256e6fe346670f4ab6e48745ed2ac1d21cf28475
181 Commits
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dcef9b62a8 |
修复买断制付费评审问题:后台消耗统计、定价上限校验、付费入口自动化断言
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- admin.rs:钱包流水来源映射补齐第 17 个变体(索引 16 → game_purchase),后台「消耗泥点」白名单新增 game_purchase,并抽出效果分类与单行累加函数
- profile.rs:消耗口径抽出 profile_wallet_ledger_source_counts_as_consumption,消费投影增量、历史花费重建、投影初始化三处一并纳入 GamePurchase
- module-game-distribution/errors.rs:价格上限文案改为插值 MAX_GAME_PRICE_MUD_POINTS,并新增文案断言
- 新增 scripts/check-game-distribution-price-limit-parity.mjs 并挂进 npm run lint(随 Repository checks 在 CI 生效):断言 TS / 服务端 Rust / AGC Rust 常量与网页侧别名四处同源
- api-server 发行网关抽出可注入 loader 的 serve_public_release_asset,付费 404 严格发生在读取包字节之前;播放会话准入抽出 resolve_paid_play_session_entitlement
- 新增 api-server 单测:付费发行路径 404 且零次读包字节、免费放行且读到包字节、未购买 403 与作者 / 已购买 / 管理员放行
- spacetime-module:把「先判定后扣费」从源码扫描改为 resolve_game_purchase_pre_charge_plan 纯函数断言,删除 include_str 源码切片用例
- E2E 脚本:平台同源断言缺配置时记 SKIP 并在报告末尾汇总 SKIP 清单,E2E_REQUIRE_PLATFORM_ORIGIN=1 时缺配置直接 FAIL,汇总行改为输出 PASS/FAIL/WARN/SKIP 计数
- 修正注释里不存在的路由 POST /api/game-distribution/play-sessions(真实为 POST /api/game-distribution/games/{gameId}/play-session)与「管理员令牌 403」口径(403 需带 admin 角色的用户令牌)
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1e13563a5e |
新增游戏买断制泥点付费真实本地栈 E2E 检查脚本
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- 新增 scripts/check-game-distribution-purchase-e2e.mjs:覆盖付费游戏发布与审核、未购买用户无可播放入口且直连 404、购买扣泥点与幂等重放、播放会话可玩与重复进入不扣费、免费游戏回归、余额不足失败无副作用 - 脚本端口只读 .app/dev-stack.json 的实际地址,E2E_START_STACK=1 时自行拉起并收束本地 dev 栈 - 追加播放会话网关取证:伪造令牌 404、带平台 refresh Cookie 直连 403、经 dev 代理按前缀清空 Cookie 后仍可播放 - package.json 增加 check:game-distribution-purchase-e2e 别名 |
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84c30b680c |
配置:CI 测试成功静默改用 cargo/node 原生 quiet
- .gitea/workflows/project-ci.yml:全局加 CARGO_TERM_QUIET=true,cargo test 成功只打点号、失败才列用例名。 - scripts/build-gitea-rust-cache.sh:预热脚本同步 CARGO_TERM_QUIET=true,与 workflow 的 Cargo 环境一致。 - package.json:agc:plugins:test 改用 node --test --test-reporter=dot。 - apps/ai-game-creator-shell/package.json:bundled-resources:test 改用 node --test --test-reporter=dot。 - scripts/check-native-shells.mjs:去掉每个 step 的成功进度标签,失败时才打印标签。 - scripts/project-ci-workflow.test.ts:移除 silent: true 守护用例。 - docs/project-memory/shared-memory/decision-log.md:移除本次静默决策条目。 - docs/project-memory/shared-memory/development-workflow.md:移除本次静默说明段落。 |
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ad0430fcd2 |
补上收银台深链 /pay/<checkoutToken> 的前缀路由(Nginx 三模板 + Pingora + 门禁)
- 现状:只把 `/pay`、`/profile/payment` 加进 allowlist 只能让 check:nginx-spa-routes 变绿; payment.rs 生成的 checkoutUrl 是 `/pay/<checkoutToken>`,深链仍落默认 location 的 try_files → 404。同一批漂移里 check:pingora-route-parity 也是红的(Pingora MAIN_SPA_PATHS 缺 /pay、/profile/payment),只是被 lint 链里先失败的门禁掩盖,修一条要跑到链尾 - 真相源:src/routing/activeAppPageRoutes.ts 新增 APP_PREFIX_ROUTE_ENTRIES ('/pay' → payment-checkout),resolveSelectionStageFromPath 改用它 - 门禁:scripts/check-nginx-spa-routes.mjs 要求三份模板都有锚定前缀 location `location ~* "^/pay/[^/]+/?$"`(裸前缀仍由精确 location 负责;前缀 location 必须镜像精确 location 的维护闸与 try_files 回退);新增 scripts/check-nginx-spa-routes.test.mjs 正/反用例 (把前缀写成精确匹配或过宽裸前缀都会红),由 npm run check:nginx-spa-routes 一起执行; check-pingora-route-parity 新增 MAIN_SPA_PREFIX_PATHS 与前端前缀路由的逐条比对 - 模板:deploy/nginx/genarrative.conf、deploy/nginx/genarrative-dev-http.conf、 deploy/container/nginx.conf 各加一条锚定前缀 location - Pingora:MAIN_SPA_PATHS 补 /pay、/profile/payment;新增 MAIN_SPA_PREFIX_PATHS 与 is_main_spa_prefix_path(大小写不敏感,只认「前缀 + 恰好一段」),矩阵新增 pay_checkout_spa_fallback 用例,并给网关补一条前缀正/反单测 - 文档:Pingora 试点文档的路由表与门禁说明、deploy/nginx/README 与本地开发/生产运维文档 同步前缀路由口径与线上 curl 复验方式 - 本地实跑:node --test scripts/check-nginx-spa-routes.test.mjs(4 passed)、 node scripts/check-nginx-spa-routes.mjs(OK,14 SPA routes / 1 prefix routes / 3 templates)、 npm run check:pingora-route-parity(OK,25 routes)、 cargo test -p pingora-gateway -- pay_checkout_deep_link matches_nginx_route_parity_matrix(2 passed) |
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4246052bff |
合并 origin/master 到 feat/typed-tool-error
- 取 master 退役 DirectProject 工具调用与回合流账本(#560):删除 direct_tool_calls / direct_turn_stream,direct_events 的回合更新收敛为状态与活动,不再广播 game-creator-direct-turn-update - 取 master 修复 AGC 文件列举被无关临时锁删除打断(#552)与素材导入 / 资源提交项目锁争用(#581) - 保留本分支 typed 工具错误口径:逐工具错误枚举、派发边界携带原始 error、工具返回不再软失败 - 保留本分支退役 AGC 独立 Agent Runtime / CLI 执行面的删除,继续删掉 master 侧 runtime_actions 等测试与入口 - 补齐 master 新增的 with_conversation_write_contention 测试助手,项目写锁调用统一为 acquire_project_write_lock_with_wait - 账户素材分页 offset 上限 500 的 schema、预检与行为对齐,越界 offset 返回 typed 错误并适配相关用例 - 错误事件结构体 message 保留调用方原文,脱敏只发生在落盘与应用日志边界 |
