补充试玩反馈与数值聊天入口

新增 /feedback 试玩反馈摘要和修改说明草稿

新增 /balance 数值与难度口径摘要

补充 /next 与 /help 的入口覆盖

同步技术方案和项目决策记录
This commit is contained in:
AIGameCreator App
2026-07-03 18:09:11 +08:00
parent c192e01b89
commit fde0a3ae80
4 changed files with 363 additions and 3 deletions
+168
View File
@@ -1873,6 +1873,7 @@ const chatCommandHelp = [
'/risks:查看当前项目风险',
'/criteria:查看当前任务验收标准',
'/groups:查看专业组进度',
'/balance:查看数值与难度口径',
'/budget:查看最近 run 预算',
'/qa:查看质量检查清单',
'/changes:查看最近生成变更',
@@ -1883,6 +1884,7 @@ const chatCommandHelp = [
'/next:查看下一步建议',
'/publish:查看发布准备清单',
'/playtest:查看试玩状态与下一步',
'/feedback:准备试玩反馈和修改说明',
'/open-project:在系统文件管理器中显示项目目录',
'/switch-project:回到项目启动器切换工作区',
'/index:刷新本地项目索引',
@@ -2418,6 +2420,87 @@ function summarizeProjectGroupProgress(
};
}
function summarizeProjectBalanceState(
nextManifest: GameCreationAppManifest,
trace: GameCreationAgentRunTrace | null,
) {
const manifestTasks = taskRowsFromManifest(nextManifest);
const traceTasks = trace?.taskGraph.tasks ?? [];
const tasks = manifestTasks.map(
(task) => traceTasks.find((traceTask) => traceTask.id === task.id) ?? task,
);
const balanceTasks = tasks.filter(
(task) => task.group === 'balance' || task.id.startsWith('balance-'),
);
const readyTaskIds = new Set(
trace
? trace.taskGraph.readyTaskIds
: selectGameCreationAppReadyTasks({ tasks }).map((task) => task.id),
);
const activeTaskIds = new Set(trace?.taskGraph.activeTaskIds ?? []);
const carriedTaskIds = new Set(trace?.taskGraph.carriedTaskIds ?? []);
const balanceArtifact =
trace?.artifacts.find(
(artifact) => artifact.path === 'game/balance.json',
) ?? null;
const latestBalanceStep =
trace?.steps
.filter(
(step) =>
step.group === 'balance' || step.taskId?.startsWith('balance-'),
)
.slice(-1)[0] ?? null;
const taskLines = balanceTasks.map((task) => {
const markers = [taskStatusLabels[task.status]];
if (readyTaskIds.has(task.id)) {
markers.push('ready');
}
if (activeTaskIds.has(task.id)) {
markers.push('active');
}
if (carriedTaskIds.has(task.id)) {
markers.push('carry');
}
return `- ${task.id}${task.role} ${task.title} · ${markers.join(' / ')}`;
});
const criteriaLines = balanceTasks.flatMap((task) =>
task.acceptanceCriteria.map((criterion) => `- ${task.id}${criterion}`),
);
const draftCommand = balanceArtifact
? '/read game/balance.json'
: trace
? '/agent-resume 数值调整:前 30 秒更易上手;得分反馈更明显;失败后重开节奏更快'
: '/next';
return {
text: [
'数值状态:',
`- 项目:${nextManifest.name}`,
taskLines.length > 0
? `- 数值任务:\n${taskLines.join('\n')}`
: '- 数值任务:暂无',
criteriaLines.length > 0
? `- 数值口径:\n${criteriaLines.join('\n')}`
: '- 数值口径:暂无',
`- 数值表:${balanceArtifact ? 'game/balance.json · 已生成' : 'game/balance.json · 待生成'}`,
`- 最近数值步骤:${
latestBalanceStep
? `${latestBalanceStep.agent} #${latestBalanceStep.pass} · ${latestBalanceStep.status} · ${latestBalanceStep.summary}`
: '暂无'
}`,
'- 试玩关联:/playtest/feedback',
`- 建议:${draftCommand}`,
].join('\n'),
draftCommand,
draftCommandLabel: balanceArtifact
? '读数值表'
: trace
? '填写数值反馈'
: '查看下一步',
};
}
function summarizeAgentRunBudget(trace: GameCreationAgentRunTrace | null) {
if (!trace) {
return {
@@ -2922,6 +3005,55 @@ function summarizeProjectPlaytestState(
