发布入口接入灰度开关
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- 后端:GET /api/runtime/frontend-config 新增 gameDistributionPublishEnabled,复用 `game-distribution:publish` 判据(未配置或 enabled=false 时对已登录作者默认开放,显式收紧后只放行白名单/灰度命中用户,匿名恒为 false),前端入口与写入口共用同一事实源。
- 后端用例:新增 frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate,覆盖默认开放、enabled=true 无白名单、白名单命中、deny 名单、enabled=false 回退与 rolloutPercent=100。
- 网页:平台壳按灰度隐藏「发布游戏 / 发布新版本」入口;/games/publish 直接访问时渲染「发布功能正在灰度中」并提供重新检查;读取失败按放行处理,由后端写入口把关并返回可读文案。
- AGC:新增 readGamePublishAvailability(同一运行时配置字段),只有命中才把发布回调交给 DirectProject 聊天头;字段缺失或读取失败按不开放处理。
- 文档:玩法链路、后端数据契约与实施计划记录灰度口径、入口行为与验证命令。
This commit is contained in:
2026-09-22 17:12:04 +08:00
parent 1bd5fe9ff0
commit e5460280ce
13 changed files with 396 additions and 45 deletions
+20 -1
View File
@@ -93,6 +93,7 @@ import {
type ResourceReferenceInsertEventDetail,
} from './features/project-workspace/resourceReferences';
import { RuntimeConfigDialog } from './features/runtime-config/RuntimeConfigDialog';
import { readGamePublishAvailability } from './services/gameDistributionPublish';
import {
setAgcPluginProjectPath,
startAvailableAgcEditorPlugins,
@@ -367,6 +368,8 @@ export function App({
const [publishPackageResult, setPublishPackageResult] =
useState<LocalProjectExportPackageResult | null>(null);
const [publishPanelOpen, setPublishPanelOpen] = useState(false);
// 发布灰度:只有命中的账号才把「发布到游戏广场」入口交给聊天头;读取失败按不开放处理。
const [gamePublishAllowed, setGamePublishAllowed] = useState(false);
const [projectChatError, setProjectChatError] = useState('');
const [designAgentTransientReply, setDesignAgentTransientReplyVisible] =
useState('');
@@ -1185,6 +1188,20 @@ export function App({
}
}
useEffect(() => {
let cancelled = false;
void readGamePublishAvailability()
.then((allowed) => {
if (!cancelled) setGamePublishAllowed(allowed);
})
.catch(() => {
if (!cancelled) setGamePublishAllowed(false);
});
return () => {
cancelled = true;
};
}, [localProject?.projectPath]);
/**
* 导出试玩包并打开发布面板。
*
@@ -2308,7 +2325,9 @@ export function App({
ensureConversationReadAllowed={ensureDirectHistoryReadAllowed}
ensureConversationWriteAllowed={ensureDirectTurnWriteAllowed}
initialTurn={initialDirectTurn}
onRequestGamePublish={requestGamePublish}
onRequestGamePublish={
gamePublishAllowed ? requestGamePublish : undefined
}
projectPath={localProject?.projectPath ?? projectPath ?? null}
ref={directProjectChatRef}
/>
@@ -34,6 +34,28 @@ export type GameDistributionPublishMetadata = {
/** 游戏截图上限与服务端 `MAX_GAME_SCREENSHOTS` 保持一致。 */
export const MAX_AGC_GAME_SCREENSHOTS = 6;
type FrontendRuntimeConfigResponse = {
imageEditorAgentSidebarEnabled?: boolean;
agcTemplateLibraryEnabled?: boolean;
gameDistributionPublishEnabled?: boolean;
};
/**
* 读取当前账号的游戏发布灰度。
*
* 与网页端共用 `/api/runtime/frontend-config`:后端未配置 `game-distribution:publish`
* 时对已登录作者默认开放,运营收紧后只有白名单/灰度命中的作者返回 `true`。读取失败按
* “不开放入口”处理——写入口本身还会再拦一次,AGC 面板不作为唯一把关点。
*/
export async function readGamePublishAvailability(): Promise<boolean> {
const config = await requestClientApi<FrontendRuntimeConfigResponse>(
'/api/runtime/frontend-config',
{ method: 'GET' },
'读取发布灰度配置失败',
);
return config?.gameDistributionPublishEnabled === true;
}
export type GameDistributionPublishResult = {
gameId: string;
versionId: string;
@@ -15,7 +15,10 @@ vi.mock('../src/services/errorReporting', () => ({
