bd73acfccd0056b98c95e92a567c571d22d01ff7
3331 Commits
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8ff01d65dd |
feat(游戏共创): Fork 工程确认页(授权校验 + 强制阅读 + 真实同步阶段)
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照需求文档「Fork 工程确认页(客户端)」新增独立确认页,把原来的「列表上直接 Fork」升级成 「先确认授权边界,再同步工程」。 - 父作品信息卡:封面(复用已有的有界 data URL 链路,失败/缺封面回落首字占位)、标题、作者、 当前授权类型(缺省读作「禁止共创」);数据优先用列表已加载的那份,缺了才按 gameId 走公开详情 接口,**逐项降级不报错**。 - 二次确认 + 授权须知 + 风险说明(**强制阅读 3 秒**):五类内容逐条全文可见(可滚动,不折叠), 用已统一的 Fork 口径;商用权限按父作品授权档位分档写(非商用档明确「不得用于盈利」,全开放档 写明可商用);底部确认按钮在前 3 秒禁用并显示倒计时与进度条。 - 工程同步状态条:**只显示原生真实阶段**(`game-fork-progress`:取回作品内容 → 校验摘要与字节 → 解压到项目 → 生成工程与来源记录),事件到哪一步点亮哪一步,阶段内部不可测量就只做「进行中」 指示,**没有百分比动画**。需求文档的四分类(源码/素材/场景/配置)假设按资产种类分别同步,而这条 链路是整包取回,因此如实降级并在页面上写明每个阶段在做什么。 - 底部「取消 / 确认并进入编辑」:确认 → 走既有取件建项链路 → 成功后由上层进入工作台;取消 → 回到 进入前的界面(列表)。 - 落点与入口:共创列表的卡片与「粘贴作品 ID/链接」都改为进确认页(粘贴仍用同一份解析);深链 `genarrative://fork?gameId=…` 直接打开确认页并预填父作品(带错误原因的深链仍留在列表展示)。 测试:新增 `forkConfirm.test.tsx`(10 条:信息卡四字段 + 缺字段降级、3 秒闸门与倒计时与可点、 五类须知全文与关键口径、全开放档商用文案、真实阶段点亮与未知阶段丢弃、确认后的命令参数与进工作台、 失败展示与不进工作台、取消回上层、无目标时的可读提示);列表测试改为断言「只打开确认页、不直接建项」; appSurface 增一条「深链落确认页并预填」。 |
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dab99e82a8 |
feat(游戏共创): Fork 真实阶段事件 + 公开作品详情读取
为「Fork 工程确认页」提供两件原生能力。
1. 真实阶段事件(不造百分比):ForkSyncStage 四类真实阶段 download/verify/extract/project
(带稳定事件键与可读名),并在注释里写明与需求文档「源码/素材/场景/配置」四分类的关系——
文档假设按资产种类分别同步,而客户端这条链路是整包取回(一次下载、一次校验、一次解压、
一次建项),没有按种类分开的可测量阶段,因此如实降级成四个真实阶段;
create_project_from_platform_fork_at 加 on_stage 回调(4 处测试调用点补 no-op 闭包),
在解压前/生成工程前按真实发生顺序报阶段;命令在取件前/校验前发 download/verify,新增事件
game-fork-progress({ stage, label })。
2. read_public_game_detail(gameId):复用平台既有公开详情接口(匿名、不带 Bearer),给确认页的
父作品信息卡拿标题/作者/授权类型/封面对象键;顺手把匿名 GET 抽成 get_public_platform_json,
目录命令改走同一段(不再各写一遍请求与错误映射)。
3. 适配共享契约新增字段:创建版本请求补 change_summary: None(AGC 暂无收集入口,服务端把 None
当「未填写」并省略该键,与旧客户端行为一致)。
测试:阶段键与 serde 序列化一致 + 阶段名可读(新增);既有 Fork 用例与深链解析用例全绿。
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a32ddd0e49 |
fix(游戏共创): 补齐发布用例的必填 versionNumber,并把授权三态计数收敛到本组
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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 |
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d2e05dbeb7 |
Merge remote-tracking branch 'origin/master' into fix/agc-composer-layout
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合并 master be9f74f42(付费游玩泥点付费规范 #635 等):保留双方条目/内容 - 唯一冲突:`docs/project-memory/shared-memory/pitfalls.md` —— 本分支 2 条(2026-10-05「PR #607 复核修复」+「模型菜单的观感是组件自带的共享样式面」)在前,master 新增 2 条(「给 shared-contracts 请求 DTO 加字段」+「付费游戏播放会话前缀落在 /api/*」)紧随其后,**两侧 4 条都保留**(grep 逐条命中 1) - 其余 286 个文件自动合并(master 侧含 server-rs / admin-web / 主站 / vite.config.ts 等,与本分支不重叠;`styles.css` 也是自动合并、无冲突) - 门禁(本轮只合并、未改内容):`vitest run appSurface + chatDialogFrameLayout + conversationModelSelect` **258 passed / 9 skipped**;`npm run agc:typecheck` pass 3 / fail 0;`npm run check:encoding` 5418 files;`git diff --check` rc=0;prettier 已对合并后的 pitfalls 重新折行 |
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b2ffdc4cae |
模型菜单刷新行改成左对齐:图标 + 文本贴最左成一组
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- 现象(用户截图 446×330):刷新行的图标在左、「刷新模型列表」文案被顶到行右端
- 根因:`styles.css:11706`(本次修复前)宿主作用域那条「抵消通用按钮样式」的规则统一写了 `justify-content: space-between !important`(8 类 + `!important`)→ 特异性压过 `styles.css:11751` 的 `.conversation-model-menu-refresh { justify-content: flex-start !important }`(1 类)
- 改法:宿主那条块**不再写对齐**(只留 position/display/align-items/width/margin/border/shadow/字号),对齐按角色分到共享样式面——`.conversation-model-select .conversation-model-menu button[role='option'] { justify-content: space-between !important }`(选项行名字左 / 勾右),刷新行继续用 `.conversation-model-menu-refresh { justify-content: flex-start !important; gap: 8px !important }`(gap 从 7px 收到卡片内既有的 8px 节奏,与工具条列间距同值,不新造数)
