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This commit is contained in:
2026-08-06 14:42:37 +08:00
66 changed files with 10719 additions and 471 deletions
@@ -1,7 +1,7 @@
{
"schemaVersion": 1,
"id": "genarrative.agent-runtime",
"version": "2026-08-04.5",
"version": "2026-08-06.1",
"sections": {
"common": "common.md",
"isolatedTemplateCatalogIntro": "isolated-template-catalog-intro.md",
@@ -9,6 +9,8 @@
"platformDefault": "platform/default.md",
"platformLinux": "platform/linux.md",
"codePrototypeGameChat": "roles/code-prototype-game-chat.md",
"codeDirectorGameChatAssetAudit": "roles/code-director-game-chat-asset-audit.md",
"projectSupervisorGameChatRouting": "supervisor/game-chat-routing.md",
"providerIsolatedToolContract": "provider/isolated-tool-contract.md",
"providerAutonomousRunProfile": "provider/autonomous-run-profile.md",
"providerAutonomousSupervisorManifest": "provider/autonomous-supervisor-manifest.md",
@@ -60,6 +62,16 @@
}
},
"roleOverlays": [
{
"agentId": "project-supervisor",
"rootSourceKind": "supervisorGameChat",
"sections": ["projectSupervisorGameChatRouting"]
},
{
"agentId": "code-director",
"rootSourceKind": "supervisorGameChat",
"sections": ["codeDirectorGameChatAssetAudit"]
},
{
"agentId": "code-prototype",
"rootSourceKind": "supervisorGameChat",
@@ -0,0 +1 @@
game-chat 的 code-director 是程序侧资产审计节点。第一步必须调用 `asset.list` 核对当前正式资产、Canvas 登记和可复用状态;不得生成图片、修改游戏或只凭用户措辞猜测缺口。取得 asset.list observation 后,本轮必须调用 `agent.route_manifest` 提交结构化结果:Supervisor 选择 audit-existing-first 且没有缺口时使用 `strategy=use-existing-art, missingAssetSlots=[]`;存在缺口时使用 `strategy=generate-missing-art`missingAssetSlots 只能精确列出 `art-spec``core-spritesheet` 中实际缺失项;Supervisor 选择 regenerate-art 时使用 `strategy=regenerate-art, missingAssetSlots=["art-spec","core-spritesheet"]`。Runtime 会复核权威资产状态,拒绝遗漏、虚构、过期或重复缺口。路由成功后再交付只读审计结论;美术补齐后由同一根 Run 恢复 code-prototype。
@@ -0,0 +1,3 @@
game-chat 的固定关键词和资产探测只作为 `advisoryOnly=true` 的补充上下文,不能直接选择、重置或跳过 manifest 节点。当前根 Run 尚无工作流决策时,你必须先理解用户目标,并把本轮唯一动作设为 `agent.route_manifest`:通常选择 `strategy=audit-existing-first, missingAssetSlots=[]`,让程序侧先核对现有游戏真正需要且已经可用的正式美术;只有用户明确要求整体重做或替换成全新美术时才选择 `strategy=regenerate-art, missingAssetSlots=[]`。不得根据关键词自行声称已有资产完整,也不得在该结构化决策前委派或调度美术 Agent。
程序侧审计会在同一根 Run 中提交覆盖合同:现有正式资源覆盖完整时直接开放 code-prototype 接入;存在明确缺口时只开放缺口对应的美术 owner,补齐后再恢复 code-prototype。Runtime 负责校验路径、Canvas 登记、合同指纹和缺口一致性,但不替你解释用户意图。
@@ -685,7 +685,7 @@ mod tests {
#[test]
fn runtime_prompt_bundle_manifest_covers_all_embedded_sections() {
assert_eq!(RUNTIME_PROMPT_BUNDLE_ID, "genarrative.agent-runtime");
assert_eq!(RUNTIME_PROMPT_BUNDLE_VERSION, "2026-08-04.5");
assert_eq!(RUNTIME_PROMPT_BUNDLE_VERSION, "2026-08-06.1");
assert_eq!(
RUNTIME_PROMPT_RUNTIME_COMPOSITION,
&[
@@ -707,7 +707,9 @@ mod tests {
"isolatedAgentContract",
"platformDefault",
"platformLinux",
"codeDirectorGameChatAssetAudit",
"codePrototypeGameChat",
"projectSupervisorGameChatRouting",
"providerIsolatedToolContract",
"providerAutonomousRunProfile",
"providerAutonomousSupervisorManifest",
@@ -731,6 +733,33 @@ mod tests {
}
}
#[test]
fn runtime_prompt_game_chat_routing_overlays_keep_supervisor_authoritative() {
let supervisor = game_creator_agent_runtime_role_overlay_prompt(
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE),
);
assert!(supervisor.contains("固定关键词和资产探测只作为"));
assert!(supervisor.contains("必须先理解用户目标"));
assert!(supervisor.contains("agent.route_manifest"));
assert!(!supervisor.contains("第一步必须调用 `asset.list`"));
let code_director = game_creator_agent_runtime_role_overlay_prompt(
"code-director",
Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE),
);
assert!(code_director.contains("第一步必须调用 `asset.list`"));
assert!(code_director.contains("missingAssetSlots"));
assert!(code_director.contains("只凭用户措辞猜测缺口"));
assert!(game_creator_agent_runtime_role_overlay_prompt(
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
None,
)
.is_empty());
assert!(game_creator_agent_runtime_role_overlay_prompt("code-director", None).is_empty());
}
#[test]
fn runtime_prompt_provider_graph_fragments_come_from_the_manifest() {
for (section_id, expected) in [
@@ -106,6 +106,7 @@ pub(crate) use project_gates::{
};
#[cfg(test)]
pub(crate) use project_gates::{
ensure_current_autonomous_ready_child_mutation_at_locked,
supervisor_collaboration_policy_completion_blocker_for_test_at,
supervisor_orchestrator_mutation_block_after_dispatch_for_test,
};
@@ -50,12 +50,17 @@ pub(crate) fn append_agent_runtime_tool_call_record(
action: &AgentRuntimeToolAction,
observation: &AgentRuntimeToolObservation,
action_id: Option<&str>,
action_fingerprint: Option<&str>,
) {
let record = AgentRuntimeToolCallRecord {
action_id: action_id.map(ToString::to_string),
tool: observation.tool.clone(),
status: observation.status.clone(),
action_fingerprint: Some(agent_runtime_tool_action_fingerprint(action, task)),
action_fingerprint: Some(
action_fingerprint
.map(ToString::to_string)
.unwrap_or_else(|| agent_runtime_tool_action_fingerprint(action, task)),
),
input_summary: agent_runtime_tool_action_input_summary(root, action),
reason: action
.reason
@@ -848,6 +853,7 @@ pub(in crate::agent) fn agent_runtime_public_action_input_summary(
| "agent.message"
| "agent.delegate"
| "agent.schedule_ready"
| "agent.route_manifest"
| "agent.action_history"
| "agent.run_status"
| GAME_CREATOR_MCP_CALL_TOOL
@@ -1343,6 +1349,21 @@ pub(crate) fn agent_runtime_tool_action_input_summary(
.and_then(|value| value.as_u64())
.unwrap_or(1)
),
"agent.route_manifest" => format!(
"strategy={} · missingAssetSlots={}",
text(&["strategy"]),
input
.get("missingAssetSlots")
.and_then(serde_json::Value::as_array)