}));
import type { GameCreationAppManifest } from '../../../packages/shared/src/contracts/gameCreationApp';
import { publishLocalProjectGame } from '../src/services/gameDistributionPublish';
import {
publishLocalProjectGame,
readGamePublishAvailability,
} from '../src/services/gameDistributionPublish';
const MANIFEST = {
projectId: 'local-proj-1',
@@ -164,3 +167,27 @@ test('截图超过 6 张时在创建游戏前失败关闭', async () => {
).rejects.toThrow('游戏截图最多 6 张');
expect(fetchClientHttp).not.toHaveBeenCalled();
});
test('发布灰度按后端运行时配置判定,命中才开放入口', async () => {
fetchClientHttp.mockResolvedValueOnce(
jsonResponse({ gameDistributionPublishEnabled: true }),
);
await expect(readGamePublishAvailability()).resolves.toBe(true);
expect(fetchClientHttp.mock.calls[0]?.[0]).toBe(
'/api/runtime/frontend-config',
);
fetchClientHttp.mockResolvedValueOnce(
jsonResponse({ gameDistributionPublishEnabled: false }),
);
await expect(readGamePublishAvailability()).resolves.toBe(false);
// 老后端/字段缺失时按未命中处理,入口不暴露。
fetchClientHttp.mockResolvedValueOnce(jsonResponse({}));
await expect(readGamePublishAvailability()).resolves.toBe(false);
});
test('发布灰度读取失败时抛出,由调用方按不开放处理', async () => {
fetchClientHttp.mockRejectedValueOnce(new Error('network down'));
await expect(readGamePublishAvailability()).rejects.toThrow();
});
@@ -113,6 +113,9 @@
- 第三次合并 master`500835407``fdc14404b`DirectProject 回合三态、投影 memo、宿主崩溃后的回合收口、策划对话布局修复、AGC release 每日调度):git 自动合并无冲突,但产生了**静默拼接缺陷**——新加的聊天头 CSS 被并进了 master 策划态分组选择器中间,导致 `.project-chat-topbar-status` 在策划态丢失 `font-size``chatDialogFrameLayout` 用例抓到)。修复方式是按 master 原文重建分组规则、把发布入口规则独立成块,并把重复的状态规则删掉。
- 合并后复核:全量 `npm test` 393 文件 / 4374 用例通过,root / AGC / admin-web 三端 typecheck 通过,发布入口(聊天头「发布到游戏广场」→ 试玩包导出 → 发布面板)在新回合三态下保持接线。
- 发布入口灰度下发:`GET /api/runtime/frontend-config` 新增 `gameDistributionPublishEnabled`,复用既有 `is_game_distribution_publish_enabled_for_user`(未配置 `game-distribution:publish``enabled=false` 时对已登录作者默认开放,显式收紧后只放行白名单/灰度命中,匿名恒为 false),避免前端入口与写入口出现两套判据。网页端 `PlatformEntryActiveFlowShell` 据此隐藏「发布游戏 / 发布新版本」入口,`/games/publish` 直接访问时渲染「发布功能正在灰度中」并提供重新检查;AGC 端 `readGamePublishAvailability` 同样读该字段,只有命中才把发布回调交给 DirectProject 聊天头。
- 灰度验证:`cargo test -p api-server frontend_runtime_config`6 passed,含新增的 `frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate`:无 gate 行 → 登录作者 true/匿名 false`enabled=true` 无白名单 → false;白名单命中 → true;`deny_user_ids` → false`enabled=false` → true`rolloutPercent=100` → true)、网页发布页 15 用例(含灰度未命中隐藏表单与「重新检查」放行)、平台壳 18 用例(含广场入口按灰度隐藏/显示)、AGC 发布服务 6 用例(含字段缺失与读取失败按不开放处理)。
## 尚未完成
- 真实独立发行域名、通配 TLS 与 CDN 仍属部署侧:边缘模板与门禁已就绪,本地已用真实 nginx 验证按主机映射、Cookie 403 与命名空间隔离,但仍需在真实域名/证书下跑一次“审核通过 → 游玩 → 换版 → 下架”并确认 CDN TTL 不超过 60 秒窗口。
@@ -663,7 +663,7 @@ Responses 的终态载荷既是工具调用的恢复源,也是正文的恢复
- Rust 结构体:`GameDistributionGame`
- 源码:`server-rs/crates/spacetime-module/src/game_distribution.rs`
- 用途:游戏分发稳定身份与公开版本指针。保存 owner、标题/简介/分类资料、设备与输入声明、`publication_revision`、当前 `active_version_id`、可见性和游玩计数;标签与输入模式按版本化 JSON 保存,展示资料由 `api-server` 通过 `spacetime-client` 归一后返回。
- 公开素材:游戏行末尾追加可空 `cover_object_key``screenshots_json`(截图 `{assetId, objectKey}` 数组);创建游戏时 `api-server` 就复核封面/截图素材存在且属于当前作者(不存在 400、他人素材 403),创建版本时按同一口径再次复核并派生对象键。只有可见性为 `published` 且存在有效 `active_version_id` 的游戏,其封面/截图素材才在 `/api/assets/read-url` 上获得匿名读授权。
