Commit Graph

1302 Commits

Author SHA1 Message Date
suzmii 6aa2f97410 feat(游戏共创): 贡献归集与归因(接口 + 契约 + 文档;反洗稿改判搁置)
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产品口径:「子代所有的都算父代的」,并要能溯源「多少是子代给的、多少是自己的」。本期**只做计算**,
不含资金/分成结算。

- 递归定义:`inherited(W) = Σ_{c∈直接子代} total(c)`,`total(W) = own(W) + inherited(W)`;每个后代在它的每个
  祖先里只计一次。
- 接口:`GET /api/game-distribution/games/{game_id}/contribution`(Bearer + `no-store`)——**仅该作品作者**:
  未登录/失效 401(中间件)、非作者 403(复用既有 owner-mismatch → FORBIDDEN,不新增第二套鉴权)、
  作品不存在或根自身已软删 404。响应:`{ gameId, own, inherited, total, byGeneration[], directChildren[],
  nodeCount, truncated, truncatedReason }`;指标结构 `ContributionTotals{playCount}` 可扩展(将来加点赞/收藏/收入)。
- 不变量(测试钉住):`inherited == Σ byGeneration.total == Σ directChildren.total`、`total == own + inherited`、
  `nodeCount == Σ byGeneration.gameCount`;`byGeneration` 只含后代(绝对代际,升序)。
- 上限与截断:节点 500 / 深度 32;超限如实标 `truncated: true` + `truncatedReason ∈ {node_limit, depth_limit}`,
  已计入部分仍自洽(与族谱 `truncated` 同约定,不静默给半个数);遍历只用血缘表既有索引,**不新增表/索引**。
- 契约:shared-contracts 4 个 DTO + TS 镜像 + parity(+4 组 → 66 组);7 个生成绑定(含 procedure)。
- 文档:技术方案新增 `§3.11 贡献归集与权益归因`(定义/归因分解/接口/上限与截断/鉴权口径与理由)+ §3.4 路由行 +
  §5.4 实施证据;**任务 B**:反洗稿(相似度校验)从「待拍板」改为「**产品已决定搁置(2026-10-06)**」并从待拍板
  清单移除,结算口径统一为「本期只做贡献归集与归因计算」。
- 测试:module-game-distribution **131 passed**(contribution 12 条,含 A→B→C 三层链路不变量);spacetime-module
  **304 passed / 1 ignored**(+3 结构断言);spacetime-client 43 passed;api-server game_distribution **107 passed**(+3)。

门禁:wasm build 0;`cargo check --all-targets` 0;`SPACETIME_SCHEMA_BASE_REF=9f4c7d76 npm run check:spacetime-schema`
0(98 表);DTO parity 0(66 组 / 17 构建器 / 15 手拼类型);`check:project-bundle-policy-parity` OK;
`check:encoding` 0(5543 files);`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 0;`git diff --check` 0。

注:本块未提交 `scripts/*.mjs`(`check-game-distribution-lineage-e2e.mjs` / `-theme-e2e.mjs` /
`capture-game-lineage-visual.mjs`)——属其它 owner,工作区保留未提交。
2026-10-06 18:05:49 +08:00
suzmii 9ab3d5e687 feat(游戏共创): 贡献归集纯函数与归因分解(own/inherited/total + 按代际/直接子代明细 + 上限截断) 2026-10-06 18:05:37 +08:00
suzmii 512bbb7a62 feat(游戏共创): 衍生作品创建时自动继承父作品授权档位(客户端不可另选)
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对齐需求文档 revision 1554「授权设置区:自动继承父作品授权」(被划掉的那句「可收窄、不可放宽」不做)。

- **口径**:衍生作品创建时 `fork_authorization` **直接取父作品当时的档位**(创建时快照),客户端传值一律
  **忽略且不报错**(旧客户端会惯常带默认值);母版不变(按请求值,缺省 `forbidden`,未知档位仍失败关闭);
  收窄入口不做;**PUT 提升接口语义未改**(见下)。
- **落点**:`resolve_game_distribution_fork_declaration_tx` 原本就在父行上判「存在/未软删/已公开/非禁止/来源版本
  等于父当前公开版本」,现在把父档位一并回传(`(root, generation, ForkAuthorization)`);新增纯函数
  `resolve_game_distribution_creation_fork_authorization(parent, requested)`:有父 → 父档位,无父 → 解析请求值
  (未知 → `FORK_AUTHORIZATION_UNKNOWN`);创建事务里把血缘解析挪到授权裁决之前,新行写裁决结果。
- **无 schema / 无契约形状变化**:`GameDistributionCreateGameRequest.forkAuthorization` 保留(非 Option +
  `serde(default)` 未动 ⇒ 幂等摘要不变);表列、client record、快照均无字段增删。
- **文档**:技术方案 §2.3(授权模式 + 时序图两条继承边)/§2.4/§3.2.1/§3.4 `POST /games` 行/§3.9 补充/新增 §5.3
  实施证据/§7 第 2 条(待拍板 → 已定口径并注明收窄不做);数据契约 `game_distribution_game` 授权条;共创授权与
  血缘里程碑(依赖决策/验收第 1 条/实施记录);decision-log 新增 2026-10-06 决策条。
- **测试**:spacetime-module +7(继承矩阵:父 full/nonCommercial × 请求 forbid/nonCommercial/full/空串 一律落
  父档位;母版按请求值;未知档位失败关闭;以及「血缘解析返回父档位 + 裁决排在解析之后且写库之前」的结构断言)。
  Rust 侧原本**没有**断言「衍生默认 forbidden」的用例(已 grep 核对),因此没有为了让测试过而弱化任何断言。

门禁:`SPACETIME_SCHEMA_BASE_REF=9f4c7d76 npm run check:spacetime-schema` 0(98 表);`cargo check --all-targets` 0;
`cargo test -p module-game-distribution` 119 passed;`cargo test -p spacetime-module` **301 passed / 1 ignored**;
`cargo test -p api-server game_distribution` 104 passed;DTO parity 0(62 组 / 17 构建器 / 15 手拼类型);
`check:encoding` 0(5535 files);`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 0;`git diff --check` 0。

**待你拍板(只报不改)**:继承是「创建时快照 + 等值」,而 PUT 只限制方向不限制对象 ⇒ 衍生作品作者仍可把继承来的
档位再往上提,得到比祖先更宽的子作品,「不可放宽」会被绕过。选项:① 保持现状(PUT 对衍生作品也生效);
② 禁止对衍生作品 PUT 提升(档位只由继承决定;需新增「该 game 无血缘行」判定 + 稳定错误码,并同步文档与前端入口)。

**需其它 owner 同步**(我未改,属其文件):`scripts/check-game-distribution-lineage-e2e.mjs`(richB1/richC1/richD
从 `forbidden` 提升的前置假设已不成立)、`scripts/capture-game-lineage-visual.mjs`(固定
`expectedForkAuthorization: 'forbidden'` 的造树与断言)。
2026-10-06 17:39:35 +08:00
suzmii d0176f48b7 feat(游戏共创): 衍生作品发布必填「本次核心改动说明」(版本级存储 + 可达错误码)
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按需求文档 revision 1554「发布设置页 → 二创信息区(必填项)」:衍生作品(有血缘行)发布新版本时**必须**
提供「本次核心改动说明」;母版(0 代)不需要——提供了也忽略、不校验、不落库。

- **存储**:`game_distribution_version` **表尾追加** `change_summary: Option<String>`(`#[default(None)]`);
  列序属 wire format,`game_distribution_version_type` / `_version_snapshot_type` / `_create_version_input_type`
  三个绑定同步重生成(仓外临时 out-dir,只回写受影响文件)。
- **请求**:`GameDistributionCreateVersionRequest.change_summary`(`#[serde(default, skip_serializing_if)]`:
  缺省不序列化 `null`,保住旧客户端的幂等摘要)。
- **校验**:纯函数 `game_distribution_change_summary_violation(value, is_derivative)`,trim 后按**字符**计
  **20..=500** —— 20 是「能写清改了什么」的下限,500 约 1 KiB 上限,兼顾详情页/族谱展示与存储;
  超限或缺失**失败关闭**,错误码 `FORK_CHANGE_SUMMARY_REQUIRED` / `FORK_CHANGE_SUMMARY_INVALID`(均 **400**),
  已登记进 api-server 的 `FORK_` 映射表并纳入「FORK 码由模块真实文案可达」的枚举测试(防上次那种不可达码)。
- **公开投影**:`currentVersion.changeSummary`(衍生为字符串、母版 `null`,发键不发值),版本负载键集合
  逐字钉死为 id/version/entryUrl/sha256/publishedAt/controls/changeSummary,不带对象键/素材 id/审核字段。
- **契约与登记**:Rust DTO + TS 镜像 + parity(`version_summary_payload` 加 `mustEmit: ['changeSummary']`)。
- **文档**:技术方案 `§3.4`(请求增量 + 长度口径与理由 + 两个错误码 + 幂等摘要口径 + 公开投影)、数据契约
  文档的版本表小节(表尾追加列)。
- **测试**:纯函数 5 条(衍生缺失/超短(ASCII 与汉字)/超长(ASCII 与汉字)/区间内 trim 边界/母版忽略)+
  事务 4 条 + 接口 3 条(含公开负载键集合与母版 null)。

门禁:`SPACETIME_SCHEMA_BASE_REF=9f4c7d76 npm run check:spacetime-schema` 0(98 表);`cargo check --all-targets` 0;
`cargo test -p module-game-distribution` **119 passed**;`cargo test -p api-server game_distribution` **104 passed**;
DTO parity 0(62 组 / 17 构建器 / 15 手拼类型);`check:encoding` 0(5535 files);
`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 0;`git diff --check` 0。

注:本块**未提交** `scripts/check-game-distribution-lineage-e2e.mjs` / `check-game-distribution-theme-e2e.mjs` /
`capture-game-lineage-visual.mjs` 的配套改动(属别的 session 的文件,工作区里保留未提交,需其 owner 决定:
衍生作品发布若不传 `changeSummary` 现在会 400,那三个脚本需要同步补字段)。
2026-10-06 17:24:42 +08:00
suzmii 172bc22404 fix(游戏共创): 合并后修正 game_distribution_game 列顺序(master 的 price_mud_points 回到第 26 位)
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CI(Backend tests 与 Repository checks)在 `check:spacetime-schema` 红:
「SpacetimeDB 表 game_distribution_game 的第 26 个字段从 price_mud_points 变为 fork_authorization,疑似字段顺序被调整」。

根因:本次合并把两侧各自「在表尾追加」的列并成了「我们的列在 master 的列之前」——schema guard 对表的字段
相对顺序是按 index 逐位比对的(只允许在结构体末尾追加)。

- `game_distribution_game` 表:`price_mud_points`(master 先追加,第 26 位)回到原位,本分支的
  `fork_authorization` 追加在它**之后**(表尾);
- `GameDistributionGameSnapshot` 按同一纪律排(同一 game 行的 RPC 形状,避免表与快照两套顺序);
- 重新生成绑定:`module_bindings/game_distribution_game_type.rs`、`..._game_snapshot_type.rs`
  (列顺序属 wire format,客户端绑定必须与模块同步);
- 两处结构体注释写明该纪律(master 的列保持 index、我们的列追加在后),避免下一次合并再踩;
- 文档:`docs/project-memory/shared-memory/pitfalls.md` 增一条「合并 master 后 schema guard 的基线盲区」——
  本地守卫默认基线是 `git merge-base HEAD origin/master`,**merge 提交尚未建立时看不见**这类重排,
  因此合并后必须用 `SPACETIME_SCHEMA_BASE_REF=<PR base>` 复跑。