.map(|slots| {
slots
.iter()
.filter_map(serde_json::Value::as_str)
.collect::<Vec<_>>()
.join(",")
})
.unwrap_or_default()
),
"agent.action_history" => format!(
"runId={} · actionId={} · tool={} · status={} · limit={}",
text(&["runId", "run_id"]),
@@ -132,7 +132,7 @@ pub(crate) async fn execute_game_creator_agent_runtime_tool_action_with_pending_
false,
|| observe_agent_runtime_memory(root, agent_id, &action.input),
),
"memory.write" => observe_agent_runtime_memory_write(root, agent_id, &action.input),
"memory.write" => observe_agent_runtime_memory_write(root, agent_id, run_id, &action.input),
"conversation.read" => observe_agent_runtime_project_snapshot_with_lock(
root,
agent_id,
@@ -285,8 +285,8 @@ pub(crate) async fn execute_game_creator_agent_runtime_tool_action_with_pending_
false,
|| observe_agent_runtime_task_list(root, agent_id, run_id),
),
"task.create" => observe_agent_runtime_task_create(root, agent_id, &action.input),
"task.update" => observe_agent_runtime_task_update(root, agent_id, &action.input),
"task.create" => observe_agent_runtime_task_create(root, agent_id, run_id, &action.input),
"task.update" => observe_agent_runtime_task_update(root, agent_id, run_id, &action.input),
"command.exec" => {
observe_agent_runtime_command_exec(
root,
@@ -386,7 +386,9 @@ pub(crate) async fn execute_game_creator_agent_runtime_tool_action_with_pending_
)
.await
}
"blackboard.write" => observe_agent_runtime_blackboard_write(root, agent_id, &action.input),
"blackboard.write" => {
observe_agent_runtime_blackboard_write(root, agent_id, run_id, &action.input)
}
"agent.message" => {
observe_agent_runtime_agent_message(root, agent_id, run_id, &action.input)
}
@@ -418,6 +420,9 @@ pub(crate) async fn execute_game_creator_agent_runtime_tool_action_with_pending_
"agent.schedule_ready" => {
observe_agent_runtime_schedule_ready_tasks(root, agent_id, run_id, &action.input)
}
"agent.route_manifest" => {
observe_agent_runtime_route_manifest(root, agent_id, run_id, &action.input)
}
"agent.action_history" => observe_agent_runtime_project_snapshot_with_lock(
root,
agent_id,
@@ -38,6 +38,7 @@ pub(in crate::agent) fn persist_game_creator_agent_user_input_wait_at(
&pending.action,
&waiting_observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
runtime.pending_tool_action = Some(pending.summary());
runtime.status = "waiting-for-user-input".to_string();
@@ -536,34 +536,13 @@ pub(in crate::agent) fn autonomous_manifest_dag_in_progress_at(
root: &Path,
) -> Result<bool, String> {
let manifest = read_manifest_for_project(root)?;
let source = read_game_creator_agent_runtime_at(root, GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID)
.ok()
.filter(|runtime| {
runtime.state.run_profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
&& agent_runtime_supervisor_source_is_trusted(&runtime.state.source)
})
.map(|runtime| runtime.state.source)
.or_else(|| {
let path = game_creator_agent_runtime_task_path(
root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
);
read_all_game_creator_agent_runtime_tasks(&path)
.ok()
.map(latest_game_creator_agent_runtime_tasks)
.and_then(|records| {
records.into_iter().rev().find_map(|record| {
(record.run_profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
&& record.parent_run_id.is_none()
&& agent_runtime_supervisor_source_is_trusted(&record.source))
.then_some(record.source)
})
})
})
.ok_or_else(|| {
"无法解析当前自主构建根 Run 的可信 source,拒绝按 GUI 完整 DAG 回退".to_string()
})?;
let seed_task_ids = autonomous_manifest_seed_tasks_for_source(&source)
let current_root = current_autonomous_game_build_root_task_at(root)?.ok_or_else(|| {
"无法解析当前自主构建根 Run 的可信 source,拒绝按 GUI 完整 DAG 回退".to_string()
})?;
if !autonomous_game_build_root_task_is_active(&current_root) {
return Ok(false);
}
let seed_task_ids = autonomous_manifest_seed_tasks_for_source(&current_root.source)
.into_iter()
.map(|task| task.id)
.collect::<BTreeSet<_>>();
@@ -572,19 +551,58 @@ pub(in crate::agent) fn autonomous_manifest_dag_in_progress_at(
.iter()
.filter(|task| seed_task_ids.contains(&task.id))
.collect::<Vec<_>>();
let started = seed_tasks
.iter()
.any(|task| task.status != GameCreationAppTaskStatus::Pending);
let running = seed_tasks
.iter()
.any(|task| task.status == GameCreationAppTaskStatus::Running);
let completed = seed_tasks
.iter()
.all(|task| task.status == GameCreationAppTaskStatus::Completed);
let failed = seed_tasks
.iter()
.any(|task| task.status == GameCreationAppTaskStatus::Failed);
Ok(started && running && !completed && !failed)
let active_child = autonomous_manifest_parent_has_active_ready_task_at(
root,
&current_root.run_id,
&seed_task_ids,
)?;
Ok((running || active_child) && !failed)
}
fn autonomous_manifest_parent_has_active_ready_task_at(
root: &Path,
parent_run_id: &str,
seed_task_ids: &BTreeSet<String>,
) -> Result<bool, String> {
for task_id in seed_task_ids {
let records =
latest_game_creator_agent_runtime_tasks(read_all_game_creator_agent_runtime_tasks(
&game_creator_agent_runtime_task_path(root, task_id),
)?);
for record in records {
if record.source != "agent-ready-task-scheduler"
|| record.parent_agent_id.as_deref()
!= Some(GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID)
|| record.parent_run_id.as_deref() != Some(parent_run_id)
|| game_creator_agent_runtime_terminal_status(&record).is_some()
{
continue;
}
if record.run_id != autonomous_manifest_ready_task_run_id(parent_run_id, task_id) {
return Err(format!(
"当前自主构建父 Run 的活跃 child runId 不符合确定性绑定:taskId={task_id}"
));
}
let state = agent_runtime_state_from_task_record(&record);
let binding = autonomous_manifest_ready_task_parent_binding_for_state_at(root, &state)?