- 公开素材:游戏行末尾追加可空 `cover_object_key``screenshots_json`(截图 `{assetId, objectKey}` 数组);创建游戏时 `api-server` 就复核封面/截图素材存在且属于当前作者(不存在 400、他人素材 403),创建版本时按同一口径再次复核并派生对象键。 发布写入受灰度配置键 `game-distribution:publish` 约束:未配置或 `enabled=false` 默认开放,显式收紧后写入口(创建游戏/版本、确认包、送审、审核通过激活)返回 503 `GAME_DISTRIBUTION_PUBLISH_DISABLED`,读取与安全下架保持可用;同一判据在 `GET /api/runtime/frontend-config``gameDistributionPublishEnabled` 下发给前端入口,匿名恒为 `false`只有可见性为 `published` 且存在有效 `active_version_id` 的游戏,其封面/截图素材才在 `/api/assets/read-url` 上获得匿名读授权。
- 复用规则:末尾可空列 `local_project_id` 保存发布方本地项目标识(AGC 的 `manifest.projectId`)。同一 `owner_user_id` 再次以相同 `local_project_id` 创建游戏时复用既有 `game_id` 并只新增版本,避免“更新”被实现成新建游戏;该字段只是复用提示,不构成所有权或路径凭证,也不能用于跨账号匹配。
- 索引:`by_game_distribution_game_owner_user_id` 用于作者私有游戏列表;`game_id` 为主键。公开目录只返回 `visibility = published` 且存在有效 `active_version_id` 的投影。
@@ -86,7 +86,7 @@
2. 所有运行依赖都必须在发行包内。资源 URL 使用与发行版本目录兼容的相对地址;前导 `/assets`、本地文件 URL、外部脚本/样式/媒体/字体地址均不属于可接受发行合同。客户端给出可操作错误,服务器仍独立校验;静态校验不能代替运行时 CSP 阻断。
3. 建议首版限额:压缩包 100 MiB、展开总量 250 MiB、单文件 64 MiB、最多 10,000 个文件、展开/压缩比不超过 100。服务端拒绝加密 ZIP、重复或大小写冲突路径、绝对路径、`..`、符号链接/重解析点、设备文件和嵌套压缩包;拒绝 `.agent`、版本控制目录、`node_modules`、凭据文件与源码映射文件。超限返回明确错误,不截断后继续发布。
4. 提交声明 ZIP 的 SHA-256 与字节数,服务端对收到的真实 ZIP 重新计算,再对展开文件建立相对路径、字节数和 SHA-256 清单。摘要不一致、缺文件或入口损坏时停止;只有 metadata 而没有已确认完整对象的提交必须失败。
5. 游戏资料随发行版本冻结:标题 2–40 字、短简介不超过 120 字、详细介绍不超过 2,000 字、一个分类、最多 5 个标签(每个不超过 20 字)、必需封面、最多 6 张截图、操作方式不超过 240 字。分类首版为休闲、益智、动作、冒险、模拟、策略、其他;封面/截图复用平台图片上传与归属校验,不接受任意外链作为审核图片。作者续发时按版本冻结快照回填封面与截图并复用同一批素材;公开投影只暴露对象键,素材 ID 只在作者与管理员回读时返回,快照里缺素材 ID 的旧版本必须要求作者重新选择封面。
5. 游戏资料随发行版本冻结:标题 2–40 字、短简介不超过 120 字、详细介绍不超过 2,000 字、一个分类、最多 5 个标签(每个不超过 20 字)、必需封面、最多 6 张截图、操作方式不超过 240 字。分类首版为休闲、益智、动作、冒险、模拟、策略、其他;封面/截图复用平台图片上传与归属校验,不接受任意外链作为审核图片。发布入口按灰度下发:后端灰度配置键固定为 `game-distribution:publish`(后台「灰度发布配置」可改,支持 `enabled` / `rolloutPercent` / `allowUserIds` / `allowUserTags`)。未配置该键、或 `enabled=false` 时对已登录作者默认开放;显式 `enabled=true` 后只有白名单或灰度命中的作者拿到开放状态,匿名恒为不开放。发布入口的开放状态随 `/api/runtime/frontend-config``gameDistributionPublishEnabled` 下发,网页广场/我的游戏入口与 AGC 聊天头「发布到游戏广场」按钮据此显示或隐藏;写入口仍独立校验,收紧期间提交返回 503 与可读文案,读接口、目录、详情、发行网关与安全下架不受影响。作者续发时按版本冻结快照回填封面与截图并复用同一批素材;公开投影只暴露对象键,素材 ID 只在作者与管理员回读时返回,快照里缺素材 ID 的旧版本必须要求作者重新选择封面。
6. `supportedDevices` 至少包含 `desktop``mobile``inputModes` 来自 `keyboard``mouse``touch`;声明移动端必须包含 `touch``orientation``landscape``portrait``responsive`。这些是待人工复核的作者声明,目录只显示已经随版本审核通过的值。
7. 原始 ZIP、未审核展开目录、审核资料均为私有对象;公开版本不暴露源码镜像键、本地路径、访问凭据或私有账号元数据。运行文件只能由发行网关按游戏、版本和文件白名单读取,不能绕过网关访问公开 OSS bucket。
8. 现役发行网关由 `api-server` 提供:`GET /api/game-distribution/releases/{gameId}/{assetPath}` 只服务当前已公开版本包内的文件,私有 ZIP 与未公开版本不因知道 ID 而可读。响应按扩展名白名单设定内容类型,未知扩展名返回 404;全部响应带 `X-Content-Type-Options: nosniff``Cross-Origin-Resource-Policy: cross-origin` 与不带 credentials 的 `Access-Control-Allow-Origin: *`(发行文档运行在 `allow-scripts` 的 opaque origin 沙箱里,`same-origin` 会让游戏自己的脚本被浏览器拦下),HTML 追加最小权限 CSP。带平台 `Cookie` 的请求一律 `403`,避免发行文件被主站同源读取;发行网关必须部署在独立来源。发行包按对象键在进程内做有界缓存,单个超预算包不进入缓存。
+49
View File
@@ -1005,6 +1005,11 @@ mod tests {
payload["imageEditorAgentSidebarEnabled"],
Value::Bool(false)
);
// 未登录不开放发布入口,避免灰度对游客下发可用状态。
assert_eq!(
payload["gameDistributionPublishEnabled"],
Value::Bool(false)
);
}
#[tokio::test]
@@ -1052,6 +1057,50 @@ mod tests {
}
}
#[tokio::test]
async fn frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate() {
let state = AppState::new(AppConfig::default()).expect("state should build");