门禁:`SPACETIME_SCHEMA_BASE_REF=9f4c7d76 npm run check:spacetime-schema` 0(98 表);wasm build 0;
`cargo check --all-targets` 0;`cargo test -p module-game-distribution` 113 passed;`cargo test -p api-server
game_distribution` 101 passed;`cargo test -p module-runtime` 0;`cargo test -p spacetime-client` 43 passed;
`cargo test -p spacetime-module` 294 passed / 1 ignored;DTO parity 0(62 组 / 17 构建器 / 15 手拼类型);
`check:project-bundle-policy-parity` OK;`check:production-ops` OK;`check:doc-index` OK(261 份);`check:encoding`
0(5525 files);`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 0;`git diff --check` 0。
2026-10-06 16:47:38 +08:00
suzmii eeb101458a Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts:
#	apps/ai-game-creator-shell/src-tauri/src/game_distribution_publish.rs
#	apps/ai-game-creator-shell/src/components/game-distribution/GameDistributionPublishPanel.tsx
#	apps/ai-game-creator-shell/tests/gameDistributionPublishPanel.test.tsx
#	docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md
#	package.json
#	packages/shared/src/contracts/gameDistribution.ts
#	scripts/check-game-distribution-dto-parity.mjs
#	server-rs/crates/api-server/src/modules/game_distribution.rs
#	server-rs/crates/module-game-distribution/src/errors.rs
#	server-rs/crates/module-game-distribution/src/lib.rs
#	server-rs/crates/shared-contracts/src/game_distribution.rs
#	server-rs/crates/spacetime-client/src/active.rs
#	server-rs/crates/spacetime-client/src/active/mapper.rs
#	server-rs/crates/spacetime-client/src/active/mapper/game_distribution.rs
#	server-rs/crates/spacetime-client/src/game_distribution.rs
#	server-rs/crates/spacetime-client/src/module_bindings.rs
#	server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_snapshot_type.rs
#	server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_type.rs
#	server-rs/crates/spacetime-module/src/game_distribution.rs
#	server-rs/crates/spacetime-module/src/migration.rs
#	src/components/game-distribution/GameDetailPage.tsx
#	src/components/game-distribution/GameDistributionPages.test.tsx
#	src/components/game-distribution/GamePlayPage.tsx
#	src/components/platform-entry/PlatformEntryActiveFlowShell.tsx
#	src/services/gameDistributionClient.test.ts
#	src/services/gameDistributionClient.ts
2026-10-06 16:10:52 +08:00
suzmii 54e05d5e84 lineage viz polish 2: dual-axis fit, readable floor, fixed axis layer, edge contrast
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2026-10-06 14:47:51 +08:00
suzmii f0cad9dddc 合并 origin/master(52c83cc2a,248 个提交)到 feat/game-purchase
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- 同步 master 侧 248 个提交:会员与泥点计费(PR #588 / #603)、创作者主页与关注粉丝(PR #638)、运行页刷新真重载(PR #640)、AGC 模板 templateVersion 递增(PR #643)等;确认 master 未触碰发行网关与 `api-server/src/modules/game_distribution.rs`。
- 冲突 1(server-rs/crates/module-runtime/src/domain.rs:1157-1162)`RuntimeProfileWalletLedgerSourceType` 两侧各自在末尾追加变体:保留 master 的 `MembershipUpgradeGrant` 为索引 16(线上已落库口径),本分支 `GamePurchase` 顺延为索引 17,并保留其「每账号每游戏一次扣费」注释。
- 冲突 2(server-rs/crates/module-runtime/src/domain.rs:1184-1188)`as_str()` 同时保留 `membership_upgrade_grant` 与 `game_purchase` 两个分支。
- 冲突 3(server-rs/crates/spacetime-client/src/active/mapper/runtime_profile.rs:95-101)bindings→领域枚举映射同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,按新索引顺序排列。
- 冲突 4(server-rs/crates/spacetime-client/src/module_bindings/runtime_profile_wallet_ledger_source_type_type.rs:43-47)生成枚举按模块源码顺序合并为 …`MembershipUpgradeGrant`、`GamePurchase`;随后 `npm run spacetime:generate` 复核该文件与生成结果逐字节一致。
- 冲突 5(server-rs/crates/api-server/src/admin.rs:4849-4853)sats 索引映射改为 `16 => membership_upgrade_grant` 与 `17 => game_purchase` 两条并存。
- 冲突 6(server-rs/crates/api-server/src/admin.rs:6368-6461)索引断言并入 master 的 `[16] => membership_upgrade_grant`,并把 master 的「17 尚未映射」占位断言替换为 `[17] => game_purchase`;本分支的后台消耗统计两个用例原样保留。
- 冲突 7(server-rs/crates/api-server/src/runtime_profile.rs:219-226)来源文案格式化同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,注释随 `GamePurchase` 保留。
- 冲突 8(docs/project-memory/shared-memory/decision-log.md:3-24)两条决策记录并列保留:本分支 2026-10-05「播放会话前缀在三处入口清空 Cookie」在前,master 2026-10-03「每日免费发放额为 0 时前端隐藏该池」在后。
- 保住 master 侧:发行响应 ETag/304/gzip(`release_asset_response_with_cache` 五参形态与 `release_asset_etag` / `if_none_match_matches` / `accepts_gzip_encoding` / `gzip_release_asset` / `release_asset_not_modified_response`)、共享加载面 `PlatformGameLoadingSurface` 及其使用方、三池钱包与会员档位目录改造。
- 保住本分支侧:付费作品 404 守卫(`price_mud_points > 0` 且位于 `load_package` 之前)、购买与播放会话网关路由、nginx×3 / Pingora / Vite 的播放会话 Cookie 清空与 `nginx-route-parity.matrix.json` 登记、viewer 感知公开详情、后台审核价格、`PlatformGamePricingField` 共享定价组件与两端接入、AGC 项目版本只读 + 平台派发下一版本号、schema 与迁移白名单、钱包来源 `game_purchase`。
- 验证:`git merge-base --is-ancestor origin/master HEAD` 返回 0;`check:encoding`、`check:doc-index`、`check:spacetime-schema`、`check:server-rs-ddd`、`check:rustfmt`、`check:npm-workspaces`、`check:game-distribution-dto-parity`、`check:game-distribution-price-limit-parity`、`check:pingora-route-parity`、`check:nginx-spa-routes`、根/admin-web/AGC typecheck、`git diff --check` 全绿。
- 测试:`cargo test -p module-game-distribution` 30 passed,`cargo test -p api-server game_distribution` 61 passed,`cargo test -p spacetime-module game_distribution` 7 passed;定向 vitest 28 个文件 252 个用例全通过。
- `npm run spacetime:generate` 除 11 个 procedure 文件的纯空白格式差异外无任何语义改动(`git diff -w` 为空),已保留 master 的生成产物形态,提交内无 schema/绑定语义变化。
2026-10-06 13:12:32 +08:00
suzmii 2a04f293b1 Merge remote-tracking branch 'origin/master' into feat/game-fork
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2026-10-06 12:24:10 +08:00
k88936 796cf9843c Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
2026-10-06 10:14:15 +08:00
suzmii 0d0166c2d9 feat(游戏共创): 后台读取主题成员名单(含草稿/归档主题与不可见成员 + 可见性列)
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缺口:后台原先只能借**公开投影** `GET /api/game-distribution/themes/{themeId}` 列成员,而公开投影只服务
`published` 主题 ⇒ **草稿 / 已归档主题在后台看不到成员名单**,运营没法在发布前核对。

新增 `GET /admin/api/game-distribution/themes/{theme_id}/members?limit=&cursor=`:

- **鉴权照既有两层**:路由挂既有 admin 支的 `route_layer(require_admin_auth)`,handler 取
  `Extension<AuthenticatedAdmin>`(未登录/失效 → 401 `UNAUTHORIZED`、非 admin → 403,同组同码同形);
  模块侧 procedure 先跑 `require_editor_generation_runtime_service_identity`(照 `033e3aa79` 五条写接口)。
- **返回全部成员行,不套公开可见性过滤**,且**不要求主题已发布**(`draft` / `archived` 照常可读;
  只有主题真的不存在才 404 `THEME_NOT_FOUND`)。响应:
  `{ themeId, totalMembers, members: [{ rootGameId, title, sortOrder, createdAt, visible, visibility }], nextCursor }`。
- **两个可见性字段刻意独立**:
  · `visible` = 「公开侧此刻会不会出现」,**复用** `game_distribution_theme_member_visible`(未删 + 已公开
    + 有当前公开版本),不另写第二套判定;
  · `visibility` = 更细状态(新纯函数):游戏行不存在 → `missing`(优先于 `deleted`),软删除行 → `deleted`,
    否则原样透传游戏行 `visibility`(`published` / `unpublished` / `suspended`)。
    因此 `visibility == "published"` 但无当前公开版本时 `visible = false` ——运营能看出「公开了但没公开版本」;
    三处钉住这个组合(纯函数单测、api-server payload 单测、事务结构断言)。
- **排序与分页照既有口径**:复用 `sort_theme_members`(`sort_order` 升序 + 成员 id 兜底)+ 新增
  `page_admin_theme_members`;`limit` 缺省 20 / 上限 50 / `0` 取默认 / 超界截断(同一归一化);
  游标 `"{sortOrder}:{memberId}"`,解析**只委托** `parse_game_distribution_theme_cursor` ⇒ 非法游标仍是
  上一轮刚修好的**可达** `THEME_INVALID_CURSOR`(不另造一个不可达码);`totalMembers` 是成员**行**总数,
  切页前算,不受分页影响。
- **契约与登记**:`packages/shared/src/contracts/gameDistribution.ts` 新增
  `GameDistributionAdminThemeMemberRow` / `…ListResponse` / `…MemberVisibility`;parity 登记
  `TS_ONLY_TYPES` +3、`RESPONSE_BUILDERS` +2(列表响应与单条成员各一条,条目形状有独立证据);api-server
  用命名构建器(不内联 `json!`)。
- **测试**:module-game-distribution +5 条纯函数(`missing` 优先于 `deleted`、三类不可见各一条并断言
  `visible`/`visibility` 组合、`published` 无公开版本 ⇒ `visible=false`、游标委托共享实现、翻页不重不漏、
  末页 null、复用共享比较器与同一归一化);spacetime-module +1 并扩 2(结构断言:走主题索引、不套公开可见性
  过滤、不复用「只取可见成员」的助手、不自写排序、不删行、`totalMembers` 在切页前取);spacetime-client +1
  mapper(行总数与游标透传、两个可见性字段不互相推导、空名单是正常结果);api-server 例(401/403、草稿主题
  可读、含不可见成员仍返回、`totalMembers` 不受分页影响、limit 缺省与截断、非法游标 → 400 `THEME_INVALID_CURSOR`、
  主题不存在 → 404)。
- **文档**:技术方案 `§3.10.8`(新行 + `visible`/`visibility` 语义 + 「草稿也能读」的理由)与 `§3.4` 后台接口表;
  里程碑(后台路由清单、实施清单、验收与测试清单,原「只能借公开投影」的留白项标记为已落地)。
- **生成绑定**:新增 4 个 `admin_theme_member_list*` / `list_admin_…_procedure` 生成文件 + `module_bindings.rs`
  入口;wire format 有新增(新 procedure/结果类型)⇒ 部署需重新 publish 模块。

门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` **89 passed**;
`cargo test -p module-game-distribution` **106 passed**;`cargo test -p spacetime-module` **287 passed** / 1 ignored;
`cargo test -p spacetime-client` 39 passed;DTO parity 0(58 组 / **17** 构建器 / **15** 手拼类型);
`check:spacetime-schema` 0(96 tables);`check:encoding` 0(5424 files);`cargo fmt --all -- --check` 0;
`git diff --check` 0。

不在本提交内(属另一个 session 的文件,工作区里由我的子代理顺带做了**纯新增性**改动,未提交):
`apps/admin-web/src/api/adminGameThemeTypes.ts` 增加了三个指向共享契约新类型的别名 + 一段注释 —— 与该 session
「登记好之后改回引用共享契约」的计划一致,交由其 review / 提交(或直接删掉其本地重复定义)。
2026-10-06 04:28:39 +08:00
suzmii ce614d59c1 feat(游戏共创): 主题详情 rootsTruncated 信号(memberCount 报真实可见成员数)
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裁定(与族谱 `truncated` 同约定):`memberCount` = **真实可见成员数**(不受展示上限污染),新增布尔
`rootsTruncated`,**仅当 `roots` 被 50 上限截断时为 true**。此前两个数被同一个 50 上限截断 ⇒ 可见成员
> 50 时静默截断,客户端既看不到全部树、也拿不到任何信号。