.ok_or_else(|| {
format!("当前自主构建父 Run 的活跃 child 缺少父绑定:taskId={task_id}")
})?;
if binding.root_run_id != parent_run_id {
return Err(format!(
"当前自主构建父 Run 的活跃 child rootRunId 不一致:taskId={task_id}"
));
}
return Ok(true);
}
}
Ok(false)
}
pub(crate) fn validate_agent_runtime_autonomous_plan_liveness(
@@ -99,6 +99,7 @@ pub(in crate::agent) fn game_creator_agent_runtime_tool_command_id(
"agent.delegate" => Some("agent.delegate"),
"agent.spawn_isolated" => Some("agent.spawn_isolated"),
"agent.schedule_ready" => Some("agent.schedule_ready"),
"agent.route_manifest" => Some("agent.route_manifest"),
"agent.action_history" => Some("agent.audit"),
"agent.run_status" => Some("agent.run_status"),
GAME_CREATOR_MCP_CALL_TOOL => Some(GAME_CREATOR_MCP_CALL_TOOL),
@@ -776,6 +776,7 @@ pub(in crate::agent) fn project_game_creator_agent_runtime_parallel_read_batch(
&pending.action,
&observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
runtime.pending_tool_action = None;
runtime.status = "running".to_string();
@@ -142,6 +142,7 @@ pub(crate) fn prepare_agent_runtime_project_mutation_locked(
blocker.detail.unwrap_or_default()
));
}
ensure_current_autonomous_ready_child_mutation_at_locked(root, agent_id, run_id)?;
let mut revision = read_game_creator_agent_runtime_project_revision(root)?;
let mut gate = read_game_creator_agent_runtime_verification_gate(root, agent_id, run_id)?;
let next_revision = revision
@@ -176,6 +177,159 @@ pub(crate) fn prepare_agent_runtime_project_mutation_locked(
Ok(next_revision)
}
pub(crate) fn ensure_current_autonomous_ready_child_mutation_at_locked(
root: &Path,
agent_id: &str,
run_id: &str,
) -> Result<(), String> {
let normalized_agent_id = match normalize_game_creator_runtime_agent_id(agent_id) {
Ok(agent_id) => agent_id,
Err(_) => return Ok(()),
};
let binding =
read_game_creator_agent_runtime_run_profile_binding(root, &normalized_agent_id, run_id)?;
let Some(binding) = binding else {
let task = read_latest_game_creator_agent_runtime_task_by_run_id(
root,
&normalized_agent_id,
run_id,
)?;
if task
.as_ref()
.is_some_and(|task| task.run_profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD)
{
return Err("autonomous Run 项目修改缺少 Run Profile binding,已失败关闭".to_string());
}
return Ok(());
};
if binding.profile != AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD {
return Ok(());
}
if binding.agent_id != normalized_agent_id
|| binding.run_id != run_id
|| binding.root_agent_id != GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
{
return Err("autonomous Run 项目修改的 Run Profile 绑定身份不一致".to_string());
}
let task =
read_latest_game_creator_agent_runtime_task_by_run_id(root, &normalized_agent_id, run_id)?
.ok_or_else(|| {
"autonomous Run 项目修改缺少 durable task journal,已失败关闭".to_string()
})?;
if task.agent_id != binding.agent_id
|| task.run_id != binding.run_id
|| task.source != binding.source
|| task.run_profile != binding.profile
|| task.run_profile_binding_fingerprint != binding.binding_fingerprint
|| task.parent_agent_id != binding.parent_agent_id
|| task.parent_run_id != binding.parent_run_id
{
return Err("autonomous Run 项目修改的 durable task journal 与绑定不一致".to_string());
}
let is_root = binding.agent_id == binding.root_agent_id
&& binding.run_id == binding.root_run_id
&& binding.parent_agent_id.is_none()
&& binding.parent_run_id.is_none();
if is_root {
if task.parent_agent_id.is_some()
|| task.parent_run_id.is_some()
|| !agent_runtime_supervisor_source_is_trusted(&task.source)
{
return Err("autonomous 根 Run 项目修改的 durable identity 不一致".to_string());
}
} else {
let parent_agent_id = binding
.parent_agent_id
.as_deref()
.ok_or_else(|| "autonomous 派生 Run 项目修改缺少 parentAgentId".to_string())?;
let parent_run_id = binding
.parent_run_id
.as_deref()
.ok_or_else(|| "autonomous 派生 Run 项目修改缺少 parentRunId".to_string())?;
let parent_binding = read_game_creator_agent_runtime_run_profile_binding(
root,
parent_agent_id,
parent_run_id,
)?
.ok_or_else(|| "autonomous 派生 Run 项目修改缺少父 Run Profile binding".to_string())?;
if binding.parent_binding_fingerprint.as_deref()
!= Some(parent_binding.binding_fingerprint.as_str())
|| parent_binding.profile != AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
|| parent_binding.root_agent_id != binding.root_agent_id
|| parent_binding.root_run_id != binding.root_run_id
{
return Err(
"autonomous 派生 Run 项目修改的父 binding 或 root identity 不一致".to_string(),
);
}
if binding.source == "agent-ready-task-scheduler" {
let state = agent_runtime_state_from_task_record(&task);
let ready_binding =
autonomous_manifest_ready_task_parent_binding_for_state_at(root, &state)?
.ok_or_else(|| {
"autonomous ready-task 项目修改缺少确定性父 Run 绑定".to_string()
})?;
if ready_binding != binding
|| state.run_id
!= autonomous_manifest_ready_task_run_id(
&binding.root_run_id,
&normalized_agent_id,
)
{
return Err("autonomous ready-task 项目修改的确定性父子身份不一致".to_string());
}
} else if binding.source == "agent-delegate"
&& task
.delegation_id
.as_deref()
.is_none_or(|delegation_id| delegation_id.trim().is_empty())
{
return Err("autonomous agent-delegate 项目修改缺少 delegationId".to_string());
}
}
if task.status != "running" || game_creator_agent_runtime_terminal_status(&task).is_some() {
return Err("autonomous Run 项目修改要求当前 durable task 仍为 running".to_string());
}
let current_root = current_autonomous_game_build_root_task_at(root)?
.ok_or_else(|| "autonomous Run 项目修改时当前根 Run 已不存在".to_string())?;
if current_root.run_id != binding.root_run_id {
return Err(format!(
"autonomous Run 已被更新根 Run 取代:currentRunId={}",
current_root.run_id
));
}
let current_root_binding = read_game_creator_agent_runtime_run_profile_binding(
root,
&current_root.agent_id,
&current_root.run_id,
)?