let user = seed_phone_user_with_password(&state, "13800138195", TEST_PASSWORD).await;
let token = sign_test_user_token(&state, &user, "sess_game_distribution_publish_gate");
let mut gate = test_feature_gate(module_runtime::GAME_DISTRIBUTION_PUBLISH_GATE_KEY);
// 无 gate 行时默认开放:已登录作者拿到 true,匿名仍为 false。
let mut cases = vec![(vec![], true)];
cases.push((vec![gate.clone()], false));
gate.allow_user_ids = vec![user.id.clone()];
cases.push((vec![gate.clone()], true));
gate.deny_user_ids = vec![user.id.clone()];
cases.push((vec![gate.clone()], false));
gate.enabled = false;
cases.push((vec![gate.clone()], true));
gate.enabled = true;
gate.allow_user_ids.clear();
gate.deny_user_ids.clear();
gate.rollout_percent = 100;
cases.push((vec![gate], true));
for (gates, expected) in cases {
state.set_test_feature_gate_config(gates);
let app = build_router(state.clone());
for authenticated in [false, true] {
let mut request = Request::builder().uri("/api/runtime/frontend-config");
if authenticated {
request = request.header("authorization", format!("Bearer {token}"));
}
let response = app
.clone()
.oneshot(request.body(Body::empty()).unwrap())
.await
.unwrap();
assert_eq!(response.status(), StatusCode::OK);
let payload = read_json_response(response).await;
assert_eq!(
payload["gameDistributionPublishEnabled"],
Value::Bool(authenticated && expected)
);
}
}
}
#[tokio::test]
async fn frontend_runtime_config_returns_agent_sidebar_env_flag() {
let config = AppConfig {
@@ -16,6 +16,9 @@ use crate::{
pub struct FrontendRuntimeConfigResponse {
pub image_editor_agent_sidebar_enabled: bool,
pub agc_template_library_enabled: bool,
/// 游戏发布灰度:运营未配置 `game-distribution:publish` 时对已登录作者默认开放,
/// 显式收紧后只有白名单/灰度命中的作者拿到 `true`;匿名一律 `false`(发布必须先登录)。
pub game_distribution_publish_enabled: bool,
}
pub async fn get_frontend_runtime_config(
@@ -57,6 +60,22 @@ pub async fn get_frontend_runtime_config(
}))
})?;
let game_distribution_publish_enabled = match user_id {
Some(user_id) => state
.is_game_distribution_publish_enabled_for_user(Some(user_id))
.await
.map_err(|error| {
AppError::from_status(StatusCode::BAD_GATEWAY)
.with_message("读取前端运行时配置失败")
.with_details(json!({
"provider": "spacetimedb",
"message": error.to_string(),
}))
})?,
// 未登录时发布入口不开放:灰度只面向已登录作者,写入口也要求 Bearer 会话。
None => false,
};
Ok((
[
(header::CACHE_CONTROL, "no-store"),
@@ -67,6 +86,7 @@ pub async fn get_frontend_runtime_config(
FrontendRuntimeConfigResponse {
image_editor_agent_sidebar_enabled,
agc_template_library_enabled,
game_distribution_publish_enabled,
},
),
)
@@ -21,6 +21,14 @@ import {
import { resolvePublishMetadataError } from './gamePublishMetadata';
import { GamePublishPage } from './GamePublishPage';
const loadFrontendRuntimeConfigMock = vi.hoisted(() => vi.fn());
// 发布灰度由后端运行时配置决定;这里默认放行,灰度用例单独覆盖。
vi.mock('../../services/frontendRuntimeConfigService', () => ({
loadFrontendRuntimeConfig: (...args: unknown[]) =>
loadFrontendRuntimeConfigMock(...args),
}));
// 只替换真实上传与换签,保留常量与本地校验,避免测试真的打 OSS。
vi.mock('./gamePublishAssets', async (importOriginal) => {
const actual = await importOriginal<typeof import('./gamePublishAssets')>();
@@ -82,19 +90,41 @@ async function buildZipFile() {
});
}
function renderPage(authValue: AuthValue | null = createAuthValue()) {
function renderPublishPage(
authValue: AuthValue | null,