- 实测(无头 Chromium,438px / 280px):卡片 `padding-left: 12px`;**列表行 left = 刷新行 left = 459.5**(438 档;280 档同为 380.5);图标 left = 行 left + 行内边距 10 = 469.5;文本 left = 图标右缘 482.5 + **8.00px** = 490.5;计算值 `justify-content: flex-start`、`gap: 8px`;文本右缘 562.5 ≪ 行右缘 693.5(改前会贴近右端)
- 测试:`chatDialogFrameLayout.test.ts` 新增「模型菜单刷新行:图标与文本贴最左,选项行才用 space-between」——刷新行必须解出 `flex-start` + `gap: 8px`,选项行必须仍是 `space-between`(宿主块那条 8 类规则会被一并算进层叠求值,写回对齐就会变 `space-between` 而红)。**改前红(实测)**:把 `justify-content: space-between !important` 写回宿主块 → `expected 'space-between' to be 'flex-start'`(1 failed / 15 skipped);移除即绿
- 校验:`vitest run appSurface + chatDialogFrameLayout + conversationModelSelect` **258 passed / 9 skipped**;typecheck pass 3 / fail 0;eslint(TS 部分)0 error;prettier 全绿;encoding 5402 files;spacetime-schema 93 tables;`git diff --check` rc=0
Refs #600, PR #607
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8d362d718e |
fix(游戏共创): 把 read_public_game_cover_preview 登记进 native-only 白名单
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CI 6/8 里的两条红(`Native shell tests`、`AI game creator shell web tests`)同一根因:`5798551b2` 新增的 Tauri 命令 `read_public_game_cover_preview` 没登记,`check-config.mjs` 的 「App invoke 或显式 native-only 白名单」校验因此失败: ``` Error: AI game creator shell App invoke or explicit native-only allowlist missing commands: read_public_game_cover_preview ``` 为什么静态扫描采不到:这条命令名由渲染层以常量 `COVER_COMMAND` 传给**注入的** invoke (`src/features/platform-fork/platformForkCover.ts`,注入是为了让封面解析能单测),扫描只认 字面量调用点。按 `apps/ai-game-creator-shell/scripts/check-config.mjs:141` 起加了条目与注释, 注释写明「为什么采不到」以及同批另外两条命令为什么不需要登记。 同批新增命令复核(都不需要登记,都是字面量调用点): - `create_local_project_from_platform_game` —— `src/features/platform-fork/usePlatformFork.ts`; - `list_platform_game_catalog` —— `src/features/platform-fork/platformForkCatalog.ts`; 两条命令若漏登记,`check-config` 的同一断言会以同样的方式报出来;现在门禁绿即证明这两条被扫到。 本轮没有新增路由/权限清单(capabilities 只管插件 JS 命令,`invoke` 类命令不走它)。 |
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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。 |
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76ad99d2f7 |
Merge remote-tracking branch 'origin/master' into fix/agc-composer-layout
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合并 master 52c83cc2a(模板 templateVersion 递增,#643):零冲突
- master 只动 template-library/v1/{blank-3d-scene,phaser-2d-starter,threejs-3d-starter}/meta.json 各 1 行,与本分支不重叠
- 验证:ancestor rc=0、工作树干净;门禁:`vitest` appSurface + chatDialogFrameLayout + conversationModelSelect = 257 passed / 9 skipped、`agc:typecheck` pass 3 / fail 0、`git diff --check` rc=0、模板发布守卫 `node --test scripts/agc-template-library-publish.test.mjs` 28 passed / 0 failed
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2a04f293b1 |
Merge remote-tracking branch 'origin/master' into feat/game-fork
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5798551b21 |
feat(游戏共创): 共创列表补上真实封面(有界 data URL,失败回退首字占位)
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- 新命令 `read_public_game_cover_preview(objectKey)`:复用发布面板封面那套链路 (`read-url` 换签 → `resolve_canvas_resource_download_with_limit_route_and_fence` 有界下载 → `cover_preview_data_url`),返回**有界 data URL**。 为什么不返回签名地址让渲染层 `<img src>`:AGC 既有约定是「渲染层不自行拼 read-url、不接触对象键 与 bearer token、也不让 WebView 直连签名地址」(`commands.rs` 里同一口径的注释),因此沿用 data URL 方案——顺带免掉签名过期与 CSP 白名单两个问题。 对象键做最小校验(非空、≤512、不含 `..`);失败如实返回 `Err`,由调用方回退占位。 - 渲染层 `platformForkCover.ts`:会话内缓存 + 并发去重。 · 成功:会话内一直复用(data URL 自身不过期); · 失败:缓存 60 秒(沿用网页端失败缓存窗口),避免同一张坏图在每张卡片上反复重试; · 提供 `clearCoverPreviewCache()` 供换号时清空(换号后旧封面可能已无权访问)。 - `usePlatformForkCovers` 钩子按当前列表批量解析;卡片上有封面就 `<img>`(`object-cover`), 没有封面 / 换签失败 / 超限一律**保留原来的首字占位 + `coverColor` 底色**(降级逐条测到)。 测试:新增一条覆盖三种情形——有封面(断言 `src` 是命令返回的 data URL)、换签失败(保留占位、 不出现第二张 `<img>`)、没有 `coverObjectKey`(不发换签请求)。 |