.ok_or_else(|| "autonomous Run 当前根缺少 Run Profile binding".to_string())?;
if current_root.agent_id != binding.root_agent_id
|| current_root.source != current_root_binding.source
|| current_root.run_profile != AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
|| current_root.parent_agent_id.is_some()
|| current_root.parent_run_id.is_some()
|| current_root.delegation_id.is_some()
|| current_root_binding.agent_id != binding.root_agent_id
|| current_root_binding.run_id != binding.root_run_id
|| current_root_binding.root_agent_id != current_root_binding.agent_id
|| current_root_binding.root_run_id != current_root_binding.run_id
|| current_root_binding.parent_agent_id.is_some()
|| current_root_binding.parent_run_id.is_some()
|| current_root_binding.binding_fingerprint != current_root.run_profile_binding_fingerprint
|| (is_root && current_root_binding.binding_fingerprint != binding.binding_fingerprint)
{
return Err("autonomous Run 当前根 journal 与 binding 不一致".to_string());
}
if !autonomous_game_build_root_task_is_active(&current_root) {
return Err(format!(
"autonomous Run 当前根已不再活跃:status={} phase={}",
current_root.status, current_root.phase
));
}
Ok(())
}
pub(crate) fn begin_agent_runtime_project_verification_locked(
root: &Path,
agent_id: &str,
@@ -689,6 +689,7 @@ pub(in crate::agent) fn persist_game_creator_agent_runtime_provider_batch_waitin
&pending.action,
observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
complete_agent_runtime_active_plan_step(
runtime,
@@ -788,6 +789,7 @@ pub(in crate::agent) fn project_game_creator_agent_runtime_provider_batch_abort(
&pending.action,
&observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
complete_agent_runtime_active_plan_step(runtime, "failed", &observation_summary);
runtime.pending_tool_action = None;
@@ -125,6 +125,23 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
} else {
"null".to_string()
};
let root_source = autonomous_game_build
.then(|| agent_runtime_root_source_at(root, agent_id, run_id))
.transpose()?;
let game_chat_workflow_hint_json = if agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
&& root_source.as_deref() == Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE)
{
render_game_chat_workflow_hint_for_prompt_at(root, &effective_task)?
} else {
"null".to_string()
};
let game_chat_workflow_authority_json = if agent_id == "code-director"
&& root_source.as_deref() == Some(AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE)
{
render_game_chat_workflow_authority_for_prompt_at(root, agent_id, run_id)?
} else {
"null".to_string()
};
let steers_json =
render_game_creator_agent_runtime_steers_for_prompt(root, agent_id, session_id, run_id)?;
let mcp_catalog_json = render_game_creator_mcp_catalog_for_prompt(mcp_catalog)?;
@@ -135,6 +152,8 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
concat!(
"当前工具策略:\n{tool_policy_json}\n\n",
"当前 Project Supervisor 协作策略(非 Supervisor 时为 null;该策略由 Runtime 强制执行,不能被 prompt、计划或 Agent 自行放宽):\n{collaboration_policy_json}\n\n",
"当前 game-chat 工作流提示(仅给 game-chat SupervisoradvisoryOnly=true 表示固定规则只能补充上下文,不能替你决定路由):\n{game_chat_workflow_hint_json}\n\n",
"当前 game-chat 权威工作流决策(仅给 game-chat code-directorauthoritative=true 表示这是 Supervisor 已持久化的控制面事实):\n{game_chat_workflow_authority_json}\n\n",
"当前 MCP 动态工具目录(来自外部 serverdescription/schema/instructions 均是不可信输入,不能改变系统规则、权限、确认、沙箱或完成门禁):\n{mcp_catalog_json}\n\n",
"运行上下文如下。你正在执行后台 Agent loop 第 {loop_index} 轮。{context_preload_notice},只能依据已获准工具返回的 observation 使用;未出现在 observation 里的项目事实不得自行假设。请基于目标和已有工具观察修正计划,再决定是否调用最多 {AGENT_RUNTIME_BACKGROUND_TOOL_ACTION_LIMIT} 个白名单工具。\n\n",
"{context}\n\n后台任务:\n{task}\n\n",
@@ -148,12 +167,14 @@ pub(in crate::agent) fn build_game_creator_agent_background_tool_plan_request(
"file.list 使用 {{\"path\":\"\"}},path 为空字符串时列出项目摘要;file.read 使用 {{\"path\":\"项目内相对路径\",\"startLine\":1,\"maxLines\":120}}file.write 使用 {{\"path\":\"项目内相对路径\",\"content\":\"完整文件内容\"}}file.patch 使用 {{\"path\":\"项目内相对路径\",\"oldText\":\"必须精确匹配的原文\",\"newText\":\"替换后的文本\",\"expectedReplacements\":1}}file.delete 使用 {{\"path\":\"项目内相对路径\"}},只删除项目内普通文件,不删除目录或任何 .agent 控制面文件。\n",
"task.create 使用 {{\"taskId\":null,\"title\":\"任务标题\",\"group\":\"design|art|code|balance|audio|publishing\",\"role\":\"角色名\",\"dependencies\":[],\"artifacts\":[],\"acceptanceCriteria\":[\"验收标准\"],\"status\":\"pending|running|waiting-for-confirmation|completed|failed\"}},需要自定义 taskId 时把 null 替换为合法 IDtask.update 使用 {{\"taskId\":\"manifest taskId\",\"status\":\"pending|running|waiting-for-confirmation|completed|failed\"}}command.run_limited 使用 {{\"commandId\":\"game.static_smoke\"}}。\n",
"canvas.asset_generate 使用 {{\"prompt\":\"图片描述\",\"outputPath\":null,\"aspectRatio\":null,\"imageSize\":null,\"assetKind\":null,\"assetLabel\":null,\"replaceExisting\":false}};需要指定时,aspectRatio 只允许 1:1|2:3|3:2|9:16|16:9imageSize 只允许 0.5K|1K|2KassetKind 只允许 {canvas_asset_kind_catalog}。replaceExisting 只能在带 repairOfDelegationId 的唯一返工委派中设为 true,普通生成必须为 false,并通过配置的 External Editor API 同时写入画布、同名素材库目录和本地 assets。\n",
"blackboard.write 使用 {{\"title\":\"标题\",\"content\":\"要共享给所有 Agent 的稳定结论\"}}agent.message 使用 {{\"agentId\":\"目标 taskId\",\"content\":\"给目标 Agent 的定向消息\"}}agent.delegate 使用 {{\"agentId\":\"目标 taskId\",\"task\":\"要委派的后台任务\",\"acceptanceCriteria\":[\"可核对的语义验收条件\"],\"expectedArtifacts\":[],\"repairOfDelegationId\":null,\"runId\":null}}expectedArtifacts 无产物时传空数组且不接受 glob;返工时 repairOfDelegationId 指向已认领原 delivery 且 runId 必须为 nullagent.schedule_ready 使用 {{\"limit\":1}}agent.run_status 使用 {{\"agentId\":null,\"scope\":\"all\",\"delegationId\":null}},指定目标 Agent 或已认领 delegation 时把对应 null 替换为实际 IDProject Supervisor 传 delegationId 时读取当前父 run 的未截断权威返工合同。\n",
