test(游戏共创): 主题 e2e 跟进 rootsTruncated 与后台成员名单,修正过期断言
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- scripts/check-game-distribution-theme-e2e.mjs:
  · 头部契约引用**全部改成符号检索**(函数名/常量名),不再写会随提交漂移的行号
  · 新增「公开详情顶层键集合恰为契约七个(含 rootsTruncated)」与「小主题下 rootsTruncated 是布尔且
    为 false」两条;同时把「memberCount === roots.length」明确标注为只在小主题成立的观察,不再当不变式
  · 新增第 10 组:后台成员名单(未套公开可见性过滤、draft 也能读)——51 个未公开根作品 + 1 个软删除成员
    共 52 行,逐条断言:limit=999 截断到 50 且 totalMembers 仍为 52(limit=1 时 members 只有 1 行、
    totalMembers 不变)、默认 20 游标翻页 3 页 52 行不重不漏且末页 nextCursor=null、成员行键集合恰为
    {rootGameId,title,sortOrder,createdAt,visible,visibility}、按 sortOrder 升序、未公开成员
    visible=false+visibility=unpublished、软删除成员 visible=false+visibility=deleted(落在末页)、
    非法游标 400 THEME_INVALID_CURSOR、主题不存在 404、draft 主题也能读到成员、未登录 401 / 普通作者 403
  · 上一轮标红的「?cursor=abc → 稳定错误码 THEME_INVALID_CURSOR」断言**本轮转绿**(模块侧已把
    GAME_DISTRIBUTION_THEME_INVALID_CURSOR_CODE 前缀拼进游标错误文案,映射分支可达)
  · 实测:71 项 71 PASS / 0 FAIL / 0 SKIP
- scripts/check-game-distribution-collection-e2e.mjs:修正随主题功能上线的**过期断言**——
  匿名作品详情现在比公开目录条目多一个 `themes` 键(详情侧增量,目录侧保持精简)。断言改为
  「目录条目是详情子集:共有键取值全一致 + 详情只多 themes 一处」,不再要求两边键数相等。
  实测:46 项 46 PASS / 0 FAIL / 0 SKIP
This commit is contained in:
2026-10-06 04:35:06 +08:00
parent 562549c982
commit f9f27c2949
2 changed files with 365 additions and 27 deletions
@@ -734,11 +734,14 @@ async function main() {
JSON.stringify(anonymousDetail.data?.[key]),
);
check(
'8) 公开目录里的同作品条目与匿名详情键集合与取值都一致',
'8) 公开目录条目是匿名详情的子集(共有键取值全一致),详情仅多出 themes 这一处增量',
Boolean(catalogEntry) &&
catalogKeys.length === anonymousKeys.length &&
mismatchedCatalogKeys.length === 0,
`catalogKeys=${catalogKeys.length} detailKeys=${anonymousKeys.length} 不一致=${mismatchedCatalogKeys.join(',') || '无'}`,
mismatchedCatalogKeys.length === 0 &&
anonymousKeys.filter((key) => !catalogKeys.includes(key)).length === 1 &&
anonymousKeys.filter((key) => !catalogKeys.includes(key))[0] ===
'themes' &&
Array.isArray(anonymousDetail.data?.themes),
`catalogKeys=${catalogKeys.length} detailKeys=${anonymousKeys.length} 不一致=${mismatchedCatalogKeys.join(',') || '无'} 仅详情有=${anonymousKeys.filter((key) => !catalogKeys.includes(key)).join(',') || '无'}`,
);
check(
'8) 我的收藏列表条数与「已收藏」状态一致(nextCursor=null)',
+358 -23
View File
@@ -7,27 +7,31 @@
// node scripts/check-game-distribution-theme-e2e.mjs
// E2E_API_BASE 可覆盖 api-server 地址(默认从 CWD 的 .app/dev-stack.json 读取,不写死端口)
//
// 契约来源(逐条读实现确认):
// [1] 公开路由(匿名 + no-store):api-server/src/modules/game_distribution.rs:2921-2930
// [2] 公开列表分页::1635-1690(limit 归一化 :1757-1764、cursor 由模块解析并 400 透传)
// [3] 公开详情::1670-1697(未发布/不存在都回「主题不存在」→ 404;已发布空成员是 200 + 空 roots)
// + module-game-distribution/src/theme.rs:105-108(公开可见 = status == published)
// [4] 详情成员与列表 memberCount 同一份可见性判定(未删 + 已公开 + 有当前公开版本):