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7b8c3153b1 |
feat(游戏共创): 首页内联 Fork 面板改为侧边栏「共创」页
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用户看了真机截图判定首页那张内联卡片太丑,撤掉并改成独立一页。
- 删掉首页内联面板:`src/view/home/PlatformGameForkSection.tsx`(整文件)与首页里的渲染块、两个
专属 props(`onPlatformGameProjectCreated`)及其 import(该 prop 一路从 shell 传下来,一并清掉,
不留死代码);首页恢复成「最近项目 + 模板库推荐」。旧组件测试文件
`tests/platformGameFork.test.tsx` 删除,其中仍有价值的解析/分类用例抽成
`tests/platformGameForkModel.test.ts`(纯模型,不依赖组件)。
- 侧边栏新增「共创」:`LauncherView` 加 `co-creation`,`view/layout.tsx` 的 rail 加一个按钮
(icon 用仓库既有的 lucide-react,选 `GitFork` 对应「像 git fork」的口径;`aria-label`/`title`
都是「共创」,与既有 rail 项的悬停提示方式一致)。
- 新页 `src/view/co-creation/index.tsx`:
· 数据源是平台公开目录(匿名可读):新增原生命令 `list_platform_game_catalog(limit, cursor)`
(不带 Bearer——带鉴权头会把「匿名可读」变成依赖登录态;仍取会话只为拿 base URL;limit
与服务端同口径:缺省 20 / 上限 50,用 `url` 拼查询串避免手拼游标)。
· 只保留支持共创的:`forkAuthorization !== 'forbidden'`(字段缺省按 forbidden)。
· 排序:只按接口顺序(新 → 旧);推荐算法留 TODO,替换点在 `loadForkableGames`
(UI 只消费它的返回值)。
· 翻页:最多 3 页 / 150 条,扫到 12 个可 Fork 作品就提前停;被上限截断时页头如实标注
「已检查最新 N 个作品(M 页,最多 3 页)」。理由写在常量注释里:目录是新→旧的、可 Fork
的作品可能稀疏,3 页足够填满一屏,同时把最坏请求数与耗时钉住。
· 卡片:与首页「最近项目」同一套视觉语言(同尺寸圆角卡、首字占位块用作品的 `coverColor`),
展示标题 / 作者 / 类型 / 更新时间,卡片内一个「Fork」按钮——**一步可达**,点击即走取件建项。
· 空态:扫完仍没有可 Fork 作品时给明确文案(而不是空白);加载态 / 失败态(含重试)照既有写法。
- 「填详细内容」随页搬走:原来的「输入作品 ID 或链接」输入框放到列表上方,解析仍用
`parsePlatformGameId`(与 deep link 完全同一份,没有第二套)。
- 提交路径只留一份实现:新增 `usePlatformFork` 状态机,卡片按钮与粘贴输入共用它
(取件、失败分类、加载态、进项目与埋点都是同一段代码;`busy` 用 ref 挡同一 tick 的重复提交)。
- deep link:`genarrative://fork?gameId=…` 现在切到「共创」页并预填输入框(仍**不自动下载**),
不再指向首页内联面板;正停在项目工作区时行为不变(不强行切走,请求留着)。
测试:新增 `tests/coCreation.test.tsx`(12 条:目录模型过滤/提前停/页数上限、列表渲染与过滤、
点卡片 Fork 的参数与「点击前不发请求」、粘贴链接同一解析、非法输入本地拦截、空态、失败态与重试、
深链预填且不自动下载、深链错误原因、取件失败分类);`tests/platformForkDeepLink.test.tsx` 收窄为
事件解析 + 订阅(预填行为改由共创页测试覆盖,不重复断言);`tests/appSurface/home.suite.ts` 增两条
外壳级回归:首页不再出现内联面板(标题与按钮都不在)、侧边栏「共创」可切换并落在共创页;
Rust 增一条 `catalog_limit_clamps_to_server_range`。
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40f0b2cd24 |
Merge remote-tracking branch 'origin/master' into fix/agc-composer-layout
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31a3d326b3 |
项目版本改用平台派发的下一个版本号:AGC 只读展示 + 提交同一个值
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- packages/shared:定价字段提示句补 `id` 并挂进 `aria-describedby`(与错误行并列),恢复「最多 1000000 泥点」的程序化关联;补两条断言(有错/无误时描述里都含上限)。 - packages/shared:分组标题改用 `PlatformFieldLabel variant="field"`(12px/700/弱化色),与网页「支持设备 / 封面与截图」的 legend 同号;价格输入中和原生 number spinner(`appearance: textfield` + 隐藏 `::-webkit-inner-spin-button`),不再压住「泥点」单位,`inputMode="numeric"` 保留。 - packages/shared:非法态去掉组件级 `!important`,改由网页宿主 remap 的 `[aria-invalid='true']` 分支给出错误色(`src/index.css`,排在 `:focus` 之后),组件侧保留正常权重同名声明供 AGC 生效。 - AGC 壳 Rust(`game_distribution_publish.rs`):作者作品条目解析 `versions[]`;新增 `resolve_owner_next_version_number`(已有版本最大 `versionNumber + 1`,对齐平台 `resolve_version_number(None)`);发布状态回读下发 `nextVersionNumber`(首次发布 `1`;刷新成功的更新 `max+1`;`unavailable` 与「有绑定但没刷新成功」为 `None`);补单测两条。 - AGC 服务层(`gameDistributionPublish.ts`):`versionNumber` 改为必填,删除按清单 `versions[]` 条数的回落;回读结果类型补 `nextVersionNumber`。 - AGC 发布面板:删除本地派生的 `projectVersion`,`项目版本` 显示并提交同一个平台版本号;字段改为只读 + 禁用观感(未知时显示 `—` 占位);平台版本未知时提交按钮禁用并提示重试;「项目版本」不再可从 AGC 手填。 - AGC 样式:新增 `__version-field` / `__version-value`(与相邻字段同形 + 灰底只读观感),并更新版本标签注释为平台口径。 - 测试:AGC 面板三条新口径断言(显示值==提交值==平台下一个版本号;本地迭代计数与遗留字段不参与;平台数据不可得时显示占位/提交禁用/不调用发布)、非 Tauri 宿主用例改为断言禁用、服务层用例改为「只认调用方传入值 + 缺省失败关闭」、live 用例补显式版本号;陈旧注释同步(`game_publish_attempt.rs`、`project/manifest.rs`、`resourceProjectionModel.ts`)。 |
