去掉默认问候与对话内重复的进行中耗时
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- createDefaultChatMessages 不再插入「想做什么游戏?」占位消息(对话记录里没有信息量,且会出现在用户消息之后) - 空对话改为按回读结果替换(新增 isEmptyConversation 判断),历史加载不受影响 - renderTurnUsage:回合进行中不再在对话里显示「本轮进行中 · 用时」,进行中的耗时由输入框上方的过程卡负责显示,避免重复;回合结束后仍显示「本轮结束于 … · 耗时 …」 - tsc 0 错误
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@@ -4050,6 +4050,8 @@ export function App({
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conversationMessages,
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current,
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);
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// 空对话(没有默认问候之后的新常态)同样应当接受回读结果。
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const isEmptyConversation = current.length === 0;
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const hasOnlyDefaultGreeting =
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current.length === 1 &&
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current[0]?.role === 'assistant' &&
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@@ -4062,6 +4064,7 @@ export function App({
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current[1]?.text === `已设置本地项目:${nextProjectPath}`;
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if (
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mode !== 'replace' &&
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!isEmptyConversation &&
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!hasOnlyDefaultGreeting &&
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!hasOnlyOpenStatus
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) {
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@@ -1327,12 +1327,9 @@ export function isMissingAgentGoalCommandError(error: unknown) {
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}
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export function createDefaultChatMessages(): ChatMessage[] {
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return [
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{
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role: 'assistant',
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text: '想做什么游戏?',
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},
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];
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// 默认问候「想做什么游戏?」已移除:它在对话记录里没有信息量,而且会出现在用户消息之后。
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// 空对话由空状态提示(panels.tsx 的引导文案)承担,不再往消息列表里塞占位消息。
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return [];
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}
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export function isRuntimeConfigMissingError(message: string) {
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@@ -536,6 +536,10 @@ export function ProjectSupervisorView({
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return null;
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}
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const running = Boolean(activeTurnId) && turnId === activeTurnId;
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if (running) {
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// 进行中的耗时由输入框上方的过程卡显示("已耗时 xx"),对话里再显示一遍是重复。
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return null;
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}
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const endedAt = running
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? turnUsageNow
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: Math.max(turnEndedAtFor(turnId), startedAt);
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