};
}
function summarizeProjectFeedbackPrompt(
nextManifest: GameCreationAppManifest,
trace: GameCreationAgentRunTrace | null,
) {
const preview = nextManifest.preview;
const previewRunning = preview?.status === 'running' && preview.url;
const previewSummary = previewRunning
? `运行中 ${preview.url}`
: preview
? previewStatusLabels[preview.status]
: '未启动';
const tracePassed = isAgentRunTracePassed(trace);
const blockedTrace =
trace?.lifecycleStatus === 'killed' ||
trace?.status === 'failed' ||
trace?.status === 'needs-revision' ||
trace?.stopReason === 'max-passes-exhausted';
let draftCommand = '/next';
let draftCommandLabel = '查看下一步';
if (blockedTrace) {
draftCommand = '/review';
draftCommandLabel = '查看评审';
} else if (tracePassed && !previewRunning) {
draftCommand = '/run';
draftCommandLabel = '启动预览';
} else if (trace) {
draftCommand = '/agent-resume 试玩反馈:';
draftCommandLabel = '填写试玩反馈';
}
return {
text: [
'试玩反馈:',
`- 项目:${nextManifest.name}`,
trace ? `- Run${trace.runId} · ${formatAgentRunStatus(trace)}` : null,
`- 预览:${previewSummary}${previewRunning ? '' : ' · 建议 /run'}`,
'- 反馈方向:操作手感;胜负目标;难度;视觉 / 音效;重开路径',
'- 反馈模板:/agent-resume 试玩反馈:保留…;调整…;新增…',
'- 参考:/playtest/qa/changes',
`- 建议:${draftCommand}`,
]
.filter(Boolean)
.join('\n'),
draftCommand,
draftCommandLabel,
};
}
function summarizeProjectQualityCheck(
nextManifest: GameCreationAppManifest,
trace: GameCreationAgentRunTrace | null,
@@ -3131,6 +3263,7 @@ function summarizeNextProjectActions(
}
addSuggestion('查看创作目标', '/goal');
addSuggestion('查看本轮 MVP 范围', '/mvp');
addSuggestion('查看数值与难度口径', '/balance');
const readyTasks = selectGameCreationAppReadyTasks({
tasks: taskRowsFromManifest(nextManifest),
@@ -3174,6 +3307,7 @@ function summarizeNextProjectActions(
if (trace) {
addSuggestion('查看发布准备清单', '/publish');
addSuggestion('查看试玩状态', '/playtest');
addSuggestion('准备试玩反馈', '/feedback');
addSuggestion('查看最近 run 预算', '/budget');
addSuggestion('查看评审和返工焦点', '/review');
addSuggestion('查看生成上下文来源', '/context');
@@ -6834,6 +6968,23 @@ export function App() {
return;
}
if (prompt === '/balance') {
if (!requireChatProjectForUserAction()) {
return;
}
const summary = summarizeProjectBalanceState(manifest, agentRunTrace);
setMessages((current) => [
...current,
{
role: 'assistant',
text: summary.text,
draftCommand: summary.draftCommand,
draftCommandLabel: summary.draftCommandLabel,
},
]);
return;
}
if (prompt === '/budget') {
if (!requireChatProjectForUserAction()) {
return;
@@ -7015,6 +7166,23 @@ export function App() {
return;
}
if (prompt === '/feedback') {
if (!requireChatProjectForUserAction()) {
return;
}
const summary = summarizeProjectFeedbackPrompt(manifest, agentRunTrace);
setMessages((current) => [
...current,
{
role: 'assistant',
text: summary.text,
draftCommand: summary.draftCommand,
draftCommandLabel: summary.draftCommandLabel,
},
]);
return;
}
if (prompt === '/index') {
void queueOrExecuteProjectIndex();
return;
@@ -2465,6 +2465,101 @@ describe('AI 游戏创作 App 界面边界', () => {
),
).toHaveLength(runLocalCountBeforeGroups);
const commandCountsBeforeBalance = {
manifestRead: invoke.mock.calls.filter(