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fdf6424e42 |
递增三个已更新模板的 templateVersion
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- phaser-2d-starter / threejs-3d-starter / blank-3d-scene 的 meta.json templateVersion 0.1.1 → 0.1.2 - 解除发布脚本对「同 templateVersion 的 ZIP 内容变化」的 fail-closed 守卫,其余字段一个字未动 |
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0619b5e833 |
合并收口:恢复 master 的不可用模型列表渲染(冲突块取并集时漏了)
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- 合并 master
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811efc102c |
Merge remote-tracking branch 'origin/master' into fix/agc-composer-layout
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合并 master 76166b08c(模型目录不可用项 / 管理端等):保留双方条目
- apps/ai-game-creator-shell/src/services/clientApi.ts:取 master 的 typed 目录读取(`ClientLlmModelCatalog` 已含 unavailableModels,不再手写 agentMode 映射),但保留本分支的文案「模型服务不可用」(本 PR 的口径,master 那侧还是旧的「本地…」)
- ConversationModelSelect.tsx:import 取并集(`Lock` + `ReactNode`),渲染结构保留本分支的「强度区外壳」(`strengthSection ? <shell>{strengthSection}{modelMenu}</shell> : modelMenu`)——master 把菜单内联展开、并加了不可用项列表,那段已自动合并进 `modelMenu` 变量里,两边语义都在
- tests/conversationModelSelect.test.tsx:取 master 的新文案「所选模型已下线,已切换为默认模型」,保留本分支的异步查询(`await screen.findByText`,文案走 portal toast)
- docs/project-memory/shared-memory/pitfalls.md:两侧条目都保留(本分支在前,master 新增在后)
- 校验:typecheck pass 3 / fail 0;`appSurface + chatDialogFrameLayout + conversationModelSelect` 257 passed / 9 skipped
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7d342856fa |
Merge pull request '修复运行页刷新按钮不真正重载' (#640) from fix/run-preview-refresh-reload into master
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Reviewed-on: http://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/640 |
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7e036a7199 |
润色钮挪到发送钮左边(右组相邻成组)
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- 口径:AI 润色 / 恢复原文与发送钮同为圆角矩形按钮,放一起更协调 → 从「左组 `@` `+` 之后」挪到**右组最末、发送钮左侧**,最终顺序 `@` `+` | 模型 麦克风 润色 发送(`space-between` 左右分组不变)
- 实现:portal 挂点搬进右组(`DirectProjectComposer` 里把 `.project-chat-composer-controls-actions` 移到 `-controls-right` 内、发送钮之前),`actionsPortalTarget` 的「可选 prop、不传则行为不变」契约保持;用显式槽位而不是 CSS `order`,因为 DOM 顺序即 Tab 与读屏顺序(现在就是 模型 → 麦克风 → 润色 → 发送,与视觉一致)
- 注释/文档同步:composer 与 styles.css 里「与 `@` / `+` 同组、排在左组最后一个」那类旧口径全部改成新口径(「与发送同为圆角矩形按钮、相邻成组」),pitfalls 同段一并更新;全仓 grep `输入类动作` / `生成类动作` / `排在左组` / `左组最后一个` 命中 0
- 测试:`chat-composer.suite.ts` 的 DOM 断言改成新挂点——润色钮必须在 `.project-chat-composer-controls` 内、父链是 `-controls-right`、**`slot.nextElementSibling` 就是发送钮**、且 `compareDocumentPosition` 证明润色在发送之前;`chatDialogFrameLayout.test.ts` 的源码顺序断言改成「挂点在 `-controls-right` 之后、`{canStopTurn` 之前」;空态「工具条之外无第二个按钮」计数仍为 6;七宽度单行/不相交用例不变(含新位置)
- min-width 复核(无头 Chromium 夹具,240/280/296/320/360/438/900 七档):控件排仍 **252px** 所需、外壳仍 **278px**;自然宽度 290.4(438/900 档)→ 算式不变;七档 `topSpread ≤ 1px`、控件两两相交 **0** 处、`outsideControlsRow` 空、润色钮与发送钮间距固定 **8px**(同一行、同一组)
- 截图:240px 改前→改后 + 438px 改后 + 438px toast 已换新(正文引用与附件 1:1:12 = 12,未引用的旧图已删)
Refs #600, PR #607
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796cf9843c |
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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febbdd59d5 | Merge branch 'feat/pricing-plan-fix' into feat/pricing-plan | ||
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562549c982 |
refactor(后台): 共创主题改用共享契约类型 + 后台成员名单接口
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1) 类型去重:`api/adminGameThemeTypes.ts` 不再本地定义任何载荷,改成对
`packages/shared/src/contracts/gameDistribution` 的**纯透传**(相对路径导入,不走包名——仓库根的
`node_modules/@genarrative/shared` 软链指向主工作树,主题契约只在本分支上,走包名会拿到缺类型的
旧副本,实测 TS2724)。页面与 api 客户端改用契约原名(`GameDistributionAdminTheme` 等),
