suzmii
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2a04f293b1
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Merge remote-tracking branch 'origin/master' into feat/game-fork
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2026-10-06 12:24:10 +08:00 |
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k88936
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796cf9843c
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Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-10-06 10:14:15 +08:00 |
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k88936
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febbdd59d5
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Merge branch 'feat/pricing-plan-fix' into feat/pricing-plan
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2026-10-06 10:12:41 +08:00 |
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suzmii
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0d0166c2d9
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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否则原样透传游戏行 `visibility`(`published` / `unpublished` / `suspended`)。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。
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2026-10-06 04:09:45 +08:00 |
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suzmii
|
09a1cf5497
|
docs(游戏共创): 共创主题文档回填(§3.4 接口表 / §3.10 实现状态 / 里程碑 Status 与验收)
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服务端三块(`2fa201e0d` 模型与纯函数、`742723a58` 公开读、`033e3aa79` 后台写)已落地,本次把文档从「只落设计」补齐到「服务端已实现」,并写死一条已知限制。
- **技术方案 `§3.4`**:新增 5 条接口行(真实路由/鉴权/错误码/字段名均以 `git show` 核对代码为准,非猜测)——公开 `GET /api/game-distribution/themes`(匿名 + `no-store`;只含 `published`;limit 缺省 20 / 上限 50 / 超界截断;游标 `"{createdAtMicros}:{themeId}"`;非法游标 400;末页 `nextCursor: null`;`memberCount` = 公开可见成员数)、`GET /api/game-distribution/themes/{themeId}`(顶层扁平 `{themeId,name,summary,badge,memberCount,roots}`;`roots` 复用公开目录同一份投影;不存在/draft/archived → 404 不返回空壳;已发布空成员 → 200 + 空 `roots`),以及 `GET /games/{gameId}` 的 `themes` 增量(匿名与登录都发、空数组恒发;先取根再按根反查 ⇒ 第 N 代作品也能跳主题页);后台 5 条(`require_admin_auth` + `AuthenticatedAdmin`,未登录/失效 401 `UNAUTHORIZED`、非 admin 403;创建与编辑要求 `Idempotency-Key`,同键重放 `replayed: true`、同键换请求 409 `THEME_IDEMPOTENCY_CONFLICT`;成员增删**不要求**幂等键(确定性主键天然幂等,删不存在也 200);非根成员 409 `THEME_MEMBER_NOT_ROOT`;后台列表含 draft/archived、limit 缺省与上限 200、无游标;`theme_id` 服务端生成 `theme-{uuid}`)。
- **`§3.10`**:各小节「本轮实现 / 留白」标注更新为现状(服务端已实现;公开前端与后台 UI 仍留白);`§3.10.6`/`§3.10.9` 明确写下**已知限制**——主题详情 `roots` 沿用页上限 **50** 且 `memberCount == roots.len()`,可见成员 > 50 时会**静默截断且没有「还有更多」标志**,三个备选(去上限 / 给成员加游标 / `memberCount` 报真实可见数)待拍板,本轮不改契约。
- **`§7`**:第 3 条(共创主题)改为「设计已采纳 + 服务端已实现」,仍待拍板收敛为两条:① 主题级排序口径(公开列表当前按 `created_at` 倒序 + `themeId` 兜底;若要按运营 `sort_order` 展示需改游标格式并同步前端);② 上述 `roots` 50 上限行为。
- **里程碑文件**:`Status` 由 `proposed` → 「服务端已实现(附四个提交号);公开前端与后台管理 UI 待做」,Version 1.0 → 1.1,新增「已落地提交」行;实施清单 A–F 标注已落地提交、G 标未做(待前端)、H 分「已落地层 / 未做层」、I 补执行状态;**验收标准勾 17/19**(第 17 条公开前端、第 18 条 SPA 路由门禁留空并注「等前端」);文末写明「dev 栈端到端整链未跑(`scripts/check-game-distribution-theme-e2e.mjs` 未创建),依赖真实库存的运行时分支目前只到单元/结构/映射层」。
- **数据契约文档**:两张主题表小节的「写入路径属后续里程碑」改为现状(读/写 procedure 与事务名),表结构描述未动。
- **门禁**:`check:doc-index` 0(252 份 Markdown,current=121 / historical=15 / review=1);`check:encoding` 0(5414 files);`git diff --check` 0。
- **环境限制(标注,非绿)**:`check:generated-bindings` 本机 `EXIT=1`,原因是 `apps/ai-game-creator-shell/src-tauri/build.rs:167` 校验随包资源时缺 `bin/win-x64/agc_godot_editor.dll`(需先跑随包资源准备步骤)——纯环境前置,与本次只改 `docs/**` 无关;该检查的 AGC 段本地从来跑不了(CI 绿)。
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2026-10-06 03:38:11 +08:00 |
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suzmii
|
063c04a1b3
|
docs(游戏共创): 共创主题设计定稿(§3.10 + 里程碑《共创主题与作品树-2026-10-06》)
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需求形态(飞书):共创 Tab 下有多个「共创主题」,点进去是一棵(或一组)作品树;**主题由平台/运营命名,不由根作品决定**;作品在游戏 Tab 里仍作为独立作品展示,详情页有 Fork 入口并能看到 / 跳到对应主题页。本轮只落设计(不写业务代码),实施清单见里程碑文件。
设计要点与理由(详见 §3.10):
- 实体:`game_distribution_theme`(`theme_id` 主键、三态 `draft|published|archived`、`sort_order`、`badge`、`created_by_user_id`)+ `game_distribution_theme_member`(确定性 `member_id = "{theme_id}:{root_game_id}"`,`theme_id` / `root_game_id` 各具名 btree 索引)。
- **成员只允许根作品**:树查询 `/games/{id}/lineage` 按根聚合,否则同一棵树会在主题页里出现多次(去重/高亮打架);代价=要挂就挂它所属的根。跳到某一代节点属 UI 层(族谱页已有 `from` 高亮)。
- **允许跨主题多归属**:主题是运营叙事,「平台精选」「双人合作」会同时收录同一个根;确定性主键只保证**同一主题内**不重复。代价=作品详情要返回多值、运营需知悉。
- **树直接复用 `/games/{id}/lineage`**,主题侧**不重建**任何树查询/树整形(没有第二套可见性/排序可漂移);主题详情只返回成员根清单(N+1 本轮接受,批量树端点留白)。
- 可见性:公开侧只见 `published` 主题;成员只出现公开未删且有当前公开版本的根(**投影跳过但不删行**,重新公开自动回来);主题不存在/未发布 → **404**;已发布但可见成员为空 → **200 + 空成员列表**。
