发布灰度默认关闭:修掉客户端“看得到点不动”与后台看不到 key (#482)
Project CI / AI game creator shell Rust crates (push) Successful in 1m28s
Project CI / AI game creator shell Rust smoke (push) Successful in 2m2s
Project CI / Backend tests (push) Successful in 5m19s
Project CI / AI game creator shell Rust lane 2/2 (push) Successful in 6m59s
Project CI / AI game creator shell Rust lane 1/2 (push) Successful in 8m19s
Project CI / Native shell tests (push) Successful in 6m48s
Project CI / Frontend tests (push) Successful in 2m54s
Project CI / Repository checks (push) Successful in 2m58s
Project CI / AI game creator shell web tests (push) Successful in 2m34s

## 解决什么

你反馈的两个现象都是真问题,这个 PR 一次修掉:

1. **没开灰度也能看到发布按钮**:发布开关此前是「无 gate 行 = 默认开放」,所以没配灰度时后端把 `gameDistributionPublishEnabled` 判成 true,客户端就渲染了发布入口。
2. **按钮点了没反应**:发布动作的提示原先只写 `workspaceStatus`,而普通项目走 `DirectProjectChatView` 时并不渲染工作台状态行,于是「先打开一个项目再发布」「构建失败…」这类信息全都看不见。
3. **后台看不到 key**:预设项此前在未合并的另一个 PR 里,而且后台只列「已创建」的 gate 行。

## 改成什么

- `is_game_distribution_publish_enabled_for_user` 要求 gate 行存在且 `enabled=true`:**灰度默认关闭**,未登录/无行/`enabled=false` 一律不开放;只有白名单 / 灰度比例 / 用户标签命中才开放。作者写入与新版本激活都按这条判据。
- 新增与作者无关的总开关 `is_game_distribution_publish_open`:管理员审核激活新版本只看「灰度是否开启」,不会因为审核员不在作者白名单里而被挡住(这是合入后立刻发现的回归,已修 + 有用例)。
- AGC 新增 `announcePublishMessage`:发布相关提示同时写工作台状态与 DirectProject 对话,点「发布到游戏广场」不会再像没反应。
- 后台「灰度发布配置」新增「可配置开关」列表:`game-distribution:publish` 等预设即使还没创建行也会显示,点「配置」按默认关闭填表,运营开启后填白名单/比例即可放量。

## 验证

- `npm run check:game-distribution-media-e2e`(真实 Phaser 构建产物)现在覆盖:灰度关闭 → 作者拿不到入口 + 写入口 503 → 开启灰度 → 真实封面/截图直传 → 创建游戏/版本/上传/送审 → 管理员审核通过 → 网关 index.html 与 bundle 200 → nosniff;全流程通过。
- 后端:`cargo test -p api-server game_distribution` 19 passed(含新增 `game_distribution_publish_open_ignores_author_allowlist_for_activation`)、`frontend_runtime_config` 6 passed。
- 前端:admin 灰度页 10 用例(含「未创建的预设开关可见并可一键配置」)、AGC 聊天头 3 用例、网页发布页 15 用例;三端 typecheck、`check:encoding`、`check:doc-index`、`check:rustfmt`、全量 `npm test`(400 文件 / 4441 用例)与 `check:repository-ci -- origin/master HEAD` 全绿。

## 上线注意

灰度默认关闭是**刻意**的:合入后到运营在后台把 `game-distribution:publish` 配置并开启之前,作者看不到发布入口、写入口 503;已公开游戏、目录、详情、发行网关、安全下架不受影响。

Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/482
Co-authored-by: kdletters <kdletters@qq.com>
Co-committed-by: kdletters <kdletters@qq.com>
This commit was merged in pull request #482.
This commit is contained in:
2026-09-22 21:38:03 +08:00
committed by 段舒康
parent a56790eaa6
commit f502829fde
12 changed files with 377 additions and 50 deletions
@@ -175,6 +175,107 @@ test('灰度发布页可选择模板库并默认启用零比例灰度', async ()
);
});
test('灰度发布页可选择游戏发布开关,默认保持「未开启即开放」语义', async () => {
const user = userEvent.setup();
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
await screen.findByRole('button', { name: 'editor.new-toolbar' });
await user.selectOptions(screen.getByLabelText('Gate Key 前缀'), [
'game-distribution',
]);
expect((screen.getByLabelText('Gate Key') as HTMLInputElement).value).toBe(
'game-distribution:publish',
);
expect(
(screen.getByLabelText('Gate Key 目标') as HTMLSelectElement).value,
).toBe('publish');
// 该开关的语义是「未配置/关闭 = 默认开放」,所以选中后不能默认打开收紧。
expect((screen.getByLabelText('启用') as HTMLInputElement).checked).toBe(
false,
);
expect((screen.getByLabelText('灰度比例') as HTMLInputElement).value).toBe(
'0',
);
expect(
(screen.getByLabelText('描述') as HTMLTextAreaElement).value,
).toContain('游戏发布入口灰度');
});
test('灰度发布页保存游戏发布开关时写入白名单与比例', async () => {
const user = userEvent.setup();
vi.mocked(upsertAdminFeatureGateConfig).mockResolvedValueOnce({
gates: [
...configResponse.gates,
{
gateKey: 'game-distribution:publish',
enabled: true,
rolloutPercent: 20,
allowUserIds: ['user-internal'],
allowUserTags: [],
denyUserIds: [],
description: '游戏发布入口灰度',
updatedAt: '2026-09-22T10:00:00Z',
},
],
});
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
await screen.findByRole('button', { name: 'editor.new-toolbar' });
await user.selectOptions(screen.getByLabelText('Gate Key 前缀'), [
'game-distribution',
]);
fireEvent.click(screen.getByLabelText('启用'));
fireEvent.change(screen.getByLabelText('灰度比例'), {
target: { value: '20' },
});
fireEvent.change(screen.getByLabelText('允许用户 ID'), {
target: { value: 'user-internal' },
});
fireEvent.change(screen.getByLabelText('描述'), {
target: { value: '游戏发布入口灰度' },
});
await user.click(screen.getByRole('button', { name: '保存配置' }));
await user.click(screen.getByRole('button', { name: '确认' }));
await waitFor(() =>
expect(upsertAdminFeatureGateConfig).toHaveBeenCalledWith('admin-token', {
gateKey: 'game-distribution:publish',
enabled: true,
rolloutPercent: 20,
allowUserIds: ['user-internal'],
allowUserTags: [],
denyUserIds: [],
description: '游戏发布入口灰度',
}),
);
});
test('未创建的预设开关在后台可见并可一键配置', async () => {
const user = userEvent.setup();
render(
<AdminGrayReleaseConfigPage token="admin-token" onUnauthorized={vi.fn()} />,
);
const row = await screen.findByText('game-distribution:publish');
expect(row).not.toBeNull();
// 该开关默认未创建:列表里给出「配置」入口,点击后按默认关闭填充表单。
const configureButton = row.closest('tr')?.querySelector('button');
expect(configureButton).not.toBeNull();
await user.click(configureButton!);
expect((screen.getByLabelText('Gate Key') as HTMLInputElement).value).toBe(
'game-distribution:publish',
);
expect((screen.getByLabelText('启用') as HTMLInputElement).checked).toBe(
false,
);
});
test('灰度发布页保存时转换数组和百分比', async () => {
const user = userEvent.setup();