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839051f532 |
退役AGC独立Agent Runtime与CLI执行面
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- 删除 agent/runtime_driver、runtime_protocol、runtime_tools、runtime_actions、runtime_state、runtime_adapter、context_compaction、collaboration、delegation、goal 等自建 Runtime 执行面及专属测试与 fixture - CliCommand 收敛为 LlmStatus | EnvironmentCheck | PreviewServe,删除 --agent-run / --agent-task / --agent-goal-* / --agent-resume / --agent-context-compact 等 CLI 与 Tauri 命令白名单条目 - 外部 Runner 收缩为编辑器桥 RPC 与 runner.attach_gui_owner + GUI owner 参与锁 / watchdog,保留 --agent-runner - 前端删除 AgentRuntime* / AgentGoal* 状态与命令调用链,移除 agent-runtime real-e2e / steer / smoke / llm-transient-fault 脚本与对应 CI job - 内置工具错误收口为 typed error,抽取 agent/tool/error.rs 共享错误供各工具复用 - 新增 agent/redaction.rs、runtime_models.rs、json_sidecar.rs、task_lock.rs、process_identity.rs、art_manifest.rs、design_session.rs、direct_events.rs - 同步更新 ADR、decision-log、Runtime V1.1、App 实施计划、本地开发运维、pitfalls 与 CI 脚本 |
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c383355301 |
新增 Web 后台与 AGC 一键开发入口
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新增 dev:all 跨平台编排共享后端、主站、后台与 AGC。 保持 npm run dev、npm run agc 及单模块入口行为不变。 补充参数、状态身份、进程退出收束测试。 同步本地开发运维文档、项目概览和决策记录。 |
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8be75e8e15 |
合并 origin/master(33 个提交):DirectProject 入队化与事件投影
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- 合并 origin/master(425fbcf63..9ee34809b),唯一冲突是共享决策日志两侧各插条目,取「两侧并存」 - 本轮 master 未触及随包资源声明、准备步骤与三份 tauri 配置,build.rs 只读校验保持不变 - 决策日志与踩坑记录同步两侧条目;docs/README.md 与项目索引按 master 收敛 - 构建期重新生成的 ts-rs 绑定经 prettier 归一后与 master 逐字节一致(合并未丢类型) - 校验:cargo test --no-run 全 target 通过、AGC 应用 vitest 191 files / 1889 tests passed、check-package-layout、prepare-bundled-resources 18 passed、check-config、check:encoding、prettier、cargo fmt --check 全绿 |
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b5a143c04f |
合并 origin/master:随包资源仍由准备步骤生成,Claude Agent SDK sidecar 按同一架构归位
- 合并 origin/master(140 个提交),解决 4 处冲突:build.rs 取只读校验分支、package.json 同时保留 bundled-resources:test 与 check:generated-bindings、决策日志与踩坑记录两侧条目并存 - master 的构建期 staging(stage_bundled_claude_agent、prune_stale_codex_components)不进构建脚本;sidecar 改由声明与准备步骤产出 - package-layout.json 新增 claudeAgent section(锁定版本、sidecar 入口、上游 SDK 与平台原生运行时目标表、复制跳过规则),layoutVersion 递增到 2 - prepare-bundled-resources.mjs 新增 sidecar 整目录原子替换与缓存 key,复制规则按 section 参数化,Windows 真机 24 个文件、复跑命中缓存零写入 - package_layout.rs 新增 sidecar 只读校验(入口与仓库源码逐字节一致、上游包版本、可执行位、白名单外文件)与声明钉住用例 - build.rs 调用 sidecar 校验并导出 AGC_CLAUDE_AGENT_SDK_VERSION;claude_code_cli.rs 的 sidecar 身份串改用声明版本 - resources/claude-agent 映射从基线 tauri.conf.json 移到 windows/macos 平台配置,check-config.mjs 增加「基线不得声明 resources/**」守卫 - 修正 package_layout 的 Windows 路径期望用例(期望值改与实现同形,原用例在 Windows 必红) - 同步技术方案 §4.5/§4.9、共享决策日志与踩坑记录 |
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131026795a |
合并 origin/master:待发消息队列归宿主叠加 master 的 active-turns 广播与保活下沉
- direct_runtime/mod.rs:保留本分支「Thread Manager 是活动回合唯一事实源」(direct_active_turn_id_at), 丢掉 master 的 DirectTaonierActiveInvocationGuard 第二份进程内表;master 的美术背景路由改动全部保留 - direct_thread_manager.rs:双方都保留——本分支的待发队列 / 容量上限 / 残留回合兜底释放, 与 master 的 emit_direct_active_turns_changed 广播、unsubscribe、update_active_turn 返回「是否真的变了」 - useDirectProjectChatController.ts:保留本分支入队化逻辑,采纳 master 的 rawMessage 小重构与保活下沉 - direct_turn_dispatch.rs:会话保活改挂放行占用(DirectTurnReservation._session_keepalive), 随占用释放即停,等价承接 master 放在调用身份守卫里的保活意图 - 保留本分支对 direct-execution-production-fixture.mjs 的删除(--direct-codex-chat CLI 已退役,夹具无入口) - 连带退役 scripts/run-agc-direct-execution-fixture.mjs 与 npm run check:agc-direct-execution-fixture(只服务该夹具) - 文档同步:ADR / 09-24 实施计划 / decision-log 记录上述退役,09-16 与 09-18 里程碑、pitfalls 的夹具命令标注为已退役 |
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02c6d33e9c |
把两条路由门禁串进 npm run lint 并用 guardrail 锁住接线
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- 根因:check:nginx-spa-routes 与 check:pingora-route-parity 从来没有自动调用方(只有切换期聚合门禁 check:pingora-release-readiness 含 parity,而它不在 CI 里跑),所以红了一个月也没人看见 - package.json 的 lint 链在 check:maintenance-page 之后接入 check:nginx-spa-routes 与 check:pingora-route-parity,因此 check:repository-ci、CI 与 pre-push 都会执行 - check-production-ops 新增两条 guardrail:断言 package.json 的 lint 链里必须出现 npm run check:nginx-spa-routes / npm run check:pingora-route-parity,删任一条立刻变红(变异验证已做) - 文档:索引第五节与 Pingora 试点文档更新为「已接进 CI」;pitfalls 新增「为什么以前会漏:加新门禁先问它有没有自动调用方」 - 验证:npm run lint 全绿(含两条新门禁 + eslint + typecheck)、check:production-ops OK、encoding / doc-index / diff / prettier / eslint 通过 |