// spacetime-module/src/game_distribution.rs:5455-5477 + theme.rs:131-147
// [5] 作品详情 `themes` 增量「先取根再反查」:spacetime-module/...:5620-5670 + 根解析 :5450-5456
// [6] 后台写路由(admin 鉴权):api-server/...:2887-2900;创建/更新幂等 :1780-1880;
// 成员 PUT/DELETE 不要求幂等键且确定性主键去重:spacetime-module/...:5890-5965
// [7] 错误码映射:api-server/...:5329-5365(THEME_NOT_FOUND→404、THEME_BAD_REQUEST→400、
// THEME_INVALID_CURSOR→400、THEME_IDEMPOTENCY_CONFLICT→409、THEME_MEMBER_NOT_ROOT→409、
// THEME_MEMBER_GAME_NOT_FOUND→404)
// [8] 分页极限:theme.rs:156-172(默认 20、上限 50、超界截断、0 取默认)+ 游标格式 `{micros}:{themeId}` :205-218
// 契约来源(逐条读实现确认;**一律用符号检索定位,不写行号**——行号会随提交漂移):
// [1] 公开主题路由(匿名 + no-store):`api-server/src/modules/game_distribution.rs` 里
// `public_games` 路由族的 `themes` / `themes/{theme_id}` 两条(`themes` 前缀可定位)
// [2] 公开列表分页与响应形状:`list_public_themes` + `public_themes_payload` + `themes_page_limit`
// [3] 公开详情:`get_public_theme` + `public_theme_detail_payload`
// (未发布/不存在都回「主题不存在」→ 404;已发布空成员是 200 + 空 roots)
// + `module-game-distribution/src/theme.rs` 的 `game_distribution_theme_public_visible`
// [4] 可见性与 memberCount 判定:`game_distribution_theme_visible_members`
// (未删 + 已公开 + 有当前公开版本)+ `game_distribution_theme_roots_truncated`
// [5] 作品详情 `themes` 增量「先取根再反查」:`game_distribution_themes_for_game`
// [6] 后台写路由(admin 鉴权):`admin_create_theme` / `admin_update_theme` /
// `admin_set_theme_member` / `admin_delete_theme_member` / `admin_list_themes` /
// `admin_list_theme_members`(成员名单不套公开可见性过滤)
// [7] 错误码映射:`map_spacetime_error` 里的 `GAME_DISTRIBUTION_THEME_*` 分支前缀判定
// [8] 分页极限与游标:`game_distribution_theme_page_limit`(默认 20 / 上限 50 / 0 取默认 / 超界截断)、
// `parse_game_distribution_theme_cursor`、`page_admin_theme_members`
// (成员名单缺省 20 / 上限 50,按 `sort_order` 升序 + `member_id` 兜底,游标 `{sort_order}:{memberId}`)
//
// 复用/照抄的 helper(注释标了出处;抽公共模块会改动其它已提交脚本,故照抄):
// - 从 .app/dev-stack.json 读地址:scripts/check-game-distribution-lineage-e2e.mjs:115-133
// - 从 .app/dev-stack.json 读地址:scripts/check-game-distribution-lineage-e2e.mjs 的
// `const devStack = JSON.parse(...)` 那一段
// - check/note/api/brief/register/gameMetadata/uploadCover/createGame/ownerGame/publicDetail:
// lineage 脚本 :139-318
// - 完整发布链路(建版本 → 传发行包 → 送审 → 管理员通过):lineage 脚本 :320-407
// - 改编声明(fork 字段)+ 公开版本 id 取法:lineage 脚本 :758-812
// lineage 脚本同名 helper
// - 完整发布链路(建版本 → 传发行包 → 送审 → 管理员通过):lineage 脚本的 `publishToPublic`
// - 改编声明(fork 字段)+ 公开版本 id 取法:lineage 脚本里取 `versions.find(status==='published')` 那一段
import { createHash } from 'node:crypto';
import { readFileSync } from 'node:fs';
@@ -403,6 +407,24 @@ function publicThemeDetail(themeId) {
return api(`/api/game-distribution/themes/${themeId}`);
}
function adminThemeMembers({ admin, themeId, limit, cursor } = {}) {
const query = new URLSearchParams();