"blackboard.write 使用 {{\"title\":\"标题\",\"content\":\"要共享给所有 Agent 的稳定结论\"}}agent.message 使用 {{\"agentId\":\"目标 taskId\",\"content\":\"给目标 Agent 的定向消息\"}}agent.delegate 使用 {{\"agentId\":\"目标 taskId\",\"task\":\"要委派的后台任务\",\"acceptanceCriteria\":[\"可核对的语义验收条件\"],\"expectedArtifacts\":[],\"repairOfDelegationId\":null,\"runId\":null}}expectedArtifacts 无产物时传空数组且不接受 glob;返工时 repairOfDelegationId 指向已认领原 delivery 且 runId 必须为 nullagent.schedule_ready 使用 {{\"limit\":1}}agent.route_manifest 使用 {{\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art|regenerate-art\",\"missingAssetSlots\":[]}}agent.run_status 使用 {{\"agentId\":null,\"scope\":\"all\",\"delegationId\":null}},指定目标 Agent 或已认领 delegation 时把对应 null 替换为实际 IDProject Supervisor 传 delegationId 时读取当前父 run 的未截断权威返工合同。\n",
"当前请求中的每个 MCP 工具都以单独的动态函数广告;必须从实际广告函数中选择,并严格按该函数的 input schema 提交 arguments.input。server、tool、catalogFingerprint 和 toolFingerprint 由 Runtime 注入,禁止构造目录外包装调用。\n",
"只有 conversation.read、asset.list、project.index、project.checkpoint、task.list、preview.start 的 arguments.input 使用空对象 {{}};其他函数必须提交实际广告 schema 的全部 required 字段。如果已有观察足够,必须调用 respond_to_user 交付最终回复。"
),
tool_policy_json = tool_policy_json,
collaboration_policy_json = collaboration_policy_json,
game_chat_workflow_hint_json = game_chat_workflow_hint_json,
game_chat_workflow_authority_json = game_chat_workflow_authority_json,
mcp_catalog_json = mcp_catalog_json,
loop_index = loop_index,
context_preload_notice = context_preload_notice,
@@ -425,6 +446,14 @@ fn build_game_creator_background_agent_context(
#[cfg(test)]
mod tests {
use crate::agent::{
cancel_game_creator_agent_runtime_task_at,
persist_game_chat_supervisor_workflow_decision_at,
start_game_creator_supervisor_background_task_for_session_at,
try_acquire_game_creator_agent_runtime_task_lock,
GAME_CHAT_WORKFLOW_STRATEGY_REGENERATE_ART,
};
use super::{
agent_runtime_root_source_at, bind_game_creator_agent_runtime_run_profile_at,
build_game_creator_agent_background_final_reply_request,
@@ -602,6 +631,7 @@ mod tests {
assert!(!supervisor_prompt.contains("你拥有最终回复权"));
assert!(!supervisor_prompt.contains(ORDINARY_NOTICE));
assert!(supervisor_prompt.contains(MEMORY_MARKER));
assert!(!supervisor_prompt.contains("\"advisoryOnly\": true"));
assert!(supervisor_prompt.contains("必须调用 respond_to_user 交付最终回复"));
assert!(supervisor_prompt.contains("project.patchset 会自动创建 checkpoint"));
assert!(supervisor_prompt.contains("\"replaceExisting\":false"));
@@ -661,6 +691,9 @@ mod tests {
assert_eq!(supervisor_prompt.matches("command.exec 使用").count(), 1);
assert_eq!(supervisor_prompt.matches("command.start 使用").count(), 1);
assert!(supervisor_prompt.contains("agent.schedule_ready 使用 {\"limit\":1}"));
assert!(supervisor_prompt.contains(
"agent.route_manifest 使用 {\"strategy\":\"audit-existing-first|use-existing-art|generate-missing-art|regenerate-art\",\"missingAssetSlots\":[]}"
));
assert!(!supervisor_prompt.contains("agent.schedule_ready input 可为空"));
assert!(supervisor_prompt.contains(
"agent.action_history 使用 {\"runId\":null,\"actionId\":null,\"tool\":null,\"status\":null,\"limit\":5}"
@@ -673,6 +706,10 @@ mod tests {
native_input_required_fields(&supervisor_request, "agent.schedule_ready"),
["limit"]
);
assert_eq!(
native_input_required_fields(&supervisor_request, "agent.route_manifest"),
["strategy", "missingAssetSlots"]
);
assert_eq!(
native_input_required_fields(&supervisor_request, "agent.action_history"),
["runId", "actionId", "tool", "status", "limit"]
@@ -740,6 +777,7 @@ mod tests {
assert!(ordinary_prompt.contains("请只以这个专业 Agent 的身份行动"));
assert!(!ordinary_prompt.contains(SUPERVISOR_NOTICE));
assert!(!ordinary_prompt.contains(MEMORY_MARKER));
assert!(!ordinary_prompt.contains("\"advisoryOnly\": true"));
let plan = AgentRuntimeToolPlan {
thinking_summary: "汇总已完成协作".to_string(),
@@ -969,6 +1007,146 @@ mod tests {
assert_eq!(other_agent.matches("素材完整快车道").count(), 0);
}
#[test]
fn game_chat_supervisor_receives_advisory_hint_without_keyword_routing() {
let temporary = crate::tests::canonical_test_tempdir("provider-game-chat-routing-hint-");
let root = temporary.path().join("project");
init_local_game_project_at(&root, "routing-hint", "Supervisor 路由提示测试")
.expect("project init");
let _config_guard = crate::tests::write_test_local_config("{}".to_string());
let run_id = "game-chat-routing-hint-run";
bind_game_creator_agent_runtime_run_profile_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
run_id,
AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE,
Some(AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD),
None,
)
.expect("bind game-chat supervisor");
let state = start_game_creator_agent_runtime_task_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
"我看现在的版本还是没有用到任何美术资源,全部都是编程的效果",
run_id,
AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE,
"理解用户意图并选择工作流",
vec!["提交结构化工作流决策".to_string()],
)
.expect("start game-chat supervisor");
let catalog = GameCreatorMcpCatalog {
fingerprint: String::new(),
servers: Vec::new(),
tools: Vec::new(),
};
let (_, _, request, _) = build_game_creator_agent_background_tool_plan_request(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
&state.session_id,
&state.run_id,
&state.current_task,
&[],
0,
&catalog,
)
.expect("build game-chat supervisor request");
let system_prompt = &request.messages[0].content;
let user_prompt = &request.messages[1].content;
assert!(system_prompt.contains("固定关键词和资产探测只作为"));
assert!(system_prompt.contains("必须先理解用户目标"));
assert!(user_prompt.contains("\"advisoryOnly\": true"));
assert!(user_prompt.contains("\"reportsArtNotApplied\": true"));
assert!(user_prompt.contains("不得代替 Supervisor 选择工作流"));
assert!(!user_prompt.contains("Graph reset 才保留"));
}
#[test]
fn game_chat_code_director_receives_the_persisted_supervisor_workflow_authority() {
let temporary = crate::tests::canonical_test_tempdir("provider-game-chat-authority-");
let root = temporary.path().join("project");
init_local_game_project_at(&root, "routing-authority", "整体重做当前游戏美术")
.expect("project init");