vi.mocked(upsertAdminFeatureGateConfig).mockResolvedValueOnce({
@@ -28,6 +28,7 @@ interface GateTargetOption {
const GATE_PREFIX_LABELS: Record<string, string> = {
'image-editor': '画布',
agc: '客户端',
'game-distribution': '游戏分发',
};
const FIXED_GATE_TARGETS: GateTargetOption[] = [
@@ -45,6 +46,14 @@ const FIXED_GATE_TARGETS: GateTargetOption[] = [
label: 'Agent 侧边栏',
description: '画布 Agent 入口灰度',
},
{
prefix: 'game-distribution',
suffix: 'publish',
key: 'game-distribution:publish',
label: '游戏发布',
description:
'游戏发布入口灰度:未配置或关闭时对已登录作者默认开放,开启后只放行白名单 / 灰度命中',
},
];
export function AdminGrayReleaseConfigPage({
@@ -197,6 +206,11 @@ export function AdminGrayReleaseConfigPage({
setErrorMessage('');
}
// 预设里尚未创建行的开关也要可见:运营需要先看到 key 才能配置灰度。
const unconfiguredGateTargets = FIXED_GATE_TARGETS.filter(
(option) => !gates.some((gate) => gate.gateKey === option.key),
);
function buildPayload(): AdminUpsertFeatureGateConfigRequest {
return {
gateKey: gateKey.trim(),
@@ -443,6 +457,53 @@ export function AdminGrayReleaseConfigPage({
</div>
)}
</section>
<section className="admin-panel">
<div className="admin-panel-heading">
<h3></h3>
<span>{unconfiguredGateTargets.length}</span>
</div>
{unconfiguredGateTargets.length ? (
<div className="admin-table-wrap">
<table className="admin-table admin-table-compact">
<thead>
<tr>
<th>Gate</th>
<th></th>
<th></th>
</tr>
</thead>
<tbody>
{unconfiguredGateTargets.map((option) => (
<tr key={option.key}>
<td>
{option.key}
<small>
{GATE_PREFIX_LABELS[option.prefix] ?? option.prefix} ·{' '}
{option.label}
</small>
</td>
<td>{option.description}</td>
<td>
<button
className="admin-text-button"
type="button"
onClick={() => applyGateTarget(option)}
>
</button>
</td>
</tr>
))}
</tbody>
</table>
</div>
) : (
<div className="admin-empty-state">
{isLoading ? '加载中' : '预设开关都已创建'}
</div>
)}
</section>
</div>
{confirmDialog}
+17 -4
View File
@@ -1206,16 +1206,27 @@ export function App({
* 权限口径沿用本地命令:`project.export_package` 需要确认时先入队,确认后再导出;
* 导出结果只留在壳里,发布面板关闭即丢弃,不写入项目。
*/
/**
* 发布相关提示同时写工作台状态与 DirectProject 对话。
*
* 普通项目走 `DirectProjectChatView` 时并不渲染工作台状态行,只写 workspaceStatus
* 会让「点了发布没反应」;这里统一通过聊天容器的 announce 出口回话。
*/
function announcePublishMessage(message: string) {
setWorkspaceStatus(message);
directProjectChatRef.current?.announce(message);
}
async function requestGamePublish() {
const invoke = resolveTauriInvoke();
if (!invoke) {
setWorkspaceStatus('需要在 Tauri App 内发布');
announcePublishMessage('需要在 Tauri App 内发布');
return;
}
const nextProjectPath =
resolveChatProjectPath(localProject) ?? projectPath.trim();
if (!nextProjectPath) {
setWorkspaceStatus('先打开一个项目再发布');
announcePublishMessage('先打开一个项目再发布');
return;
}
const runExport = async () => {
@@ -1224,7 +1235,9 @@ export function App({
'export_local_project_package',
{ projectPath: nextProjectPath },
);
setWorkspaceStatus(`已导出本地试玩包:${result.packageRelativePath}`);
announcePublishMessage(
`已构建并打包试玩包:${result.packageRelativePath}`,
);
setPublishPackageResult(result);
setPublishPanelOpen(true);
appendLocalPermissionLog(
@@ -1233,7 +1246,7 @@ export function App({
'project.export_package',
);
} catch (error) {
setWorkspaceStatus(
announcePublishMessage(
error instanceof Error ? error.message : String(error),
);
}