- 公开三接口:`GET /themes`(游标分页沿用默认 20/上限 50/非法 400/末页 null)、`GET /themes/{theme_id}`(+ `roots`)、作品详情 `themes` 增量(**先取该作品的根、再按根反查**,因此第 N 代作品也能跳到主题页)。
- 后台五接口(创建/编辑/增删成员/后台列表,均幂等),鉴权**复用既有 `require_admin_auth` + `AuthenticatedAdmin`**,不自造;后台 UI 不在本轮。
- 留白 5 项(各写不做理由与将来接法):主题封面图、slug/URL 别名、埋点统计、跳到某一代的高亮、批量树端点。
- 同步收敛:§6 里程碑表 M4 行指向新里程碑;§7 第 3 条「共创主题」从**待拍板**改为**已拍板采纳**,并把「主题级排序口径」留作唯一待产品确认项。
门禁:`check:doc-index` 0(252 份 md;新里程碑在 `plans/` 下免分类);`check:encoding` 0(5383 files);`git diff --check` 0。
注:§3.10 的前约 200 行因共享工作树/索引,被上一提交 `f703bc49d`(注释修正)一并带上;本提交补齐其余章节 + 里程碑文件。
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2026-10-06 01:35:56 +08:00 |
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suzmii
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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
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2026-10-06 00:19:40 +08:00 |
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lhk229
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51cb05f418
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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>
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2026-10-05 22:05:11 +08:00 |
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k88936
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a938a4ef9e
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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
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2026-10-05 19:37:48 +08:00 |
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suzmii
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96859666ff
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Merge pull request 'AGC 运行画面点选:canvas 玩法上识别 Phaser 4 / three.js 的已登记素材(#612)' (#624) from feat/agc-runtime-picking-engines into master
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Reviewed-on: http://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/624
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2026-10-05 19:16:03 +08:00 |
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suzmii
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364b1aa342
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Merge remote-tracking branch 'origin/master' into feat/agc-runtime-picking-engines
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Has been cancelled
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- 冲突解决(3 处):
- agc-game-production-workflow/SKILL.md:双方都保留——第 4 条用本分支版本(含「运行画面点选契约」指针),第 5 条用 master 的新构建验证口径
- agc-skills/manifest.json:先取 master 侧,再用 `agc:skill-pack:sync` 按合并后内容重新生成 version 与指纹(2026-08-26.41),`skill-pack:check` 通过
- pitfalls.md:两侧新增条目全部保留(按日期倒序:本分支 10-05 / 10-04 条目在前,master 的 10-04 / 10-03 条目紧随,未改动任一方内容)
- 无冲突但人工核对:`agc-web-game-development/SKILL.md`(本分支「运行画面点选契约」小节 + master 内容都在)、
`index.tsx`(我们的 `handleRuntimeInspectSelection` 回调体逐字不变,master 新增内容都在)
- 桥脚本 sha256 未变(9513020cfffa79128fb6355d44cdaabe666eefecbd96b7e807b15d2c4601bf76),真机证据对应字节不变
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2026-10-05 18:25:49 +08:00 |
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suzmii
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d7c4f82d7d
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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
Project CI / AI game creator shell Rust crates (pull_request) Successful in 4m48s
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Project CI / Frontend tests (pull_request) Successful in 3m24s
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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
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2026-10-05 18:02:48 +08:00 |
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k88936
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6738cf1aa9
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Merge remote-tracking branch 'origin/master' into feat/pricing-plan
# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-10-05 18:00:09 +08:00 |
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suzmii
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15024dab0a
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docs(游戏共创): M2b 证据表与里程碑改为冻结点的实测数字(含补强证据与已知留白)
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Has been cancelled
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Project CI / AI game creator shell Rust crates (pull_request) Has been cancelled
Project CI / Backend tests (pull_request) Has been cancelled
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Project CI / Frontend tests (pull_request) Has been cancelled