- 纯函数:`game_distribution_theme_roots_truncated(visible_member_count, returned_root_count)`
  (相等 / 回传更多 ⇒ false;后者是防御性口径:两组数字不同源时不得凭空报「还有更多」)。
- 契约:`GameDistributionThemeDetail` 加 `roots_truncated`(serde camelCase ⇒ `rootsTruncated`),
  TS 镜像同步;parity `public_theme_detail_payload.mustEmit` 6 键 → **7 键**。
- 事务:`member_count` 走可见成员清单的 `len()`(**不再**经 `page_theme_members` 与上限),`roots` 仍是
  同一清单排序后取前 50,`rootsTruncated` 由纯函数算出(不写死「>50 就 true」——阈值与上限是两个
  独立事实);列表入口共用同一计数函数 ⇒ 同一主题在列表与详情里不会报出两个 `memberCount`。
- api-server:`public_theme_detail_payload` 增加 `rootsTruncated`;形状单测 6 → 7 键,并加
  `memberCount=120 / roots=1 / rootsTruncated=true` 用例,证明两个键口径独立。
- 结构断言同步修正:列表侧原「成员数与 roots 共用同一上限」改为「成员数数的是全部可见成员(断言
  源码里不含切页函数与上限常量)」;详情侧改为「必须调用共享纯函数 + 不得再恒等 `roots.len()` +
  该字段必须进入返回值」。
- 生成绑定:`module_bindings/game_distribution_theme_detail_result_type.rs` 手改后用临时 out-dir 重跑
  `spacetime generate --lang rust` 逐字节校对一致。**wire format 变更 ⇒ 部署需重新 publish 模块**
  (客户端绑定已同步)。
- 文档:技术方案 §3.4 / §3.10.6 / §3.10.9(原「已知限制·三个备选待拍板」→ 已定口径)、里程碑
  (依赖、接口表、验收标准、纯函数表、测试清单、待确认项)、以及数据契约文档里那句「主题详情的
  roots 与列表的 memberCount 永远一致」(本改动已使其为假)。

门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` 86 passed;
`cargo test -p module-game-distribution` **101 passed**;`cargo test -p spacetime-module` 286 passed /
1 ignored;DTO parity 0(58 组 / **15** 构建器 / 12 手拼类型);`check:spacetime-schema` 0(96 tables);
`check:encoding` 0(5420 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。

遗留(不在本仓可改范围,需前端 session 跟进):`src/services/gameDistributionClient.ts` 有自己一份主题
详情本地类型与 normalize,会丢弃 `rootsTruncated`(约 3 行小改),因此网页主题页暂时拿不到截断信号;
admin-web 走共享契约类型,后台侧即时生效。
2026-10-06 04:09:45 +08:00
suzmii 4a33397822 chore(游戏共创): 主题注释失真修正 + 后台主题 payload 纳入契约门禁
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1) 注释失真(独立复核 §B8):`module-game-distribution/src/theme.rs` 与
`spacetime-module/src/game_distribution.rs` 原先声称「api-server 与事务都调
`game_distribution_theme_text_violation`」,但全仓只有写入事务一处调用(HTTP 层没有预校验)。
选择**改注释**(单一判据来源就是事务),不给 HTTP 层再叠一层同名校验——否则「HTTP 挡住的」
与「落库挡住的」会重新长出两套判据。两处注释都改成明确写「只有事务调用 + api-server 不做预校验」。

2) 后台主题 payload 的契约门禁:`admin_theme_payload` / `admin_themes_payload` /
`admin_theme_mutation_payload` / `admin_theme_member_payload` 原先既无 TS 类型也未登记 parity,
形状只有 api-server 单测钉着 → 后台 UI 落地时容易与实现漂移。

- `packages/shared/src/contracts/gameDistribution.ts` 新增 5 个 TS 类型
  (`GameDistributionAdminTheme`、`…ListResponse`、`…MutationResponse`、`…MemberResponse`、
  `…MemberRemovalResponse`),注释里写清两处刻意差异:后台主题条目比公开摘要多出
  `sortOrder`/`status`/时间戳,且 `memberCount` 是**成员行总数**(含当前不可见成员),
  公开投影里同名键是**当前可见**成员数;后台列表**没有** `nextCursor`。
- `api-server`:把 handler 里内联的成员移除响应抽成命名构建器
  `admin_theme_member_removal_payload`——内联 `json!` 不在 parity 的证据范围内,抽出来这条
  形状的漂移才会被门禁抓住。
- parity 登记:`TS_ONLY_TYPES` +5(这些形状服务端同样是逐字段手拼 JSON,没有 Rust 结构体可对,
  要收口得先把响应改成结构化类型),`RESPONSE_BUILDERS` +5(响应键与 TS 字段逐键比对)。

门禁:`cargo test -p api-server game_distribution` 86 passed;`cargo test -p spacetime-module`
286 passed / 1 ignored;DTO parity 0(58 组类型 / **15** 个构建器 / **12** 个手拼类型);
`check:encoding` 0(5420 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。
2026-10-06 03:53:15 +08:00
suzmii e401963d3a fix(游戏共创): 非法游标回归稳定码 THEME_INVALID_CURSOR(契约码此前在 HTTP 面不可达)
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端到端实测(54 项里唯一红的那条):`GET /api/game-distribution/themes?cursor=abc` 回 400,但
`error.code = "BAD_REQUEST"`——技术方案 §3.4 与主题 e2e 脚本承诺的稳定码 `THEME_INVALID_CURSOR`
在 HTTP 面上拿不到,客户端只能去匹配中文文案。

根因:`map_spacetime_error` 的 `THEME_` 分支前置条件是「消息含 `THEME_`」,而模块侧游标解析只回
中文串「主题列表游标格式无效」⇒ 落兜底分支成 400 + 通用 `BAD_REQUEST`;契约常量与那条映射分支
因此是死代码。且 api-server 原有单测**明确要求**文案不含 `THEME_`(口径留了两套)。

口径二选一,选**让码可达**(模块产出前缀),删掉「要求不含 `THEME_`」的断言:

- `module-game-distribution/src/errors.rs`:新增 6 个主题码常量
  `GAME_DISTRIBUTION_THEME_{NOT_FOUND,BAD_REQUEST,INVALID_CURSOR,IDEMPOTENCY_CONFLICT,MEMBER_NOT_ROOT,MEMBER_GAME_NOT_FOUND}_CODE`,
  并把 `Display` 从字面量改为**复用同一批常量**(消灭「常量改了、`Display` 没改」这类只有真栈才发现的漂移)。
- `theme.rs`:`parse_game_distribution_theme_cursor` 产出 `THEME_INVALID_CURSOR: 主题列表游标格式无效`;
  文档注释更新为「只保留 `FORK_` 这个排在 `THEME_` 分支之前的子串禁忌」(其余子串已抢不到)。
- `lib.rs`:导出新增的 6 个码常量。
- 测试:
  · `domain.rs::theme_errors_are_prefixed_with_their_machine_code` 改为**枚举全部 6 个主题码**(含唯一
    不走领域变体的游标路径——正是当初漏掉它的原因),并加「任何新增码都必须进这张表」的覆盖完整性断言;
  · `theme.rs::invalid_cursor_message_stays_in_the_bad_request_bucket` 增加「必须以稳定码开头」;
  · api-server 新增 `theme_error_codes_are_reachable_from_module_messages`:用**模块真实产出的消息**
    逐码断言 `(状态码, 稳定码)` 可达,并比对模块常量与 `shared-contracts` 常量是同一组字符串;
  · api-server `theme_list_invalid_cursor_maps_to_bad_request` 改为断言映射出 `THEME_INVALID_CURSOR`,
    只把 `FORK_` 留在禁忌列表里(并写明理由)。

门禁:`cargo test -p module-game-distribution` **100 passed**;`cargo test -p api-server game_distribution`
**86 passed**;`cargo check --all-targets` 0;DTO parity 58 组 / 10 构建器;`check:encoding` 0;
`cargo fmt --all -- --check` 0;`git diff --check` 0。
2026-10-06 03:50:05 +08:00
suzmii 909f3d5fa2 网页端共创主题:共创 Tab + 主题页(逐根内嵌作品树)+ 详情页主题入口 + 网关清单
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- 客户端:新增 listThemes(游标分页,读 nextCursor)与 getTheme(404 由页面渲染成降级态);getGame 的返回类型增量 themes(匿名也返回;无主题时是空数组而不是缺键)
- 共创 Tab:广场页新增「游戏 / 共创」页签,复用既有 game-category-tabs 结构与类名,切到 /games/themes
- 主题列表页 GameThemesPage:卡片展示 name / summary / badge / memberCount;只有 nextCursor 非空才渲染「加载更多」并在点击时追加;空态与失败重试照既有写法
- 主题页 GameThemePage:标题 / 简介 / 角标 + 成员根清单;**逐根内嵌渲染作品树**——直接复用族谱页(GameLineagePage 新增 embedded 变体,只隐藏页面外壳:返回按钮 / 页头 / 脚注),树查询、可见性过滤、稳定排序与截断全部走 M3 那一份实现,不新建第二套树查询或树渲染(每根一次 /lineage 的 N+1 是技术方案 §3.10.4 已接受的取舍);已发布但可见成员为空 → 明确空态而不是错误;主题不存在 / 未发布 → 错误态
- 详情页:共创信息卡渲染所属主题角标(点击进主题页),第 N 代作品同样可见(服务端按根反查);无主题时不渲染空容器
- 路由登记:新增 /games/themes 与 /games/theme(详情用 ?id=),四处同批登记(STAGE_ROUTE_ENTRIES + SelectionStage 类型 + 壳层 lazy/回调/渲染分支 + 页面标题),并同步三份 nginx SPA allowlist 与 Pingora MAIN_SPA_PATHS:check:nginx-spa-routes(20 SPA routes / 3 模板)与 check:pingora-route-parity 均绿
- 测试:主题列表三例(渲染与卡片跳转 / 有游标时的加载更多与追加 / 空态与失败重试)、主题页三例(逐根两棵树且复用 lineage 查询 + 全屏入口参数 / 空成员空态 / 404 错误态)、详情页主题入口两例(渲染并可跳转 / 无主题不渲染容器)、路由与标题登记断言、壳层三例(页签切换 / 列表进主题页 / 主题页按 ?id= 渲染并复用族谱查询)
2026-10-06 03:45:38 +08:00
suzmii 033e3aa79a feat(游戏共创): 共创主题(三)后台写路径(5 条 admin 路由 + 事务 + 幂等)
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按 §3.10.8:后台 UI 不在本轮,本轮只落**接口与事务**。

