json: No such file or directory (os error 2)',
);
}
if (command === 'list_local_project_files') {
return { projectPath: String(args?.projectPath ?? ''), files: [] };
}
throw new Error(`unexpected invoke ${command}`);
},
);
window.__TAURI__ = { core: { invoke } };
renderAppAt('/?main&projectPath=%2Ftmp%2Fauthorized-game');
await screen.findByText('想做什么游戏?');
const agentStatusList = screen.getByLabelText('Agent 状态列表');
await waitFor(() => {
const designCard = within(agentStatusList).getByRole('button', {
name: /拆解创作方向/,
});
expect(designCard.textContent).toContain(
'Runtimerunning / planning · 整理目标和约束 · run runtime-design-director-1',
);
expect(designCard.textContent).toContain('当前任务:拆解关卡节奏');
expect(designCard.textContent).toContain(
'最近任务:pending / queued · 排队补齐世界观拆解',
);
});
});
it('ignores stale agent conversation reads after switching agents', async () => {
const manifest = createGameCreationAppManifest(
'local-project-draft',
@@ -20,6 +20,7 @@
- 背景:开发用单 Agent 聊天已经能真实调用各 Agent 的 LLM 路由并持久化对话,但 Agent 仍主要表现为同步问答,用户无法明确投递一个任务让某个 Agent 独立运行,也无法同时启动多个 Agent 的工作。
- 决策:在现有 `.agent/runtime``.agent/conversations` 基础上新增单 Agent 后台任务入口。Tauri 命令 `start_game_creator_agent_runtime_task` 立即写入该 Agent 的 runtime state/event/task history,追加用户任务到 `.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loopAgent 先输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行只读工具并记录 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复;完成或失败后把 assistant 回复或错误追加回对话,并写入 `.agent/agent.db` 审计记录。每个 Agent 的任务历史落在 `.agent/runtime/tasks/<agentId>.jsonl`,读 runtime 时按 `runId` 去重返回最近任务,任务视角状态使用 `pending / running / completed / failed`UI 在 Runtime 面板展示最近任务。不同 Agent 使用独立 `.agent/runtime/locks/<agentId>.lock`,允许并行运行;同一 Agent 已有运行任务时,新任务会先进入该 Agent 的 pending 队列,当前 drain 持锁完成后串行继续下一条 pending。该能力仍不是独立 OS 进程或跨重启离线常驻 worker。
- 补充:规范 Agent ID 统一使用 manifest taskId,例如 `art-asset-plan``code-prototype`;历史前端曾使用的 `group-role` 别名只在 Tauri command 层兼容并映射到规范 taskId。主窗口 Agent 状态列表通过 `read_game_creator_agent_runtimes` 批量读取 `.agent/runtime/agents/<taskId>.json` 和最近任务,把每个 Agent 的 Runtime 状态、当前动作和最近 task 直接显示在状态卡片和 `/agents` 汇总里。
- 影响范围:`apps/ai-game-creator-shell` 的 Tauri command、Agent Runtime state/event、开发窗口单 Agent 聊天、项目内 Agent 对话弹窗、`appSurface.test.ts` 和 AI 游戏创作 App 实施计划。
- 验证方式:运行 Tauri Rust 后台 Agent 并行测试、壳前端 appSurface 测试、壳 typecheck、编码检查和 `git diff --check`
- 关联文档:`docs/technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md`
@@ -29,10 +29,10 @@ Agent Runtime 负责:
## Agent 能力清单
- 用户能力:聊天入口、上传文件;正式用户窗口不展示任务、文件、预览、日志、能力清单或开发专用单 Agent 聊天入口。
- 开发窗口能力:debug 构建额外打开 `developer` 窗口,走 `index.html?agent-chat`;开发者可选择 Agent、授权本地项目路径,并通过 `read_local_conversation` / `append_local_conversation_message` 读写 `.agent/conversations/agents/<agentId>.jsonl`,通过 `agentLlm.<agentId>` 调用该 Agent 的独立 LLM 路由做真实对话,用于单独调试某个 Agent 的长期对话上下文。