([command]) => command === 'get_local_game_manifest',
).length,
fileRead: invoke.mock.calls.filter(
([command]) => command === 'read_local_project_file',
).length,
fileList: invoke.mock.calls.filter(
([command]) => command === 'list_local_project_files',
).length,
runLocal: invoke.mock.calls.filter(
([command]) => command === 'run_limited_local_command',
).length,
startPreview: invoke.mock.calls.filter(
([command]) => command === 'start_local_game_preview',
).length,
openPreview: invoke.mock.calls.filter(
([command]) => command === 'open_local_game_preview',
).length,
exportPackage: invoke.mock.calls.filter(
([command]) => command === 'export_local_project_package',
).length,
};
submitChat('/balance');
expect(await screen.findByText(/数值状态:/)).not.toBeNull();
const balanceMessages = screen.getAllByText(/数值状态:/);
const balanceMessage = balanceMessages[balanceMessages.length - 1];
expect(balanceMessage.textContent).toContain('项目:未命名游戏原型');
expect(balanceMessage.textContent).toContain(
'balance-directorDirector 确定数值口径 · 待处理',
);
expect(balanceMessage.textContent).toContain(
'balance-seedDifficulty 生成初版数值 · 待处理',
);
expect(balanceMessage.textContent).toContain(
'难度、节奏和得分口径可指导数值表',
);
expect(balanceMessage.textContent).toContain(
'速度、生命、得分和难度参数可被程序组读取',
);
expect(balanceMessage.textContent).toContain(
'数值表:game/balance.json · 待生成',
);
expect(balanceMessage.textContent).toContain(
'试玩关联:/playtest/feedback',
);
expect(balanceMessage.textContent).toContain(
'建议:/agent-resume 数值调整:前 30 秒更易上手;得分反馈更明显;失败后重开节奏更快',
);
const balanceMessageList = document.querySelector('.message-list');
expect(balanceMessageList).not.toBeNull();
const balanceDraftButtons = within(
balanceMessageList as HTMLElement,
).getAllByRole('button', { name: '填写数值反馈' });
fireEvent.click(balanceDraftButtons[balanceDraftButtons.length - 1]);
expect(screen.getByLabelText('创作想法')).toHaveProperty(
'value',
'/agent-resume 数值调整:前 30 秒更易上手;得分反馈更明显;失败后重开节奏更快',
);
expect(
invoke.mock.calls.filter(
([command]) => command === 'get_local_game_manifest',
),
).toHaveLength(commandCountsBeforeBalance.manifestRead);
expect(
invoke.mock.calls.filter(
([command]) => command === 'read_local_project_file',
),
).toHaveLength(commandCountsBeforeBalance.fileRead);
expect(
invoke.mock.calls.filter(
([command]) => command === 'list_local_project_files',
),
).toHaveLength(commandCountsBeforeBalance.fileList);
expect(
invoke.mock.calls.filter(
([command]) => command === 'run_limited_local_command',
),
).toHaveLength(commandCountsBeforeBalance.runLocal);
expect(
invoke.mock.calls.filter(
([command]) => command === 'start_local_game_preview',
),
).toHaveLength(commandCountsBeforeBalance.startPreview);
expect(
invoke.mock.calls.filter(
([command]) => command === 'open_local_game_preview',
),
).toHaveLength(commandCountsBeforeBalance.openPreview);
expect(
invoke.mock.calls.filter(
([command]) => command === 'export_local_project_package',
),
).toHaveLength(commandCountsBeforeBalance.exportPackage);
const fileReadCountBeforeBudget = invoke.mock.calls.filter(
([command]) => command === 'read_local_project_file',
).length;