- **鉴权(照仓库既有 admin 体系,不自造)**:5 条路由挂在既有 `/admin/api/game-distribution/*` 支,统一 `route_layer(require_admin_auth)`,handler 取 `Extension<AuthenticatedAdmin>`;未带 / 失效会话 → **401 `UNAUTHORIZED`**(与同组 games/reviews 路由同码同形),非 admin role → 403。模块侧第二层:写 procedure 与后台列表都要求受信服务身份(`require_editor_generation_runtime_service_identity`),只有 api-server 能调。
- **5 条路由**:`POST /themes`(创建;服务端生成 `theme-{uuid}`;要求 `Idempotency-Key`,摘要只覆盖客户端可见请求体,**不含重试时重新生成的 `theme_id`**)、`PUT /themes/{theme_id}`(整体覆盖 name/summary/badge/sortOrder/status,生效即刷新 `updated_at`,重放不写库不刷新)、`PUT /themes/{theme_id}/members/{root_game_id}`(**不要求幂等键**——确定性主键天然幂等;可带 `sortOrder`)、`DELETE …/members/{root_game_id}`(不要求幂等键;成员不存在也算 200,响应刻意不含「之前存不存在」→ 重复调用逐字节相同)、`GET /themes?limit=&status=`(**含 draft/archived**,status 白名单 `all|draft|published|archived`,limit 缺省与上限 200、超界截断、无游标)。
- **成员只允许根作品**:用 `game_distribution_theme_root_acceptable(has_lineage_row)`,非根 → **409 `THEME_MEMBER_NOT_ROOT`**;作品不存在 → 404 `THEME_MEMBER_GAME_NOT_FOUND`;主题不存在 → 404 `THEME_NOT_FOUND`。**不做「成员必须已公开」的前置校验**(运营可先挂草稿根,作品公开后自动出现在公开投影里);归档主题**不清理**成员行(与公开投影「跳过不删行」同一口径)。
- **领域错误码**:`module-game-distribution/src/errors.rs` 新增 5 个带码错误(`ThemeNotFound` / `ThemeBadRequest{reason}` / `ThemeIdempotencyConflict` / `ThemeMemberNotRoot{game_id}` / `ThemeMemberGameNotFound{game_id}`),Display 一律 `CODE: 文案`,并由测试钉住「码后必须跟冒号」;api-server 集中映射,不落 axum 默认 422 纯文本。
- **纯函数补充**:后台 status 过滤器白名单(`all` + 三态的单一实现)、文本上限常量(名称 40 / 简介 200 / 角标 16,按 UI 一行与卡片摘要的量级取,写进注释)与 `game_distribution_theme_text_violation`(trim 后判空名与超长,返回可拼进 `THEME_BAD_REQUEST:` 的原因)。
- **测试**:`theme.rs` +2 纯函数(status 过滤器白名单、文本违规判定)、`domain.rs` +1(错误码前缀)、spacetime-module +8 事务结构断言、client mapper +3、api-server +6(401 同码同形、创建/编辑/成员增删的形状与错误码、后台列表含 draft、重复 PUT 幂等、非根成员被拒)→ `cargo test -p api-server game_distribution` **85 passed**、`module-game-distribution` **100 passed**、`spacetime-module` **286 passed**、`spacetime-client` 37 passed。
- **门禁**:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` 85 passed;`cargo test -p module-game-distribution` 100 passed;`cargo test -p spacetime-module` 286 passed / 1 ignored;`cargo test -p spacetime-client` 37 passed;DTO parity 58 组 / 10 构建器;`check:spacetime-schema` 0(96 tables);`check:encoding` 0(5414 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。
- 生成绑定:新增 15 个 `module_bindings/*theme*/admin_theme*` 文件 + 入口声明(无重排);其余 202 个文件的 rustfmt 漂移按上一轮做法逐字节还原,未跑任何 git 写命令。
2026-10-06 02:45:30 +08:00
suzmii 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)
2026-10-06 02:24:40 +08:00
suzmii 742723a58c feat(游戏共创): 共创主题(二)公开读路径(事务 + client + 两个公开路由 + 详情 themes 增量)
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- **事务**(`spacetime-module`):公共列表 `list_game_distribution_themes_tx`(匿名可读;先按 `published` 过滤、再排序切页——`created_at` 倒序 + `theme_id` 兜底;只对当页现算 `member_count`;不写库);主题详情 `get_game_distribution_theme_detail_tx`(不存在 / 未发布**同一句**「主题不存在」→ 404;`roots` 逐条复用公开目录同一份 `public_game_distribution_snapshot`;成员可见性委托 `game_distribution_theme_member_visible`,被滤掉的行**不删除**;已发布但可见成员为空 = Ok + 空 roots = 200);作品→主题 `list_game_distribution_theme_refs_for_root_tx`(入参任意代作品,先取**根**再按根反查成员、只保留 `published` 主题;排序复用 `sort_public_themes`)。**根解析只有一份实现**:抽成 `game_distribution_theme_root_of` 并让既有 `game_distribution_lineage_tx` 复用(测试钉住)。
- **client**:3 个新方法 + mapper 记录类型(`spacetime-client`)。
- **公开路由**(`api-server`):`GET /api/game-distribution/themes?limit=&cursor=`(匿名可读 + `no-store`;`limit` 缺省 20 / 上限 50 / 超界截断;非法游标 **400** 透传;末页 `nextCursor: null`)、`GET /api/game-distribution/themes/{theme_id}`(顶层扁平 `{themeId,name,summary,badge,memberCount,roots}`;不存在 / draft / archived → **404**,不回空壳、不带 `THEME_` 码)、既有公开作品详情追加 `themes`(匿名与登录**都**发、空数组恒发;`collected` 仅登录发的老口径不变;因按根反查,**第 N 代作品也能跳到主题页**)。
- **错误码**:新增 6 个 `THEME_*` 稳定码集中在 `map_spacetime_error` 映射(不落 axum 默认 422 纯文本);未登记码兜底 **400 `THEME_ERROR`**。
- **契约/parity**:5 条手拼响应构建器登记(`public_themes_payload` / `public_theme_detail_payload` / `public_theme_summary_payload` / `theme_reference_payload`,并给 `public_game_detail_payload` 加 `mustEmit: [themes]`)→ 58 组类型 + 10 个构建器一致。
- **测试 +13**:spacetime-module 4 条源码结构断言(根解析单一实现、先过滤再切页、投影不删行、详情只有两种失败且同一 404 文案、refs 走具名根索引 + 只保留 published)、api-server 7 条(路由挂载与 `no-store`、列表/详情响应形状与末页 null、`roots` 逐字节等于 `public_game_payload`、limit 缺省与截断、非法游标 400、404 与 6 个 THEME_ 码映射、作品详情 `themes` 恒发而 `collected` 仅登录)、client mapper 2 条。
- **门禁**:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` **79 passed**;`cargo test -p module-game-distribution` **97 passed**;`cargo test -p spacetime-module` **278 passed** / 1 ignored;`cargo test -p spacetime-client` 34 passed;DTO parity **58 组 / 10 构建器**;`check:spacetime-schema` 0(96 tables);`check:encoding` 0(5399 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。

已知限制(**已上报,待拍板**):主题详情的 `roots` 沿用页上限 50,`memberCount == roots.len()`,因此可见成员 > 50 时**静默截断且无「还有更多」标志**——设计文档未定义该行为,三个备选(去上限 / 加成员游标 / memberCount 报真实数)待定;本轮不改契约。
2026-10-06 02:15:03 +08:00
suzmii 2fa201e0dc feat(游戏共创): 共创主题(一)数据模型与领域纯函数
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按 `docs/【技术方案】游戏共创与作品Fork-2026-10-03.md §3.10` 与里程碑《共创主题与作品树-2026-10-06》的清单 A/B/F 落地(本块**不含** procedure / 路由)。

- **表**:`game_distribution_theme`(`theme_id` 主键、`name`/`summary`/`badge`/`sort_order`/`status ∈ draft|published|archived`/`created_by_user_id`/`created_at`/`updated_at`)+ `game_distribution_theme_member`(确定性主键 `member_id = "{theme_id}:{root_game_id}"`,`theme_id`、`root_game_id` 各具名 btree 索引,`sort_order`、`created_at`);归档 / 下架只改公开投影,不删成员行。`migration.rs` 白名单登记两张表(随迁移导出/导入)。
- **生成绑定**:4 个 `game_distribution_theme*` 生成文件 + `module_bindings.rs` 入口(纯追加)。生成时**不覆盖工作树**(本仓共享工作树禁止 git 写命令):先 `spacetime generate --lang rust --out-dir <仓外临时目录>`,rustfmt 后只拷回本次相关文件,避免上一轮踩过的「rustfmt 漂移把别人文件一起改」。
- **领域纯函数**(`module-game-distribution/src/theme.rs`,风格照同目录 `collection.rs`):状态合法/公开可见判定、`game_distribution_theme_member_id`、成员可见性(**委托** `collection.rs` 的判定,不复制第二套)、`game_distribution_theme_root_acceptable(has_lineage_row)`、页大小(缺省 20 / 上限 50 / 0 取默认 / 超界截断)、游标编解码(`"{createdAtMicros}:{themeId}"`,Err 文案「主题列表游标格式无效」,已核对不含 404/409 关键词)、`sort_public_themes`(`created_at` 倒序 + `theme_id` 兜底)、`page_public_themes`(排序 → retain 游标之后 → 多取一条判 has_more;**先过滤再切页**的顺序语义写进文档注释)、`sort_theme_members`(`sort_order` 升序 + `member_id` 兜底)与 `page_theme_members`。
- **契约**:`shared-contracts` 新增 `GameDistributionThemeStatus` / `GameDistributionThemeReference` / `GameDistributionThemeSummary` / `GameDistributionThemeListResponse` / `GameDistributionThemeDetail` / `GameDistributionCreateThemeRequest` / `GameDistributionUpdateThemeRequest` / `GameDistributionUpsertThemeMemberRequest`,`GameDistributionGameSummary` 追加可选 `themes`(按 `collected` 先例只在详情路径下发);TS 镜像同步;parity 登记 **58 组**(响应构建器待路由落地后再登记,parity 要求函数真实存在)。
- **数据契约表目录**:补两张表小节,94 → **96**。
- **测试**:`theme.rs` 16 个单测(成员 id 确定性、状态三态与公开可见、成员可见性逐格与收藏判定等价、根判定、页大小边界、游标往返与非法输入、排序稳定性与同 `sort_order` 兜底、分页不重不漏)。
- **门禁**:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` **97 passed**;`cargo test -p spacetime-module` 274 passed / 1 ignored;DTO parity **58 组**;`check:spacetime-schema` 0(**96** tables);`check:server-rs-ddd` 0;`check:encoding` 0(5388 files);`cargo fmt --all -- --check` 0;`git diff --check` 0(8 个改动文件 0 删除行)。
2026-10-06 01:46:23 +08:00
suzmii f703bc49d4 docs(游戏共创): 修正收藏幂等注释与实现不符之处(换用户不是 409)
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端到端实测(`scripts/check-game-distribution-collection-e2e.mjs`)发现注释与实现不一致,**行为本身无缺陷,改的是注释**:

- `api-server/src/modules/game_distribution.rs:1389-1396`(`collection_request_digest` 文档注释):原写「同一个 key 撞到不同作品 / 不同用户」都被判成同键不同请求(409)。实际只有**换作品**是 409;**换用户**不会命中彼此收据(收据键 `(user_id, action, idempotency_key)` 本身含 `user_id`),两个用户各走各自的新请求、正常 200。已改写为「换作品 → 409;换用户 → 200 各自成功」,并注明这条注释曾写错。
- `api-server/src/modules/game_distribution.rs:1404-1408`(`collect_game` handler 幂等说明):同上(原文「同键不同请求(换作品 / 换用户)是 409」)。
- `api-server/src/modules/game_distribution.rs:7896-7897`(测试 `collection_request_digest_binds_user_and_game` 的描述):补上「换作品 → 409 / 换用户不会(收据按用户隔离)」;**断言未改**(它只断言摘要对两维度敏感,本来就与实现一致)。
- `docs/【技术方案】游戏共创与作品Fork-2026-10-03.md:339`(`§3.4` 接口表同一句话):同一口径修正。
- `module-game-distribution/src/collection.rs:173`:把易被误读为「客户端 Idempotency-Key」的注释改为明确的「主键派生必须对两个维度都敏感」,并说明与幂等收据的键无关。

`spacetime-module/src/game_distribution.rs:4717-4719` 的注释本来就与实测一致(「不同用户 / 不同作品即使共用同一个 Idempotency-Key 也不会互相命中」),未改。

门禁:`cargo check -p api-server --all-targets` 0(仅既有 1 warning);`cargo test -p api-server collection` 7 passed;`cargo fmt --all -- --check` 0;`check:encoding` 0(5382 files);`git diff --check` 0。