- 开发窗口能力:debug 构建额外打开 `developer` 窗口,走 `index.html?agent-chat`;开发者可选择 Agent、授权本地项目路径,并通过 `read_local_conversation` / `append_local_conversation_message` 读写 `.agent/conversations/agents/<agentId>.jsonl`,通过 `agentLlm.<agentId>` 调用该 Agent 的独立 LLM 路由做真实对话,用于单独调试某个 Agent 的长期对话上下文。这里的 `<agentId>` 以 manifest taskId 为规范值,旧 `group-role` 别名只作为兼容输入映射到 taskId。
- 命令能力:内置命令调用、权限 gate、执行日志;v1 只允许白名单受限命令,不执行任意 shell。
- 编排能力:任务拆分、任务图依赖、专业组调度、多智能体协作;Runtime V1 会为单 Agent 对话和生成 loop 中的角色 brief 写入独立 runtime state / event,先解决“每个 Agent 正在做什么、跑到哪一步、最近一次 task/run 是什么”的可观测性。
- 后台任务能力:开发窗口单 Agent 聊天和项目内 Agent 对话弹窗可把当前输入投递为单 Agent 后台任务,Tauri 命令 `start_game_creator_agent_runtime_task` 会立即写入该 Agent 的 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl``.agent/runtime/tasks/<agentId>.jsonl``.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loop:先让该 Agent 输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行工具动作,写入 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复并追加回对话。`read_game_creator_agent_runtime` 会按 `runId` 去重返回最近任务,开发窗口项目内 Agent 对话弹窗在 Runtime 面板展示最近任务。不同 Agent 使用各自 runtime 锁,可以并行运行;同一 Agent 已有运行任务时,新任务会先写成 `pending / queued`,由当前后台 drain 在完成后串行继续执行。该能力仍属于 Runtime V1 的进程内任务,不是独立 OS 进程或跨重启离线常驻 worker。
- 后台任务能力:开发窗口单 Agent 聊天和项目内 Agent 对话弹窗可把当前输入投递为单 Agent 后台任务,Tauri 命令 `start_game_creator_agent_runtime_task` 会立即写入该 Agent 的 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl``.agent/runtime/tasks/<agentId>.jsonl``.agent/conversations/agents/<agentId>.jsonl`,随后在 App 进程内启动 tokio task 执行最小 Agent loop:先让该 Agent 输出 `thinkingSummary / plan / actions`,Runtime 按白名单和项目权限策略执行工具动作,写入 `action / observation` 事件,再把观察结果交给 Agent 生成最终回复并追加回对话。`read_game_creator_agent_runtime` 会按 `runId` 去重返回最近任务,`read_game_creator_agent_runtimes` 批量读取所有规范 taskId 的 runtime开发窗口项目内 Agent 对话弹窗和主窗口 Agent 状态列表展示最近任务、当前动作和运行阶段。不同 Agent 使用各自 runtime 锁,可以并行运行;同一 Agent 已有运行任务时,新任务会先写成 `pending / queued`,由当前后台 drain 在完成后串行继续执行。该能力仍属于 Runtime V1 的进程内任务,不是独立 OS 进程或跨重启离线常驻 worker。
- 任务图能力:每轮 Orchestrator agenda、ready / active task 选择、Evaluator 结构化返工路由、返工轮 carry-over。
- 记忆能力:短期记忆 `memory/session.md`、长期记忆 `memory/project.md`、项目级黑板 `memory/blackboard.md` 和角色私有记忆 `memory/agents/<group>/<role>.md`;黑板用于共享重要跨 agent 记忆,角色私有记忆只给对应角色 brief 读取和追加。最近 project / agent conversation 会作为短期 prompt 上下文读取,不替代正式 memory 文件。
- 对话能力:结构化对话记录统一落在 `.agent/conversations/` 的 append-only JSONL;普通聊天写 `.agent/conversations/project.jsonl`,进入单个 agent 后只写对应 `.agent/conversations/agents/<agentId>.jsonl`,不把原始对话混进项目黑板或角色私有记忆。
@@ -166,7 +166,7 @@ game-project/
- 美术/音乐资产能从画板链路回流到本地项目。
- 短期记忆、长期记忆、项目黑板和角色私有记忆按授权本地项目路径读写;普通用户仍只通过聊天命令访问短期 / 长期 / 黑板记忆,角色私有记忆只在单 agent 对话和生成 loop 中按目标 agent 读取。
- 结构化对话记录按授权本地项目路径追加 JSONL;普通聊天、`/history`、工作区历史和单 agent 对话都读取 `.agent/conversations/`,最近 project / agent 对话可进入生成 prompt 上下文,但 v1 不提供 fork、archive 或云端同步。
- Agent 状态列表从 `.agent/manifest.json` 的任务 / 角色清单`.agent/run.latest.json` / `.agent/runs/<runId>.json` 的 step、taskGraph、passPlans、lifecycleStatus 派生;v1 不新增独立状态数据库,也不承诺完整后台 runner。