只保留一个后台独有的查询值别名 `AdminThemeStatusFilter = GameDistributionThemeStatus | 'all'`
(`all` 是接口查询白名单取值,不是主题状态本身,没有进契约)。删除重复定义后只剩一份真相。
2) 成员面板改用 `GET /admin/api/game-distribution/themes/{themeId}/members?limit=&cursor=`:
- 草稿 / 归档主题也能读到成员名单(旧做法借公开投影,对未发布主题 404,看不到名单)——公开投影
那条路(`getPublicGameDistributionTheme`)整体删掉,不留两套读法。
- 每行展示 rootGameId / 标题(游戏行不存在时为「(游戏行不存在)」)/ 排序 / 挂载时间 +
可见性徽标:`visible` 与 `visibility` 按服务端事实**分别展示、互不推导**——
「公开可见」;「已公开,但无公开版本」(`visible=false` + `visibility=published`,刻意要让人
看出来的异常);「作品未公开」;「作品已下架」;「作品已删除」;「游戏行不存在」。
- 分页:每页 20(上限 50,由 api 客户端按服务端口径夹住),`nextCursor` 驱动「加载更多成员」;
页脚显示「成员行总数 N;已加载 M 条」(`totalMembers` 不受分页影响,不与 `members.length` 互相推导)。
- 增删成员后**重读第一页**而不是本地删行(游标基于排序,本地删会让后续翻页错位);
读取失败如实报错(如非法游标 400),不渲染成「还没有成员」。
测试(10 条,含新增/改写 4 条):草稿主题也能读到名单并逐条移除(移除后重读第一页)、
「已公开但无公开版本」与其它不可见原因分别展示、游标加载更多(末页按钮消失)、
读取失败如实报错不显示空名单。
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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。
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4d901eec65 |
后台:撤回审核页价格客户端二次回退,改为哑渲染服务端字段
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- AdminGameDistributionReviewPage.tsx:删除新增的 resolveFrozenPriceMudPoints,恢复「价格不在这里二次叠加」的单一实现 (服务端 version_detail_payload 已把版本冻结价优先、缺字段按 0 归一写进 game.priceMudPoints,M4 已明确客户端不得复刻该语义) - AdminGameDistributionReviewPage.test.tsx:详情价格用例改为直接编码「客户端保持哑渲染」约束 - 服务端下发 game.priceMudPoints = 30 → 详情显示「30 泥点」(列表侧由价格列用例覆盖同一字段) - 对抗用例:冻结资料故意传 frozenMetadata.priceMudPoints = 999,断言仍显示 30 且不出现「999 泥点」 |
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b4bf37671d |
前端:修复买断制付费评审问题(flaky 用例、草稿恢复定价、契约口径、守卫与测试质量)
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- GameDistributionPages.test.tsx:作者补查断言包进 waitFor,消除并发下的 0 调用 flaky - GameDistributionPages.test.tsx:购买确认改为双击只发一次请求,按格式断言幂等键而非仅非空 - GameDistributionPages.test.tsx:新增 409「价格已变化」UI 分支与「旧响应缺价格且无入口」可操作说明用例 - GameDetailPage.tsx:禁用「立即玩」且无入口时补原因说明并用 aria-describedby 关联按钮 - GamePublishPage.tsx:草稿恢复按版本冻结价预填付费模式与价格,恢复提示写明「本次将沿用版本冻结价 N 泥点 / 免费」 - GamePublishPage.test.tsx:删除与共享组件重复的定价纯函数用例,改为草稿恢复定价(游戏行 999 / 版本冻结 240)网页独有用例 - gameDistributionGuards.ts:播放会话 token 段收窄为 [A-Za-z0-9-],拒绝 `..` 逃逸 - gameDistributionGuards.test.ts:补 UUID 令牌、`..`、超长 URL、控制字符与字母表外字符用例 - gameDistributionClient.test.ts:补 purchaseGame / createGamePlaySession 路径、幂等键、expectedPriceMudPoints 序列化与 401/403/409/余额不足错误码映射 - PlatformGamePricingField.tsx:错误行加 id,价格输入补 aria-invalid / aria-describedby - PlatformGamePricingField.test.tsx:禁用态改用「买断制 + 禁用」以覆盖价格输入;新增错误关联 a11y 用例 - packages/shared 契约与 admin-web DTO:priceMudPoints / purchased 改为可选,与 Rust #[serde(default)] 口径对齐 - AdminGameDistributionReviewPage.tsx:详情价格按「版本冻结价优先、游戏行价兜底」取值(与服务端 version_detail_payload 同口径) - AdminGameDistributionReviewPage.test.tsx:详情价格改发散值(game=999 / frozen=30,断言 30);价格列按列名定位、去掉全局 NaN 弱断言 - adminGameDistributionReview.css:价格列 96px nowrap 放宽为 120px 并允许换行,避免最大价被硬裁 - AGC 发布面板与发布服务:深相对路径改走 @genarrative/shared/components alias - AGC 壳 game_distribution_publish.rs:修正预填价注释为「最近版本冻结价优先,可能仍待审/被拒」 |
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b7440d8c39 |
语音提示不再常驻 + 模型触发钮补 title + 工具条 DOM 级断言
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- D-B:`voiceNotice` 只在 mic 的 `onNotice` 里 set、从不清理(会常驻到组件卸载)→ 改成「拿到转写就收掉」(`onTranscript` 里 `setVoiceNotice('')`);提示是上一次动作的回执,选这个时机而不是 6s 定时,避免与 toast 的 6s 语义混在一起
- D-B 用例(改前红):`chat-composer.suite.ts`「语音提示是上一次动作的回执:拿到转写后不再常驻」——录音 + `onerror({error:'network'})` → `project-chat-composer-notice` 出现「语音识别服务…」;再 `emitTranscript('做一个小游戏')` → 该行消失且节点脱离文档(旧实现里它一直在)
- D-C:模型触发钮最窄可缩到 64px、名字走省略号但没有 `title`,截断后无从查看 → 触发钮补 `title={triggerLabel}`(与显示名同源),并加属性断言:`title` == 触发钮文本