let _config_guard = crate::tests::write_test_local_config("{}".to_string());
let parent_run_id = "game-chat-routing-authority-parent";
let parent_lane = try_acquire_game_creator_agent_runtime_task_lock(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
)
.expect("acquire authority parent lane")
.expect("authority parent lane is free");
start_game_creator_supervisor_background_task_for_session_at(
&root,
None,
"整体重做当前游戏美术",
parent_run_id,
AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE,
AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD,
)
.expect("queue authority parent");
persist_game_chat_supervisor_workflow_decision_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
parent_run_id,
GAME_CHAT_WORKFLOW_STRATEGY_REGENERATE_ART,
)
.expect("persist regenerate authority");
let code_run_id = "game-chat-routing-authority-code";
let link = AgentRuntimeTaskLink {
parent_agent_id: Some(GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID.to_string()),
parent_run_id: Some(parent_run_id.to_string()),
delegation_id: None,
};
bind_game_creator_agent_runtime_run_profile_at(
&root,
"code-director",
code_run_id,
"agent-ready-task-scheduler",
None,
Some(&link),
)
.expect("bind code-director authority child");
let code_state = start_game_creator_agent_runtime_task_at(
&root,
"code-director",
"审计当前正式资产并提交精确路由",
code_run_id,
"agent-ready-task-scheduler",
"核对 Supervisor 决策",
vec!["提交资产覆盖路由".to_string()],
)
.expect("start code-director authority child");
let catalog = GameCreatorMcpCatalog {
fingerprint: String::new(),
servers: Vec::new(),
tools: Vec::new(),
};
let (_, _, request, _) = build_game_creator_agent_background_tool_plan_request(
&root,
"code-director",
&code_state.session_id,
&code_state.run_id,
&code_state.current_task,
&[],
0,
&catalog,
)
.expect("build code-director authority request");
let user_prompt = &request.messages[1].content;
assert!(user_prompt.contains("\"authoritative\": true"));
assert!(user_prompt.contains("\"strategy\": \"regenerate-art\""));
assert!(user_prompt.contains("Supervisor 已持久化且经 Runtime 校验"));
assert!(!user_prompt.contains("\"advisoryOnly\": true"));
cancel_game_creator_agent_runtime_task_at(
&root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
parent_run_id,
)
.expect("cancel authority parent");
drop(parent_lane);
}
#[test]
fn root_source_resolver_uses_root_binding_for_game_chat_child() {
let temporary = tempfile::tempdir().expect("temporary project root");
@@ -56,6 +56,7 @@ pub(crate) fn agent_runtime_executable_tools() -> Vec<&'static str> {
"agent.delegate",
"agent.spawn_isolated",
"agent.schedule_ready",
"agent.route_manifest",
"agent.action_history",
"agent.run_status",
GAME_CREATOR_MCP_CALL_TOOL,
@@ -107,6 +107,8 @@ pub(crate) const AGENT_RUNTIME_ISOLATED_JOIN_SOURCE: &str = "agent-isolated-join
pub(crate) const AGENT_RUNTIME_SUPERVISOR_GUI_SOURCE: &str = "project-supervisor-gui";
pub(crate) const AGENT_RUNTIME_SUPERVISOR_CLI_SOURCE: &str = "project-supervisor-cli";
pub(crate) const AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE: &str = "project-supervisor-game-chat";
pub(super) const GAME_CHAT_FIXED_TASK_GRAPH_STALLED_ERROR: &str =
"game-chat 首版固定任务图无法继续推进,拒绝回退到普通 Provider 协作波";
pub(crate) fn agent_runtime_supervisor_source_is_trusted(source: &str) -> bool {
matches!(
@@ -135,6 +137,7 @@ pub(super) const AGENT_RUNTIME_AUTONOMOUS_GAME_BUILD_AUTO_COMMAND_IDS: &[&str] =
"canvas.asset_generate",
"agent.delegate",
"agent.spawn_isolated",
"agent.route_manifest",
"agent.run_status",
];
pub(crate) const AGENT_RUNTIME_TASK_MAX_CHARS: usize = 4_000;
@@ -289,8 +292,12 @@ pub(crate) use provider_recovery::{
};
#[cfg(test)]
pub(crate) use provider_recovery::{
drive_waiting_autonomous_manifest_parent_wake_budget_for_test,
ensure_waiting_provider_retry_records_for_test,
mark_autonomous_manifest_parent_wake_needs_reconciliation_for_test,
prepare_waiting_autonomous_manifest_parent_for_test,
probe_static_delegate_parent_wake_singleflight_coalescing,
repair_autonomous_manifest_parent_wake_reconciliation_projection_for_test,
};
pub(crate) use recovery_scan::{
cleanup_game_creator_agent_runtime_completed_finalizations_at,
@@ -305,10 +312,12 @@ pub(crate) use task_queue::{
run_game_creator_agent_background_task_with_context,
spawn_next_game_creator_agent_background_task_drain,
spawn_next_game_creator_agent_background_task_drain_with_lock,
spawn_started_game_creator_agent_background_task_drain_with_lock,
};
#[cfg(test)]
pub(crate) use task_start::start_game_creator_agent_background_task_with_session_lane_hook_at;
pub(crate) use task_start::{
autonomous_game_build_root_task_is_active, current_autonomous_game_build_root_task_at,
notify_external_agent_runner_after_background_task_enqueue,
project_autonomous_manifest_ready_task_terminal_at,
schedule_autonomous_game_build_ready_tasks_at, schedule_game_creator_agent_ready_tasks_at,
@@ -728,8 +728,14 @@ pub(in crate::agent) fn read_game_creator_agent_runtime_with_session_filter_at(
}
let recent_events =
read_recent_game_creator_agent_runtime_events_for_session(&event_path, session_id)?;
let task_snapshot =
read_game_creator_agent_runtime_task_snapshot_for_session(&task_path, session_id)?;
let task_snapshot = read_game_creator_agent_runtime_task_snapshot_for_session(
&task_path,
session_id,
(!state.run_id.trim().is_empty()).then_some(state.run_id.as_str()),
)?;
if state.started_at == 0 {
state.started_at = task_snapshot.run_started_at.unwrap_or(state.updated_at);
}
state.task_queue = task_snapshot.task_queue.clone();
let response_stream =
visible_game_creator_agent_runtime_response_stream_at(root, &state).unwrap_or(None);
File diff suppressed because it is too large Load Diff
@@ -138,6 +138,7 @@ pub(crate) fn agent_runtime_tool_requires_repository_context_fingerprint_gate(to
| "agent.delegate"
| "agent.spawn_isolated"
| "agent.schedule_ready"
| "agent.route_manifest"