- Agent 状态列表从 `.agent/manifest.json` 的任务 / 角色清单`.agent/run.latest.json` / `.agent/runs/<runId>.json` 的 step、taskGraph、passPlans、lifecycleStatus,以及 `read_game_creator_agent_runtimes` 批量读取的 `.agent/runtime/agents/<taskId>.json` 和最近任务派生;v1 不新增独立状态数据库,也不承诺完整后台 runner。
- App 启动先检查平台登录态;登录后进入同一个客户端首页,不再有面向用户的启动器 / 主窗口切换概念。首页按 `做游戏` / `做素材` / `做方案` 保存 `game` / `art` / `doc` 初始意图,发送时弹出原生目录选择,目标目录存在且非空时必须二次确认;确认后只调用 `init_local_game_project` 初始化本地项目、`upload_local_asset` 导入附件、`append_local_conversation_message` 记录首条需求和接收回执,再写入最近项目并切到项目开发占位页。本流程不调用 `generate_local_game_draft``generate_platform_art_asset` 或 LLM 聊天。
- debug 构建启动后在用户 `client` 窗口之外额外打开 `developer` 窗口;该窗口用于开发者单独选择 Agent、切换时自动读取该 Agent 历史,并把用户消息和真实 Agent 回复持久化到 `.agent/conversations/agents/<agentId>.jsonl`,普通用户窗口不得出现 `Agent 聊天` 导航或入口。
- 首页最近项目只展示最近 3 个有效项目;项目组页在同一窗口管理最近项目、打开项目、新建项目和显示目录。打开项目只读取已初始化项目并切到项目开发占位页,不打开第二窗口;新建项目仍沿用非空目录确认,不自动重建无效历史路径。
@@ -273,8 +273,8 @@ game-project/
- loop 每次运行会写 `.agent/run.latest.json``.agent/runs/<runId>.json`,记录 `Planner` / `Orchestrator` agenda / 16 个组内角色 brief 或 carry-over / 6 个 `GroupCoordinator` 汇总 / `Generator` / 6 个专业组交接 / `Evaluator` 质量评审 / `ArtifactWriter` / `Playtest` step、每步 `toolCalls`、输入文件、输出文件、状态、轮次、maxPasses、toolCallCount、maxToolCalls、stopReason、nextStep 和错误摘要;Planner、角色 agent 和 Generator 的 `inputPaths` 必须包含对应记忆文件、`.agent/conversations/project.jsonl``.agent/conversations/agents/``.agent/manifest.json` 和 agenda 等上下文来源,其中角色 agent 必须包含自己的 `memory/agents/<group>/<role>.md``memory/blackboard.md`conversation 输入只取最近少量 project / agent 对话摘要,不读取全量历史;每个 step 必须带 phase、taskId、group 和 role`.agent/run.latest.json.taskGraph` 必须记录 goal、readyTaskIds、activeTaskIds、carriedTaskIds、repairFocus、repairRoutes 和当前任务状态;`.agent/run.latest.json.passPlans` 必须按轮记录 mode、summary、activeTaskIds、carriedTaskIds、dependencyWaves、repairFocus 和 repairRoutes,作为 `/trace` 与开发窗口判断编排 loop 是否真实发生的直接证据;`run.latest.json` 是当前指针,`.agent/runs/` 保留历史 run trace;开发窗口读取 latest 展示编排过程,并复用 `file.list/read` 按文件修改时间先载入最近 20 个历史 run,滚动时再按批次读取剩余历史,普通用户窗口不展示。
- `.agent/run.latest.json``artifacts` 使用结构化记录,包含相对路径、字节数和 `fnv1a64:` checksum;除最终本地产物外,也会收集 `.agent/passes/pass-N/` 快照,便于确认返工前后的产物差异。
- 通过 Evaluator 和 `game.static_smoke` 后,Agent loop 会把本次 runId、状态、轮次、下一步、active / carry-over 任务和最终本地产物摘要追加到 `memory/session.md``memory/project.md`,把重要跨 agent 决策 / 依赖 / 风险摘要追加到 `memory/blackboard.md`,并把各角色本轮成功产出的角色摘要追加到 `memory/agents/<group>/<role>.md`;下一次 Planner、组内角色和 Generator 会通过记忆输入自然读取上一轮稳定原型状态,而不只依赖开发窗口 trace。
- 单 agent 对话入口读取对应 agent conversation;用户提交后先追加用户消息,再调用 `chat_with_game_creator_role_agent` / `chat_with_game_creator_role_agent_stream` 让对应 `agentLlm.<agentId>` 结合项目上下文、Agent 私有记忆和本 Agent 历史对话生成回复,随后把回复写入对应 `.agent/conversations/agents/<agentId>.jsonl`。每轮对话会同步写 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl`,字段包含 `agentId``taskId``sessionId``runId``source``status``phase``currentTask``currentAction``plan``observations``allowedTools``lastResponse``error`;流式事件会把最新 `runtimeState` 回传给界面。Runtime state 写入使用临时文件替换,event JSONL 读取会跳过坏行;`currentTask`、event detail、`lastResponse``agent.db` 摘要复用敏感上下文过滤,不保存明显 API Key / Bearer / Cookie 片段。单 agent 面板可把当前输入手动追加到对应 `memory/agents/<group>/<role>.md`,写入前复用 `memory.write` 项目策略和本地项目锁;最近对话可作为本次生成 prompt 上下文读取,但只有经过显式总结、用户显式手动沉淀或生成 loop 成功沉淀的稳定结论,才追加到 `memory/blackboard.md``memory/agents/<group>/<role>.md`