if (limit !== undefined) query.set('limit', String(limit));
if (cursor !== undefined) query.set('cursor', cursor);
const suffix = query.toString() ? `?${query.toString()}` : '';
return api(
`/admin/api/game-distribution/themes/${themeId}/members${suffix}`,
{ token: admin },
);
}
function softDeleteGame({ token, gameId, revision, key }) {
return api(
`/api/game-distribution/my-games/${gameId}?expectedPublicationRevision=${revision}`,
{ method: 'DELETE', token, headers: { 'Idempotency-Key': key } },
);
}
function themeIdsOf(body) {
return (body?.data?.themes ?? []).map((theme) => theme.themeId);
}
@@ -637,6 +659,29 @@ async function main() {
JSON.stringify(Object.keys(catalogEntry ?? {}).sort()),
`roots=${detailT1.data?.roots?.length} memberCount=${detailT1.data?.memberCount} rootKeys=${Object.keys(detailT1.data?.roots?.[0] ?? {}).length} catalogKeys=${Object.keys(catalogEntry ?? {}).length}`,
);
check(
'1) 公开详情顶层键集合恰为契约的七个(含 rootsTruncated)',
JSON.stringify(Object.keys(detailT1.data ?? {}).sort()) ===
JSON.stringify(
[
'badge',
'memberCount',
'name',
'roots',
'rootsTruncated',
'summary',
'themeId',
].sort(),
),
`keys=${Object.keys(detailT1.data ?? {}).join(',')}`,
);
check(
'1) 小主题下 rootsTruncated 是布尔且为 false(memberCount === roots.length 只在这种小主题下成立)',
typeof detailT1.data?.rootsTruncated === 'boolean' &&
detailT1.data?.rootsTruncated === false &&
detailT1.data?.memberCount === detailT1.data?.roots?.length,
`rootsTruncated=${JSON.stringify(detailT1.data?.rootsTruncated)} memberCount=${detailT1.data?.memberCount} roots=${detailT1.data?.roots?.length}`,
);
// ---------- 2:只允许根 ----------
const notRoot = await adminPutMember({
@@ -967,15 +1012,14 @@ async function main() {
brief(badCursor),
);
check(
'6) ?cursor=abc → 稳定错误码 THEME_INVALID_CURSOR',
'6) ?cursor=abc → 稳定错误码 THEME_INVALID_CURSOR(此前红断言,本轮应转绿)',
errorCode(badCursor) === 'THEME_INVALID_CURSOR',
brief(badCursor),
);
note(
'产品缺口(未修,仅报告):实现为非法游标注册了稳定码 THEME_INVALID_CURSOR' +
'(api-server/...:5343-5346 + shared-contracts/src/game_distribution.rs:46),' +
'但模块侧只回纯文案「主题列表游标格式无效」(module-game-distribution/src/theme.rs:205-215),不含 THEME_ 前缀,' +
'而映射分支的前置条件是 message.contains("THEME_") → 该分支不可达,客户端实际拿到 code=BAD_REQUEST(状态码仍是 400 ✓)。',
'该断言是上一轮标红的产品缺口回归网:模块侧现在把常量前缀拼进游标错误文案' +
'(module-game-distribution/src/theme.rs 的 `GAME_DISTRIBUTION_THEME_INVALID_CURSOR_CODE` + 「: 主题列表游标格式无效」),' +
'api-server 的 `map_spacetime_error` 前缀分支因此可达,客户端拿到的 error.code 从 BAD_REQUEST 变成 THEME_INVALID_CURSOR(状态码仍是 400)。',
);
// ---------- 7:后台权限 ----------
@@ -1158,6 +1202,297 @@ async function main() {
);
}
// ---------- 10:后台成员名单(含不可见成员 / 草稿主题 / 分页 / 错误码) ----------
// 契约:`admin_list_theme_members`(不套公开可见性过滤、draft/archived 也能读)、
// `totalMembers` 是成员行总数(不受分页影响)、`visibility ∈ missing|deleted|published|unpublished|suspended`、