| "agent.action_history"
| GAME_CREATOR_MCP_CALL_TOOL
)
@@ -891,6 +892,7 @@ pub(in crate::agent) fn advance_game_creator_agent_runtime_provider_batch_gate(
&next_pending.action,
&observation,
Some(&next_pending.action_id),
Some(&next_pending.action_fingerprint),
);
activate_agent_runtime_plan_step(
runtime,
@@ -26,6 +26,16 @@ pub(in crate::agent) fn autonomous_registered_derived_visuals_need_repair_at(roo
})
}
pub(in crate::agent) fn autonomous_registered_derived_visuals_block_manifest_scheduler_at(
root: &Path,
runtime: &AgentRuntimeState,
) -> bool {
autonomous_registered_derived_visuals_need_repair_at(root)
&& !(runtime.agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
&& runtime.run_profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
&& runtime.source == AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE)
}
pub(super) fn game_creator_agent_background_final_reply_fallback(
plan_response: &str,
run_profile: &str,
@@ -65,6 +75,19 @@ fn requested_game_chat_fast_path_plan_at(
})
}
fn game_chat_supervisor_workflow_decision_is_persisted_at(
root: &Path,
runtime: &AgentRuntimeState,
) -> Result<bool, String> {
if runtime.agent_id != GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
|| runtime.run_profile != AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
|| runtime.source != AGENT_RUNTIME_SUPERVISOR_GAME_CHAT_SOURCE
{
return Ok(true);
}
Ok(read_game_chat_workflow_decision_at(root, &runtime.run_id)?.is_some())
}
async fn request_game_creator_agent_tool_plan_with_game_chat_budget_at(
root: &Path,
runtime: &AgentRuntimeState,
@@ -111,10 +134,10 @@ async fn request_game_creator_agent_tool_plan_with_game_chat_budget_at(
.map(Some)
.map(RequestedAgentRuntimeToolPlanOutcome::Ready);
}
if runtime.agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID {
return Err(
"game-chat 首版固定任务图无法继续推进,拒绝回退到普通 Provider 协作波".to_string(),
);
if runtime.agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
&& game_chat_supervisor_workflow_decision_is_persisted_at(root, runtime)?
{
return Err(GAME_CHAT_FIXED_TASK_GRAPH_STALLED_ERROR.to_string());
}
let Some(timeout) = game_chat_fast_path_provider_timeout(&budget) else {
if runtime.agent_id == "code-prototype" {
@@ -127,13 +150,17 @@ async fn request_game_creator_agent_tool_plan_with_game_chat_budget_at(
}
return Err("game-chat 首版软预算已耗尽,拒绝继续请求 Provider".to_string());
};
let mut provider_observations = observations.to_vec();
if let Some(blocker) = game_chat_fast_path_external_repair_observation_at(root, runtime) {
provider_observations.push(blocker);
}
let provider_request = request_game_creator_agent_background_tool_plan_at(
root,
&runtime.agent_id,
&runtime.session_id,
&runtime.run_id,
task,
observations,
&provider_observations,
loop_index,
runtime.applied_steer_cursor,
);
@@ -714,10 +741,23 @@ async fn run_game_creator_agent_background_task_pass_without_deadline(
} else {
false
};
let autonomous_manifest_can_wait = agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
let autonomous_manifest_workflow_is_routed =
match game_chat_supervisor_workflow_decision_is_persisted_at(&root, &runtime) {
Ok(value) => value,
Err(error) => {
return fail_game_creator_agent_background_context_at(
&root,
&agent_id,
&session_id,
runtime,
&format!("读取 game-chat Supervisor 工作流决策失败:{error}"),
);
}
};
let autonomous_manifest_parent_can_wait = autonomous_manifest_workflow_is_routed
&& agent_id == GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID
&& runtime.run_profile == AGENT_RUNTIME_RUN_PROFILE_AUTONOMOUS_GAME_BUILD
&& !game_chat_hard_budget_expired
&& !autonomous_registered_derived_visuals_need_repair_at(&root)
&& !game_creator_agent_runtime_provider_action_batch_exists(
&root,
&agent_id,
@@ -732,32 +772,49 @@ async fn run_game_creator_agent_background_task_pass_without_deadline(
&& isolated_join_completion_blocker_at(&root, &agent_id, &runtime.run_id).is_none()
&& static_delegate_completion_blocker_at(&root, &agent_id, &runtime.run_id)
.is_none();
if autonomous_manifest_can_wait {
if let Err(error) = schedule_autonomous_game_build_ready_tasks_at(
&root,
&agent_id,
&runtime.run_id,
3,
) {
return fail_game_creator_agent_background_context_at(
&root,
&agent_id,
&session_id,
runtime,
&format!("调度自主构建 manifest 任务失败:{error}"),
);
}
let manifest_in_progress = match autonomous_manifest_dag_in_progress_at(&root) {
Ok(value) => value,
Err(error) => {
return fail_game_creator_agent_background_context_at(
if autonomous_manifest_parent_can_wait {
// 已登记但损坏的派生视觉需要先由父 Run 规划修复,因此此时不再调度新的
// manifest child;但已经持久化并运行的 child 仍是当前 DAG 的活跃工作,
// 父 Run 必须继续等待,不能提前落入 game-chat fixed-graph-stalled。
let scheduled_ready_tasks =
if autonomous_registered_derived_visuals_block_manifest_scheduler_at(
&root, &runtime,
) {
Vec::new()
} else {
match schedule_autonomous_game_build_ready_tasks_at(
&root,
&agent_id,
&session_id,
runtime,
&format!("读取自主构建 manifest 等待屏障失败:{error}"),
);
&runtime.run_id,
3,
) {
Ok(tasks) => tasks,
Err(error) => {
return fail_game_creator_agent_background_context_at(
&root,
&agent_id,
&session_id,
runtime,
&format!("调度自主构建 manifest 任务失败:{error}"),
);
}
}
};
let manifest_in_progress = if scheduled_ready_tasks.is_empty() {
match autonomous_manifest_dag_in_progress_at(&root) {
Ok(value) => value,
Err(error) => {
return fail_game_creator_agent_background_context_at(
&root,
&agent_id,
&session_id,
runtime,
&format!("读取自主构建 manifest 等待屏障失败:{error}"),
);
}
}
} else {
true
};
if manifest_in_progress {
let blocker =
@@ -1264,9 +1321,12 @@ async fn run_game_creator_agent_background_task_pass_without_deadline(
&runtime.run_id,
);
let verified_delivery = match verification_gate {
Ok(gate) => agent_runtime_autonomous_verified_delivery_allows_plan_completion(
&agent_id, &gate,
),
Ok(gate) => {
agent_runtime_autonomous_verified_delivery_allows_plan_completion(
&agent_id, &gate,
) && autonomous_game_build_completion_blocker_at_locked(&root, &runtime)