- 测试加强(评审说偏声明级):`chat-composer.suite.ts` 新增「AI 润色钮在工具条这一行里(DOM 位置级)」——润色钮必须位于 `.project-chat-composer-controls` 内、父链在 `-controls-actions` 挂点里、不在 `.resource-reference-input` 里、空态工具条外没有第二行按钮(用真实挂载的 Direct 输入区断言);同排几何(top 差 ≤1px、两两不相交、七宽度)由无头 Chromium 夹具实测(240/280/296/320/360/438/900 全通过)
- 校验:`appSurface + chatDialogFrameLayout` **227 passed / 9 skipped**;typecheck pass 3 / fail 0;eslint、prettier、encoding 5327 files、spacetime-schema 92 tables、diff-check 全绿
Refs #600, PR #607
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69a5b868ef |
修掉润色状态行的死声明:margin-top 6px 不再被后面的 0 盖掉
- 评审 D-A:上一轮给状态行加的 `margin-top: 6px` 被紧接着的旧 `margin-top: 0`(styles.css 两条 Direct 状态规则)覆盖 → 实际间距是 0、状态紧贴编辑器末行;注释与测试注释也跟着说错 - 改法:删掉那两行 `margin-top: 0`,保留 6px,并把 CSS 注释与测试注释改成事实(输入盒 `gap` 的 row 分量为 0,间距由状态元素自带) - 实测(无头 Chromium 夹具,438px 面板):无状态行时输入盒 **72px** / 表单 **136px**;出现「AI 润色失败,可重试」时状态行 `margin-top` 计算值 = **6px**、状态行高 16.8px,输入盒 **95px** / 表单 **159px**(= 136 + 6 + 16.8);空态仍 0 高,222 算式与空态断言不变 - 测试:`statusRowHeight = 0` 不再写死——断言 `ResourceReferenceInput` 里状态行仍是条件渲染(`polishing || polishError || polishNotice`)+ 状态规则 `margin-top` 解出 6px(谁改回常驻渲染或把间距写回 0 都会红) Refs #600, PR #607 |
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c3030eddba |
chore(游戏共创): 收尾清掉最后一条旧口径注释(成品包只作可玩参考 → 生成脚手架 + 参考副本)
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f94946ef8e |
feat(游戏共创): 注册并处理 Fork 深链 genarrative://fork?gameId=…
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冻结约定:`genarrative://fork?gameId=<gameId>`,同时接受 `genarrative://fork/<gameId>`。
方案(用官方两个插件,不手搓单实例与注册表):
- `tauri-plugin-single-instance`(开 `deep-link` feature)**第一个注册**:Windows/Linux 上深链是
「带 URL 启动第二个进程」,该插件把第二个实例的 argv 转交给已有实例,并(feature 生效时)
交给 deep-link 插件发事件——否则用户点第二次链接会再开一个窗口。macOS 上它用 Unix socket
做同样的收口(系统本身也只会有一个 .app 实例)。
- `tauri-plugin-deep-link`:`tauri.conf.json > plugins.deep-link.desktop.schemes = ["genarrative"]`。
· macOS:打包器按该配置往 `Info.plist` 注入 `CFBundleURLTypes`(插件 `config.rs` 里那句
`// Used in tauri-bundler` 是代码级证据),运行时由系统把 URL 交给已运行的 .app。
· Windows:运行时 `register_all()` 写 `HKCU\Software\Classes\genarrative`(`URL Protocol` 标记 +
`DefaultIcon` + `shell\open\command`,不需要管理员);安装器侧同样按该配置注册。
· Linux:运行时写用户级 `applications/<exe>-handler.desktop` 并调 xdg-mime(AGC 未以此平台分发,
但仍走同一条运行时路径)。
- 冷启动:插件在插件初始化阶段就解析 argv 并暂存,而应用 `setup` 晚于插件,因此
`initialize_fork_deep_link` **先取 `get_current()`**、再 `on_open_url` 订阅后续链接(漏了前者会
丢冷启动那一次)。
- 收到 URL 后:聚焦主窗口(unminimize + show + set_focus)→ 发 `game-fork-deep-link` 事件
`{ gameId | message }` → 渲染层把请求存进 store 并切回首页;**不自动下载**,用户按
「Fork 到我的项目」才走与手工输入完全相同的提交路径。正停在项目工作区时不强行切走
(避免把用户从进行中的项目里踢出来),请求留在 store 里等用户回到首页。
- 非法链接:解析出可读原因(空链接 / 非 genarrative 方案 / 非 fork 形式 / 缺 gameId / gameId 不合法)
一并聚焦窗口并交给渲染层展示,不做静默失败。
测试:`fork_game_id_from_deep_link` 的合法(两种形式、大小写、多余参数、game_id/id 别名)与
非法(空、错方案、错形式、缺 gameId、`../escape`、URL 编码斜杠、非 URL)各一组;`gameId` 形状
判据与取件路径共用(`is_safe_fork_game_id`);TS 侧覆盖载荷解析、订阅映射、深链预填后**不自动
下载**、非法链接展示原因且不请求。
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4cf00ac07d |
refactor(游戏共创): Fork 口径收敛为「把整个工程复制到你的项目里继续改造」
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产品裁定:不再对外解释「可玩参考 + 素材 / 不能一键复刻工程 / 需自建合规工程」那套口径。 统一一句话:**Fork = 把整个工程复制一份到你的项目里继续改造(与 git fork 同理)**,动作名统一 叫 Fork。必要告知只保留一句:开启共创并上传工程时,整个工程(含素材与文档)会对他人可见, 且不可撤销。 - 入口(首页):`从平台作品 Fork` + 角标 `Fork`,说明压成一句「把平台上的作品整个工程复制到 你的项目里继续改造(像 git fork)。输入要 Fork 的作品 ID 或作品链接即可。」;按钮 `Fork 到我的项目`、加载态「正在 Fork:下载、校验并创建项目…」;成功态只留 「已创建项目《X》,Fork 自平台作品 <gameId>(来源已记录在 …fork-source.json)」, 删掉按取件形态分岔的长句。 - 发布面板:授权区只留一句「授权非「禁止共创」即允许他人 Fork 你的作品;开启共创并上传工程时, 整个工程(含素材与文档)会对他人可见,且不可撤销。」;确认项压成一句 「我已确认工程里没有不愿公开的内容,同意随本次发布公开整个工程(含素材与文档);一经发布 不可撤销。」,其后一行写「默认已勾选,可随时取消;不勾选则本次不上传工程源码。」 - 错误与进度文案:取件失败四态改为 Fork 措辞(`无法 Fork` / `该作品当前不能被 Fork(未公开、 已下架或没有公开版本)`),读取/下载/响应类错误改为 `读取 Fork 信息失败` / `下载 Fork 内容失败`, 超限提示改为「Fork 内容超过客户端下载上限,无法完成」;「未上传工程源码」提示改为 「他人 Fork 时只能拿到平台已发布的成品」;默认项目名前缀 `改编项目` → `Fork 项目`; 记录标签 `项目改编来源记录` → `项目 Fork 来源记录`。 - 实现事实(成品包形态的脚手架 + `reference/<gameId>/`)保留在 Rust 文档注释里,不再作为对外 表述;`collect_project_bundle_files` 等实现注释不动。 - 测试:入口用例改为断言一句话口径与「Fork 自平台作品」并断言旧的解释性表述已消失;面板用例 断言新的简短告知与「默认已勾选,可随时取消;不勾选则本次不上传工程源码」;错误文案断言同步。 |