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- 技术方案 §5.2 三处过期数字按**自己去代码里数一遍**的结果改:校验器单测 16 → **19**(`project_bundle::tests`)、模块总测 69 → **73**、e2e 由「46 项 46 PASS」改为「**51 个 `check(` 调用点**」(复核另按 72 条断言计,差值来自同一 `check` 内的多条子断言);「`package.rs` 零改动」改为「已同批补强(读取层按声明封顶 + 压缩比分母改为条目压缩字节,+70/−4)」;客户端行补「打包器 **24 条单测**、上传前按 `max_archive_bytes` 预检、定向 `cargo test -- project_bundle` **24 passed**」
- 技术方案 §5.2 新增四行:**校验器对抗性补强(P0-a/b/c)**(凭据目录/前缀/后缀/全名 + 小文本内容嗅探、嵌套包扩展名并集 + magic 嗅探、读取层封顶、新错误变体 `CredentialDirectoryNotAllowed` / `SecretContentDetected`)、**执行级交叉证据(P1-b)**(dev-dependency 交叉测试)、**一致性门禁路径形状维度(P1-a)**(含「故意破坏会红」实测)、**已知留白**
- 里程碑:`前置依赖 ②` 里「客户端预检属待办」改为**已完成**并给出代码位置(`write_project_bundle_zip` 内 `bytes.len() > limits.max_archive_bytes` 失败关闭);证据行与验收项重数、并补齐补强后的新增规则;新增「已知留白」条目(`.bz2`/`.xz`/`.zst`、`*.db`/`*.sql`、`.gcloud`/`.azure`/`.password-store`、CP437 条目名与 `external_attributes == 0`、峰值内存未量测、内容嗅探误报率无实测)
- 本块在 rebase 之后完成,基线为新的 merge-base `21c79f54a`
- 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5305 files OK;`git diff --check` 0
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2026-10-05 17:41:11 +08:00 |
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suzmii
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779bbd1157
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docs(游戏共创): M2b 文档回填两处实现偏差 + 状态改已实现(含 M2b 证据表)
- 技术方案 §3.4:上行路由行按端到端实测补两条按实现为准的细节——① **非作者上传返回 404 而不是 403**(`load_owner_version_or_404` 把 owner 不匹配按「版本不存在」处理,与发行包上行族同口径,不泄露版本存在性、响应不含对象键);② **阶段门先判「已存在」再判档位**(`ensure_project_bundle_uploadable`:`project_bundle_bytes > 0` → 409 `PROJECT_BUNDLE_ALREADY_EXISTS`,再看 `status` → 409 `PROJECT_BUNDLE_UPLOAD_NOT_ALLOWED`),因此「已公开且已有工程包」返回 `ALREADY_EXISTS`,「已公开但无工程包」才返回 `UPLOAD_NOT_ALLOWED`。证据:`check-game-distribution-project-bundle-e2e` 的 A5 / A5b / A6 及其 NOTE
- 技术方案 §3.5.2:AGC 侧「上传」「下载与建项」由「接线待做」改为**已落地**(发布时上传且失败不阻断、按 `source` 分支建项、来源记录 v2 兼容 v1、取件提示按形态措辞),并写明两端规则由 `npm run check-project-bundle-policy-parity` 机器门禁钉住一致
- 技术方案 §3.5.4:路线 B 由「服务端已实现、客户端接线待做」改为**两端均已落地**
- 技术方案 §3.7:补 M2b 口径——共创写入仍复用 `game-distribution:publish`(未新增灰度键);内容下发与工程包上传当前只有 `tracing` 日志,三个结构化埋点事件**仍未接**(待产品定事件口径)
- 技术方案新增 §5.2「M2b(工程源包)实施证据」表:三列与契约、校验器(16 条单测 / 上限镜像)、上行路由族(api-server 60 passed)、下行优先与缓存不串味、端到端 `check:game-distribution-project-bundle-e2e` **46/46**、两端规则 parity 门禁、客户端 vitest 1961 passed 与定向 cargo test 17+16;并显式登记「backfill 明确不做」「真实极端边界与结构化埋点待补」
- 里程碑「作品工程源包与一键改造」:Status → `implemented-local`;新增「实现进展(2026-10-05)」列出两端提交 SHA 与证据命令、以及四条未做项及原因;验收标准改为 ✅/⏳/⏭ 三段并有证据指向(阶段门顺序、非作者 404、半包清理等按实测更新);证据要求补上已落地的命令清单与「真机建项链路仍未跑」的括注
- 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5304 files OK;`git diff --check` 0
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2026-10-05 17:30:49 +08:00 |
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suzmii
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d39257b608
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docs(游戏共创): M2b 文档按实现收敛(块 E)
- 技术方案 §3.2.3:三列语义改为与实现一致;删掉原「保留一次补齐机会」的规则(**已公开版本的补传未实现**,本期不做),改为「只在 `awaiting_upload` / `upload_failed` 可写一次、写入后换内容 409、不做版本回溯」;补产品口径(不做独立「源码可见性」开关、作者不传即产物级改编、`nonCommercial` 约束力属平台规则层面);对象键改为实现值 `…/{version_id}.project.zip`
- 技术方案 §2.3:把「公开后可补传一次工程源包」的表述改为如实口径(公开后不接受补传,只能走试玩 + 素材)
- 技术方案 §3.3:version 行的 `project_bundle_*` 迁移规则改为「只在未公开时可写一次」
- 技术方案 §3.4:`PUT /versions/{versionId}/project-bundle` 从「规划」改为**已实现**(整包 + 4 条分片族路由、作者限定、阶段门、无既有工程包、服务端派生对象键);「登录用户」小节把取件接口从两个改为三个并说明 `source` 可能是 `project`(优先)或 `package`,新增 `/fork-source/project` 本体行(失败关闭、缓存含资产维度)
- 技术方案 §3.5.2:打包/服务端复核/上传/下载建项/优先级五条按实现重写——写明服务端 `validate_project_bundle_zip` 的完整拒绝清单与与发行包逐项相等的上限(200 MiB / 500 MiB / 64 MiB / 10 000 / 100,理由:共用同一上传链路且反代按 200 MiB 校准),以及「打包器已落地、上传与建项接线待做」
- 技术方案 §3.5.4:记录产品已采纳推荐口径(A 默认继续服务未上传工程包的作品、B 服务端已实现、C 不做)
- 里程碑「作品工程源包与一键改造」:Status → in-progress(服务端已落地 / 客户端接线待做)、Version 1.2;范围去掉「是否公开工程」选项(不存在独立开关);不在范围内新增「已公开版本补传」;两条前置依赖标注已落地并写清 512 MiB 与 200 MiB 的对齐口径(客户端须按服务端上限预检);验收标准改为带 ✅/⏳ 标注、删掉两条 backfill 验收、补阶段门与半写行回落等已实现项
- 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5301 files OK;`git diff --check` 0
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2026-10-05 17:30:48 +08:00 |
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suzmii
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f40050afb1
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收口 M3 复核遗留:文档如实口径、fork-source 状态说明、forkAuthorization 机器守卫、e2e 引用去行号
- 技术方案 §3.4:删掉「GET /games/{gameId} 追加 forkSourceAvailable」——实现里不存在该字段;改为如实口径:改造入口显隐只依据 forkAuthorization,真实可复刻形态由 /fork-source 的 source 回答,若 M2b 要区分「可源码级改造 / 只能参考」届时再加
- 实施计划(M1)§5:同步去掉 forkSourceAvailable 并注明「未实现、也不需要」,保留其余字段清单不动