updateGameId: string | null = null,
) {
return render(
<AuthUiContext.Provider value={authValue}>
<GamePublishPage onBack={vi.fn()} onOpenMyGames={vi.fn()} />
<GamePublishPage
onBack={vi.fn()}
onOpenMyGames={vi.fn()}
updateGameId={updateGameId}
/>
</AuthUiContext.Provider>,
);
}
/** 渲染并等待发布灰度检查结束(放行后才渲染表单)。 */
async function renderPage(authValue: AuthValue | null = createAuthValue()) {
const result = renderPublishPage(authValue);
if (authValue) {
await screen.findByLabelText('游戏名称');
}
return result;
}
function buildImageFile(name: string, type = 'image/png') {
return new File(['image-bytes'], name, { type });
}
beforeEach(() => {
loadFrontendRuntimeConfigMock.mockReset();
loadFrontendRuntimeConfigMock.mockResolvedValue({
imageEditorAgentSidebarEnabled: false,
agcTemplateLibraryEnabled: false,
gameDistributionPublishEnabled: true,
});
vi.mocked(uploadGamePublishImageAsset).mockReset();
vi.mocked(resolveGamePublishImagePreview).mockReset();
vi.mocked(resolveGamePublishImagePreview).mockResolvedValue('');
@@ -199,15 +229,15 @@ test('元数据校验与服务端口径一致', () => {
).toBe('');
});
test('未登录时不提交且提示登录', () => {
renderPage(null);
test('未登录时不提交且提示登录', async () => {
await renderPage(null);
expect(screen.getByText('登录后才能发布游戏。')).toBeTruthy();
fireEvent.click(screen.getByRole('button', { name: //u }));
expect(createGame).not.toHaveBeenCalled();
});
test('缺少发行包时不上传', async () => {
renderPage();
await renderPage();
fireEvent.change(screen.getByLabelText('游戏名称'), {
target: { value: '测试游戏' },
});
@@ -221,7 +251,7 @@ test('缺少发行包时不上传', async () => {
});
test('缺少封面时本地先拦截且不创建游戏', async () => {
renderPage();
await renderPage();
const file = await buildZipFile();
fireEvent.change(screen.getByLabelText('游戏名称'), {
target: { value: '测试游戏' },
@@ -243,7 +273,7 @@ test('封面上传失败时给出原因且不提交', async () => {
vi.mocked(uploadGamePublishImageAsset).mockRejectedValue(
new Error('游戏封面过大,请压缩后再上传(当前 9.0MB,最多 6MB)。'),
);
renderPage();
await renderPage();
fireEvent.change(screen.getByLabelText(//u), {
target: { files: [buildImageFile('huge.png')] },
});
@@ -257,7 +287,7 @@ test('封面上传失败时给出原因且不提交', async () => {
});
test('截图超过 6 张时本地拦截', async () => {
renderPage();
await renderPage();
const files = Array.from({ length: 7 }, (_, index) =>
buildImageFile(`shot-${index}.png`),
);
@@ -289,7 +319,7 @@ test('按创建游戏、创建版本、上传、送审顺序提交并展示审
version: { status: 'pending_review' },
});
renderPage();
await renderPage();
const file = await buildZipFile();
fireEvent.change(screen.getByLabelText('游戏名称'), {
target: { value: '测试游戏' },
@@ -332,7 +362,7 @@ test('后端失败时不伪造成功', async () => {
vi.mocked(createGame).mockRejectedValue(
new Error('游戏分发服务暂不可用(503'),
);
renderPage();
await renderPage();
const file = await buildZipFile();
fireEvent.change(screen.getByLabelText('游戏名称'), {
target: { value: '测试游戏' },
@@ -373,7 +403,7 @@ test('同一账号回到发布页可以沿用原版本继续送审', async () =>
version: { status: 'pending_review' },
});
renderPage();
await renderPage();
expect(await screen.findByText(/|/u)).toBeTruthy();
fireEvent.click(await screen.findByRole('button', { name: '继续送审' }));
@@ -397,7 +427,7 @@ test('同一账号回到发布页可以沿用原版本继续送审', async () =>
test('换账号不回读上一账号的发布草稿', async () => {
writeDraft('user-1');
renderPage(
await renderPage(
createAuthValue({
user: { ...createAuthValue().user!, id: 'user-2' },
}),
@@ -480,19 +510,12 @@ test('更新模式在既有 gameId 下创建新版本并沿用公开修订号',