@@ -2927,6 +3022,7 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.getByText(/运行自检并启动本地预览:\/run/)).not.toBeNull();
expect(screen.getByText(/查看创作目标:\/goal/)).not.toBeNull();
expect(screen.getByText(/查看本轮 MVP 范围:\/mvp/)).not.toBeNull();
expect(screen.getByText(/查看数值与难度口径:\/balance/)).not.toBeNull();
expect(screen.getByText(/查看 .* 个 ready 任务:\/tasks/)).not.toBeNull();
expect(screen.getByText(/查看当前任务验收标准:\/criteria/)).not.toBeNull();
expect(screen.getByText(/查看专业组进度:\/groups/)).not.toBeNull();
@@ -2935,6 +3031,7 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.getByText(/查看美术素材:\/art/)).not.toBeNull();
expect(screen.getByText(/查看发布准备清单:\/publish/)).not.toBeNull();
expect(screen.getByText(/查看试玩状态:\/playtest/)).not.toBeNull();
expect(screen.getByText(/准备试玩反馈:\/feedback/)).not.toBeNull();
expect(screen.getByText(/查看最近 run 预算:\/budget/)).not.toBeNull();
expect(screen.getByText(/查看评审和返工焦点:\/review/)).not.toBeNull();
expect(screen.getByText(/查看生成上下文来源:\/context/)).not.toBeNull();
@@ -3069,6 +3166,89 @@ describe('AI 游戏创作 App 界面边界', () => {
),
).toHaveLength(openPreviewCountBeforePlaytest);
const commandCountsBeforeFeedback = {
manifestRead: invoke.mock.calls.filter(
([command]) => command === 'get_local_game_manifest',
).length,
fileRead: invoke.mock.calls.filter(
([command]) => command === 'read_local_project_file',
).length,
fileList: invoke.mock.calls.filter(
([command]) => command === 'list_local_project_files',
).length,
runLocal: invoke.mock.calls.filter(
([command]) => command === 'run_limited_local_command',
).length,
startPreview: invoke.mock.calls.filter(
([command]) => command === 'start_local_game_preview',
).length,
openPreview: invoke.mock.calls.filter(
([command]) => command === 'open_local_game_preview',
).length,
exportPackage: invoke.mock.calls.filter(
([command]) => command === 'export_local_project_package',
).length,
};
submitChat('/feedback');
const feedbackMessages = await screen.findAllByText(/试玩反馈:/);
const feedbackMessage = feedbackMessages[feedbackMessages.length - 1];
expect(feedbackMessage.textContent).toContain(
'Runrun-main-shortcut-trace · passed / done · 1/3 轮 · evaluator-passed',
);
expect(feedbackMessage.textContent).toContain('预览:未启动 · 建议 /run');
expect(feedbackMessage.textContent).toContain(
'反馈方向:操作手感;胜负目标;难度;视觉 / 音效;重开路径',
);
expect(feedbackMessage.textContent).toContain(
'反馈模板:/agent-resume 试玩反馈:保留…;调整…;新增…',
);
expect(feedbackMessage.textContent).toContain(
'参考:/playtest/qa/changes',
);
expect(feedbackMessage.textContent).toContain('建议:/run');
const feedbackMessageList = document.querySelector('.message-list');
expect(feedbackMessageList).not.toBeNull();
const feedbackDraftButtons = within(
feedbackMessageList as HTMLElement,
).getAllByRole('button', { name: '启动预览' });
fireEvent.click(feedbackDraftButtons[feedbackDraftButtons.length - 1]);
expect(screen.getByLabelText('创作想法')).toHaveProperty('value', '/run');
expect(
invoke.mock.calls.filter(
([command]) => command === 'get_local_game_manifest',
),
).toHaveLength(commandCountsBeforeFeedback.manifestRead);
expect(
invoke.mock.calls.filter(
([command]) => command === 'read_local_project_file',
),
).toHaveLength(commandCountsBeforeFeedback.fileRead);