- 技术方案 §2.6 时序图:说明字句从「GET …/fork-source 是待实现接口」改为「M2a 已实现(形状见 §3.4 登录用户表)」,并在图内加一行 Note 标注「图中字段名是 M2b 目标形状」;图属目标形态的免责声明保留
- parity 脚本:game_payload 增加 mustEmit ['forkAuthorization']——该字段 TS 侧可选(旧响应可省),但公开与作者响应必须发出,否则详情页授权徽章与改造入口会静默退化成「禁止共创」;public_game_payload 以 game_payload 为 base,因此一并受保护
- e2e 脚本头部:把全部行号引用(含已过期 2–4 行的那些)改为「文件 + 符号」引用(router()/lineage_read_or_not_found()/GameDistributionLineageNode/lineage.rs 常量与函数等),并删除「消费链路在未提交的 M2a WIP 里」这类会过期的措辞,改为「已在 M2a 落地」;只改注释,断言逻辑未动
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2026-10-05 17:30:47 +08:00 |
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suzmii
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39669763fe
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实现游戏共创 M3:创作族谱树与衍生列表
- 新增 module-game-distribution/src/lineage.rs:锚点可读性、可见性过滤、稳定排序、上限截断的纯函数,附 15 个单测(复用 M1 的软删除判定,不重写第二套规则)
- 新增公开只读 procedure get_game_distribution_lineage / list_game_distribution_derived_games;锚点必须公开可读(未公开/已软删除/不存在一律按不存在处理),树内只出现未软删除且已公开的节点,不补 null 占位节点
- api-server 新增 GET /games/{id}/lineage 与 /games/{id}/derived(匿名可读、no-store),响应走结构化 DTO,节点键集合由测试钉死,杜绝下发对象键/素材键
- 作者自有游戏聚合追加 forkCount(与公开详情 forkCount 同口径),供「被改编 N」入口使用
- shared-contracts 与 TS 契约新增 LineageNode / LineageResponse / DerivedResponse 三型并登记 DTO 一致性检查
- 前端新增 /games/lineage 族谱页,登记 stage 类型、路由表、页面标题与壳层渲染分支;详情页共创卡新增「查看创作族谱」入口(仅已公开作品)
- 我的作品页新增「被改编 N」行内展开,列出直接子代的标题/作者/代际/状态,含空态与失败重试(仅已公开作品)
- 补前端组件/路由/标题/客户端用例与 api-server 路由、负载映射用例;同步里程碑验收标准与技术方案 §3.4 的锚点可读性口径
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2026-10-05 17:30:45 +08:00 |
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suzmii
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d9c53a5b75
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docs(游戏共创): 按只读侦察事实修正 M2a 方案:成品包只能试玩不能重发
- 技术方案 §2.5:把「成品包 = 产物级改造(可发布)」改成四列表(新增「能不能再发布」列),写明成品包只能试玩与提取素材、**不能直接重新发布**;补「被否证的旧表述」对照段并指向 §3.5.1/§3.5.4
- 技术方案 §1.3:新增三行缺口事实——无「按版本取 ZIP」的下载通道、导出/发布强制 Phaser 4 + Vite 声明、发行包只含 dist + 根 assets + exports/README(不含 package.json 与源码)
- 技术方案 §3.5:加术语更正块;§3.5.1 重写为「零新增上传资产,但只到『可玩参考』」——试玩成立(verification.rs:49-66)与发布必然被拦(export.rs:262-265 → :405-470;注释 :407-408、反例测试 :1239-1243)、成品包无工程声明可补、下载通道当前不存在及其内存/无续传代价
- 技术方案 §3.5.4(新增):A 参考式改编 / B 只做工程源包 / C 伪工程三条路线与推荐(A 先行、B 为正解排后续、C 不做),标注为待用户拍板材料;附 A 路线的脚手架触发互斥点
- 技术方案 §2.4 / §2.6:唤起方式(deep link 当前未注册)标为待拍板;审核队列标注文案改为「仅成品包可玩参考,不能直接发布」;用户流程图改为目标形态并加说明
- 技术方案 §5:验收表把「一键改造闭环 / 产物级改造路径」拆成源码路径闭环、参考路径(试玩 + 素材,且界面不得承诺可发布)、交付口径一致三条
- 技术方案 §6:M2a 行改名为「参考式改编(只试玩 + 素材 + 血缘,不含重新发布)」并注明成立前提;M2b 行标注为「一键复刻完整工程」的唯一正解路径
- 技术方案 §7:改写原第 1 条(其「成品包路径默认要做」的前提已被否证),追加第 8–12 条待拍板项(对外表述 / 血缘承载位 / 是否立刻做工程源包 / 唤起方式 / 是否允许伪工程)
- 里程碑「成品包改造闭环」:按事实重写「目标 / 范围 / 不在范围内 / 依赖与前置条件 / 验收标准」,新增「事实依据」四条与「前置决策(未拍板前不得实现)」五项,删除全部「能发布」的验收项,改为「本地试玩 + 素材提取 + 在自建合规工程里发布时携带血缘」
- 里程碑「作品工程源包与一键改造」:标注为正解路径;新增前置依赖①「工程包下载/授权」接口(当前不存在)与②包内禁项定义(服务端已拒绝 node_modules / .git / .env* / *.map / *.pem / *.key 与嵌套 zip),并同步「降到试玩+素材参考」的口径
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2026-10-05 17:30:45 +08:00 |
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suzmii
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1e7ec6dbe7
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实现游戏共创 M1:作品级共创授权与改编血缘
- game_distribution_game 表尾追加 fork_authorization(默认 forbidden,只升不降,旧行自动取默认)
- 新增 game_distribution_lineage 表,记录父作品、来源版本、根作品与代际,并按 parent/root/owner 建索引
- migration.rs 登记新表并注明血缘随迁移导出
- 新增 set_game_distribution_fork_authorization_and_return procedure 与幂等收据、期望值 CAS
- 创建作品时校验改编声明:来源存在、已公开、授权开放、来源版本等于当前公开版本;复用既有身份时拒绝携带血缘
- 公开与后台响应增量:forkAuthorization、forkCount、lineage、generation、forkedFromGameId、derivedCount
- 公开快照的作者名与头像改为读时联 user_account,不再落到「创作者」兜底文案
- api-server 新增 PUT /api/game-distribution/games/{game_id}/fork-authorization(Bearer、幂等键、期望值校验)
- 错误映射新增 FORK_ 前缀分支并置于通用子串分支之前,避免被误判成 409 或 404
- module-game-distribution 增加授权阶梯、代际计算与错误码,并补单测覆盖阶梯与错误码前缀
- 网页端详情页新增共创信息卡,我的作品页新增授权提升入口,补服务层调用与定向测试
- 重新生成 SpacetimeDB 绑定,登记 DTO 一致性脚本的共创类型
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2026-10-05 17:30:44 +08:00 |
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suzmii
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6678c9e0c0
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补充游戏共创与作品 Fork 的产品设计与技术方案
- 新增【技术方案】游戏共创与作品Fork-2026-10-03.md:用户视角入口、授权三态与状态流转、数据模型、接口契约、验收标准、未决问题
- 新增里程碑规范:游戏共创授权与血缘 M1、成品包改造闭环 M2a、作品工程源包与一键改造 M2b、创作族谱与衍生列表 M3
- 新增 M1 实施计划,明确修改边界、顺序、验证命令、风险与回滚点
- 记录与 PR #565(作品管理与 Phaser4 客户端发布)的重叠面与软删除语义影响
- docs/README.md 登记主规范索引
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2026-10-05 17:30:44 +08:00 |
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suzmii