- 生成 loop 中的角色 brief 也写同一套 Agent Runtime state / eventactive 角色用 `source=generate-draft` 和当前 `runId` 标记正在读取上下文、调用角色专属 LLM 或本地编排、生成 brief、完成或失败;carry-over 角色同样写入开始 / 完成事件,但不会伪装成重新调用 LLM。开发单 Agent 聊天页和项目内单 Agent 对话弹窗只读展示当前 Agent 的 runtime 状态、最近 task/run、阶段、动作、计划和观测;这只是 V1 可观测性,不代表已经有独立后台常驻进程或可中断任意上游 LLM 请求。
- 单 agent 对话入口读取对应 agent conversation;用户提交后先追加用户消息,再调用 `chat_with_game_creator_role_agent` / `chat_with_game_creator_role_agent_stream` 让对应 `agentLlm.<agentId>` 结合项目上下文、Agent 私有记忆和本 Agent 历史对话生成回复,随后把回复写入对应 `.agent/conversations/agents/<agentId>.jsonl`这里的 `<agentId>` 以任务 `taskId` 为规范值,Tauri 只兼容旧 `group-role` 别名并映射到 taskId。每轮对话会同步写 `.agent/runtime/agents/<agentId>.json``.agent/runtime/events/<agentId>.jsonl`,字段包含 `agentId``taskId``sessionId``runId``source``status``phase``currentTask``currentAction``plan``observations``allowedTools``lastResponse``error`;流式事件会把最新 `runtimeState` 回传给界面。Runtime state 写入使用临时文件替换,event JSONL 读取会跳过坏行;`currentTask`、event detail、`lastResponse``agent.db` 摘要复用敏感上下文过滤,不保存明显 API Key / Bearer / Cookie 片段。单 agent 面板可把当前输入手动追加到对应 `memory/agents/<group>/<role>.md`,写入前复用 `memory.write` 项目策略和本地项目锁;最近对话可作为本次生成 prompt 上下文读取,但只有经过显式总结、用户显式手动沉淀或生成 loop 成功沉淀的稳定结论,才追加到 `memory/blackboard.md``memory/agents/<group>/<role>.md`
- 生成 loop 中的角色 brief 也写同一套 Agent Runtime state / eventactive 角色用 `source=generate-draft` 和当前 `runId` 标记正在读取上下文、调用角色专属 LLM 或本地编排、生成 brief、完成或失败;carry-over 角色同样写入开始 / 完成事件,但不会伪装成重新调用 LLM。主窗口 Agent 状态列表、开发单 Agent 聊天页和项目内单 Agent 对话弹窗只读展示当前 Agent 的 runtime 状态、最近 task/run、阶段、动作、计划和观测;这只是 V1 可观测性,不代表已经有独立后台常驻进程或可中断任意上游 LLM 请求。
- `.agent/agent.db` 当前作为最小本地项目索引文件使用 JSONL:初始化写入 `project.init`,每次 `game.generate_draft` 追加目标、标题、本地产物路径、checkpoint 和 diff 摘要,上传 / 登记 / 画板导入资产时追加 `asset.register``asset.update`v1 不引入 SQLite 依赖。
- `game.generate_draft`、资产登记 / 导入、记忆写入、预览状态写入、checkpoint / restore、agent 生命周期控制、画板资源回流 / 生成和 policy 写入会先按 `.agent/policy.json` 判断本次命令是否被项目策略拒绝,再拿项目级 `.agent/project.lock` 串行化;锁只保护同一本地项目,v1 不做后台锁管理。`confirmCommands` 可把索引、状态读取、资产登记、checkpoint、预览、agent 生命周期、画板资源回流 / 生成、memory 读写删除和 conversation 读写等命令转成项目策略确认,命中时用户确认后才执行;用户可用 `/policy-confirm 命令` 加入确认列表,用 `/policy-auto 命令` 移除确认项。
- `ArtifactWriter` 写入最终产物前把当前项目文件保存到 `.agent/checkpoints/<checkpointId>/`,写入后把新增、修改、删除计数记录到 `.agent/agent.db`;聊天命令 `/checkpoint``/checkpoints``/diff checkpoint-id``/restore checkpoint-id` 允许用户手动保存、列出最近 checkpoint、对比和确认回滚到 checkpoint,回滚时会删除 checkpoint 后新增的受跟踪项目文件。`.agent/runtime/` 属于运行观测状态,不进入项目索引、checkpoint diff 或 restore 删除范围。