遗留(非本人文件,未改):`scripts/check-game-distribution-collection-e2e.mjs:32-34,537` 的说明文字仍在描述「api-server 注释与实测不一致」,现已一致,需该脚本作者同步(归另一会话)。
2026-10-06 01:34:35 +08:00
suzmii f09607d903 feat(游戏共创): 收录(收藏)列表补真分页(cursor + limit)
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- 纯函数(`module-game-distribution/src/collection.rs`,与收藏另两条规则同文件):`encode/parse_game_distribution_collection_cursor`(`"{created_at_micros}:{collection_id}"`,复用仓库既有 `"{micros}:{id}"` 惯例;非法 → Err「收藏列表游标格式无效」→ 400)、`game_distribution_collection_page_limit`(0/缺省 → 20,超界 → 50)、`game_distribution_collection_page`(稳定全序排序 → 跳过游标之前 → 取 limit → 多取一条判 has_more,只对页内最后一条编码下一游标)
- 排序与顺序语义:`created_at` 倒序 + `collection_id` 升序兜底(主键、同用户内唯一 ⇒ 全序,翻页不重不漏);**先按可见性过滤、再排序切页**——游标位置必须落在已过滤序列上,否则被过滤的行会让下一页漏项(推理写进 tx 与纯函数注释);snapshot 只对最终页成员计算
- 模块:list 的 input 增 `limit` / `cursor`,result 增 `next_cursor`;api-server `my-collections` 加 `Query<MyCollectionsQuery>`,默认 20 / 上限 50(网格一屏 vs 单响应体积;与后台列表的 200 口径不必相等,理由写进注释),超界**截断**不报错,非法游标 400 透传不吞,日志带 `has_more`
- 契约:Rust DTO 增 `next_cursor`、TS 镜像同步、parity 登记(50 组一致)
- 文档:§3.4 的 `my-collections` 行补分页语义(默认/上限/游标格式/非法 400/末页 null/排序口径)
- 测试 13 条:纯函数 8(不足一页 → None;恰好整页不产生空游标;5 条 limit=2 连翻 3 页不重不漏;同 `created_at` 用 `collection_id` 兜底;limit=0 与超界;游标往返 + 7 种非法输入)、模块事务结构 2、api-server 3(默认与截断、`nextCursor` 透传、非法游标 → 400)
- 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` **81 passed**;`cargo test -p api-server game_distribution` **73 passed**;`cargo test -p spacetime-module` 274 passed / 1 ignored;DTO parity **50 组**;`check:spacetime-schema` 0(94 tables);`check:encoding` 0(5382 files);`cargo fmt --all -- --check` 0;`git diff --check` 0
2026-10-06 01:31:09 +08:00
suzmii 4b1f24a8fc feat(游戏共创): 收录(收藏)契约与文档同步(块 3/3)
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- `shared-contracts`:新增 `GameDistributionCollectionState { collected, replayed: Option<bool> }` 承载 PUT/DELETE 共用形状(PUT 才发 `replayed`);既有 `GameDistributionGameSummary` 增 `collected: Option<bool>`(公开详情登录时才带)——该类型只被 api-server 测试与 `GameDistributionListResponse` 引用,加字段不影响任何现有发送方
- `packages/shared` TS 镜像同步(`{ collected: boolean; replayed?: boolean }` 与 `GameDistributionGame.collected?: boolean`),并按既有约定登记进 `scripts/check-game-distribution-dto-parity.mjs`(PAIRS + 手拼响应构建器);注意 `json!` 字面量里不插注释行(parity 脚本抓顶层键时不剥注释,这个坑今天踩过一次)
- 技术方案:`§2.4` 入口矩阵补「收藏按钮 / 我的收藏(登录)与我的作品页同行风格」;`§3.4` 接口表补三条路由(含 404/409 语义、PUT 要求幂等键而 DELETE 不要求及理由、`my-collections` 只含公开作品且不删行)与公开详情 `collected` 的可见性口径;`§7` 把「收录/收藏」从范围外移除并标注已纳入落地
- 数据契约表目录:新增 `game_distribution_collection` 小节(主键确定性、两个索引、为什么不删行、为什么不建唯一索引),供 `check:spacetime-schema` 守卫通过(94 tables)
- 门禁:DTO parity 0(**49 组** Rust/TS 一致,较本轮前 +7);`check:spacetime-schema` 0(94 tables,对照新 merge-base `51cb05f4`);`check:encoding` 0;`git diff --check` 0
2026-10-06 01:14:05 +08:00
suzmii cc7d214136 feat(游戏共创): 收录(收藏)接口:三条路由 + 公开详情 collected(块 2/3)
- 新增 `collections` 路由组(整组 `require_bearer_auth` + `add_no_store_response_headers`,用户态读不会被任何缓存复用):
  · `PUT /api/game-distribution/games/{game_id}/collection` → `{ collected: true, replayed }`,要求 `Idempotency-Key`(沿用既有 `idempotency_key(&headers)?`);同键重放 `replayed=true`,同键不同请求(摘要绑定 `(userId, gameId)`)→ 409,重复收藏(不同键)只留一行且成功
  · `DELETE .../collection` → `{ collected: false }`,**不要求 Idempotency-Key**:按确定性主键删除本就幂等(不存在也算成功),没有「重放 vs 新意图」可区分;也**不要求作品仍公开**(下架后仍可清理)
  · `GET /api/game-distribution/my-collections` → `{ games: [<public_game_payload>…], nextCursor: null }`,逐条复用既有公开目录的组装方式,只含当前公开可读作品
- 公开详情 `GET /games/{game_id}` 增量:**已认证**返回 `collected: true|false`;**匿名不返回该键**(选这种口径的理由:`false` 会把「未登录」说成「没收藏」,客户端无法区分就会渲染出错误的按钮态);携带无效/过期 token 时按**匿名**处理(沿用 `record_game_play` 的取舍——公开详情匿名可读,不该因此掉 401),因此该响应与纯匿名逐字节相同(单测断言)。实现复用既有 `auth::optional_access_token_from_headers`(`auth.rs:223`),**没有自造 extractor**;值来自新 procedure(真实投影),**未改动既有公开快照契约**
- **共享缓存核实(硬性项)**:公开详情所在的 `public_games` 路由组带 `add_no_store_response_headers`;`app::build_router` 只做 merge/背压/错误归一化/request_id/tracing/`attach_request_context`,**没有任何响应体缓存或预渲染**;本模块唯一进程内缓存是 `RELEASE_PACKAGE_CACHE`(键 = OSS 对象键、值 = 发行包字节),与 per-user JSON 无关。结论:**该路径无共享缓存,不需要绕开**
- 错误码:作品不存在 → 404;未公开/已软删除/无当前公开版本 → 409(文案「作品状态不允许收藏(未公开或已软删除)」刻意含「状态」而不含「已被删除」,以命中既有映射的 409 分支而非 404 分支)
- 测试(本文件内,新增 5 条):三条路由无 Bearer → 401 且 `no-store`;404/409/摘要不一致 409 的映射;摘要绑定 `(user, game)` 的幂等隔离;PUT/DELETE 的载荷形状;公开详情「匿名无 collected 且与目录负载逐字节相等、登录时 Some(true)/Some(false) 各出现且只多这一个键」
- 门禁:`cargo test -p api-server game_distribution` **70 passed**(含新增 5 条);`cargo check --all-targets` 0
2026-10-06 01:13:37 +08:00
suzmii 77c30bb7b2 feat(游戏共创): 收录(收藏)数据模型与绑定(块 1/3)
- `spacetime-module`:新增表 `game_distribution_collection`(`collection_id` 主键、`user_id` / `game_id` 各具名 btree 索引、`created_at`)。**防重靠确定性主键** `collection_id = "{user_id}:{game_id}"`(与 `profile_save_archive.archive_id` 同一写法):同一 (用户, 作品) 在结构上不可能有第二行,不依赖「事务里先查后写」(那种写法只在单写者假设下成立,分片/并发时两个事务都可能先查到不存在再各写一行);正因主键即约束,**不需要**再建 `(user_id, game_id)` 唯一索引,两个索引只服务两个读取方向
- 下架(未公开/软删除)**不删除**收藏行:收藏是用户态事实,读侧投影时才按当前公开性过滤,作品重新公开后同一行自动回到列表(注释写明)
- 新增动作常量、4 个输入类型、3 个结果类型、3 个事务(collect / uncollect / list)+ 读态 helper + 4 个 procedure;`uncollect` 按确定性键删除且**不要求作品仍公开**(下架后拒绝取消会给用户留下清理不掉的脏行);`list` 走 `user_id` 索引 + 既有 `public_game_distribution_snapshot` 投影,只含当前公开可读作品
- 新增 `module-game-distribution/src/collection.rs`:两条纯函数(`game_distribution_collection_id`、`game_distribution_collection_visible`)+ 单测——后者用「同一行、四种可见性输入」直接钉住「已收藏 → 下架 → 列表不含 → 重新公开 → 列表又含」这条链路,不必起真库
- `migration.rs`:新表进白名单并补中文注释
- `spacetime-client`:record + 3 个 mapper + 4 个方法 + 2 个 RecordInput,并按既有做法只保留 `module_bindings/game_distribution*`(13 个新文件)与 `module_bindings.rs` 的生成改动、还原其余 rustfmt 漂移
- 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` 75 passed;`cargo test -p spacetime-module` 273 passed / 1 ignored(含 4 条新事务结构断言);`cargo fmt --all -- --check` 0
2026-10-06 01:13:08 +08:00
suzmii 96309c895c 新增「原版与二创对比」页与路由登记(含 nginx×3 + Pingora allowlist)
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- 新增路由 /games/compare(stage game-compare):STAGE_ROUTE_ENTRIES + SelectionStage 类型 + 壳层 lazy 引入/导航回调/渲染分支 + 页面标题,四处同批登记
- 三份 nginx SPA allowlist(deploy/nginx/genarrative.conf、deploy/nginx/genarrative-dev-http.conf、deploy/container/nginx.conf)与 Pingora MAIN_SPA_PATHS 同步放行 /games/compare(保持既有排序):check:nginx-spa-routes 18 SPA routes、check:pingora-route-parity 均绿
- 对比页左右两侧各自取数与降级:任一侧不可读(不存在/未公开/已软删除)或没有可玩版本时只降级那一侧,另一侧照常;显示标题、作者与代际;桌面左右并排、窄屏上下堆叠
- iframe 复用游玩页同一份嵌入:抽出 GamePlayFrame(sandbox=allow-scripts、allow=fullscreen、referrerPolicy=no-referrer、.game-player-frame),游玩页改为渲染它,不再存在第二套嵌入逻辑
- 入口:二创作品详情页在存在父作品时给出「与原版对比」;族谱节点仅在其父作品可见时给出同一入口
- 测试:对比页两侧渲染与 iframe 复用属性、单侧降级后另一侧照常;详情页入口(有/无父作品);族谱节点入口(父可见才出现);路由与标题登记;壳层「族谱节点→对比页」导航与对比 stage 渲染
- 顺手:按 eslint 自动修复两个文件的 import 排序
2026-10-06 00:56:31 +08:00
suzmii 959ed4fd53 合并 origin/master(51cb05f41,22 个提交)到 feat/game-purchase
- 逐块合并 server-rs/crates/api-server/src/modules/game_distribution.rs:以 master 的 ReleaseAssetResponseInput / 5 参 release_asset_response_with_cache / ETag / 304 / gzip 结构为准,并在其上保留本分支的付费 404 守卫(price_mud_points > 0 仍在 release_package_bytes 读包之前返回);播放会话资源响应改用同一结构(etag None、cache_control no-store、沿用 accept-encoding 协商)。
- 合并 src/components/game-distribution/GamePlayPage.tsx:接入 master 的共享 PlatformGameLoadingSurface 与 PLATFORM_GAME_LOADING_TIMEOUT_MS,删除本地重复常量 GAME_PLAY_STARTUP_TIMEOUT_MS 与裸 div,买断制播放会话准备态改由共享加载面承载。
- 合并 src/components/game-distribution/GameDetailPage.tsx:同时保留 master 的 onOpenCreator 作者插槽与本分支的买断制购买弹窗、onOpenRecharge 充值入口。
- 合并 vite.config.ts:保留 master 的 /api/creators 代理,并保留 play-sessions 前缀清 Cookie 规则(顺序仍在通用 /api/game-distribution 之前)。
- 合并 deploy/nginx/README.md:保留 master 的 SPA allowlist 门禁口径(含 /creators、/creators/connections)与本分支的播放会话前缀章节;三份 nginx 模板的 ^~ play-sessions location 与清 Cookie 原样保留。
- 合并 apps/admin-web/src/pages/AdminGameDistributionReviewPage.test.tsx:保留 master 的加载面/超时用例与本分支的审核价格(冻结价优先、历史按 0)用例。
- 合并 src/components/game-distribution/GameDistributionPages.test.tsx:保留双方 mock,并新增「付费作品在会话签发期间显示共享加载面」用例。
- 合并 docs/【玩法创作】平台入口与玩法链路-2026-05-15.md(保留买断制合同并回填 master 的创作者主页与关注粉丝合同)、decision-log.md、pitfalls.md:追加双方条目,不改写任一侧正文。
- 保留 master 侧新增能力:release_asset_etag / if_none_match_matches / accepts_gzip_encoding / gzip_release_asset / release_asset_not_modified_response、SPA 加载面、创作者主页与关注粉丝(user_follow 表、creator 查询与 author_id 过滤)。
2026-10-06 00:28:36 +08:00
suzmii bdcefe91d1 Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts:
#	deploy/container/nginx.conf
#	deploy/nginx/genarrative-dev-http.conf
#	deploy/nginx/genarrative.conf
#	server-rs/crates/api-server/src/modules/game_distribution.rs
#	src/components/game-distribution/GameDetailPage.tsx
#	src/components/game-distribution/GameDistributionPages.test.tsx
#	src/components/platform-entry/PlatformEntryActiveFlowShell.tsx
2026-10-06 00:19:40 +08:00
lhk229 51cb05f418 补充创作者主页与关注粉丝工程文档 (#638)
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本 PR 补齐创作者主页与关注粉丝功能的产品合同和工程设计,供后续按里程碑实施;本次只修改文档。

桌面导航第四项进入自己的创作者主页,“我的”移到第五项。游戏详情可进入作者主页并关注/取消关注;自己或他人的关注、粉丝列表均公开可查看,点击用户头像或昵称可进入其主页。本人支持取消/重新关注、回关和移除粉丝,并明确两个关注方向独立。