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25898969fb |
给真机 DirectProject 夹具加一键入口
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- 新增 scripts/run-agc-direct-execution-fixture.mjs:默认用 src-tauri/target/debug 的 AGC 二进制跑全部 11 个用例,支持 -- --cases 子集与 -- --agc-exe 覆盖;二进制缺失时给出构建提示并以退出码 2 结束 - package.json 注册 npm run check:agc-direct-execution-fixture - 复验:全量 11/11 passed(completed/passes/mcp/mcp-write/native/native-resources/patch/deadline/native-session/restart/running);-- --cases restart 透传也通过 - DirectProject 里程碑记录该可复跑入口与 11/11 结果 |
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a4d4d04d97 |
补齐 AGC 已发布渠道清单只读核对与线上差异取证
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- 新增 scripts/check-agc-update-channel-manifests.mjs:只读核对 OSS 渠道清单结构、对象存在性、签名对象一致性,AGC_UPDATE_VERIFY_DOWNLOAD=1 时下载产物用内置公钥验签 - package.json 注册 npm run check:agc-update-channel-manifests - 渠道化里程碑条目 3 勾选:dev-win/dev-mac 产物下载验签通过,dev-win 的 sha256/size 与旧协议指针一致;条目 5 记录 withCredentials 与归档 glob 的静态核对结果 - macOS 里程碑记录线上 dev-mac 清单仍是单架构(0.1.142 / c07c10c0c),universal 需 mac 构建机重发 - pitfalls 记录「单测绿不等于线上清单符合契约」与 dev-mac 更新产物命名待核对 |
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e8b76da809 |
补齐游戏分发发布回滚窗口与发行网关缓存取证
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- 新增 scripts/check-game-distribution-ops-rollback-e2e.mjs:关闭/开放发布开关、关投稿保在线、管理员批准被拦、拒绝审核与安全下架仍可用、换版保留旧版本、发行网关响应头与 60 秒缓存窗口、日志脱敏、边缘 /games/<gameId>/ 路由映射(40 项 PASS) - package.json 注册 npm run check:game-distribution-ops-rollback-e2e - 里程碑阶段 D 第 4、5 条勾选并补「本轮核对(阶段 D 发布回滚窗口与发行网关缓存)」,含变异验证结果 - pitfalls 记录发布开关用例要连拒绝审核与安全下架一起验,以及本机 check:production-health-patrol 必然 FAILED |
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6afa63a9de |
补齐游戏分发校验重启恢复与失败可观测取证
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- 新增 scripts/check-game-distribution-validation-restart-e2e.mjs:两段式 prepare/resume,在确认校验中途杀掉 api-server,覆盖暂存字节不丢、重新确认可恢复、待审积压可查、坏包 422 失败可诊断、公开版本不被误删 - package.json 注册 npm run check:game-distribution-validation-restart-e2e - 里程碑阶段 D 第 3 条勾选,并补「本轮核对(阶段 D 重启恢复与失败可观测)」与阶段 D 现状描述 - pitfalls 记录两段式 E2E 的管理员凭据取决于 api-server 启动环境,以及同一状态文件只能 resume 一次 |
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b58fab7b52 |
补齐游戏分发 200 MiB 上限档与发包边界复跑
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- 新增 scripts/check-game-distribution-package-limits-e2e.mjs:196 MiB 合法包走通上传+校验+送审并记录耗时与工作集,声明超限 413,文件数/单文件/展开量/压缩比四类边界各自 422 失败关闭并落 upload_failed - 校验实现无进程拉起,包内脚本未被执行 - 游戏分发里程碑阶段 D 第 2 条改为已勾选,并写明本轮可复核数据 |
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76cdb96c55 |
补齐游戏分发网页侧导航可达性与视觉约定取证
Project CI / AI game creator shell Rust crates (push) Successful in 1m35s
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- 新增 scripts/check-game-distribution-web-a11y-e2e.mjs:桌面/移动导航切换、键盘焦点一路进到开始游戏、全屏按钮生效、安全区内边距、移动端发布面板无横向溢出,共 11 项 PASS - 游戏分发里程碑阶段 C 第 8 条改为已勾选,并记录移动端首次进入的阻断提示这一既有门槛 - 第 9 条按共享组件、warm token、无假统计/演示兜底、iframe 未放宽四条约定取证后勾选 |
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bbe416ca60 |
补齐游戏分发发布恢复链路并修掉双击提交建两份游戏
Project CI / AI game creator shell Rust crates (push) Successful in 1m37s
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- 新增 scripts/check-game-distribution-web-publish-recovery-e2e.mjs:上传中断留草稿、关窗/登录失效后重登续传沿用原 versionId、双击只落一份、换账号不显示他人草稿,共 10 项 PASS - GamePublishPage 加同步 submitInFlightRef 在途守卫与按次稳定的 Idempotency-Key(失败重试复用、成功后清空),双击不再创建第二份游戏 - 游戏分发里程碑阶段 C 第 5 条改为已勾选 - pitfalls 记录「点一次会建资源的入口需要同步守卫或稳定幂等键」 |
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bbbd91db88 |
补齐游戏分发网页发布链路并修掉发布灰度按匿名判定
Project CI / AI game creator shell Rust crates (push) Successful in 1m34s
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- 新增 scripts/check-game-distribution-web-publish-e2e.mjs:网页登录、选封面、选发行包 ZIP、填资料提交,待审不可见、审核后公开、更新沿用同一 gameId 且旧版在线,共 12 项 PASS - frontendRuntimeConfigService 去掉 skipAuth:发布灰度按作者判定,匿名请求恒为 false,之前只要显式配置过灰度网页端就永远没有发布入口;单测同步更新 - 游戏分发里程碑阶段 C 第 4 条改为已勾选,第 5 条缺口收窄到上传中断/双击/登录失效/窗口关闭与换账号 - pitfalls 记录「按用户灰度配置不能走 skipAuth」的经验 |
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f0ae3ce52c |
补齐游戏分发网页侧链路取证并修掉返回目录丢关键词
Project CI / AI game creator shell Rust crates (push) Successful in 1m31s