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f58f51052c
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补正 pitfalls 里的实测数字:gzip 后 phaser.min.js 为 353,336 B,并记录两侧画面耗时对照
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2026-10-05 17:15:07 +08:00 |
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suzmii
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3206f8f49b
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修复在线游玩加载体验:加载期黑屏/空白与发行资源传输开销
- packages/shared 新增共享游戏加载面 PlatformGameLoadingSurface:封面/标题 + 动效进度 + 按时长推进的阶段文案(准备/资源/引擎)+ 慢加载提示,附用例
- 网页游玩页用共享加载面替换近黑壳上的一行小字,加载上限改为共享常量 PLATFORM_GAME_LOADING_TIMEOUT_MS
- 后台审核试玩补加载面、20 秒超时与「重新创建试玩会话」入口,新会话重置加载态;补两条用例
- 发行网关(api-server)对文本类发行资源按 Accept-Encoding 下发 gzip,并下发强 ETag、命中 If-None-Match 返回 304;补 5 条 Rust 用例
- E2E 脚本 check-game-distribution-ops-rollback-e2e 补压缩/Vary/ETag/304/不接受 gzip 四条断言
- 同步 pitfalls、开发运维文档、nginx README 与两份里程碑记录
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2026-10-05 17:14:32 +08:00 |
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suzmii
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7ad412f0ec
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修运行画面点选后预览自己缩放:高亮框不再参与尺寸上报,命中矩形裁剪到画布
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- 根因:高亮框(body 下 data-genarrative-preview-inspect,position:fixed)被尺寸上报的 measureContentBounds 遍历计入内容尺寸;three 投影盒超出画布时把内容尺寸撑到 3756×2643(视口 900×560),宿主改 iframe 尺寸触发游戏 resize 重算相机,形成自激振荡
- 桥:measureContentBounds 的 TreeWalker 对 data-genarrative-preview-fit / data-genarrative-preview-inspect 返回 FILTER_REJECT(桥自己的节点不参与内容测量)
- 桥:新增 clipInspectRect,引擎档(three 投影盒、Phaser 世界包围盒)命中矩形统一裁剪到画布可见范围;与画布无交集时退化为指针点矩形(不出现 0/负尺寸)
- 测试:新增 localPreviewInspectSizeStability.test.ts(5 例:桥节点不参与测量、同尺寸普通节点仍计入的对照组、进入检查模式与 hover 后尺寸与宿主适配布局不变、投影盒超出画布时载荷被裁剪、与画布无交集时退化为 1×1);runtimeInspectEngines 的字段换算用例改到画布内的等价参数(原矩形落在画布外,裁剪后按新规则退化为指针点矩形)
- 文档:pitfalls 记一条「高亮框被尺寸上报当成页面内容」的根因、口径与回归
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2026-10-05 17:08:03 +08:00 |
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suzmii
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21c79f54a4
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Merge pull request '修复:AGC 窗口标题栏项目标签改认当前项目(#618)' (#621) from fix/agc-titlebar-project-label into master
Project CI / AI game creator shell Rust lane 1/2 (push) Successful in 6m47s
Project CI / AI game creator shell Rust crates (push) Successful in 4m38s
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Project CI / Frontend tests (push) Successful in 3m41s
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Reviewed-on: http://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/621
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2026-10-05 16:11:16 +08:00 |
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suzmii
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a299252f2a
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收口 #599 评审:文档补面板补读的门控条件、PR 正文用例数字与真实计数对齐
Project CI / AI game creator shell Rust crates (pull_request) Successful in 4m47s
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- 文档口径对齐:pitfalls 的「前端读快照的时序」边界与 decision-log 同段补上门控条件——面板打开时**仅当列表里确实存在在途命名行时才补读**(不给没有命名任务的项目多打一次账本 IPC,避免改变「轮询计数」这类外部可观测行为);不再写成「无条件补读」。
- PR #606 正文数字统一为实测值:测试节 asset_generation_task 22 例 → 27 例、conditional_project_rename_tests 6 例 → 7 例(并补上新用例名),验证节全量 1934 → 1964 passed / 17 skipped,合并段补上 76cd1f057(merge f47a8f305)。
- 用例计数命令与输出:cargo test … asset_generation_task → running 27 tests / 27 passed;cargo test … conditional_project_rename_tests → running 7 tests / 7 passed;静态计数(按测试模块内 #[test] 计数)同为 27 / 7;前端 npx vitest run homeProjectNamingAsync projectNamingGenerationTaskRow → 12 + 3 passed,appSurface.test.ts → 209 tests(200 passed / 9 skipped)。
- 本轮同时把分支合并到最新 origin/master tip 76cd1f057(merge f47a8f305,含 #608 Direct 交付合同重构与临时文档清理)——与本文档/hunk 无冲突,合并后 git merge-base --is-ancestor origin/master HEAD 返回 0。
- 未改动项(评审判定非阻塞):useHomeProjectCreation.ts 的改名 revision 回写沿用既有改名路径同形写法,本轮无改动。
- 门禁:cargo 定向 27 + 7、cargo fmt --check、agc:typecheck、lint:eslint(0 problems)、check:encoding、check:spacetime-schema(91 表)、git diff --check 全过;前端命名/面板 15 passed、appSurface 200 passed / 9 skipped。
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2026-10-05 15:51:41 +08:00 |
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k88936
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bc3e36ff33
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重构(会员契约): 会员结构体改用 ts-rs 生成类型
- shared-contracts 为 10 个会员结构体补 ts_rs::TS / ts(export),64 位整数字段补 ts(type = "number") 对齐前端 number
- 新增 10 个生成绑定;packages/shared 与 admin-web 改为 re-export 生成类型,仅 kind / status 等前端收窄联合用 Omit 组合保留