// `visible` 复用公开侧同一份判定、分页沿用主题列表的 20/50 与游标解析。
const bulkTheme = await adminCreateTheme({
admin,
key: `theme-bulk-${stamp}`,
body: {
name: `主题批量成员 ${suffix}`,
summary: '成员行数 > 50、可见成员为 0',
badge: 'B',
sortOrder: 8,
status: 'published',
},
});
const bulkThemeId = bulkTheme.data?.theme?.themeId;
check('10) 批量成员主题创建成功', Boolean(bulkThemeId), brief(bulkTheme));
// 用「未公开草稿作品」当成员:可见成员恒为 0,但成员行数 > 50,用来验证
// memberCount 只数可见成员、后台名单 totalMembers 数行且分页可翻。
let reusableCoverAssetId = await uploadCover(author.token, `${stamp}-bulk`);
const bulkRootIds = [];
let reuseNoted = false;
for (let index = 0; index < 51; index += 1) {
const title = `批量成员根作品 ${suffix}-${index}`;
let created = await createGame({
token: author.token,
metadata: gameMetadata({ title, coverAssetId: reusableCoverAssetId }),
idemKey: `theme-bulk-root-${index}-${stamp}`,
});
if (created.status !== 200) {
if (!reuseNoted) {
note(
`封面 assetId 不能跨作品复用时改为逐件上传(首次失败:${brief(created)})`,
);
reuseNoted = true;
}
reusableCoverAssetId = await uploadCover(
author.token,
`${stamp}-bulk-${index}`,
);
created = await createGame({
token: author.token,
metadata: gameMetadata({ title, coverAssetId: reusableCoverAssetId }),
idemKey: `theme-bulk-root-retry-${index}-${stamp}`,
});
}
const id = created.data?.id;
if (!id) {
check(
'10) 批量根作品创建成功',
false,
`index=${index} ${brief(created)}`,
);
break;
}
bulkRootIds.push(id);
const memberResponse = await adminPutMember({
admin,
themeId: bulkThemeId,
rootGameId: id,
sortOrder: index,
});
if (memberResponse.status !== 200) {
check(
'10) 批量成员写入成功',
false,
`index=${index} ${brief(memberResponse)}`,
);
break;
}
}
check(
'10) 51 个未公开根作品加入同一主题(成员行数 > 50)',
bulkRootIds.length === 51,
`rows=${bulkRootIds.length}`,
);
const bulkPublicDetail = await publicThemeDetail(bulkThemeId);
check(
'10) memberCount 只数可见成员:51 行不可见成员 → memberCount=0、roots=[]、rootsTruncated=false',
bulkPublicDetail.status === 200 &&
bulkPublicDetail.data?.memberCount === 0 &&
bulkPublicDetail.data?.roots?.length === 0 &&
bulkPublicDetail.data?.rootsTruncated === false,
`memberCount=${bulkPublicDetail.data?.memberCount} roots=${bulkPublicDetail.data?.roots?.length} rootsTruncated=${JSON.stringify(bulkPublicDetail.data?.rootsTruncated)}`,
);
note(
'未覆盖(成本):>50 个**可见**成员导致 roots 真被截断、rootsTruncated=true 的真实数据用例——' +
'需要 51 个走完整发布链路的公开作品。该分支由 module-game-distribution/src/theme.rs 里 ' +
'`game_distribution_theme_roots_truncated` 的单测(51/50 → true)覆盖;本脚本只覆盖了' +
'「行数 >50、可见 0」的对照面(rootsTruncated=false)。',
);
// 软删除成员:行仍在 → visible=false 且 visibility=deleted
const softDeletedRoot = await createGame({
token: author.token,
metadata: gameMetadata({
title: `软删除成员 ${suffix}`,
coverAssetId: await uploadCover(author.token, `${stamp}-soft`),
}),
idemKey: `theme-soft-root-${stamp}`,
});