工程设计包含关系表与 DTO、认证和事务边界、跨页状态同步、共享组件、深链及验收要求,拆分关系查询和页面交互两个里程碑。按用户要求,游戏列表沿用最多 48 项的现有限制,不增加游戏目录分页改造。

验证:
- 已合入最新 origin/master(21c79f54a);共享决策记录冲突保留双方新增内容。
- npm run check:encoding 通过。
- npm run check:doc-index 通过。
- git diff --check 与暂存差异检查通过。
- 相对 master 仅六份文档发生变化;没有业务代码或 schema 修改,未执行业务测试或部署。

Reviewed-on: #638
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
2026-10-05 22:05:11 +08:00
k88936 e27ce5573f 修复(会员档位): 缺行目录改为逐档回填并在写入前校验覆盖
- ensure_default_profile_membership_plan 从「空表整表播种」改为按目录逐档补齐缺失行,已存在行不覆盖后台改价
- 新增 missing_runtime_profile_membership_plan_rows 纯函数并在 module-runtime 根导出,回填逻辑可单测
- validate_runtime_profile_membership_plan_row_against_catalog 增加「existing 必须覆盖除 candidate 外全部档位」校验,缺行直接拒绝写入
- 更新 init 注释:懒补齐而非懒播种,全部档位补齐后幂等无写
- 补缺行拒绝与回填幂等两条目录单测
2026-10-05 20:22:37 +08:00
suzmii b1e40d8b68 修复买断制购买分支遗留的 Rust 格式偏差
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- server-rs/crates/pingora-gateway/src/main.rs:播放会话代理测试中的 assert! 断言按 rustfmt 收成单行。
- server-rs/crates/spacetime-client/src/active.rs:游戏分发购买相关 use 导入列表按 rustfmt 重新断行。
- server-rs/crates/spacetime-client/src/active/mapper.rs:游戏分发记录类型与映射函数的 pub use 导入列表按 rustfmt 重新断行(两处)。
- server-rs/crates/spacetime-client/src/active/mapper/game_distribution.rs:购买结果映射的 result.purchase.map 链式调用按 rustfmt 换行。
- 仅格式变动,不改变行为;改动前 npm run check:rustfmt 在上一提交 8d8e74ca6 报这 4 个文件,改动后转绿(master 96859666f 上同为绿)。
2026-10-05 20:00:30 +08:00
k88936 a938a4ef9e 兼容(契约): 响应 DTO 新增字段一律可选默认
- ProfileMudPointBalanceResponse.monthly_points 缺省为 0
- ProfileMembershipResponse 的 cycleIndex / cycleCount / cycleKind 缺省 1 / 1 / yearly
- ProfileMembershipPlanResponse 的 recommended / unlimitedConcurrency 缺省 false
- ProfileRechargeCenterResponse.membershipPlans 缺省空数组
- 补「旧服务端缺字段仍可整包解析」契约测试,身份与状态字段仍保持必填
- 后端架构文档新增 shared-contracts DTO 变更规则,并同步团队约定
2026-10-05 19:37:48 +08:00
k88936 00bb2a7b15 修复(会员审计): 后台改档时间改用 SpacetimeDB 事务时间
- upsert_profile_membership_plan_record 不再信任入参 updated_at_micros
- updated_at / created_at 统一取 ctx.timestamp,客户端时钟无法伪造审计时间
2026-10-05 19:24:57 +08:00
k88936 6374c7c445 重构(会员升级): 目录倒挂用独立 rejection 与配置错误码
- 新增 RuntimeProfileMembershipUpgradeRejection::CatalogPricingInverted
- 报价遇到价格 / 每期泥点相等或倒挂时返回该变体,不再复用 InvalidQuoteInput
- rejection.error_code() 把目录倒挂映射为 InvalidPlanConfig,人读文案保留原因
- profile.rs 三处统一用 membership_upgrade_rejection_error,并重导出该 rejection 类型
- api-server 补 400 + invalid_plan_config 映射断言
2026-10-05 19:23:00 +08:00
k88936 e90929057c 修复(会员补差): ceil_div 零分母不再静默返回 0
- 删除 denominator == 0 时的静默 0 元兜底,保留 debug_assert 并在 release 下除零 panic
- 与函数注释「零分母属程序员错误,应立刻暴露」保持一致,避免潜在少收金额
2026-10-05 18:15:36 +08:00
suzmii d7c4f82d7d 修复自查发现的门禁与体验问题:格式、超时态语义、压缩 CPU 边界
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- 新增 Rust 测试补齐 cargo fmt;ESLint 按仓库约定收口:常量与解析函数拆到 platformGameLoadingSurfaceModel.ts,删除 GAME_PLAY_STARTUP_TIMEOUT_MS 常量别名(测试直接用共享常量)
- 共享加载面新增 stalled:宿主判定等待不再推进时停掉进度动画并把 aria-busy 置回 false(去掉与 role=status 重复的 aria-live)
- 后台试玩超时时传入 stalled,避免「一边转圈一边说超时」
- Accept-Encoding 权重参数名改为大小写不敏感(RFC 9110 §12.5.3),GZIP;Q=0 视为拒绝并补用例
- 发行资源压缩分级:≥2 MiB 改用 level 1(zlib 端实测约 1/3 耗时、压缩比差约 3%),小文件仍用 level 6
- 文档:主规范补压缩与条件请求契约(并写明 60 秒窗口与撤销窗口不放宽)、nginx README 修正 Pingora 压缩关闭时的口径、pitfalls 补 CPU 边界与措辞修正
2026-10-05 18:02:48 +08:00
suzmii d1bfe4c08b 修复游戏买断制付费的作者豁免、价格口径与契约可空性
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- H1:购买事务在扣费前判定 `game.owner_user_id == user_id` 并失败关闭,领域 `resolve_game_purchase_decision` 新增 `is_owner` 标记返回 `OwnerCannotPurchase`(文案「作者本人无需购买」);api-server `map_purchase_error` 映射为 400 `GAME_PURCHASE_OWNER_EXEMPT`;购买路由按角色显式拒绝管理员令牌(403 `GAME_PURCHASE_ADMIN_NOT_ALLOWED`),管理员免购买不扣费。

- M1:`version_detail_payload` 的历史版本价格改为 `frozen_version_price_mud_points(version).unwrap_or(0)`,与待审列表及审核通过后生效的游戏行价格统一;同步把既有断言改为「历史版本缺 `priceMudPoints` 按免费(0)」。

- M2:`shared-contracts::GameDistributionVersionSummary.entry_url` 改为 `#[serde(default)] Option<String>`,与公开投影对未购买者下发的 `entryUrl: null` 一致。

- M3/L5:SpacetimeDB 购买事务改为复用 `module_game_distribution::resolve_game_purchase_decision`(新增 `game_distribution_visibility` 与 `resolve_game_distribution_purchase_decision` 包装),可购买性口径统一为「活动版本存在且 `status = published`」(复用 `public_game_distribution_version`),删除事务内联判定。

- 测试:内存领域作者自购拒绝;SpacetimeDB 购买判定五分支(免费 / 未公开 / 版本未公开 / 已拥有 / 作者自购)、事务源扫描(先判定后扣费、公开投影口径)、审核通过时历史版本价格生效为 0;api-server 管理员令牌 403、公开投影 `entryUrl: null` 可被 Rust DTO 解析、错误映射补作者豁免。

- `scripts/check-game-distribution-dto-parity.mjs` 增加可空性一致性比对(TS `| null` ⟺ Rust `Option`,允许 `?` 表示可省略),已用负例验证能拦住同类漂移。

- 同步更新 docs/【后端架构】server-rs与SpacetimeDB数据契约:登记作者豁免 / 管理员 403 / 可玩性口径 / 历史价格按 0;顺带修复 `module-game-distribution` 与 `spacetime-module` 既有未格式化行。
2026-10-05 18:00:03 +08:00
k88936 87a3794423 文档(会员契约): 后台改档请求并发上限不再硬编码 128
- AdminUpsertProfileMembershipPlanRequest.concurrentJobLimit 改为引用后端下发的 unlimitedConcurrencyThreshold
- 同步重新生成 ts-rs 绑定
2026-10-05 17:56:02 +08:00
k88936 8e9d2389e0 文档(会员契约): 并发上限不再硬编码 128 哨兵
- ProfileMembershipPlanResponse.concurrentJobLimit 改为引用后端下发的 unlimitedConcurrencyThreshold
- 同步重新生成 ts-rs 绑定,避免哨兵值变更时注释误导消费方
2026-10-05 17:54:38 +08:00
suzmii d40df89e2c 修复付费游戏播放会话在边缘转发 Cookie 导致 403 不可玩
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- nginx:三份模板在通用 /api location 之前新增 location ^~ /api/game-distribution/play-sessions/,代理头与通用 /api 一致并清空 Cookie
- nginx:^~ 保证该前缀不被正则 location ~ ^/api(?:/|$) 抢先;只匹配带尾斜杠的前缀,创建会话端点继续走通用 /api 并保留 Cookie
- pingora:新增 RouteDecision::PlaySessionGateway,走 api 上游并同样套用 api 限流分组、大小上限与维护闸
- pingora:抽出 route_clears_cookie,发行入口 ReleaseGateway 与播放会话入口在上游代理阶段统一清空 Cookie
- pingora:classify_path 在通用 /api 分支之前命中播放会话前缀,并新增播放会话路由、Cookie 清除与保护等级用例
- 路由矩阵:新增 play_sessions_gateway 用例,声明清空 Cookie 与 protectionClass api
- 门禁 check:nginx-spa-routes:新增播放会话前缀断言——三份模板存在 ^~ location、块内清空 Cookie、代理头齐全且排在通用 /api location 之前
- 门禁 check:pingora-route-parity:新增断言——平台内容网关用例必须清空 Cookie 且不得复用通用 /api location,Rust 播放会话分支必须排在通用 /api 之前并由 route_clears_cookie 清理
- 门禁 check:pingora-gateway-smoke:新增真实网关用例——播放会话前缀转发到 api 上游并清空 Cookie、创建会话端点保留 Cookie
- dev:vite.config.ts 在 /api/game-distribution 规则之前新增同名前缀代理并清除 Cookie
- 文档:同步 Pingora 试点文档、本地开发运维文档、deploy/nginx/README 与 shared-memory 决策/踩坑记录
2026-10-05 17:53:51 +08:00
k88936 759bcf98a8 文档(会员契约): 澄清 status 兜底只作用于 Rust 客户端
- ProfileMembershipResponse.status 注释改为“Rust 反序列化未知取值按 active 兜底,TS 侧不归一化”
- 同步重新生成 ts-rs 绑定,避免 Web 消费方误以为前端也会 fail-open
2026-10-05 17:53:23 +08:00
suzmii c732a3f851 实现游戏买断制泥点付费的 api-server HTTP 层、公开投影与播放鉴权
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- server-rs/crates/api-server/src/runtime_profile.rs:钱包流水来源类型补 GamePurchase 分支并导入 game_purchase 常量,修复 non-exhaustive match 编译错误。
- server-rs/crates/api-server/src/modules/game_distribution.rs:创建版本接受并校验 priceMudPoints(复用 normalize_game_price_mud_points,越界 400),随版本冻结资料一起落库。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 POST /api/game-distribution/games/{gameId}/purchase(require_bearer_auth + 必填 Idempotency-Key,请求体 { expectedPriceMudPoints }),经 facade 原子扣费并返回 GameDistributionPurchaseResponse。
- server-rs/crates/api-server/src/modules/game_distribution.rs:购买错误映射——余额不足 400 INSUFFICIENT_MUD_POINTS、价格已变化 409、免费游戏 400、游戏未公开或不存在 404、缺幂等键 400。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 POST /api/game-distribution/games/{gameId}/play-session;免费作品直接回既有公开入口,付费作品接受管理员令牌(沿用现有 admin 鉴权,免购买)与用户令牌,校验已购买 / 作者本人,未登录 401、未购买 403,签发绑定 gameId + userId 的 2 小时会话。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 GET /api/game-distribution/play-sessions/{token}[/{assetPath}] 网关,无登录中间件、凭令牌读取,能解析平台刷新会话 Cookie 时 403,令牌过期 / 不存在、游戏下架或封禁、缺少有效公开版本一律 404,复用发行包读取与 CSP/MIME/nosniff/CORP 并全程 no-store。
- server-rs/crates/api-server/src/modules/game_distribution.rs:公开发行网关 releases/{gameId} 在当前公开版本 price_mud_points > 0 时返回 404,付费作品只能走播放会话路径。
- server-rs/crates/api-server/src/modules/game_distribution.rs:game_payload 发出 priceMudPoints 与 purchased 默认值;public_game_payload 按查看者解析 purchased,并对未购买且非作者 / 非管理员的付费作品把 currentVersion.entryUrl 置 null;公开详情接口可选鉴权读取当前用户,坏令牌按匿名、购买态读取失败按未购买。
- server-rs/crates/api-server/src/modules/game_distribution.rs:private_version_payload 发出该版本冻结价(历史缺字段为 0);作者 / 管理员版本详情的 game payload 按「冻结价优先、否则游戏行价」。
- server-rs/crates/api-server/src/state.rs:新增付费游戏播放会话的进程内存储与读写方法,读取时清理过期会话。
- server-rs/crates/api-server/src/admin.rs:抽出 resolve_admin_session,新增 try_authenticate_admin_from_headers 供同时接受管理员 / 用户令牌的端点复用,require_admin_auth 的校验与鉴权行为不变。
- server-rs/crates/spacetime-client/src/active.rs:补出 GameDistributionPurchaseRecordInput 的 re-export。
- docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md:登记购买、播放会话、公开详情入口隐藏与公开发行网关的 HTTP 契约。
- 补齐 api-server game_distribution 定向测试:价格校验 400、公开投影入口门禁(未购买 / 已购买 / 作者 / 管理员 / 免费)、冻结价回读、购买错误映射、购买路由鉴权与幂等键、播放会话网关 Cookie / 未知与过期令牌 / 路由挂载。
2026-10-05 17:32:40 +08:00
suzmii 10d1fcbc5f fix(游戏共创): 工程源包校验器对抗性补强(P0-a/b/c + 执行级交叉证据)
对抗性复核(`local://verify-m2b.md`)确认三个真实缺口,本次按 P0 → P1-b 补齐;两端规则逐条对齐,parity 门禁仍绿。