version: { status: 'pending_review' },
});
render(
<AuthUiContext.Provider value={createAuthValue()}>
<GamePublishPage
onBack={vi.fn()}
onOpenMyGames={vi.fn()}
updateGameId="game-1"
/>
</AuthUiContext.Provider>,
);
renderPublishPage(createAuthValue(), 'game-1');
expect(
await screen.findByText(/线 v3/u),
).toBeTruthy();
await screen.findByLabelText('游戏名称');
expect(screen.getByLabelText('游戏名称')).toHaveProperty('value', '星轨防线');
expect(screen.getByLabelText('分类')).toHaveProperty('value', '动作');
@@ -580,19 +603,12 @@ test('线上封面没有冻结素材时要求重新选择封面', async () => {
},
} as never);
render(
<AuthUiContext.Provider value={createAuthValue()}>
<GamePublishPage
onBack={vi.fn()}
onOpenMyGames={vi.fn()}
updateGameId="game-1"
/>
</AuthUiContext.Provider>,
);
renderPublishPage(createAuthValue(), 'game-1');
expect(
await screen.findByText(//u),
).toBeTruthy();
await screen.findByLabelText('游戏名称');
const file = await buildZipFile();
fireEvent.change(screen.getByLabelText(/ ZIP/u), {
target: { files: [file] },
@@ -610,15 +626,7 @@ test('线上封面没有冻结素材时要求重新选择封面', async () => {
test('更新模式读不到归属游戏时失败关闭且不提交', async () => {
vi.mocked(listMyGames).mockResolvedValue([]);
render(
<AuthUiContext.Provider value={createAuthValue()}>
<GamePublishPage
onBack={vi.fn()}
onOpenMyGames={vi.fn()}
updateGameId="game-missing"
/>
</AuthUiContext.Provider>,
);
renderPublishPage(createAuthValue(), 'game-missing');
expect(
await screen.findByText('找不到这个游戏,或它不属于当前账号'),
@@ -629,3 +637,34 @@ test('更新模式读不到归属游戏时失败关闭且不提交', async () =>
);
expect(createGameVersion).not.toHaveBeenCalled();
});
test('灰度未命中时隐藏发布表单并给出可操作提示', async () => {
loadFrontendRuntimeConfigMock.mockResolvedValue({
imageEditorAgentSidebarEnabled: false,
agcTemplateLibraryEnabled: false,
gameDistributionPublishEnabled: false,
});
renderPublishPage(createAuthValue());
expect(await screen.findByText('发布功能正在灰度中')).toBeTruthy();
expect(screen.getByText(//u)).not.toBeNull();
expect(screen.queryByLabelText('游戏名称')).toBeNull();
expect(createGame).not.toHaveBeenCalled();
// 灰度开放后「重新检查」应放行并渲染表单。
loadFrontendRuntimeConfigMock.mockResolvedValue({
imageEditorAgentSidebarEnabled: false,
agcTemplateLibraryEnabled: false,
gameDistributionPublishEnabled: true,
});
fireEvent.click(screen.getByRole('button', { name: '重新检查' }));
expect(await screen.findByLabelText('游戏名称')).not.toBeNull();
});
test('灰度配置读取失败时不拦前端,由后端写入口把关', async () => {
loadFrontendRuntimeConfigMock.mockRejectedValue(new Error('network down'));
await renderPage();
expect(screen.getByLabelText('游戏名称')).not.toBeNull();
expect(screen.queryByText('发布功能正在灰度中')).toBeNull();
});
@@ -10,6 +10,7 @@ import type {
GameDistributionOrientation,
GameDistributionVersionDetail,
} from '../../../packages/shared/src/contracts/gameDistribution';
import { loadFrontendRuntimeConfig } from '../../services/frontendRuntimeConfigService';
import {
createGame,
createGameVersion,
@@ -187,6 +188,11 @@ export function GamePublishPage({
GamePublishImageAsset[]
>([]);
const [isUploadingAsset, setIsUploadingAsset] = useState(false);
// 发布灰度:`checking` 期间不渲染表单,避免白名单外的作者先上传再被后端拒绝。
const [publishGate, setPublishGate] = useState<
'checking' | 'allowed' | 'blocked'
>('checking');
const [publishGateReloadSeed, setPublishGateReloadSeed] = useState(0);
const [isSubmitting, setIsSubmitting] = useState(false);
const [error, setError] = useState('');