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- 新增 scripts/check-game-distribution-web-e2e.mjs:真实 dev 网页栈 + Chromium 游客走目录筛选、空态与重置、详情主动作、分享直达详情、按需加载发行 iframe、失败重试、退出不自动重启、移动端门槛与旋转提示,共 23 项 PASS - GameGalleryPage 的顶栏搜索词同步改为按 prop 值比对:原来的一次性 ref 守卫在开发态 StrictMode 双跑下会用空值清掉刚从 sessionStorage 恢复的关键词 - vite.config.ts 增加 /games/<gameId>/ 发行入口代理(rewrite 到发行网关并去掉 Cookie),本地网页栈与生产 nginx 同口径 - 游戏分发里程碑阶段 C 第 6、7 条改为已勾选,其余条目列出具体缺口 - pitfalls 记录 StrictMode 守卫击穿与 Vite 发行入口代理两条经验 |
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eb7c00658a |
补齐 External v1 场景生成路由的本地真实栈受理 smoke
Project CI / AI game creator shell Rust crates (push) Successful in 1m27s
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- 新增 scripts/check-external-v1-scene-generation-smoke.mjs:dev 账号现建外部 API Key,校验非法 Key 401、缺幂等键/空 sceneContent/custom 缺 customStyle 各自 400、合法请求 202 且返回 operationId、同键重放同一 operationId、同键换请求体 409 - 轮询生成状态得到 completed 与 assetObjectId,并用 external read-url 换签名地址下载成功(200 image/png),证明 Provider 出图在本机可用 - 里程碑最后一条验收改为已勾选,并把先前「Provider 出图未验证」的环境结论更新为已实测 |
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ad2ab4cd60 |
补齐游戏发行沙箱的真实浏览器取证并勾选阶段 B 第 5/6 条
Project CI / AI game creator shell Rust crates (push) Successful in 1m32s
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Project CI / AI game creator shell Rust lane 2/2 (push) Has been cancelled
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- 新增 scripts/check-game-distribution-sandbox-e2e.mjs:把探针包发布到本地发行网关,再用 Chromium 以 sandbox=allow-scripts 的 iframe 打开,断言 module 载入、storage/cookie/父文档 DOM 隔离、跨源 fetch 与 WebSocket、Worker、弹窗、顶层跳转、敏感权限全部被挡 - 同一次运行核对发行网关策略:最小 CSP(connect-src self / worker-src none)、nosniff、Access-Control-Allow-Origin *、带 Cookie 403、未知扩展名 404,共 22 项 PASS - 游戏分发里程碑阶段 B 第 5、6 条改为已勾选,并按主规范 2026 决策说明独立发行域名已由「平台同源路径 + sandbox 不透明来源」替代 - 第 7 条缺口收窄到只剩「撤销传播符合最大缓存窗口」需要生产 CDN/TTL |
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2d875377a9 |
补齐项目快照的客户端上传与后台列表下载联调取证
Project CI / AI game creator shell Rust crates (push) Successful in 1m39s
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Project CI / AI game creator shell Rust lane 2/2 (push) Has been cancelled
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- 新增 scripts/check-agc-project-snapshot-admin-http.mjs:核对后台列表里的快照统计、下载工程 ZIP、逐条与本地项目副本比对 SHA-256,并检查排除项与 .agent 目录 - 里程碑条目 9 改为已勾选,写入真实客户端共享模块上传(首次 synced、紧接着 no-op)与后台列表/ZIP 的 HTTP 联调取证,并把未验证项单独列出 - pitfalls 记录单用户每小时 3000 次文件上传配额对真实链路冒烟的影响与选项目口径 |
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23de78b476 |
补齐游戏分发分片续传与失败恢复用例并收口阶段 A 第 5 条
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- 新增 scripts/check-game-distribution-upload-resume.mjs:prepare 段造 9,437,658 字节真实 ZIP 只传第一片 8,388,608 字节,杀掉 api-server(PID 53844 -> 7728)后 resume 段从对象存储读回权威偏移继续传完、确认 uploaded、送审 202 pending_review - 上传安全检查脚本改名并扩展为 check-game-distribution-upload-safety:新增「结构合法但摘要与声明不符 -> 409 PACKAGE_MISMATCH -> upload_failed + recoveryAction=reupload -> reset 归零 -> 重传确认成功」失败恢复用例,共 24 项 PASS - package.json 注册 check:game-distribution-upload-resume 并改名 check:game-distribution-upload-safety - 游戏分发里程碑阶段 A 第 5 条改为已勾选,写入三段式取证 - decision-log 记录越权一律 404、并发落败给权威偏移两条错误码口径 |
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665f88b85f |
补齐游戏分发并发上传与幂等重放用例并修掉并发落败的错误码
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- 新增 scripts/check-game-distribution-upload-concurrency.mjs:同 key 重放建游戏/建版本返回同一条记录、换请求体 409、同版本同偏移并发写片只成功一片、权威已收字节等于单份包长、确认校验通过落到 uploaded、换 key 重复送审 409 且版本数仍为 1 - 分片追加失败后回读权威已收字节:长度已前进时返回 409 PACKAGE_UPLOAD_OFFSET_MISMATCH 与 receivedBytes,不再把 OSS position 冲突报成 502 UPSTREAM_ERROR - package.json 注册 check:game-distribution-upload-concurrency - 游戏分发里程碑阶段 A 第 4 条改为已勾选,并把第 5 条的缺口收窄到「响应丢失与进程退出后的续传编排」 |
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0989f9f40e |
补齐游戏分发跨账号越权用例并统一送审的 404 口径
Project CI / AI game creator shell Rust crates (push) Successful in 1m40s
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Project CI / AI game creator shell Rust lane 1/2 (push) Has been cancelled
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Project CI / AI game creator shell Rust lane 2/2 (push) Has been cancelled
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- 新增 scripts/check-game-distribution-owner-isolation.mjs:对本地真实栈注册两个账号,逐条验证私有版本读取、上传状态、分片写入、分包确认、送审、撤回与未认证访问的越权口径,并验证请求体伪造 owner 不生效 - api-server 的 submit_version 改用 load_owner_version_or_404:他人送审返回 404 而不是 403,不再用错误码泄露版本是否存在 - package.json 注册 check:game-distribution-owner-isolation - 游戏分发里程碑阶段 A 第 1 条改为已勾选,写入 21 项 PASS 取证与修复前的 403 变异证据 |