const softDeletedRootId = softDeletedRoot.data?.id;
if (!softDeletedRootId) {
check('10) 软删除 fixture 作品创建成功', false, brief(softDeletedRoot));
}
const softDeleted = softDeletedRootId
? await softDeleteGame({
token: author.token,
gameId: softDeletedRootId,
revision: softDeletedRoot.data?.publicationRevision ?? 0,
key: `theme-soft-delete-${stamp}`,
})
: { status: 0, text: 'fixture 未创建' };
if (softDeletedRootId) {
await adminPutMember({
admin,
themeId: bulkThemeId,
rootGameId: softDeletedRootId,
sortOrder: 100,
});
}
check(
'10) 软删除 fixture 作品就绪',
softDeleted.status === 200,
brief(softDeleted),
);
const bulkMembers = await adminThemeMembers({
admin,
themeId: bulkThemeId,
limit: 999,
});
const bulkRows = bulkMembers.data?.members ?? [];
check(
'10) 行数 >50 时 limit=999 截断到 50(不是错误),totalMembers 仍是行总数 52,且仍有下一页',
bulkMembers.status === 200 &&
bulkRows.length === 50 &&
bulkMembers.data?.totalMembers === 52 &&
typeof bulkMembers.data?.nextCursor === 'string',
`rows=${bulkRows.length} totalMembers=${bulkMembers.data?.totalMembers} nextCursor=${JSON.stringify(bulkMembers.data?.nextCursor ?? null).slice(0, 30)}`,
);
check(
'10) totalMembers 不受分页影响:limit=1 时 members 只有 1 行但 totalMembers 仍为 52',
(await adminThemeMembers({ admin, themeId: bulkThemeId, limit: 1 })).data
?.totalMembers === 52 &&
(await adminThemeMembers({ admin, themeId: bulkThemeId, limit: 1 })).data
?.members?.length === 1,
`totalMembers=${(await adminThemeMembers({ admin, themeId: bulkThemeId, limit: 1 })).data?.totalMembers}`,
);
const unpublishedRow = bulkRows.find(
(member) => member.rootGameId === bulkRootIds[0],
);
check(
'10) 未公开成员照实返回:visible=false 且 visibility=unpublished',
unpublishedRow?.visible === false &&
unpublishedRow?.visibility === 'unpublished',
`visible=${JSON.stringify(unpublishedRow?.visible)} visibility=${unpublishedRow?.visibility}`,
);
check(
'10) 成员行键集合恰为契约的六个(visible 与 visibility 都在)',
bulkRows.length > 0 &&
JSON.stringify(Object.keys(bulkRows[0]).sort()) ===
JSON.stringify(
[
'createdAt',
'rootGameId',
'sortOrder',
'title',
'visibility',
'visible',
].sort(),
),
`keys=${Object.keys(bulkRows[0] ?? {}).join(',')}`,
);
check(
'10) 成员行按 sortOrder 升序返回',
bulkRows.every(
(row, index) =>
index === 0 || bulkRows[index - 1].sortOrder <= row.sortOrder,
),
`sortOrders=${bulkRows
.slice(0, 5)
.map((row) => row.sortOrder)
.join(',')}…`,
);
const memberPageIds = [];
const memberRows = [];
let memberCursor;
let memberPages = 0;
let lastMemberCursor = 'unset';
for (;;) {
const page = await adminThemeMembers({
admin,
themeId: bulkThemeId,
limit: 20,
...(memberCursor ? { cursor: memberCursor } : {}),
});
if (page.status !== 200) {
check('10) 成员名单游标翻页每页 200', false, brief(page));
break;
}
memberPages += 1;
const pageRows = page.data?.members ?? [];