const [publishedGameId, setPublishedGameId] = useState('');
@@ -251,6 +257,34 @@ export function GamePublishPage({
};
}, [canPublish, updateGameId]);
// 发布灰度:读后端运行时配置判定当前账号是否在灰度内;未登录时交给登录提示处理。
useEffect(() => {
if (!canPublish) {
setPublishGate('allowed');
return;
}
let cancelled = false;
setPublishGate('checking');
loadFrontendRuntimeConfig()
.then((config) => {
if (cancelled) return;
setPublishGate(
config.gameDistributionPublishEnabled === false
? 'blocked'
: 'allowed',
);
})
.catch(() => {
if (cancelled) return;
// 读不到灰度配置时按“不拦前端、由后端写入口把关”处理:后端仍是唯一事实源,
// 收紧期间会在提交时返回 503 与可读文案,不会静默写入。
setPublishGate('allowed');
});
return () => {
cancelled = true;
};
}, [canPublish, currentUserId, publishGateReloadSeed]);
// 只在当前账号与草稿 owner 一致时回读版本;换账号时忽略草稿,绝不展示上一账号状态。
useEffect(() => {
if (updateGameId) return undefined;
@@ -606,6 +640,47 @@ export function GamePublishPage({
}
}
// 灰度检查期间与未命中时都不渲染表单:避免白名单外的作者先上传素材再被写入口拒绝。
if (canPublish && publishGate === 'checking') {
return (
<div className="game-page game-publish-page">
<button type="button" className="game-back-button" onClick={onBack}>
<ArrowLeft /> 广
</button>
<PlatformStatusMessage tone="info" surface="platform">
<span></span>
</PlatformStatusMessage>
</div>
);
}
if (canPublish && publishGate === 'blocked') {
return (
<div className="game-page game-publish-page">
<button type="button" className="game-back-button" onClick={onBack}>
<ArrowLeft /> 广
</button>
<div className="game-toolbar">
<div className="game-toolbar__title">
<span className="game-eyebrow"></span>
<h2></h2>
</div>
</div>
<PlatformStatusMessage tone="info" surface="platform">
<span>
</span>
<button
type="button"
onClick={() => setPublishGateReloadSeed((current) => current + 1)}
>
</button>
</PlatformStatusMessage>
</div>
);
}
return (
<div className="game-page game-publish-page">
<button type="button" className="game-back-button" onClick={onBack}>
@@ -58,6 +58,15 @@ const gameDistributionMock = vi.hoisted(() => ({
vi.mock('../../services/gameDistributionClient', () => gameDistributionMock);
const frontendRuntimeConfigMock = vi.hoisted(() => ({
loadFrontendRuntimeConfig: vi.fn(),
}));
vi.mock('../../services/frontendRuntimeConfigService', () => ({
loadFrontendRuntimeConfig: (...args: unknown[]) =>
frontendRuntimeConfigMock.loadFrontendRuntimeConfig(...args),
}));
vi.mock('../auth/AuthUiContext', () => ({
useAuthUi: () => authUiMock.value,
}));
@@ -206,6 +215,12 @@ describe('PlatformEntryActiveFlowShell', () => {
for (const mock of Object.values(gameDistributionMock)) {
mock.mockReset();
}
frontendRuntimeConfigMock.loadFrontendRuntimeConfig.mockReset();
frontendRuntimeConfigMock.loadFrontendRuntimeConfig.mockResolvedValue({
imageEditorAgentSidebarEnabled: false,
agcTemplateLibraryEnabled: false,
gameDistributionPublishEnabled: true,
});
authUiMock.value.openLoginModal.mockReset();
responsiveMock.isDesktopLayout = true;
});
@@ -850,3 +865,47 @@ describe('PlatformEntryActiveFlowShell', () => {
});
});
});
describe('游戏发布灰度入口', () => {
function loginAsAuthor() {
authUiMock.value.user = {
id: 'user-1',
publicUserCode: '100001',
displayName: '测试作者',
avatarUrl: null,
phoneNumberMasked: null,
loginMethod: 'password',
bindingStatus: 'active',
wechatBound: false,
};
authUiMock.value.canAccessProtectedData = true;
}
it('灰度未命中时广场不展示发布入口', async () => {