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1b2bfa4e74 |
新增游戏分发 Rust 与手写 TS DTO 的一致性门禁
- scripts/check-game-distribution-dto-parity.mjs:按显式映射表逐字段/逐变体比对 14 组 shared-contracts DTO 与 packages/shared/src/contracts/gameDistribution.ts,未分类的新类型或新字段直接失败 - 脚本登记 7 个服务端逐字段手拼 JSON 的 TS 类型,并记录 4 个已知响应侧附加字段(coverObjectKey/screenshots/publicationRevision)以便后续收口 - package.json 增加 check:game-distribution-dto-parity 并接进 npm run lint - 变异验证:TS 改名与 Rust 加字段各自都让门禁失败并指出缺哪个字段;里程碑第 6 条写明剩余缺口(两个响应仍是 serde_json 手拼) |
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1e62d8317a |
合并 origin/master 到 AGC 渲染层下沉分支并完成三处对齐
- 活动回合事实源统一到 Direct 线程管理器:删除 direct_runtime 的第二份快照,接单、进度内容变化与收口各广播一次活动回合变更事件
- 平台维护态判定移入 Rust 并在渲染层只订阅单一事件:新增 platform_maintenance 模块与各平台 facade 错误分支的分类入口
- 封面生成请求补 generationInputs.source,保持队列回填后仍能拿到平台素材 ID
- 渲染层按 master
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01394ed238 |
门禁加固与 Windows 可跑性
- 新增 scripts/check-generated-bindings.mjs 并接入 lint 与 ai-game-creator-shell:check:rust:crates:重跑 export_bindings 前后逐字节比对共享契约绑定。 - check:native-shells 的 AGC 边界改为负向门禁:渲染源码不得出现 fetch(/XHR/EventSource/sendBeacon/WebSocket/plugin-http,客户端 capability 不得授予 http:default。 - check-pingora-gateway-smoke 在 Windows 上找 pingora-gateway.exe,并修掉「API 并发保护」先关客户端连接再读响应的竞态。 - mobile-shell 三个 smoke 改成固定命令串启动 npm(绕开 npm.cmd EINVAL 与 DEP0190),desktop-shell 的 stage-release-binary 改用 fileURLToPath 修掉 F:\F:\… 路径拼接。 - vitest.config.ts 白名单补回现役根用例;三份 nginx 模板的 SPA allowlist 补回 /components 与 /design-system。 |
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3fba76fd6e |
按审计结论收口 M3:CI 接线、并发口径、feature 单一推导与文档对齐
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- CI:把 bundled-resources:test(13 条,跨平台、注入假执行器)接进 ai-game-creator-shell:check:web,Linux CI 即可覆盖准备步骤逻辑 - 并发:按「无实际场景不做并发支持」定论——不加锁,但替换失败改为可读错误并保留已生成的 staging;技术方案 §4.3 与风险表同步改写 - feature:新增 cargo-features.resolveEditorFeatures 作为唯一推导入口(env > 命令行 --features > 平台默认),dev 与发布入口的 cargo 参数、随包资源准备步骤共用同一集合;--no-bundle 也执行 staging(app 构建本身需要随包资源),只跳过总号发布 - 文档:pitfalls 的校验收口限定到 source 派生内容;里程碑验收清单按实况修正(命令 --、prepared 只查存在性、Windows 侧已复跑) - 验证:准备步骤 13/13、发布入口 39/39、dev 入口 12/12、声明门禁一致 |
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3b4f9b2e10 |
按系统性审计修复 M3:指纹反判断、守卫死代码、fail-open 与卫生项
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- P1-1:pluginSourceFingerprint 的判断取反(prepared 内容与交付态真正进入指纹);pluginTreeMatches 的「当前目标/feature 下不该存在却存在 → 重建」从死代码修活 - P1-7:package_layout 的 `sha256_file(x).ok() != ...` 改为 map_err 传播,两侧读失败不再被判为「相等」 - P3-2:copyNativePayloads 的 'plugins' 字面量改由声明 sourceDirectory 派生 - P3-5:payload 交付内容一致时跳过写入(命中缓存保持零写入、时间戳稳定) - P3-7:门禁提示里的脚本名改为 agc:bundled-resources:sync - P3-8:删除已无写入方的 resources/cocos-editor-bridge 占位目录 - P2-4:root 包装脚本补结尾 `--`,文档里的 prepare 命令可直接复制执行 - 验证:工具用例全绿、声明门禁通过 |
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21c3bd7a2b |
引入 AGC 随包资源的单一声明与生成门禁
- 新增 build_support/package-layout.json:Codex 三元表与组件白名单、上游候选路径、第三方声明来源、插件随包子目录与跳过规则、平台与 feature 门槛的唯一人工声明 - 新增 scripts/check-package-layout.mjs:由声明生成 build_support/package-layout.generated.rs,并校验目标唯一、可执行组件属于白名单、每个目标恰有一条第三方声明来源、codex.version 与应用锁定的 @openai/codex 一致 - 新增 build_support/package_layout.rs:声明类型、插件与平台门槛判定、逐块 sha256、随包 Codex 目录只读校验及其单测 - codex_bundle.rs 的布局与版本常量改由声明提供,公开接口与取值不变;src/main.rs 在测试期引入该模块以复用既有单测 - package.json 新增 bundled-resources:check/sync 并接进 typecheck 链,根 package.json 提供 agc:* 别名 |
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87e52860a7 |
游戏发行入口改为平台同源路径
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- 审核通过时由 api-server 按 gameId 派生 /games/{gameId}/ 相对路径写入公开投影,删除 AppConfig 的发行入口模板字段与读取逻辑
- 删除 deploy/env 两份示例中的 GENARRATIVE_GAME_DISTRIBUTION_RELEASE_ENTRY_TEMPLATE
- 三份 nginx 模板内联同源发行入口 location,把 /games/<gameId>/ 与子资源转发到发行网关并在边缘清空 Cookie
- SPA allowlist 补齐 components、design-system、games、games/detail、games/mine、games/play、games/publish
- 前端 normalizeGameEntryUrl 支持相对路径与同源发行路径,按当前 origin 解析并补尾斜杠,继续兼容历史绝对 URL
- 删除退役的独立来源模板 deploy/nginx/genarrative-release-origin.conf、门禁脚本 scripts/check-release-origin-config.mjs 与其 npm 脚本
- 游戏分发 e2e 脚本改为在公开投影上断言 entryUrl 等于 /games/{gameId}/
- 同步平台主规范、运维主规范、nginx README 与共享决策记录
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fc39080f27 |
Merge remote-tracking branch 'origin/master' into fix/clean-history-cmd
