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:
@@ -21,6 +21,14 @@ import {
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import { resolvePublishMetadataError } from './gamePublishMetadata';
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import { GamePublishPage } from './GamePublishPage';
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const loadFrontendRuntimeConfigMock = vi.hoisted(() => vi.fn());
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// 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。
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vi.mock('../../services/frontendRuntimeConfigService', () => ({
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loadFrontendRuntimeConfig: (...args: unknown[]) =>
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loadFrontendRuntimeConfigMock(...args),
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}));
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// 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。
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vi.mock('./gamePublishAssets', async (importOriginal) => {
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const actual = await importOriginal<typeof import('./gamePublishAssets')>();
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@@ -82,19 +90,41 @@ async function buildZipFile() {
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});
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}
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function renderPage(authValue: AuthValue | null = createAuthValue()) {
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function renderPublishPage(
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authValue: AuthValue | null,
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updateGameId: string | null = null,
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) {
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return render(
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<AuthUiContext.Provider value={authValue}>
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<GamePublishPage onBack={vi.fn()} onOpenMyGames={vi.fn()} />
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<GamePublishPage
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onBack={vi.fn()}
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onOpenMyGames={vi.fn()}
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updateGameId={updateGameId}
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/>
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</AuthUiContext.Provider>,
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);
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}
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/** 渲染并等待发布灰度检查结束(放行后才渲染表单)。 */
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async function renderPage(authValue: AuthValue | null = createAuthValue()) {
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const result = renderPublishPage(authValue);
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if (authValue) {
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await screen.findByLabelText('游戏名称');
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}
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return result;
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}
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function buildImageFile(name: string, type = 'image/png') {
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return new File(['image-bytes'], name, { type });
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}
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beforeEach(() => {
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loadFrontendRuntimeConfigMock.mockReset();
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loadFrontendRuntimeConfigMock.mockResolvedValue({
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imageEditorAgentSidebarEnabled: false,
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agcTemplateLibraryEnabled: false,
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gameDistributionPublishEnabled: true,
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});
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vi.mocked(uploadGamePublishImageAsset).mockReset();
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vi.mocked(resolveGamePublishImagePreview).mockReset();
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vi.mocked(resolveGamePublishImagePreview).mockResolvedValue('');
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@@ -199,15 +229,15 @@ test('元数据校验与服务端口径一致', () => {
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).toBe('');
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});
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test('未登录时不提交且提示登录', () => {
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renderPage(null);
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test('未登录时不提交且提示登录', async () => {
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await renderPage(null);
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expect(screen.getByText('登录后才能发布游戏。')).toBeTruthy();
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fireEvent.click(screen.getByRole('button', { name: /提交审核/u }));
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expect(createGame).not.toHaveBeenCalled();
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});
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test('缺少发行包时不上传', async () => {
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renderPage();
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await renderPage();
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fireEvent.change(screen.getByLabelText('游戏名称'), {
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target: { value: '测试游戏' },
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});
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@@ -221,7 +251,7 @@ test('缺少发行包时不上传', async () => {
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});
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test('缺少封面时本地先拦截且不创建游戏', async () => {
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renderPage();
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await renderPage();
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const file = await buildZipFile();
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fireEvent.change(screen.getByLabelText('游戏名称'), {
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target: { value: '测试游戏' },
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@@ -243,7 +273,7 @@ test('封面上传失败时给出原因且不提交', async () => {
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vi.mocked(uploadGamePublishImageAsset).mockRejectedValue(
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new Error('游戏封面过大,请压缩后再上传(当前 9.0MB,最多 6MB)。'),
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);
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renderPage();
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await renderPage();
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fireEvent.change(screen.getByLabelText(/游戏封面/u), {
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target: { files: [buildImageFile('huge.png')] },
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});
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@@ -257,7 +287,7 @@ test('封面上传失败时给出原因且不提交', async () => {
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});
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test('截图超过 6 张时本地拦截', async () => {
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renderPage();
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await renderPage();
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const files = Array.from({ length: 7 }, (_, index) =>
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buildImageFile(`shot-${index}.png`),
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);
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@@ -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
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version: { status: 'pending_review' },
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});
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renderPage();
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await renderPage();
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const file = await buildZipFile();
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fireEvent.change(screen.getByLabelText('游戏名称'), {
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target: { value: '测试游戏' },
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@@ -332,7 +362,7 @@ test('后端失败时不伪造成功', async () => {
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vi.mocked(createGame).mockRejectedValue(
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new Error('游戏分发服务暂不可用(503)'),
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);
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renderPage();
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await renderPage();
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const file = await buildZipFile();
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fireEvent.change(screen.getByLabelText('游戏名称'), {