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bbd5e51d3d |
测试:模型状态文案改走底部 toast 后改用异步查询
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- `conversationModelSelect.test.tsx` 两处同步 `screen.getByText('…')` 改为 `await screen.findByText(…)`:状态文案现在渲染在 portal 的 toast 里(发布 → 宿主 re-render 一次),同步查询在慢机/并行下会竞态(CI 上就是这样红的)
- 本地:`npx vitest run tests/conversationModelSelect.test.tsx` 29 passed;`appSurface + chatDialogFrameLayout` 225 passed / 9 skipped
Refs #600, PR #607
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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)。 |
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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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870d6457bc |
输入区工具条改回唯一一行:润色钮并入工具条,nowrap + 实测 min-width
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- 口径:工具条只允许一行——`@` / `+` / 「AI 润色 / 恢复原文」/ 模型 / 语音 / 发送 六颗控件平铺,任何面板宽下都不换行、不堆叠、不重叠;宽度不够时按 `min-width` 横向溢出可见,发送钮仍在可视区内 - 换行来源(首轮为「避免重叠」加的 wrap):styles.css:11893 `.project-chat-composer-controls`(6 类)`flex-wrap: wrap`、styles.css:11933 `.project-chat-composer-controls-left` `flex-wrap: wrap`、styles.css:13747 `.conversation-model-select` `flex-wrap: wrap` → 三处都改 `nowrap`;左组补 `flex: 0 0 auto`(固定 28px 动作钮不参与收缩,否则槽位被压窄会把润色钮挤到模型钮上) - 润色钮进工具条:`ResourceReferenceInput` 新增 `actionsPortalTarget`(portal 目标,不传时行为不变,策划面照旧),`DirectProjectComposer` 在左组 `+` 之后放挂点 `.project-chat-composer-controls-actions` 并传入 → 空输入态不再为它留一行;输入盒第二行只剩「润色状态」(无内容时 0 高,`gap` 的 row 分量 6→0、状态自带 `margin-top: 6px`) - min-width 算式(落到两个元素):控件排 `.project-chat-composer-controls` = `@`28 + `+`28 + 润色28 + 模型钮 64(`min-width: 64px`,名字省略号)+ 语音28 + 发送28 = 204,加 5×8px 列间距 = 244,再留 8 余量 → **252px**;外壳 `form.project-chat-composer.is-direct-codex` = 252 + 左右内边距 12×2 + 边框 1×2 → **278px**。夹具实测:自然宽度 290.4、七档(240…900)控件 `top` 差值 ≤1px、两两相交 0 处、`outsideControlsRow` 空 - 低于 min-width:外壳保持 278px、**内容按自身宽度溢出可见**(面板与 composer 都不裁切,选它而不是给工具条 `overflow-x: auto` 是因为工具条里挂着模型菜单浮层,加滚动容器会把它裁掉——#600 的老问题);240px 实测发送钮 rect 仍在窗口内且 `elementFromPoint` 命中它 - 测试:`chatDialogFrameLayout.test.ts` 新增「工具条只有一行…」——七个宽度下 `flex-wrap` 必须 `nowrap`(右组本来就不换行)、控件排 `min-width: 252` / 外壳 `min-width: 278`、组件源码里润色钮渲染在控件排之后的挂点;最高高度算式按新结构更新为 222。**改前红已记录**:把三个源文件 stash 回旧实现后单跑,`240px 下工具条必须保持单行: expected 'wrap' to be 'nowrap'` 与 `expected 228 to be 222` 两条同时红 - 校验:`npx vitest run tests/appSurface.test.ts tests/chatDialogFrameLayout.test.ts` → **225 passed / 9 skipped**;`agc:typecheck` pass 3 / fail 0;eslint、prettier、encoding 5280 files、spacetime-schema 91 tables、`git diff --check` 全绿;对照图与 PR 正文已更新 Refs #600, PR #607 |
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342cc75d20 |
Merge remote-tracking branch 'origin/master' into fix/agc-composer-layout
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合并 master 96859666f(AGC 运行画面点选 #624 等):保留双方条目 - docs/project-memory/shared-memory/pitfalls.md 冲突:本分支 2 条(2026-10-05 PR #607 复核修复 / 模型菜单共享样式面)在前,master 新增 6 条(运行画面点选 ×5、Phaser 4 ×2)紧随其后,其余各节原样保留 - 其余文件自动合并(master 侧改动与本分支不重叠) |
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d917d2f4d1 |
修复(AGC模型): 会员到账后主动刷新模型目录
- confirmNativeRechargePayment 确认订单为 paid 且 kind=membership 时调用 notifyLlmConfigChanged - 保留 applyCatalog 的 revision 门控不变,由配置变更事件重置已应用 revision 并重新读取 - 补「revision 不变但账号档位变化时,显式通知必须重新应用」的回归测试 |
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3204758f34 |
