修复 AGC DirectProject 运行中过程卡的读秒粒度与样式
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- apps/ai-game-creator-shell/src/view/project-development/chat/components/DirectProjectConversation/DirectProjectConversation.tsx 的 DirectTurnElapsed 改用对话侧共享时钟 useLiveNow(100ms),删掉组件自带的 1000ms setInterval 与 now state:耗时文案不足一分钟保留一位小数,秒级 tick 会让小数位一秒才动一格 - apps/ai-game-creator-shell/src/styles.css 重写 .project-chat-process-card:去掉旧面板遗留的 78px 最小高度与 9px 行距,收敛为单行状态条(padding 8px 12px) - apps/ai-game-creator-shell/src/styles.css 状态点与扫光改走 --platform-accent(原先写死绿色),标题提到 --platform-text-strong,耗时改 --platform-text-base 并加 tabular-nums - apps/ai-game-creator-shell/src/styles.css 删除两条永不命中的选择器(卡片渲染在消息列表外,规则却写着 …message-list > .project-chat-process-card)与已无 <p> 渲染的多行摘要样式 - apps/ai-game-creator-shell/src/styles.css 过程卡与最后一条消息之间补 12px 上间距,原先 margin 简写把它清零 - apps/ai-game-creator-shell/tests/directProjectProcessStatus.test.tsx 新增读秒粒度回归用例与「无运行中回合不订阅时钟」用例 - apps/ai-game-creator-shell/tests/appSurface/project-development.suite.ts 与 tests/AgentMessageContent.test.tsx 的选择器契约同步到现行 DOM 结构 - docs/project-memory/shared-memory/pitfalls.md 记录「刷新粒度必须与显示精度同格」这条复发坑
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# 踩坑与排障记录
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## 2026-09-24 对话过程卡的读秒退回 1 秒一跳:刷新粒度必须与显示精度同格
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- **现象**:AGC DirectProject 对话区底部那条「陶泥儿正在处理 / 已耗时 12.4秒」的状态条,小数位一秒才动一格,看着像读数卡住;同一屏里工具卡片的耗时与资源生成侧栏的读秒都在正常走 0.1 秒,只有这一处不动。
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- **原因**:耗时文案不足一分钟保留一位小数(`formatElapsedDuration`),刷新就必须是 100ms。这次改动方向本身是对的——把 clock 从整个聊天视图下移到耗时那一行,但顺手在组件里另写了一份 `setInterval(..., 1000)`,绕过了对话侧唯一的 `useLiveNow`(`LIVE_TIMER_TICK_MS = 100`);`team-conventions.md` 里「运行时用 100ms 叶子时钟刷新一位小数、终态冻结」这条约定当时已经写好,改动没有对齐它。
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- **处理(现行口径)**:耗时文案的刷新一律走 `useLiveNow`,不在视图组件里另起 interval;tick 只订在显示耗时的那一行(叶子节点),不能落在整块面板或整份回合列表上。可机检的判据是「不足一分钟的耗时必须每 100ms 递增一次小数位」。
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- **验证**:`npx vitest run apps/ai-game-creator-shell/tests/directProjectProcessStatus.test.tsx`(把 `LIVE_TIMER_TICK_MS` 临时改回 1000 时第一步即红);真实浏览器里 600ms 内文案从 `18.0秒` 走到 `18.6秒`。
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- **关联**:`apps/ai-game-creator-shell/src/view/project-development/chat/components/DirectProjectConversation/DirectProjectConversation.tsx`、`apps/ai-game-creator-shell/src/features/project-workspace/useLiveNow.ts`、`apps/ai-game-creator-shell/src/styles.css`。
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## 策划回复的重复终态不能重新启动伪流式
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策划 Runtime 会通过状态事件与命令返回交付同一份最终视图。若前端清空临时正文后再拿“最后一条非用户历史消息”回填动画,就会出现正式回复旁又播放一遍、播放后消失的假重试。正文应按 `messageId` 保存显示进度,与正式消息共用一个气泡;请求完成不清动画,不延迟正式业务状态。Provider 自动重试复用消息 ID 并发送空文本,只允许重置未持久化的该条回复。正文、工具状态和 reasoning 分开;事件与异步命令收尾均检查项目及活动回合,旧请求不能覆盖新回合。详见 [AGC 实施计划](../../technical/【技术方案】AI游戏创作智能体App实施计划-2026-06-24.md)。
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