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# Conflicts: # CONTEXT.md # apps/ai-game-creator-shell/scripts/check-config.mjs # apps/ai-game-creator-shell/src/App.tsx # apps/ai-game-creator-shell/src/view/project-development/chat/controller/useDirectProjectChatController.ts # docs/README.md # docs/project-memory/shared-memory/decision-log.md |
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f4294660d2 |
退役AGC项目对话斜杠命令与终端swarm chat入口:真实E2E、脚本与门禁清理
- 删除 scripts/agent-swarm-test-chat.mjs、agent-runtime-deterministic-playable-e2e.mjs、deterministic-lane-defense-provider.mjs - 删除 user-input、supervisor-autonomous-playable-lane-defense、supervisor-swarm-autonomous-chat、static-isolated 与 collaboration-policy-mixed 套件 - 删除仅服务终端入口的交互式 CLI harness 管道与其进程清理、残留校验逻辑 - 清理 collaboration-assertions、evidence 模板与校验、self-test 中随之失效的混合与静态隔离断言及占位字段 - 移除 check-config.mjs 中钉住已删脚本、命令与套件的断言 - 删除 root 与应用 package.json 的 agc:test*、agc:chat、agc:swarm、各 *-real-e2e 与 test:chat* 脚本 - game-creator-config-wizard.mjs 改为从 channel-identity.mjs 取应用标识 |
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f1b282f3cd |
合并 master 并接入 DirectProject 新聊天架构
- 合并 origin/master(304 个提交:DirectProject 聊天容器重构、Project Supervisor 退役、策划附件导入、CI 隔离编译缓存等)。 - 接受 master 对 ProjectSupervisorView / SupervisorChatOnlyView 的退役与预览快捷测试收敛;发布入口改由 DirectProject 聊天头承载。 - DirectProjectChatHeader 新增「发布到游戏广场」入口(无回调不渲染、回合忙态禁用),DirectProjectChatView 透传 onRequestGamePublish。 - App.tsx 继续由工作台壳持有试玩包导出与 GameDistributionPublishPanel,沿用 project.export_package 权限确认队列;check-config 把该命令从 native-only 清单移回 App invoke。 - 后台游戏审核 API / 类型 / 路由测试与 master 新增的 AGC 模板管理按双方保留合并,并修掉拼接造成的接口与用例闭合缺陷。 - 修正 master 自带的 viteProxyConfig 断言:/api/creation-entry 属退役路由,测试改为断言不进入代理。 - 记录合并踩坑:语法结构内部的冲突不能简单按「双方保留」拼接,必须按某一侧骨架重建并跑 tsc 与单文件测试。 - 验证:全量 vitest 393 文件 / 4374 用例通过,root / AGC / admin-web 三端 typecheck,cargo check 与游戏分发 Rust 测试,encoding、doc-index、rustfmt、SpacetimeDB schema guard。 |
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48eb3d5007 |
Opt/ci (#456)
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/456 Co-authored-by: Linghong <ink29535@proton.me> Co-committed-by: Linghong <ink29535@proton.me> |
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33036b65fc |
修复 AGC Windows 构建的 Tauri NSIS 工具链重复下载与截断失败
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tauri-bundler 打包时现场从 GitHub 下载 nsis-3.11.zip 与 nsis_tauri_utils.dll 且不重试, Checkout 的 git clean -fdx 又会删掉工作区内的 target/.tauri,于是每个构建都要重下, 响应一旦被截断只会抛 `io: unexpected end of file`,让发布在 Rust 编译数分钟后失败。 - Jenkins Checkout 的 git clean 增加 -e apps/ai-game-creator-shell/src-tauri/target/.tauri,只保留工具缓存 - 新增 nsis-toolset.mjs:按固定 SHA1 预置 target/.tauri/NSIS,带 4 次重试并把原始归档缓存到工作区外 - 新增 ensure-nsis-toolset.mjs 与 nsis:prepare 脚本,作为 Jenkins 预检入口 - buildRelease 在 Windows 目标打包前接入工具链预置,预置失败即失败关闭 - Jenkins 新增 Tauri NSIS toolchain 阶段,在编译前预置、跑回归测试并校验 makensis 可执行 - 新增 nsis-toolset.test.mjs 并补 3 项 build-release 预置接入测试 - 同步开发运维文档与 shared-memory 排障记录 |
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4a91e5865a |
创建游戏同步校验封面与截图素材归属
- 服务端:抽出 `resolve_owned_game_media`,创建游戏与创建版本复用同一素材校验;不存在的素材返回 400,借用他人素材返回 403,避免游戏行先落一个无效素材 ID。 - 脚本:新增 `npm run check:game-distribution-media-e2e`(`scripts/check-game-distribution-media-e2e.mjs`),在本地 dev 栈上跑真实素材直传、冻结、审核生效、匿名换签读与发行网关的可重复检查。 - 文档:后端数据契约补充创建游戏的素材复核口径,实施计划记录真实本地栈 27 项媒体验证与真实浏览器封面/截图展示证据。 |
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328ac31844 |
恢复游戏分发完整实现(特性分支)
- 主站:游戏广场、详情、在线游玩、网页发布与作者中心,以及共享契约与客户端服务 - 后端:module-game-distribution 领域层、SpacetimeDB 表/迁移/绑定、spacetime-client facade、api-server 路由与发行网关 - 后台:游戏审核页(待审列表、通过/拒绝、安全下架) - AGC:发布面板、本地导出包读取命令与发布服务,含默认跳过的真实链路测试 - 运维:发行来源 nginx 模板与门禁、game-distribution:publish 灰度发布开关、OSS PutObject 受控重试 - 文档:主规范、里程碑与实施计划、决策日志与踩坑记录 |
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54d0fb75ea |
接入 Godot 编辑器插件与受控执行链路
新增 GDExtension 自动引导、GDScript 执行和实例隔离缓存 接入 AGC 插件开关、Runner、Agent 工具与权限审计 完善执行回执确认、不确定状态阻断及卸载恢复 补齐 Windows 分发资源、定向测试与实机验收文档 |
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33f5ad68bf |
接入 DotCraft Unity 编辑器插件与受控执行链路 (#423)
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AGC 原有插件系统无法直接操作已打开的 Unity Editor。本变更增加内置 `agc-unity-editor`,在 Windows x64 / Unity Mono 上支持当前项目探测、连接与 C# 执行,不向 Unity 工程安装 UPM 桥接包。 ## 主要变更 - 固定复用 DotCraft.Unity 0.4.3 的 Attach 核心,提供自包含 .NET helper,保留上游许可证、来源及修改记录。 - GUI、Runtime、DirectProject 共用 Runner 执行服务;补齐项目身份、并发、总期限、回执确认与持久不确定状态阻断。 - 现有打开项目入口支持 Unity,按项目类型及开关暴露插件和 Agent 工具。 - Windows 构建准备 helper 并随包分发;插件 JS/Rust 测试接入现有 CI 组,Jenkins 增加 .NET 10 工具链预检。 ## 验证 - .NET helper 27 项测试、自包含发布及最小环境协议 smoke 通过。 - Unity 6000.3.7f1 实机验证通过:连接、C# 执行、编译错误修复、断连重连、Domain Reload 后重新握手;真实 Runner 的 ACK、并发拒绝和跨重启阻断通过。 - 宿主 Unity、PluginHost、Cocos、MCP、工具目录与引擎识别定向回归通过;前端类型检查、插件 JS/Rust、CI 配置、格式、编码和文档门禁通过。 Linux CI 不代替 Windows helper/实机验证;发行安装包 UI smoke、其它 Unity 版本和 Unity CoreCLR 未验证。Unity 演示工程中的场景和组件已撤销,不在此 PR 范围内。 --------- Co-authored-by: kdletters <61648117+kdletters@users.noreply.github.com> Reviewed-on: http://192.168.35.82/git/GenarrativeAI/Genarrative/pulls/423 |