- 同步设计文档 §2.5 与决策日志
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2026-10-05 15:51:07 +08:00 |
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suzmii
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f47a8f3054
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Merge remote-tracking branch 'origin/master' into fix/home-project-naming-async
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2026-10-05 15:45:05 +08:00 |
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suzmii
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8d1980488e
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补预览桥注入与去重的覆盖空白说明
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- 踩坑记录新增 2026-10-05 条:preview.rs 的标签注入与去重没有用例覆盖,列出 4 个既有用例并给出人工验证清单
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2026-10-05 15:43:41 +08:00 |
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suzmii
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45ae29461c
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评审后续:修正标题栏项目标签的空态、视图门控与文案
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 7m7s
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- 面板形态:快照读取成功但没有在跑回合时不再渲染「未能读取正在运行的项目」,补回 !readFailed 守卫
- 发布门控:currentProjectPath / currentProjectName 只在 launcherView === 'project-development' 时发布,离开工作台按口径回落到最近启动的在跑项目
- 菜单头部只报运行中数量,读取失败结论由 role=status 一行独占,避免同一句连排两遍
- 标签提示拆成「作用域 + 运行状态」:回落态记为「最近运行的项目:X」、状态位「共 N 个项目在运行」,不再重复「正在运行」
- 数量徽标补 title 说明数字含义
- 用例:新增面板空态回归与两条视图门控回归,更新两处标签断言;三条定向文件 25 passed
- 文档:决策日志补 2026-10-05 评审后续条目并修正实施计划交叉引用,里程碑补 2026-10-05 修订,实施计划与主规范同步口径
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2026-10-05 15:35:55 +08:00 |
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k88936
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0930e402be
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修复(会员错误码): 修正 ProductIdUnparseable 拼写
- module-runtime 变体 ProductIdUnparsable 改名为 ProductIdUnparseable,wire 串 product_id_unparsable 同步改为 product_id_unparseable(本 PR 未上线,不留兼容)
- 同步 spacetime-module 拒绝点、spacetime-client mapper 与 api-server 测试引用,并重新生成 SpacetimeDB 绑定
- 同步设计文档 §5.8 与决策日志
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2026-10-05 15:32:19 +08:00 |
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suzmii
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629369eb0c
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补齐运行画面点选的两条真机踩坑与阶段二真机复验状态
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Has been cancelled
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- pitfalls:新增「three 档句柄少构造器会整体失效」(Raycaster/Vector2/Vector3/Box3 缺任一即不进引擎档、芯片回落 canvas 且不报错,含四步排查顺序)与「预览桥脚本是编译期内嵌的:改完必须重启 AGC 客户端」
- 实施计划·阶段二进展:补真机复验环境已就绪(客户端自本分支编译启动、exe 内 6 处新代码标记已核实、CDP 可用)与「点选复验待执行」(客户端登录态过期停在登录页)
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2026-10-05 15:31:44 +08:00 |
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suzmii
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19d179bde4
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运行画面点选:three 句柄瘦身 + 命中对象 label 兜底
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Has been cancelled
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- 桥:three 句柄改读 `handle.three || handle.THREE`(旧整命名空间形态仍兼容),四个构造器缺任一即按未命中退化
- 桥:three label 链补 `object.name` → `geometry.type` → `object.type`,Phaser 补 `name` → `type`(取值超 40 字符丢弃);命中对象但取不到素材身份时芯片不再一律是 `@canvas`
- 契约:agc-web-game-development 的「运行画面点选契约」改用瘦身句柄 `three: { Raycaster, Vector2, Vector3, Box3 }`,并写明整命名空间会破坏 tree-shaking(同一 Vite 构建 517,682 B → 730,831 B,+41%);skill-pack 指纹同步到 2026-08-26.39
- 模板:threejs-3d-starter 与 blank-3d-scene 的句柄源改成瘦身形态
- 测试:runtimeInspectEngines 新增 6 例(瘦身句柄命中、旧命名空间兼容、name / geometry.type / object.type 兜底、缺构造器退化),共 33 例
- 文档:功能说明补 label 兜底与瘦身句柄的验收行和边界;pitfalls 记一条 tree-shaking 口径;实施计划阶段二进展补该轮结论
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2026-10-05 15:23:46 +08:00 |
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suzmii
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f2f33aead3
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合并 master 分支到 fix/agc-titlebar-project-label
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 7m34s
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- 合入 Direct 交付合同与租约机制重构(PR #608),涉及 direct_execution、direct_validation、direct_delivery、direct_runtime、codex_app_server 等壳层代码与提示词、agc-skills
- 合入已合入 Direct 重构临时文档的清理提交
- 解决 docs/project-memory/shared-memory/decision-log.md 冲突:保留本分支「AGC 窗口标题栏项目标签改认当前项目」条目,并追加 master 的四条 Direct 决策条目
- 合并后确认技术方案文档同时保留本分支标题栏条目(常态显示当前项目名、运行中项目降级为圆点与徽标)与 master 的 Direct 操作控制章节