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target: { value: '测试游戏' },
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@@ -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 () =>
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version: { status: 'pending_review' },
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});
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renderPage();
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await renderPage();
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expect(await screen.findByText(/上次发布未完成|发行包已上传/u)).toBeTruthy();
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fireEvent.click(await screen.findByRole('button', { name: '继续送审' }));
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@@ -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 () =>
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test('换账号不回读上一账号的发布草稿', async () => {
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writeDraft('user-1');
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renderPage(
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await renderPage(
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createAuthValue({
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user: { ...createAuthValue().user!, id: 'user-2' },
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}),
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@@ -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',
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version: { status: 'pending_review' },
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});
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render(
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<AuthUiContext.Provider value={createAuthValue()}>
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<GamePublishPage
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onBack={vi.fn()}
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onOpenMyGames={vi.fn()}
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updateGameId="game-1"
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/>
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</AuthUiContext.Provider>,
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);
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renderPublishPage(createAuthValue(), 'game-1');
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expect(
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await screen.findByText(/正在为《星轨防线》发布新版本 v3/u),
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).toBeTruthy();
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await screen.findByLabelText('游戏名称');
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expect(screen.getByLabelText('游戏名称')).toHaveProperty('value', '星轨防线');
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expect(screen.getByLabelText('分类')).toHaveProperty('value', '动作');
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@@ -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 () => {
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},
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} as never);
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render(
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<AuthUiContext.Provider value={createAuthValue()}>
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<GamePublishPage
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onBack={vi.fn()}
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onOpenMyGames={vi.fn()}
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updateGameId="game-1"
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/>
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</AuthUiContext.Provider>,
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);
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renderPublishPage(createAuthValue(), 'game-1');
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expect(
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await screen.findByText(/本次发布需要重新选择一次封面图片/u),
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).toBeTruthy();
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await screen.findByLabelText('游戏名称');
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const file = await buildZipFile();
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fireEvent.change(screen.getByLabelText(/发行包 ZIP/u), {
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target: { files: [file] },
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@@ -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 () => {
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test('更新模式读不到归属游戏时失败关闭且不提交', async () => {
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vi.mocked(listMyGames).mockResolvedValue([]);
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render(
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<AuthUiContext.Provider value={createAuthValue()}>
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<GamePublishPage
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onBack={vi.fn()}
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onOpenMyGames={vi.fn()}
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updateGameId="game-missing"
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/>
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</AuthUiContext.Provider>,
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);
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renderPublishPage(createAuthValue(), 'game-missing');
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expect(
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await screen.findByText('找不到这个游戏,或它不属于当前账号'),
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@@ -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 () =>
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);
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expect(createGameVersion).not.toHaveBeenCalled();
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});
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test('灰度未命中时隐藏发布表单并给出可操作提示', async () => {
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loadFrontendRuntimeConfigMock.mockResolvedValue({
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imageEditorAgentSidebarEnabled: false,
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agcTemplateLibraryEnabled: false,
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gameDistributionPublishEnabled: false,
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});
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renderPublishPage(createAuthValue());
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expect(await screen.findByText('发布功能正在灰度中')).toBeTruthy();
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expect(screen.getByText(/当前账号还没有发布入口/u)).not.toBeNull();
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expect(screen.queryByLabelText('游戏名称')).toBeNull();
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expect(createGame).not.toHaveBeenCalled();
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// 灰度开放后「重新检查」应放行并渲染表单。
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loadFrontendRuntimeConfigMock.mockResolvedValue({
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imageEditorAgentSidebarEnabled: false,
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agcTemplateLibraryEnabled: false,
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gameDistributionPublishEnabled: true,
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});
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fireEvent.click(screen.getByRole('button', { name: '重新检查' }));
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expect(await screen.findByLabelText('游戏名称')).not.toBeNull();
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});
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test('灰度配置读取失败时不拦前端,由后端写入口把关', async () => {
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loadFrontendRuntimeConfigMock.mockRejectedValue(new Error('network down'));
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await renderPage();
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expect(screen.getByLabelText('游戏名称')).not.toBeNull();
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expect(screen.queryByText('发布功能正在灰度中')).toBeNull();
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});
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@@ -10,6 +10,7 @@ import type {
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GameDistributionOrientation,
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GameDistributionVersionDetail,
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} from '../../../packages/shared/src/contracts/gameDistribution';
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import { loadFrontendRuntimeConfig } from '../../services/frontendRuntimeConfigService';
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import {
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createGame,
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createGameVersion,
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@@ -187,6 +188,11 @@ export function GamePublishPage({