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2566ae705f |
AGC 壳 Rust 套件改为「一片一个 job」,客户端 Rust 关键路径压到 7 分钟以内
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上一轮把 2466 条 bin target 单测切成 4 片放在同一个 job 内多进程并行,run 2102 证明这条路 不通:门禁步骤跑满 18 分钟仍未结束,比整套串行的 507 秒还慢——同一容器内这几片共享 HOME、target 目录与固定临时路径,会互相拖慢。这一轮改成按 job 拆分。 - run-rust-shell-test-shards.mjs 新增 --shard-index=<i>:只跑第 i 片,供 CI 的每个分片 job 使用;覆盖自校验(片并集等于 --list 全集且互斥)仍针对全集执行,所以每个 job 都会 发现分片规则改动,不会被"只跑一片"绕过。负例 --shard-index 超出 --shards 立即失败。 不传 --shard-index 时行为不变(一条命令把 N 片放进程里并行),留给本地全量自测。 - project-ci.yml 由 7 个 job 变 11 个:原 AGC Rust job 拆成 AI game creator shell Rust shard 1/4 ~ 4/4 与 AI game creator shell Rust smoke,加上已有的 Rust crates,AGC 相关 门禁共 6 个 job。4 个片 job 只预热 AGC 壳自己那份锁定依赖,且与 smoke、crates 一样都是 纯 cargo 门禁,因此这 6 个 job 都不再执行 npm ci(每个省 1~3 分钟)。 - check-native-shells.mjs 分组由五个变十个:agc-rust-shard-1 ~ agc-rust-shard-4 与 agc-rust-smoke 取代 agc-rust-shell;每个分片分组的命令是 `npm run ai-game-creator-shell:check:rust:shell -- --shard-index=<i>`。 - project-ci-workflow.test.ts 相应更新:11 个 job、6 个 job 免 npm ci、10 个分组各被一个 job 恰好调用一次,并新增「每个分片 job 都落到 --shard-index」「4 个 index 各一次」 「分片运行器保留覆盖自校验」等断言。 - 同步运维文档、development-workflow、decision-log、pitfalls 与 gitea-ci-triage 技能到 job 级分片口径,并记录 run 2102 的反面实验,避免以后又改回单 job 内并行。 验证:npx vitest run scripts/project-ci-workflow.test.ts(12 passed)、eslint、prettier、 check:encoding(13330 文件)、check:doc-index、--groups=contract、mobile check-config 全绿; 分片运行器本地以 agent-runtime-core(7 条 → 2/2/2/1)验证 --shard-index 四个 index 各自 只跑一片、片 TMPDIR 隔离、无 index 时全量模式不变。Gitea master 分支保护需补 6 个新 context(共十一个),其中含 4 个分片 job、smoke job 与 crates job。 Co-authored-by: DotCraft <273930855+dotcraft-ai@users.noreply.github.com> |
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86b830cf2d |
AGC 壳 Rust 套件分片并行,客户端 Rust 关键路径压到 7 分钟以内
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run 2097 显示 AI game creator shell Rust tests 是客户端 CI 的关键路径(15 分 27 秒): 前置 5 分 30 秒(checkout + npm ci + Cargo fetch)、编译 1 分 39 秒、AGC 壳 bin target 的 2466 条单测一条命令串行 507 秒、agent-run smoke 51 秒。 - 新增 apps/ai-game-creator-shell/scripts/run-rust-shell-test-shards.mjs:cargo test --no-run 编译一次拿到测试可执行文件,用 --list 取全部用例名,排序后按 index % shards 切 4 片,每片作为独立进程执行 <bin> --exact <名单> --test-threads=1,并给每片独立 TMPDIR。片并集必须等于 --list 全集且互斥(assertShardsCoverEveryTest),改分片规则 不会静默漏跑。串行口径只从「整套串行」放宽到「片内串行」:当年 libtest 线程并行会 互相干扰的是进程内后台锁与异步终态,进程分片不共享这些状态,因此不必放宽断言。 - package.json:ai-game-creator-shell:check:rust 拆成 :rust:crates(agent-runtime-core / orchestration / platform-llm / shared-contracts)与 :rust:shell(分片运行器),聚合 脚本保持同序,ai-game-creator-shell:check 与本地全量入口语义不变。 - check-native-shells.mjs:分组由五个变六个(新增 agc-rust-crates、agc-rust-shell, 移除 agc-rust);smoke 与壳测试同组以共享 AGC 壳的依赖预热。 - project-ci.yml:新增第 7 个 job AI game creator shell Rust crates(预热 server-rs 与 两个无锁独立 crate 后跑四条 crate 测试);AI game creator shell Rust tests 只保留壳 分片与 agent-run smoke,并只预热 AGC 壳自己那份 manifest(其 Cargo.lock 的 path 依赖 已覆盖 platform-llm / platform-agent / agent-runtime-core / shared-contracts)。 这两个 job 只用 cargo 与 node 内建模块,因此都不再执行 npm ci(各省 1~3 分钟)。 - project-ci-workflow.test.ts:新增纯 cargo job 免 npm ci、分片运行器覆盖校验、crate 级 job 预热顺序等断言;同步运维文档、development-workflow、decision-log、pitfalls。 验证:分片运行器本地以 agent-runtime-core(7 条 → 2/2/2/1)与 platform-llm(146 条 → 49/49/48)验证分片、--exact 与片 TMPDIR 隔离,参数负例 exit 1;vitest scripts/project-ci-workflow.test.ts 12 passed;contract 分组、AGC 与 mobile 壳 check-config、eslint、prettier、check:encoding(13400 文件)、check:doc-index 全绿。 Gitea master 分支保护需补 Project CI / AI game creator shell Rust crates (pull_request)。 Co-authored-by: DotCraft <273930855+dotcraft-ai@users.noreply.github.com> |
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20f109027a |
按门禁组拆分客户端 CI,AGC 的 web / rust 两段并行
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Project CI / Backend tests (push) Successful in 7m49s
Project CI / AI game creator shell Rust tests (push) Successful in 14m10s