loginAsAuthor();
frontendRuntimeConfigMock.loadFrontendRuntimeConfig.mockResolvedValue({
imageEditorAgentSidebarEnabled: false,
agcTemplateLibraryEnabled: false,
gameDistributionPublishEnabled: false,
});
gameDistributionMock.listGames.mockResolvedValue([]);
render(<StatefulPlatformEntryFlowShell initialStage="games" />);
expect(await screen.findByText('游戏广场')).toBeTruthy();
await waitFor(() =>
expect(screen.queryByRole('button', { name: '发布游戏' })).toBeNull(),
);
});
it('灰度命中时广场展示发布入口', async () => {
loginAsAuthor();
gameDistributionMock.listGames.mockResolvedValue([]);
render(<StatefulPlatformEntryFlowShell initialStage="games" />);
expect(
await screen.findByRole('button', { name: '发布游戏' }),
).not.toBeNull();
});
});
@@ -25,6 +25,7 @@ import {
pushAppHistoryPath,
replaceAppHistoryPath,
} from '../../routing/activeAppPageRoutes';
import { loadFrontendRuntimeConfig } from '../../services/frontendRuntimeConfigService';
import { getPlatformProfileDashboard } from '../../services/platform-entry/platformProfileClient';
import { usePlatformWalletStore } from '../../stores/usePlatformWalletStore';
import { useAuthUi } from '../auth/AuthUiContext';
@@ -280,6 +281,9 @@ export function PlatformEntryFlowShellImpl({
setSelectionStage,
}: PlatformEntryFlowShellProps) {
const authUi = useAuthUi();
// 发布灰度:命中才暴露「发布游戏 / 发布新版本」入口;读取失败按放行处理,由后端写入口把关。
const [gamePublishGateAllowed, setGamePublishGateAllowed] = useState(true);
const gamePublishGateUserId = authUi?.user?.id ?? '';
const [dashboard, setDashboard] = useState<ProfileDashboardSummary | null>(
null,
);
@@ -398,6 +402,29 @@ export function PlatformEntryFlowShellImpl({
setSelectionStage('games', { path: '/games' });
}, [setSelectionStage]);
useEffect(() => {
if (!gamePublishGateUserId) {
// 未登录时不展示发布入口,登录后由 authUi 变化触发重新读取。
setGamePublishGateAllowed(false);
return;
}
let cancelled = false;
loadFrontendRuntimeConfig()
.then((config) => {
if (!cancelled) {
setGamePublishGateAllowed(
config.gameDistributionPublishEnabled !== false,
);
}
})
.catch(() => {
if (!cancelled) setGamePublishGateAllowed(true);
});
return () => {
cancelled = true;
};
}, [gamePublishGateUserId]);
const openGamePublish = useCallback(() => {
setSelectionStage('game-publish', { path: '/games/publish' });
}, [setSelectionStage]);
@@ -731,7 +758,9 @@ export function PlatformEntryFlowShellImpl({
searchKeyword={activeSearchKeyword}
onOpenDetail={openGameDetail}
onOpenMyGames={openMyGames}
onOpenPublish={openGamePublish}
onOpenPublish={
gamePublishGateAllowed ? openGamePublish : undefined
}
/>
) : selectionStage === 'game-publish' ? (
<GamePublishPage
@@ -743,7 +772,11 @@ export function PlatformEntryFlowShellImpl({
<MyGamesPage
onBack={openGames}
onOpenDetail={openGameDetail}
onPublishVersion={openGamePublishVersion}
onPublishVersion={
gamePublishGateAllowed
? openGamePublishVersion
: undefined
}
/>
) : selectionStage === 'game-detail' ? (
<GameDetailPage
@@ -5,6 +5,11 @@ const FRONTEND_RUNTIME_CONFIG_API = '/api/runtime/frontend-config';
export type FrontendRuntimeConfig = {
imageEditorAgentSidebarEnabled: boolean;
agcTemplateLibraryEnabled: boolean;
/**
* 游戏发布灰度开关:后端未配置 `game-distribution:publish` 时对已登录作者默认开放,
* 显式收紧后只有白名单/灰度命中的作者为 `true`,匿名恒为 `false`。
*/
gameDistributionPublishEnabled: boolean;
};
export async function loadFrontendRuntimeConfig() {