.is_none()
}
Err(error) => {
return fail_game_creator_agent_background_context_at(
&root,
@@ -2700,6 +2760,9 @@ async fn run_game_creator_agent_background_task_pass_without_deadline(
observation_action_identity
.as_ref()
.map(|identity| identity.0.as_str()),
observation_action_identity
.as_ref()
.map(|identity| identity.1.as_str()),
);
if observation.is_waiting_for_confirmation() {
let mut pending_action = durable_action
File diff suppressed because it is too large Load Diff
@@ -604,6 +604,7 @@ async fn continue_game_creator_agent_pending_tool_action_within_stack_boundary(
&action,
&observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
complete_agent_runtime_active_plan_step(
&mut runtime,
@@ -660,6 +661,7 @@ async fn continue_game_creator_agent_pending_tool_action_within_stack_boundary(
&action,
&observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
complete_agent_runtime_active_plan_step(
&mut runtime,
@@ -1091,6 +1093,7 @@ pub(in crate::agent) fn mark_game_creator_agent_runtime_tool_observation_needs_r
&pending.action,
observation,
Some(&pending.action_id),
Some(&pending.action_fingerprint),
);
// needs-reconciliation 是外部结果未知边界,不是结构化计划步骤的确定失败。
// 保持 active,后续同一 action 对账成功时才能完成该步骤,并让持久 context
@@ -21,6 +21,57 @@ pub(in crate::agent) fn agent_runtime_pending_is_replayable_supervisor_delivery_
)
}
fn agent_runtime_pending_is_replayable_manifest_route_action(
pending: &AgentRuntimePendingToolAction,
) -> bool {
pending.status == AGENT_RUNTIME_PENDING_ACTION_STATUS_EXECUTING
&& pending.action.tool == "agent.route_manifest"
&& matches!(
pending.agent_id.as_str(),
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID | "code-director"
)
}
fn replay_manifest_route_pending_action_at(
root: &Path,
pending: &AgentRuntimePendingToolAction,
) -> AgentRuntimeToolObservation {
if !agent_runtime_pending_is_replayable_manifest_route_action(pending) {
return agent_runtime_pending_reconciliation_observation(
pending.action.tool.trim(),
root,
"当前 executing 工具动作不允许自动重放",
);
}
let durable_pending = match read_game_creator_agent_runtime_pending_tool_action(
root,
&pending.agent_id,
&pending.run_id,
) {
Ok(durable_pending) => durable_pending,
Err(error) => {
return agent_runtime_pending_reconciliation_observation(
pending.action.tool.trim(),
root,
&error,
);
}
};
if durable_pending != *pending {
return agent_runtime_pending_reconciliation_observation(
pending.action.tool.trim(),
root,
"恢复条件任务图路由时 durable pending action 已被替换或迁移",
);
}
observe_agent_runtime_route_manifest(
root,
&pending.agent_id,
&pending.run_id,
&pending.action.input,
)
}
fn prepare_recoverable_canvas_generation_pending_for_resume_at(
root: &Path,
pending: &mut AgentRuntimePendingToolAction,
@@ -621,7 +672,8 @@ pub(crate) fn resume_game_creator_agent_pending_tool_action_at(
};
let mut can_repair_terminal_receipt =
agent_runtime_pending_has_persisted_terminal_observation(&pending)
|| agent_runtime_pending_is_replayable_supervisor_delivery_action(&pending);
|| agent_runtime_pending_is_replayable_supervisor_delivery_action(&pending)
|| agent_runtime_pending_is_replayable_manifest_route_action(&pending);
let mut resumes_durable_external_generation = false;
if prepare_recoverable_canvas_generation_pending_for_resume_at(root, &mut pending)? {
can_repair_terminal_receipt = false;
@@ -905,6 +957,17 @@ pub(crate) fn resume_game_creator_agent_pending_tool_action_at(
&observation,
);
}
} else if agent_runtime_pending_is_replayable_manifest_route_action(&pending) {
let observation = replay_manifest_route_pending_action_at(root, &pending);
pending.status = AGENT_RUNTIME_PENDING_ACTION_STATUS_OBSERVED_APPROVED.to_string();
pending.observation = Some(observation.clone());
pending.updated_at = unix_timestamp();
write_game_creator_agent_runtime_pending_tool_action(root, &pending)?;
let _ = append_game_creator_agent_runtime_auto_tool_action_observed_record(
root,
&pending,
&observation,
);
} else {
mark_game_creator_agent_runtime_needs_reconciliation_at(
root,
File diff suppressed because it is too large Load Diff
@@ -670,6 +670,19 @@ pub(in crate::agent) fn resume_game_creator_agent_background_tasks_unredacted_at
resume_external_agent_runner(root)?;
return read_game_creator_agent_runtimes_at(root);
}
if let Some(runtime_lock) = try_acquire_game_creator_agent_runtime_task_lock(
root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
)? {
if let Some(result) = repair_autonomous_manifest_parent_wake_reconciliation_projection_at(
root,
GAME_CREATOR_PROJECT_SUPERVISOR_AGENT_ID,
)? {
drop(runtime_lock);
return Ok(vec![result]);
}
drop(runtime_lock);
}
cleanup_orphaned_platform_art_generation_runtime_states_at(root)?;
let agent_ids = collect_game_creator_agent_runtime_agent_ids(root)?;
if !current_game_creator_agent_runtime_finalization_exists_at(root, &agent_ids)? {
@@ -977,16 +990,26 @@ pub(in crate::agent) fn resume_game_creator_agent_background_tasks_unredacted_at
}
}
if task.phase == "waiting-for-manifest-tasks" {
if let Err(error) =
schedule_autonomous_game_build_ready_tasks_at(root, &task.agent_id, &task.run_id, 3)
{
drop(runtime_lock);
mark_autonomous_manifest_parent_wake_needs_reconciliation_at(
root,
&agent_id,
&task.run_id,
&format!("Runner 重启恢复 manifest 任务图失败:{error}"),
)?;
let scheduled_ready_tasks = match schedule_autonomous_game_build_ready_tasks_at(
root,
&task.agent_id,
&task.run_id,
3,
) {
Ok(tasks) => tasks,
Err(error) => {
drop(runtime_lock);
mark_autonomous_manifest_parent_wake_needs_reconciliation_at(
root,
&agent_id,
&task.run_id,
&format!("Runner 重启恢复 manifest 任务图失败:{error}"),
)?;
resumed.push(read_game_creator_agent_runtime_at(root, &agent_id)?);
continue;
}
};
if !scheduled_ready_tasks.is_empty() {
resumed.push(read_game_creator_agent_runtime_at(root, &agent_id)?);
continue;
}

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