- **P0-a 凭据/依赖识别**:任意层级目录新增 `.aws` / `.ssh` / `.kube` / `.docker` / `.gnupg` / `.terraform` / `.secrets`(服务端新增独立变体 `CredentialDirectoryNotAllowed`);文件名前缀新增 `credentials` / `id_ecdsa` / `id_dsa` / `terraform.tfstate` / `service-account`;后缀新增 `.jks` / `.keystore` / `.ppk` / `.p8` / `.kdbx` / `.der`;全名新增 `.htpasswd` / `.pgpass`。另外对**小体积文本条目**(≤256 KiB、扩展名在白名单或无扩展名)做内容特征扫描:PEM 私钥块、`AKIA`+16 位、`ghp_`/`github_pat_`/`xox*-`(服务端新增 `SecretContentDetected`);更宽的前缀启发(如 `sk-`)**故意不做**并在注释里写明理由(误报会直接阻断作者发布)
- **P0-b 规模检查不再被声明值骗**:两侧校验器改为**读取层封顶**——`by_index(index)?.take(declared_size + 1)` + 预分配收紧到单文件硬上限 + 多读 1 字节即判溢出、短读同样失败;压缩比分母从整包字节改为**该条目自身的压缩字节**;**同一修法同步到发行包校验器**(`package.rs` 原有同款洞),常量注释改成与实现一致(明确它不是整包炸弹防线)
- **P0-c 嵌套包识别**:扩展名并集 `.zip/.tar/.gz/.tgz/.7z/.rar/.jar/.whl/.nupkg` + **magic bytes 嗅探**(zip/7z/rar/gzip/tar-ustar),改名成 `.dat` 也拦。**一处有证据的偏离**:`by_index_raw` 拿到的是**压缩流**(zip 2.4.2 文档与实测一致),按它嗅探会漏拦,因此改为对**已按声明大小封顶读出的解压内容**判 magic;客户端命中即报错并点名路径与格式
- **P1-b 执行级交叉证据(走 dev-dependency 路,未退化到 fixture)**:客户端 crate 加 `[dev-dependencies] module-game-distribution`,新测试用真实打包器产出字节喂给服务端 `validate_project_bundle_zip` 断言接受(并逐项比对摘要/字节数/条目顺序),再手造含 `.env` 与 `node_modules` 的包断言服务端独立拒绝
- 客户端同时补上**路径形状检查**(`BUNDLE_FORBIDDEN_PATH_CHARS` / `_SUFFIX_CHARS` / `_SEGMENTS` + `bundle_entry_path_shape_error`),修掉「macOS/Linux 上 `src/a?.ts`、`x.` 客户端能打、服务端必 422」的不一致;客户端压缩比预检也改按条目压缩字节
- 测试:`cargo test -p module-game-distribution` **73 passed**(+4);AGC `cargo test -- project_bundle` **24 passed**(含交叉证据那条);**发行包回归**:`cargo test -p api-server game_distribution` **60 passed / 0 failed**(`package.rs` 改动无行为回归,新增「声明说谎 → ReadFailed」用例)
- 门禁:`cargo check --all-targets` 0;两端 `cargo fmt --check` 0;policy parity 0(服务端 51 条全被客户端覆盖);DTO parity 0;schema 0;encoding 0;`git diff --check` 0
2026-10-05 17:30:50 +08:00
suzmii 861dc0a676 feat(游戏共创): M2b 上行路由族 + 下行优先与缓存资产维度(块 C+D)
- 上行(作者、Bearer + 发布灰度,与发行包族逐条对齐):`PUT /versions/{id}/project-bundle`(整包一次上传,≤ 200 MiB)、`GET …/project-bundle/upload-state`、`PUT …/project-bundle/chunk`(`x-genarrative-upload-offset`,分片上限同发行包)、`POST …/project-bundle/complete`、`POST …/project-bundle/reset`;载体一律 `application/octet-stream`,分片边界与偏移语义只有一套
- 对象键:新增 `game_distribution_project_bundle_object_key(game_id, version_id)` = `…/{version_id}.project.zip`;发行包 helper **未改**(仍是 `.zip`)→ 同一(作品, 版本)的两份资产互不覆盖、也不会串用读取缓存
- 阶段门:新增**唯一**共享函数 `ensure_project_bundle_uploadable`,5 条上行路由全部调用、无重复实现。判定顺序:① 已确认(`project_bundle_bytes > 0`)→ 409 `PROJECT_BUNDLE_ALREADY_EXISTS`(必须先判:确认工程包不驱动版本状态机,已确认的版本可能仍停在 `awaiting_upload`);② `status` ∉ {`awaiting_upload`, `upload_failed`} → 409 `PROJECT_BUNDLE_UPLOAD_NOT_ALLOWED`(与模块事务同口径)
- `complete`:回读整包 → 与 HEAD 权威长度比对 → `validate_project_bundle_zip`(失败删半包对象 + 记上传失败 + 422 `PROJECT_BUNDLE_VALIDATION_FAILED`)→ `confirm_game_distribution_project_bundle`;幂等键与摘要口径照抄发行包 complete
- 下行优先:`fork_source_target` 选定资产 = 有工程包时 `Project`(优先)否则 `Package`;「字节数 > 0 **且**摘要非空」才算有工程包,半写行回落 `package`(失败关闭)。元数据 `source` / `sha256` / `bytes` / `downloadPath` 随所选资产;新增 `GET /games/{id}/fork-source/project`(同两层中间件、无 Query 提取器;没有工程包时 409 `FORK_SOURCE_NOT_AVAILABLE`,**绝不静默回落成品包**),响应头与成品包同形(文件名 `{gameId}-{versionId}-project.zip`)
- 缓存键加资产维度:`release_package_bytes` 泛化为 `release_asset_bytes(state, object_key, max_bytes)`(缓存键即对象键),发行包侧退化为薄封装——键字符串、上限、`Bytes` 值类型与 4 条 / 256 MiB 预算逐字节不变,既有缓存测试继续通过
- 顺着同一「不复制第二套」原则抽出/参数化的共享件:`fork_source_bundle_response`(两份资产共用响应构造)、`package_upload_offset(headers, asset)`、`require_octet_stream_content_type(headers, asset)`(按资产给错误文案,发行包文案不变)
- 补上块 A 遗漏的两处客户端登记(否则下行字段读不到):`spacetime_client` 对 `GameDistributionConfirmProjectBundleRecordInput` 的 re-export,以及 `GameDistributionForkSourceRecord` 新增 `project_bundle_sha256` / `project_bundle_bytes` 与对应映射
- 测试 6 条:5 条上行 + 1 条下行共 6 条路由未带 Bearer → 401(逐条);`ensure_project_bundle_uploadable` 全状态(含「已确认优先于阶段」)+ 7 档拒绝;`fork_source_target` 6 种资产组合(工程包优先 / 回落成品包 / 两种半写行 / 只有工程包 / 两份都缺 → 409);两个对象键互不相等 + `ReleasePackageCache` 双资产不串味;上限镜像(`MAX_PROJECT_BUNDLE_BYTES == MAX_PACKAGE_BYTES == shared_contracts::GAME_DISTRIBUTION_MAX_PACKAGE_BYTES`、分片放行量 > 分片大小);校验失败 422 映射
- 门禁:`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` **60 passed**(基线 54;既有发行包族用例全绿 → 抽取共享件未改发行包行为);DTO parity 42 组 OK;`check:encoding` 5301 files OK;`git diff --check` 0;`cargo fmt --all -- --check` 0
2026-10-05 17:30:48 +08:00
suzmii 8ce4649081 feat(游戏共创): M2b 工程源包专属 zip 校验器(块 B)
- 新增 `server-rs/crates/module-game-distribution/src/project_bundle.rs`:`validate_project_bundle_zip(bytes) -> Result<ProjectBundleManifest, ProjectBundleError>`
  · 复用 `crate::package::normalize_archive_path`(不复制路径安全逻辑),路径不安全统一归 `InvalidPath`
  · 拒绝清单:空包 / 非 zip / 条目数 > 10 000 / 符号链接 / 加密条目 / 嵌套 `.zip` / 完全重复与大小写折叠重复路径 / `node_modules`(任意层级)/ `.git`、`.svn`(任意层级)/ `.agent`(任意层级:避免把上一个作品的改编来源记录带给下一个人)/ 根级 `dist`、`build`、`library`、`temp`、`local`(子目录同名允许,与模板包规则一致)/ 根级 `.idea`、`.vscode` / 凭据与隐私:`.env`、`.env*`、`*.pem`、`*.key`、`*.p12`、`*.pfx`、`.npmrc`、`.netrc`、`.git-credentials`、`id_rsa*`、`id_ed25519*`、`*.map` / 单文件 > 64 MiB / 累计 > 500 MiB / 单文件 > 包体 × 100
  · 规模上限与发行包**逐项相等**(200 MiB / 500 MiB / 64 MiB / 10 000 / 100):两者共用同一条上传链路,反代与 Pingora 的放行量就是按 200 MiB 校准的,放宽就得同步放开多处部署配置;单测用 `assert_eq!` 钉住这条等价关系
  · 不要求根 `index.html`(源码包没有入口约定),非空即可
- `lib.rs` 只追加 `mod project_bundle;` 与 `pub use project_bundle::{...}`(+6 行);`package.rs` **零改动**,发行包行为与测试不受影响
- 测试 16 条:合法源码包通过(故意不含 `index.html`)、上述每条拒绝规则各一条、「子目录里的 `dist/` 允许」反例、常量与发行包逐项相等、manifest 的 sha256/字节数与输入一致
- 门禁:`cargo test -p module-game-distribution` 69 passed(含本校验器 16 条);wasm build 0;`cargo fmt --all -- --check` 0
2026-10-05 17:30:48 +08:00
suzmii 604ce7f3ec feat(游戏共创): M2b 数据模型——版本行三列工程源包 + 契约与绑定(块 A)
- `server-rs/crates/spacetime-module/src/game_distribution.rs`:`game_distribution_version` 表尾追加三列(明确默认值,遵循既有追加规则)——`project_bundle_object_key: Option<String>`(`#[default(None)]`)、`project_bundle_bytes: u64`(`#[default(0)]` = 未上传)、`project_bundle_sha256: Option<String>`(`#[default(None)]`);三列同步进 `GameDistributionVersionSnapshot`、版本快照构造与建版本时的初始化
- 同文件:`GameDistributionForkSourceSnapshot` 与扁平结果类型追加 `project_bundle_sha256` / `project_bundle_bytes`,下行据此判断走 `project` 还是回落 `package`(字节数与摘要成对,缺一视为没有工程包)
- 同文件:新增 `GAME_DISTRIBUTION_ACTION_UPLOAD_PROJECT_BUNDLE` 动作常量、输入 `GameDistributionConfirmProjectBundleInput`、事务 `confirm_game_distribution_project_bundle_tx` 与 procedure `confirm_game_distribution_project_bundle_and_return`。语义:可选资产、**不驱动版本状态机**;owner 校验 → 阶段门(`awaiting_upload` / `upload_failed`,与发行包确认同口径,已公开/已取消/已撤回一律拒绝)→ 同内容幂等重放 / 换内容冲突 → 写三列 + 幂等收据
- `spacetime-client`:`GameDistributionVersionRecord` 与 `map_version` 同步三列(生成绑定把 `project_bundle_sha256` 折成 `project_bundle_sha_256`,与 `package_sha_256` 同约定);新增 `GameDistributionConfirmProjectBundleRecordInput` 与 `confirm_game_distribution_project_bundle`(沿用 `map_game_distribution_game_result` 再取 version 的既有写法)
- 契约:`shared-contracts` 的 `GameDistributionPrivateVersion` 追加 `project_bundle_bytes`(必需,`0` = 未上传)与 `project_bundle_sha256`(可选);`packages/shared` TS 镜像同步;api-server `private_version_payload` 追加同名键——**对象键不下发**,只回摘要与字节数