expect(
invoke.mock.calls.filter(
([command]) => command === 'list_local_project_files',
),
).toHaveLength(commandCountsBeforeFeedback.fileList);
expect(
invoke.mock.calls.filter(
([command]) => command === 'run_limited_local_command',
),
).toHaveLength(commandCountsBeforeFeedback.runLocal);
expect(
invoke.mock.calls.filter(
([command]) => command === 'start_local_game_preview',
),
).toHaveLength(commandCountsBeforeFeedback.startPreview);
expect(
invoke.mock.calls.filter(
([command]) => command === 'open_local_game_preview',
),
).toHaveLength(commandCountsBeforeFeedback.openPreview);
expect(
invoke.mock.calls.filter(
([command]) => command === 'export_local_project_package',
),
).toHaveLength(commandCountsBeforeFeedback.exportPackage);
fireEvent.click(screen.getByRole('button', { name: '权限' }));
expect(
await screen.findByText(/策略:\.agent\/policy\.json/),
@@ -8834,6 +9014,7 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.getByText(/\/risks:查看当前项目风险/)).not.toBeNull();
expect(screen.getByText(/\/criteria:查看当前任务验收标准/)).not.toBeNull();
expect(screen.getByText(/\/groups:查看专业组进度/)).not.toBeNull();
expect(screen.getByText(/\/balance:查看数值与难度口径/)).not.toBeNull();
expect(screen.getByText(/\/budget:查看最近 run 预算/)).not.toBeNull();
expect(screen.getByText(/\/qa:查看质量检查清单/)).not.toBeNull();
expect(screen.getByText(/\/changes:查看最近生成变更/)).not.toBeNull();
@@ -8846,6 +9027,9 @@ describe('AI 游戏创作 App 界面边界', () => {
expect(screen.getByText(/\/next:查看下一步建议/)).not.toBeNull();
expect(screen.getByText(/\/publish:查看发布准备清单/)).not.toBeNull();
expect(screen.getByText(/\/playtest:查看试玩状态与下一步/)).not.toBeNull();
expect(
screen.getByText(/\/feedback:准备试玩反馈和修改说明/),
).not.toBeNull();
expect(
screen.getByText(/\/run-files:列出 Agent 运行辅助文件读取命令/),
).not.toBeNull();
@@ -3878,6 +3878,7 @@
- 2026-07-03 调整:普通用户通过聊天输入 `/context` 查看生成上下文来源,只基于当前 manifest 和最近 run trace 列出项目对话、短期记忆、长期记忆、项目黑板、Agent 对话、Agent 私有记忆、manifest、最近 trace 和最近 LLM 输入路径,并提供 `/read``/memory blackboard` 草稿;该入口不得触发 Tauri 读写、不得读取上下文文件,也不得新增普通用户上下文面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/timeline` 查看项目活动时间线,只基于当前 manifest.commandRuns 和最近 run trace 汇总最近命令、日志读取草稿和最近 Agent 步骤,并提供 `/read``/trace``/history` 草稿;该入口不得触发 Tauri 读写、不得读取日志或 trace 文件,也不得新增普通用户时间线面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/playtest` 查看试玩状态,只基于主窗口当前已加载的 manifest、最近 run trace 和 preview 状态派生原型是否通过、预览是否运行、Playtest 任务状态、最近试玩步骤和预览日志读取命令,并提供 `/run``/open-preview``/trace``/review` 草稿;该入口不得触发 Tauri 读写、不得启动或打开预览、不得读取日志,也不得新增普通用户试玩面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/feedback` 准备试玩反馈和修改说明,只基于当前 manifest、最近 run trace 和 preview 状态列出反馈方向、反馈模板和参考命令,并提供 `/run``/agent-resume 试玩反馈:``/review``/next` 草稿;该入口不得触发 Tauri 读写、不得读取文件、不得启动或打开预览、不得直接继续 run,也不得新增普通用户反馈面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/handoff` 生成当前项目交接摘要,只基于主窗口当前已加载的 manifest、授权项目路径、最近 run trace、Agent 状态和已加载 run 历史生成交接信息,并提供 `/next` 后续草稿;该入口不得触发 Tauri 读写、不得读取文件、不得启动或打开预览,也不得新增普通用户面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/runs` 查看已加载 Run 历史读取命令,只基于主窗口当前已加载的 latest trace 和最多 100 个历史 run 中已经载入的批次生成 `/trace``/read .agent/runs/...` 草稿;该入口不得额外触发 Tauri 读取、不得滚动加载更多历史、不得启动或打开预览,也不得新增普通用户面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/run-files` 查看 Agent 运行辅助文件读取命令,只列出 `.agent/output.jsonl``.agent/activity.jsonl``.agent/context.bundle.json` 对应 `/read` 草稿并提供首个草稿;该入口不得直接读取辅助文件、不得触发 Tauri 读写,也不得新增普通用户面板。