memberRows.push(...pageRows);
memberPageIds.push(...pageRows.map((row) => row.rootGameId));
lastMemberCursor = page.data?.nextCursor ?? null;
if (!lastMemberCursor) break;
memberCursor = lastMemberCursor;
if (memberPages > 10) {
check(
'10) 成员名单游标翻页在合理页数内结束',
false,
`pages=${memberPages}`,
);
break;
}
}
check(
'10) 成员名单游标翻页不重不漏(52 行分 3 页,末页 nextCursor=null)',
memberPages === 3 &&
memberPageIds.length === 52 &&
new Set(memberPageIds).size === 52 &&
lastMemberCursor === null &&
bulkRootIds.every((id) => memberPageIds.includes(id)),
`pages=${memberPages} total=${memberPageIds.length} unique=${new Set(memberPageIds).size} lastCursor=${JSON.stringify(lastMemberCursor)}`,
);
const softDeletedRow = memberRows.find(
(member) => member.rootGameId === softDeletedRootId,
);
check(
'10) 已软删除成员照实返回:visible=false 且 visibility=deleted(行未删除,末页仍能翻到)',
softDeletedRow?.visible === false &&
softDeletedRow?.visibility === 'deleted',
`visible=${JSON.stringify(softDeletedRow?.visible)} visibility=${softDeletedRow?.visibility ?? '∅'}(该行 sortOrder=100,落最后一页)`,
);
const badMemberCursor = await adminThemeMembers({
admin,
themeId: bulkThemeId,
cursor: 'abc',
});
check(
'10) 成员名单非法游标 → 400 THEME_INVALID_CURSOR(与主题列表同一套解析)',
badMemberCursor.status === 400 &&
errorCode(badMemberCursor) === 'THEME_INVALID_CURSOR',
brief(badMemberCursor),
);
const missingThemeMembers = await adminThemeMembers({
admin,
themeId: `theme_${'0'.repeat(32)}`,
});
check(
'10) 主题不存在 → 404',
missingThemeMembers.status === 404,
brief(missingThemeMembers),
);
const draftThemeMembers = await adminThemeMembers({
admin,
themeId: draftId,
limit: 20,
});
check(
'10) draft 主题也能读到成员名单(该接口存在的理由:公开侧看不见、运营要能看)',
draftThemeMembers.status === 200 &&
(draftThemeMembers.data?.members ?? []).some(
(member) => member.rootGameId === rootId,
) &&
draftThemeMembers.data?.totalMembers === 1,
`status=${draftThemeMembers.status} totalMembers=${draftThemeMembers.data?.totalMembers}`,
);
const anonymousMembers = await api(
`/admin/api/game-distribution/themes/${bulkThemeId}/members`,
);
const strangerMembers = await api(
`/admin/api/game-distribution/themes/${bulkThemeId}/members`,
{ token: stranger.token },
);
check(
'10) 未登录读成员名单 → 401;普通作者 token → 403',
anonymousMembers.status === 401 && strangerMembers.status === 403,
`anonymous=${anonymousMembers.status} stranger=${strangerMembers.status}`,
);
note(
'未覆盖:`visibility=missing`(游戏行本身不存在)与「visibility=published 但无当前公开版本 → visible=false」' +
'两个防御性分支——前者需要删游戏行、后者需要在 kept-published 状态下清空当前公开版本,现有 HTTP 面都构造不出来;' +
'两者在 `game_distribution_theme_member_visibility` / `game_distribution_theme_member_visible` 的单测里覆盖。',
);
note(
'未覆盖:本脚本不做主题成员的可见性上限(详情 roots 受 50 条响应上限约束)与「同一个根重复加入两个主题后删除其一的读取一致性」之外的并发场景;' +
'分页排序键(created_at 倒序 + themeId 兜底)只通过「不重不漏」间接验证,未构造同微秒创建的主题对。',