- 验证:git diff --check 通过;npm run check:encoding 通过(5266 个文件)
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2026-10-05 15:16:43 +08:00 |
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k88936
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42c4cacf72
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修复(会员契约): 响应 token 反序列化前向兼容
- shared-contracts 为会员响应 DTO 的 plan / status / cycle_kind / model_access 字段加 deserialize_with,未知取值 fail-open 兜底到已知最高档,避免 AGC Tauri shell 等旧 Rust 客户端因后端新增 token 整包解析失败
- 入参 DTO 保持严格拒绝,不改枚举自身 Deserialize,避免 Unknown 变体污染入参
- 补响应兼容与入参严格测试;同步设计文档 §2.5 与决策日志
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2026-10-05 15:11:47 +08:00 |
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k88936
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c85da3a983
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修复(AGC模型): 档位无可用模型改用独立错误码
- module-runtime 新增 MODEL_UNAVAILABLE / MODEL_UNAVAILABLE_FOR_TIER 常量,NoModelForTier.code() 由共用 MODEL_UNAVAILABLE 改为 MODEL_UNAVAILABLE_FOR_TIER(仍 503),与单个模型不可用的 422 区分
- 更新 resolve_error_codes_are_stable 与 api-server llm 单测;收窄 llm/model_access 模块注释
- 同步设计文档 §11.4 与决策日志
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2026-10-05 15:11:06 +08:00 |
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k88936
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c3866b4267
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修复(后台邀请码): 拒绝补机器可读错误码走 400
- module-runtime 新增 RuntimeProfileInviteCodeAdminErrorCode(invalid_field / in_use),两个后台邀请码 procedure 结果末尾追加 error_code
- module 侧用 ProfileInviteCodeAdminProcedureError 在拒绝点赋码,字段校验统一 invalid_field、被他人占用归 in_use
- spacetime-client mapper 有码走 ProcedureRejected,并把 api-server 映射注释收窄为「带 typed code 的四条链路」
- 重新生成 SpacetimeDB 绑定;补 client 与 api-server 单测;同步设计文档 §5.8 与决策日志
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2026-10-05 14:22:39 +08:00 |
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lhk229
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76cd1f057d
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清理已合入的 Direct 重构临时文档
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删除合同、租约及收尾修复的六份临时里程碑和实施计划
移除主规范中的过期计划引用并保留验证边界
更新共享记忆中的合入状态与权威文档入口
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2026-10-05 07:21:59 +01:00 |
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lhk229
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3ac8ab1c08
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重构 Direct 交付合同与租约机制 (#608)
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当前 Direct 把交付合同作为操作准入条件,并在任意付费/执行失败后进入全局 Draining;一条无关的挂起命令可因此阻断后续代码编辑。本 PR 用于推进 #518、#529 的合同与租约机制重构。
当前仅提交草稿里程碑,运行时代码尚未修改,问题尚未修复。
- 已确认:普通操作成功或失败后返回真实结果,由 Agent 决定下一步;宿主保留回合活动状态、时间与并发控制,取消全局失败排空及返修批次门禁。
- 保留既有权限、旧回合写入归属,以及资源操作自身的幂等和不确定结果核对。
- 待细化:交付合同是否及在哪些产品场景保留、工具与提示词调整、已有配置与账本兼容;实现前同步主规范和单里程碑实现计划。
工作范围:`docs/project-memory/plans/【里程碑】Direct合同与租约机制重构-2026-10-03.md`。
验证:`npm run check:doc-index`、`npm run check:encoding`、`git diff --cached --check` 通过。本次未运行运行时测试。
关联 #518、#529;当前不关闭问题。
Reviewed-on: #608
Co-authored-by: lhk <ink29535@proton.me>
Co-committed-by: lhk <ink29535@proton.me>
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2026-10-05 14:19:05 +08:00 |
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k88936
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4f3faa04b5
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修复(后台兑换码): 管理拒绝补机器可读错误码走 400
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- module-runtime 新增 RuntimeProfileRedeemCodeAdminErrorCode(not_found / invalid_field / allowed_users_required),后台兑换码增改与列表 procedure 结果末尾追加 error_code
- module 侧用 ProfileRedeemCodeAdminProcedureError 在拒绝点赋码,字段校验统一 invalid_field、私有码缺用户 allowed_users_required
- spacetime-client 后台 mapper 有码走 ProcedureRejected,api-server 由此返回 400 而不是 502
- 重新生成 SpacetimeDB 绑定;补 client 与 api-server 单测;同步设计文档 §5.8 与决策日志
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2026-10-05 12:35:55 +08:00 |
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k88936
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a48b7f8de8
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Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-10-05 10:50:30 +08:00 |
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suzmii
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67d06bc168
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独立评审收口 #599:命名行事件时序、命名任务 update 门禁、失败关闭与 legacy 用例
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- P2-2:命名行的账本订阅与恢复读合并为同一次 effect 的「先订阅、后读、只读一次」(与素材队列先订阅后派发同口径),并在「生成任务」面板打开且**确有在途命名行**时补读一次兜底——多读会改变既有生成任务链路可观测的轮询计数,因此不给没有命名任务的项目加读。新增 2 条 appSurface 用例(错过终态事件仍到终态 / 面板打开补读),并做了「改前红」验证:退回「先读后订阅 + 面板不补读」两条即红。