@@ -3886,8 +3887,9 @@
- 2026-07-03 调整:单 Agent 对话面板允许用户把当前输入手动追加到该 agent 的 `memory/agents/<group>/<role>.md` 私有记忆;写入复用 `memory.write` 项目策略、项目锁和 Tauri 本地目录能力,不把普通对话流水自动混入私有记忆;聊天侧 `/agent-conversations``/agent-memories` 只列出同一批 Agent 对话与私有记忆读取命令并提供首个 `/read` 草稿,不直接读取文件。
- 2026-07-03 调整:普通用户通过聊天输入 `/art` 查看美术素材,只基于当前 manifest 盘点图片、视频和序列帧素材的数量、来源、画板接入状态和路径,并提供 `/generate-art 首版核心美术素材``/read assets/manifest.art.json` 草稿;该入口不得触发 Tauri 读写、平台生成、画板同步或新增普通用户美术面板。
- 2026-07-03 调整:主窗口新增音效登记和画板音频导入快捷入口,只填入 `/asset-register assets/audio/sfx.wav audio audio/wav``/import-canvas-asset assets/audio/sfx.wav ` 草稿;聊天输入 `/audio` 只基于当前 manifest 盘点音频素材、来源和路径,并给出登记音效或读取 `assets/manifest.audio.json` 的草稿。音乐组仍复用现有资产登记 / 画板回流链路,不新增独立音频生成系统。
- 2026-07-03 调整:普通用户通过聊天输入 `/balance` 查看数值与难度口径,只基于当前 manifest.tasks、最近 run trace.taskGraph、trace artifacts 和 steps 汇总数值组任务、验收口径、`game/balance.json` 状态和最近数值步骤,并提供 `/read game/balance.json``/agent-resume 数值调整:...` 草稿;该入口不得触发 Tauri 读写、不得读取数值表、不得启动预览或继续 run,也不得新增普通用户数值面板。
- 2026-07-03 调整:主窗口新增常用生成产物读取入口,只把入口 HTML、设计、数值、美术清单、音频清单和发布说明对应的 `/read` 草稿填入聊天输入框;聊天命令 `/artifacts` 只列出同一组固定读取命令并提供首个读取草稿,`/run-artifacts` 只列出最近 trace 里的产物读取命令并提供首个 `/read` 草稿,`/logs` 只列出固定日志读取命令;实际读取仍走聊天侧 `file.read` 权限流,不直接读本地文件。
- 2026-07-03 调整:普通用户通过聊天输入 `/next` 触发下一步建议入口,只基于主窗口当前已加载的 manifest、最近 run trace 和最近命令摘要生成聊天建议,列出 `/goal``/mvp``/tasks``/criteria``/groups``/budget``/qa``/changes``/trace``/review``/context``/timeline``/playtest``/run``/open-preview``/assets``/art``/audio``/publish``/artifacts``/run-artifacts``/passes``/run-files``/internals``/logs``/agent-resume ` 等安全命令草稿方向,并提供一个首选草稿;该命令不得直接执行 Tauri 读写、启动或打开预览、读取本地文件,也不得绕过原有命令确认和 `file.read` 权限流。
- 2026-07-03 调整:普通用户通过聊天输入 `/next` 触发下一步建议入口,只基于主窗口当前已加载的 manifest、最近 run trace 和最近命令摘要生成聊天建议,列出 `/goal``/mvp``/tasks``/criteria``/groups``/balance``/budget``/qa``/changes``/trace``/review``/context``/timeline``/playtest``/feedback``/run``/open-preview``/assets``/art``/audio``/publish``/artifacts``/run-artifacts``/passes``/run-files``/internals``/logs``/agent-resume ` 等安全命令草稿方向,并提供一个首选草稿;该命令不得直接执行 Tauri 读写、启动或打开预览、读取本地文件,也不得绕过原有命令确认和 `file.read` 权限流。
- 2026-07-03 调整:普通用户通过聊天输入 `/publish` 生成发布准备清单,只基于主窗口当前已加载的 manifest、最近 run trace、预览状态、资产来源和最近命令摘要列出原型通过、预览、任务、资产、音频、包装说明和试玩包状态,并提供 `/run``/trace``/agent-resume ``/export` 草稿;该入口不得触发 Tauri 读写、不得启动或打开预览、不得读取文件,也不得新增普通用户发布面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/internals` 只列出 `.agent/manifest.json``.agent/run.latest.json``.agent/spec.md``.agent/findings.md``.agent/policy.json``.agent/project.index.json``.agent/agent.db``.agent/conversations/project.jsonl``/read` 草稿,并提供首个读取草稿;该入口不得直接读取内部文件、不得触发 Tauri 读写,也不得新增普通用户内部文件面板。
- 2026-07-03 调整:普通用户通过聊天输入 `/passes` 只从当前已加载的最近 run trace artifacts 中筛选 `.agent/passes/` 轮次产物,列出 `/read` 草稿并提供首个读取草稿;该入口不得直接读取轮次文件、不得触发 Tauri 读写,也不得新增普通用户轮次面板。
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