- 生成物:重跑 `npm run spacetime:generate -- --rust-only`,只保留 `module_bindings/game_distribution*`(含 2 个新文件)与 `module_bindings.rs`,其余 `module_bindings/**` 的 rustfmt 漂移已 `git checkout --` 还原
- 文档:数据契约表目录 `game_distribution_version` 小节补三列语义与对象键不出服务端的口径
- 顺手记下一条门禁陷阱:`scripts/check-game-distribution-dto-parity.mjs` 抓 `json!` 顶层键时要求「键前一个非空字符是 `{` 或 `,`」且**不剥注释**,在字面量里插注释行会让紧随其后的键被判成缺失(已写进 `private_version_payload` 的文档注释)
- 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` 69 passed;`cargo test -p api-server game_distribution` 54 passed;DTO parity 42 组 OK;`check:spacetime-schema` 92 tables OK;`check:encoding` 5301 files OK;`git diff --check` 0;`cargo fmt --all -- --check` 0
2026-10-05 17:30:48 +08:00
suzmii d2698cbb1d fix(门禁): 补 /games/lineage 的 Pingora 登记,并修掉被掩盖的 eslint 失败
- `server-rs/crates/pingora-gateway/src/main.rs`(MAIN_SPA_PATHS,:64-79):插入 `"/games/lineage"`(放在 `"/games/detail"` 之后,保持既有字典序)。这是主站 SPA 深链在 Pingora 网关下的登记,漏一条就把该深链打成 404;与上一提交补的三份 nginx 模板属同一条「新 SPA 路由三处同批更新」规则
- 矩阵与文档无需改:`deploy/pingora/nginx-route-parity.matrix.json` 的既有 `games_spa_fallback` 用例仍前缀匹配同一行 `location`(本次只改交替项、未新增 `location`),Pingora 试点文档的取值表同理未受影响
- `src/components/game-distribution/GameLineagePage.tsx:146`:把 `lineage?.nodes ?? []` 用 `useMemo(..., [lineage])` 稳定下来,消掉两条 `react-hooks/exhaustive-deps`。取值仍是同一表达式的结果,identity 只在 `lineage` 变化时改变,因此两个下游 useMemo(代际分组、可见 ID 集合)取值不变、只少做无谓重算;未用 disable 注释压掉告警
- 6 处 `simple-import-sort/imports` 用 `eslint --fix` 机械修(`apps/.../view/home/PlatformGameForkSection.tsx`、`apps/.../view/home/index.tsx`、`src/components/game-distribution/GameDetailPage.tsx`、`MyGamesPage.test.tsx`、`MyGamesPage.tsx`、`src/services/gameDistributionClient.ts`):逐文件比对「剥掉 import 行后的正文」——5 个文件完全一致,`GameDetailPage.tsx` 仅多一个 import 分组空行
- 这批修的是「修 nginx 时被前一道红掩盖的第二、第三个失败」:CI run 3387 卡在 `check:nginx-spa-routes`,`check:pingora-route-parity` 与 `lint:eslint` 从未跑到
- 本地验证:`check:repository-ci` 的 15 个 lint 环节 + `appSurface` vitest + `npm run build` + `git diff --check 6c9566058...HEAD` 全绿,仅两个**本机不可执行**项(`check:git-hooks` 的 Windows EBUSY、`check:generated-bindings` 的 AGC `export_bindings` 本地构建);另跑 `cargo test -p pingora-gateway` 40 passed、`npx vitest run apps/ai-game-creator-shell/tests` 1957 passed / 17 skipped
2026-10-05 17:30:47 +08:00
suzmii 4626aeefd4 fix(埋点合同): 服务端同步 AGC 新增的 creation_source=platform_game
- 依据客户端提交 `5d01e43b6`:AGC 的 `CreationSource` 新增 `PlatformGame`,按 serde snake_case 落到线上取值 **`platform_game`**(同提交的 `creation_source_gains_platform_game_without_breaking_existing_values` 用例显式给出该字面量),上报字段仍是 `project_create_success` 的属性 `creation_source`。服务端枚举此前没有它,整条事件会被判 `invalid_properties` 直接丢弃
- `shared-contracts/src/agc_analytics.rs`:`values!(CreationSource { .. })` 追加 `PlatformGame`(注释与客户端一致);解析走 serde 派生,无需新增匹配分支
- `module-runtime/src/agc_analytics.rs`:新增 `agc_accepts_every_creation_source_and_rejects_unknown`——五个受支持取值(home_game / home_design / template / selected_directory / **platform_game**)逐个通过整批校验(事件形如 `project_create_success` 且带 `project_id`),未知取值(`remix` / `platform` / `PLATFORM_GAME` / 空串)仍然失败关闭为 `invalid_properties`
- 文档:`docs/technical/【技术方案】客户端本地埋点与主站入库契约-2026-09-21.md` §6.6 的 `creation_source` 取值列表补 `platform_game`(保持 `/` 分隔与 snake_case 风格)
- 全仓核对:该枚举只有两处定义(AGC `analytics/contract.rs` 与 `shared-contracts`),**无第二处服务端镜像**、无 TS 联合类型、无 schema/OpenAPI 取值表;生成绑定不含该类型(埋点批量跨模块边界走 `payload_json: String`),因此无需重跑 spacetime generate
2026-10-05 17:30:46 +08:00
suzmii eeb345f2ad feat(游戏共创): 上架时即可指定共创授权档位(创建作品请求增量)
- TS 契约 `GameDistributionCreateGameRequest` 新增可选 `forkAuthorization?: GameDistributionForkAuthorization`,注释写明缺省禁止共创、非法值整请求 400、上架后只能单向提升
- Rust 契约同结构体新增 `#[serde(default)] pub fork_authorization: GameDistributionForkAuthorization`(非 `Option`):省略与显式传 `forbidden` 得到同一个值,**幂等摘要因此相同**——创建请求的摘要取自整个请求体,若写成 `Option` + `skip_serializing_if`,两种写法会变成「同 key 不同请求」而互相冲突;未知取值由反序列化直接拒绝
- api-server `create_game`:载荷改为 `Result<Json<..>, JsonRejection>`,拒绝统一映射成平台信封 400(与 `set_fork_authorization` 同修法),并按 rejection 文本区分文案(含 `forkAuthorization` → 「共创授权档位不合法,只接受 forbidden / nonCommercial / full」,其余 → 「创建作品请求字段不合法」;框架文本只用于选文案,不回传客户端);创建记录入参新增 `fork_authorization: fork_authorization_value(payload.fork_authorization)`
- spacetime-client:`GameDistributionCreateGameRecordInput` 新增 `fork_authorization: String` 并透传给 procedure;重新生成的 `GameDistributionCreateGameInput` 同步带上该字段
- spacetime-module:`GameDistributionCreateGameInput` 新增 `fork_authorization: String`;创建事务里用 `ForkAuthorization::parse` 解析,未知取值失败关闭(`FORK_AUTHORIZATION_UNKNOWN`,**不静默落成 forbidden**),并把原来的硬编码 `FORK_AUTHORIZATION_FORBIDDEN` 换成解析结果
- 资料编辑复用创建校验的转换函数与既有测试夹具按新字段补默认值;AGC 侧测试字面量同步(AGC 发布面板的 UI 接线留到后续,缺省值等价于不传)
- 测试:`create_game_request_defaults_fork_authorization_without_changing_digest`(缺省 → forbidden;显式 forbidden 与原缺省**摘要相同**;`nonCommercial` / `full` 原样保留;`"allowed"` 反序列化失败)与 `create_game_rejects_unknown_fork_authorization_with_envelope_bad_request`(未知档位 → 400 + 平台信封且无框架纯文本;非档位字段问题走通用文案;合法载荷不会被误拒——测试态发布灰度未配置,得到 503 而非 400,即证明载荷路径已通过且未触达创建)
- 文档:技术方案 §2.4(发布入口上架时即选档位)、§3.4(`POST /games` 请求增量补 `forkAuthorization`)、§3.9(补充说明上架指定档位已支持、事后提升仍保留)
2026-10-05 17:30:46 +08:00
suzmii 775dea02ea 修正 M3 族谱口径注释并抽出图装配纯函数(第二批)
- 修正 spacetime-module 里 get_game_distribution_lineage_and_return 的文档注释:锚点不存在/已软删除/未公开一律 found=false(api-server 映射 404),并写明理由——用空标题占位或空树代替 404 等于确认该 gameId 的存在、代际与血缘位置
- 修正 shared-contracts 里节点 status 的注释:当前只有已公开作品会成为节点(未公开节点被过滤、未公开锚点直接 404),线上取值实际恒为 published;保留该字段是为将来允许非公开节点进入树时不必再改契约
- 新增纯函数 assemble_lineage_tree_entries:家族归属校验(只保留 root_game_id 命中的血缘行)、根行以 0 代入集合、游戏行缺失的行安全跳过、重复行去重(根行优先);module 侧只负责取行与按根查索引
- 新增纯函数 resolve_lineage_author_name:账号昵称优先(trim 后非空)→ 退回发布时冻结的作者名 → 两者都空白则 None(不占位)
- 新增纯函数 lineage_entry_from_game_facts:族谱装配与衍生列表共用同一份字段映射
- module 删除 game_distribution_lineage_entry,衍生列表 tx 改用共用构造函数并复用同一份行事实折叠
- 新增 6 条单测:整族装配、旁支排除、缺行跳过、无根行回退、重复行去重、作者名归一三态
- 本批未改前端;package.json 与 lineage e2e 脚本属第三个 session,未触碰
2026-10-05 17:30:46 +08:00
suzmii c6758e5e20 style(游戏共创): 按 rustfmt 修正本分支新增代码的格式(无语义变化)
判定依据(先判定再动手):仓库根 `rustfmt.toml`(edition 2024 / max_width 100 / use_small_heuristics=Default)与本地 rustfmt 1.9.0-stable 一致;`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 的红项(24 处 hunk / 7 个文件)**全部落在本分支新增的代码上**,且 master 版本的同名文件在同样配置下是干净的(`git show 6c9566058:...errors.rs` 单文件 --check 通过),另三个 workspace(tauri / unity / godot)也 CLEAN。因此是本分支引入的格式漂移,不是环境差异——仓库 `npm run check:rustfmt`(在 `npm run lint` 里)会因此失败,故修正。

- api-server/src/modules/game_distribution.rs:两处 import 列表按宽度重排;`derived_games_payload` / `lineage_tree_payload` / `set_game_distribution_fork_authorization` 调用与 `fork_source_target` 的 `Err(...)`、取件相关测试的换行与尾逗号
- spacetime-module/src/game_distribution.rs:3 处 `return Err(...)` 与 `let Some(game) = ctx.db...` 的换行
- spacetime-client:`active.rs` 的 import 列表、`mapper/game_distribution.rs` 的 `collect()` 链、`game_distribution.rs` 的 procedure 回调换行
- module-game-distribution:`domain.rs` 的错误码字面量元组、`errors.rs` `Display` 分支的换行

验证:`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 退出 0;逐文件比对「删除全部空白后」的字符流,差异仅为 rustfmt 展开/折叠时增删的**尾逗号**(每文件长度差 ≤4 字符),无语义变化;格式化后 `cargo check --all-targets` 与 `cargo test -p api-server game_distribution`(52 passed)仍通过。
2026-10-05 17:30:45 +08:00