- P2-3:update_local_project_naming_task 补 project.rename 权限门禁(与 enqueue 同口径)、校验记录 project_id 与项目一致、终态只接受同状态幂等重放(completed→failed 一律 Err 且不写盘);新增 3 条 Rust 用例。
- P2-4:新增失败关闭与 schema 分支用例——超长项目名条件改名 Err 且 manifest/revision 不变、不支持 schemaVersion Err、缺 schemaVersion 按 v1 接受。
- P3-1:legacy v1 兼容用例改为断言兼容性质(字段原样保留),不再引用 phase 文案常量。
- 文档:pitfalls 补「兼容是单向的(旧构建读含命名记录的账本会整份失败,含影响面/触发条件/潜在低成本正向兼容方向)」与「先订阅后读快照」「update 门禁与终态语义」三条边界;decision-log 同步边界与数字。
- 门禁:AGC 全量 1964 passed / 17 skipped(appSurface 200 passed / 9 skipped);cargo asset_generation_task 27 passed、conditional_project_rename_tests 7 passed;agc:typecheck、lint:eslint(0 problems)、check:encoding、check:spacetime-schema、cargo fmt --check、git diff --check 全过。
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2026-10-05 00:55:29 +08:00 |
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suzmii
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0aed0faa9a
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运行画面点选:生成期契约落进 AGC 玩法 Skill(阶段二)
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- agc-web-game-development/SKILL.md 新增「运行画面点选契约」:发布只读引擎句柄、Phaser 图片用 Image 标签装载、素材渲染对象标注 manifest 身份、素材进 dist 走与 localPath 对齐的稳定路径
- game-quality-checklist.md 与 agc-game-production-workflow/SKILL.md 只补指针,不在副本里复制契约
- skill-pack:sync 更新 manifest version=2026-08-26.38 与 agc-web-game-development、agc-game-production-workflow 的 sha256(未新增 skill 文件、未改 Rust)
- 文档:功能说明边界补生成期契约来源;里程碑把「生成期契约另立里程碑」改为同一 PR 阶段二;实施计划新增「阶段二进展」
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2026-10-04 23:54:37 +08:00 |
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suzmii
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d550d882d4
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合并 master 6c9566058:保留 v2 账本/命名任务与 master 侧改动
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- 冲突仅在 docs/project-memory/shared-memory/decision-log.md 与 pitfalls.md(双方都在顶部追加条目):两边条目全部保留——本分支的 Issue 599 条目(AI 项目命名解耦 / 生成任务账本 taskType + live 集合)在前,master 侧新增条目(发布版本标签派生、随包 plugins feature 档位、.worktrees 下 Vite 忽略规则、并发 dev 栈、Windows 阻塞模态用例)原样保留,逐条核对无丢失。
- 其余文件(desktop.rs、check-config.mjs、view/project-development/index.tsx、src-tauri 多处、admin-web、game distribution 等)均为自动合并,无冲突。
- 合并后自证:v2 账本常量/命令注册/命名任务命令名/条件改名空 expected 校验/entrySettled 顺序/命名行与事件刷新/三个测试文件的关键断言全部在位(脚本逐条核对 ALL_OK)。
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2026-10-04 23:37:57 +08:00 |
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k88936
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264f214fe5
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docs(会员计费): 同步评审第 13–20 项的契约与实现口径
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- 后端架构文档:充点商品写入口收敛为 9 个字段,退役列保留且写死 0;首充赠送统一为 0
- 技术设计 §2.5/§5.7:补 ProfileMembershipStatusToken 与 5 个 token 枚举的 ts-rs 生成说明
- 技术设计 §11.4:AgcModelResolveError 增 NoModelForTier,模型解析错误统一走 typed AppError
- 决策记录:新增第 13–20 项收口条目,含影响范围与验证结论
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2026-10-04 21:56:26 +08:00 |
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suzmii
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b2307a5c5c
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Merge remote-tracking branch 'origin/master' into feat/agc-runtime-picking-engines
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# Conflicts:
# docs/project-memory/shared-memory/pitfalls.md
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2026-10-04 21:47:51 +08:00 |
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suzmii
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df76a665d4
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补运行画面点选验收证据与里程碑勾选
- 功能说明的验收证据表填入自动化与真实浏览器实测结果
- 里程碑验收标准按证据逐条勾选并补未覆盖项
- 实施计划补四个提交的落盘记录
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2026-10-04 21:02:50 +08:00 |
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suzmii
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f729203c6c
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补运行画面点选的行为规范、踩坑与实施记录
- 功能说明新增运行画面素材点选的行为合同、退化条款与边界(贴图地址不可得、只认显式句柄)
- PRD 补点选素材条款与更新时间摘要
- 踩坑记录新增 Phaser 命中顺序与默认 XHR 装载两条
- 新增本里程碑与实施计划文档
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2026-10-04 20:50:44 +08:00 |
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suzmii
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9755b381c1
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Merge branch 'master' into fix/agc-titlebar-project-label
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2026-10-04 20:05:42 +08:00 |
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