原生壳门禁原本挤在同一个 job 里串行执行,跑一遍 18 分 37 秒,其中 AI 游戏创作 壳独占约 15 分钟(壳内 Rust 套件 2451 条用例串行 441 秒),而微信 / 移动 / 桌面 / H5 的全部门禁加起来不到 50 秒。长尾拖住短门禁,runner 也无法并行。 - scripts/check-native-shells.mjs 支持 `--groups=`(contract / shells / agc-web / agc-rust / release):每个步骤与静态断言归属且只归属一个分组,不带参数时仍按 原顺序串行跑全部分组,本地 `npm run check:native-shells` 语义不变。 - 顺带修掉 H5 HostBridge 调用链扫描在 Windows 上恒红的缺陷:collectFiles 返回 反斜杠路径而期望清单是 POSIX 写法,scannedFiles.has() 永远为假。新增 normalizeScannedFilePath 只统一分隔符(不能复用会去后缀的 normalizeModulePath), 在 Linux 上是恒等变换。 - package.json 增加 5 个分组脚本,并把 ai-game-creator-shell:check 拆成 :check:web 与 :check:rust;聚合脚本保持 web && rust && agent-run:smoke 同序。 agent-run smoke 会 spawn cargo,因此归入 agc-rust。 - .gitea/workflows/project-ci.yml 拆成 6 个 job:新增 native-shell-tests(contract + shells + release)、ai-game-creator-shell-web-tests、ai-game-creator-shell-rust-tests 三个门禁 job,与 backend-tests / frontend-tests / repository-checks 并列。 - scripts/project-ci-workflow.test.ts 增加 3 条结构测试:分组恰好被一个 job 调用且 与脚本内声明一致、CI 不再调用全量入口、AGC web/rust 拆分与聚合脚本等价、独立 crate 预热必须发生在 AGC Rust 门禁之前。 - 同步运维文档、development-workflow、decision-log、pitfalls。 验证:`--groups=contract` 本地通过;vitest 11 passed;eslint 与 prettier 通过; check:encoding 13329 文件通过;check:doc-index 103 份通过。shells / agc-web / agc-rust / release 分组只能由 Linux CI 执行(Windows 上 spawnSync npm.cmd 报 EINVAL,属既有平台限制,非本次引入)。分支保护需补两个新 required context: `Project CI / AI game creator shell web tests (pull_request)` 与 `Project CI / AI game creator shell Rust tests (pull_request)`。 Co-authored-by: DotCraft <273930855+dotcraft-ai@users.noreply.github.com> |
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840a62f7d0 |
合并 master:规范化历史文档并合入 AGC 插件宿主能力(#339)
- 合入 origin/master 96b45e6ff,使 PR 头包含当前 master tip,修 CI comparison base 门禁(15 秒红) - master 侧 28 个文件,零冲突自动合并 - 验证:npm run typecheck exit 0;check:encoding 通过;git diff --check 干净 |
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96b45e6ffc |
规范化历史文档并合入 AGC 插件宿主能力 (#339)
## 变更 - 建立文档生命周期与现状索引,统一 `current`、`historical`、`review`、开放事项和活动计划边界。 - 为历史/待复核文档补充状态头,将有源码与测试证据的专题纳入当前入口。 - 新增规范驱动开发 skill 与 `check:doc-index` 门禁,并接入 `lint`。 - 合入 `origin/master` 的 AGC 通用插件宿主与 Cocos Creator 编辑器能力,并补充父子规范关系和验收范围。 ## 合并说明 - 合入基线:`origin/master` `4a46f89c9`。 - 合并提交:`259134b59`。 - 合并过程无冲突。 ## 验证 - `npm run check:doc-index` - `npm run check:encoding` - `git diff --check` - `python -X utf8 C:/Users/kdletters/.codex/skills/.system/skill-creator/scripts/quick_validate.py .codex/skills/spec-driven-development` - 推送前 pre-push master 门禁通过。 ## CI 请以本 PR 的 Gitea CI 检查为准;提交后持续关注,失败时按失败 job 继续修复。 Reviewed-on: #339 Co-authored-by: kdletters <kdletters@qq.com> Co-committed-by: kdletters <kdletters@qq.com> |
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7ae71441ba |
合并 master:接入 AGC 内置插件宿主与 Cocos 编辑器能力(#338)
合并 origin/master
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4a46f89c9b |
接入 AGC 内置插件宿主并补齐 Cocos 编辑器能力 (#338)
客户端新增随包提供的插件宿主和 Cocos Creator 集成:识别并导入 Cocos 项目,通过内置桥接操作已打开的编辑器,无需安装项目 MCP 扩展。DirectProject 现在公开 36 个独立 cocos_* 工具,保留通用 JavaScript 执行入口。 - 通用插件 SDK、命令/能力/面板注册、编辑器适配器和跨进程内置插件开关。 - Cocos 场景、节点、组件、Prefab、UI、Layout/Widget、资源、保存、撤销、日志与预览调试;目录和实现由 JS/native 共用。 - 编辑事务回读、失败回滚、后续手动修改保护及不确定结果禁止重放;预览截图通过 MCP image 返回。 - DirectProject 跳过无关专业 Agent 历史,将项目打开和历史读取中的同步 I/O 移出窗口线程,消除 Cocos 执行与项目文件锁的错误耦合。 验证: - 合并 master 后:类型/配置检查、编码检查、Rust 格式检查和提交钩子通过。 - 合并 master 后:Cocos 项目打开、插件面板和开发启动定向测试 10 通过、2 跳过;DirectProject MCP 测试 17 通过、1 项真实 Creator opt-in 忽略;插件宿主测试 9/9。 - 插件行为测试 17/17;native 测试 20/20,4 项 opt-in 测试默认忽略。 - 真实 Creator 3.8.8 的 36/36 操作 smoke,以及客户端 MCP tools/list、tools/call、UI/撤销和预览截图,在功能实现阶段已验证通过;本次 master 合并后未重复真实 GUI smoke。 验证边界:发行安装包和远端 CI 尚未验收。 Reviewed-on: #338 Co-authored-by: kdletters <kdletters@qq.com> Co-committed-by: kdletters <kdletters@qq.com> |
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dd7cf401a9 |
补 lint-staged 的 Rust 守卫:pre-commit 也跑 check:rustfmt
- 新增 scripts/lint-staged-rustfmt.mjs:对 server-rs 与 apps/ai-game-creator-shell/src-tauri 两个 workspace 跑 cargo fmt --all --manifest-path <m> -- --check,只查不改
- 为什么需要包装脚本:lint-staged 会把命中的暂存文件路径追加到命令末尾,而 cargo fmt 只按 workspace 粒度格式化、不接受文件参数,直接写成 npm run check:rustfmt 会被多余参数打断;脚本因此忽略 argv,并按 workspace 逐个检查
- package.json 的 lint-staged 配置新增 "*.rs": ["node scripts/lint-staged-rustfmt.mjs"]
- 成因:原配置只覆盖 *.{js,mjs,cjs,ts,tsx},Rust 格式在本地完全没有守卫,唯一防线是 CI 的 check:rustfmt,本 PR 已因此红过一次(见 15660a98b)
- 已实测:把包装脚本直接跑一遍 exit 0;lint-staged 分派层面确认 "*.rs" 任务会被真的触发(对 6 个 .rs 文件跑通);脚本本身过 eslint 与 prettier --check
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