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GamePublishImageAsset[]
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>([]);
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const [isUploadingAsset, setIsUploadingAsset] = useState(false);
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// 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。
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const [publishGate, setPublishGate] = useState<
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'checking' | 'allowed' | 'blocked'
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>('checking');
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const [publishGateReloadSeed, setPublishGateReloadSeed] = useState(0);
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const [isSubmitting, setIsSubmitting] = useState(false);
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const [error, setError] = useState('');
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const [publishedGameId, setPublishedGameId] = useState('');
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@@ -251,6 +257,34 @@ export function GamePublishPage({
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};
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}, [canPublish, updateGameId]);
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// 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。
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useEffect(() => {
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if (!canPublish) {
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setPublishGate('allowed');
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return;
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}
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let cancelled = false;
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setPublishGate('checking');
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loadFrontendRuntimeConfig()
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.then((config) => {
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if (cancelled) return;
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setPublishGate(
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config.gameDistributionPublishEnabled === false
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? 'blocked'
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: 'allowed',
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);
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})
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.catch(() => {
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if (cancelled) return;
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// 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,
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// 收紧期间会在提交时返回 503 与可读文案,不会静默写入。
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setPublishGate('allowed');
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});
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return () => {
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cancelled = true;
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};
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}, [canPublish, currentUserId, publishGateReloadSeed]);
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// 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。
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useEffect(() => {
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if (updateGameId) return undefined;
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@@ -606,6 +640,47 @@ export function GamePublishPage({
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}
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}
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// 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。
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if (canPublish && publishGate === 'checking') {
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return (
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<div className="game-page game-publish-page">
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<button type="button" className="game-back-button" onClick={onBack}>
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<ArrowLeft /> 返回游戏广场
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</button>
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<PlatformStatusMessage tone="info" surface="platform">
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<span>正在检查发布灰度…</span>
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</PlatformStatusMessage>
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</div>
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);
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}
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if (canPublish && publishGate === 'blocked') {
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return (
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<div className="game-page game-publish-page">
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<button type="button" className="game-back-button" onClick={onBack}>
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<ArrowLeft /> 返回游戏广场
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</button>
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<div className="game-toolbar">
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<div className="game-toolbar__title">
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<span className="game-eyebrow">发布游戏</span>
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<h2>发布功能正在灰度中</h2>
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</div>
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</div>
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<PlatformStatusMessage tone="info" surface="platform">
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<span>
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当前账号还没有发布入口,开放后可以直接在这里上传游戏;已公开的游戏不受影响,仍可正常游玩。
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</span>
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<button
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type="button"
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onClick={() => setPublishGateReloadSeed((current) => current + 1)}
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>
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重新检查
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</button>
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</PlatformStatusMessage>
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</div>
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);
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}
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return (
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<div className="game-page game-publish-page">
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<button type="button" className="game-back-button" onClick={onBack}>
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@@ -58,6 +58,15 @@ const gameDistributionMock = vi.hoisted(() => ({
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vi.mock('../../services/gameDistributionClient', () => gameDistributionMock);
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const frontendRuntimeConfigMock = vi.hoisted(() => ({
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loadFrontendRuntimeConfig: vi.fn(),
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}));
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vi.mock('../../services/frontendRuntimeConfigService', () => ({
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loadFrontendRuntimeConfig: (...args: unknown[]) =>
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frontendRuntimeConfigMock.loadFrontendRuntimeConfig(...args),
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}));
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vi.mock('../auth/AuthUiContext', () => ({
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useAuthUi: () => authUiMock.value,
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}));
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@@ -206,6 +215,12 @@ describe('PlatformEntryActiveFlowShell', () => {
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for (const mock of Object.values(gameDistributionMock)) {
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mock.mockReset();
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}
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frontendRuntimeConfigMock.loadFrontendRuntimeConfig.mockReset();
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frontendRuntimeConfigMock.loadFrontendRuntimeConfig.mockResolvedValue({
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imageEditorAgentSidebarEnabled: false,
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agcTemplateLibraryEnabled: false,
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gameDistributionPublishEnabled: true,
|
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});
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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() {
|
||||
|
||||
Reference in New Issue
Block a user