模型不可用与模型状态一律走组件自带的底部 toast:删掉宿主分支
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- 现象:`errorPresentation` 默认 `inline`,只有工作台那只传 `toast` + 宿主回调;首页/策划/画布的输入区里「模型服务不可用」还是**常驻占位文本**,不是浮层——同一个组件在不同宿主表现不一致 - 改法:浮层收进组件内部。新增 `components/common/composerNotice.ts`(模块级单例:`publishComposerNotice` + `useComposerNoticeHost`)与 `components/common/ComposerNoticeToast.tsx`(portal 到底部居中、6s 自动收起);`ConversationModelSelect` 与 `ComposerReasoningEffortSelect` 自己在失败/状态出现时报一条(各自去重:同一条只弹一次、清空后可再弹),失败 `tone="error"`、状态 `tone="neutral"` - 单宿主:同一输入区里两个调用点只有一个真正渲染(编号最小的那个),保证同一时刻只有一条浮层、不会互相叠;输入区整体卸载时把待显示的提示一并丢掉,不留给下一个宿主 - 删宿主分支:`errorPresentation` / `onUnavailable` / `onNotice` / `noticePresentation` 四个 prop 与工作台宿主的 toast state / `pushModelNotice` / `pushModelStatus` 一并删除(grep 命中 0);任何宿主的输入区子树里都不再有常驻 `role="alert"` / `role="status"` 行 - 语义不变:不可用时发送仍禁用(`!modelReady`);文案仍是「模型服务不可用」;档位持久化通道不变 - 测试:新增「首页模型不可用与状态也走组件自己的底部 toast(子树不留常驻行)」;`design-agent.suite` 的推理档保存失败改成断言底部 toast + 控件子树无 `role="status"`;`chat-composer.suite` 的失败去重用例改成断言 toast 节点(同一条不重复弹、清空后再出现换新节点) Refs #600, PR #607 |
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ce737f4e8b |
AGC 发布面板接入买断制定价并抽取共享定价组件
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packages/shared/src/components:新增 PlatformGamePricingField(.tsx/.css/.test.tsx)与 platformGamePricingModel(上限常量与解析),并从 components/index.ts 导出;组件只表达付费方式单选、买断价输入、上限提示、禁用态与错误行,校验由使用方持有。 src/components/common/PlatformGamePricingField.tsx:按既有的 common 适配约定新增网页端再导出。 src/components/game-distribution/GamePublishPage.tsx:把内联的付费方式 fieldset 与买断价输入替换为共享组件,文案、校验、禁用逻辑与既有用例保持不变。 src/components/game-distribution/gamePublishMetadata.ts:买断价上限与解析改为复用共享常量与共享函数,不再各写一份。 apps/ai-game-creator-shell/src/components/game-distribution/GameDistributionPublishPanel.tsx:首次发布与更新两条路径都加入共享定价组件,默认免费;提交前本地校验并透传价格。 apps/ai-game-creator-shell/src/services/gameDistributionPublish.ts:发布命令载荷透传 priceMudPoints,并做 0..=1000000 兜底校验;发布草稿回读新增 priceMudPoints 字段。 apps/ai-game-creator-shell/src-tauri/src/game_distribution_publish.rs:Tauri 命令新增可选 price_mud_points(旧前端不传按免费,向后兼容)并替换硬编码的 0;回读作者作品时解析 priceMudPoints,按「最近版本冻结价优先、回退游戏行当前价」预填,避免已上线付费作品被静默改成免费;发布摘要纳入价格,只改价格也会换幂等键,不会重放上一次收据。 apps/ai-game-creator-shell/tests:补充买断价透传、本地校验拦截、更新模式价格预填与免费兜底用例。 packages/shared/src/components/PlatformGamePricingField.test.tsx:覆盖免费/买断制切换、价格输入、上限提示、禁用态与错误行。 |
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8d8e74ca60 |
修复 AGC 壳版本请求缺少买断制价格字段导致的编译失败
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apps/ai-game-creator-shell/src-tauri/src/game_distribution_publish.rs:构造 GameDistributionCreateVersionRequest 时补 price_mud_points: 0;AGC 发布面板没有买断制定价入口,显式按免费提交,与升级前行为一致。 docs/project-memory/shared-memory/pitfalls.md:新增排障记录——shared-contracts 请求 DTO 加字段后必须同时编译 AGC 壳(独立 cargo workspace),#[serde(default)] 不能救 Rust 结构体字面量,并写明正确的本地检查命令与既有的 CI lane。 |
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386fe4b64f |
Merge remote-tracking branch 'origin/master' into fix/run-preview-refresh-reload
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96859666ff |
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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8788c47a97 |
修复(AGC模型): 锁定模型项不再进入 Tab 序列
- 去掉锁定项的 tabIndex,原因改由 aria-label 与 hover 提示暴露,避免键盘停在不可选项 - 移除锁定项失效的 :focus-visible 样式与旧注释 - 更新单测:断言锁定项不可 Tab 聚焦且 aria-label 带原因 |
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dd6e5186b0 |
已选段终点改到圆钮中心:圆钮右侧不再露出橙色
- 现象:4× 放大图里橙色 filled 段的右端越到圆钮右侧之外(圆钮边缘能看到一小截橙色) - 根因:渐变终点写成 `calc(20px + var(--strength-ratio) * (100% - 20px))`,而圆钮中心在 `10px + ratio * (100% - 20px)` —— 终点比圆钮中心多 10px(正好落在圆钮**右缘**),亚像素 / 圆角 / 描边误差都会让它露出来 - 改法:两个渐变停靠点都改成 `calc(10px + var(--strength-ratio, 0) * (100% - 20px))`,filled 段右端与圆钮中心重合;100% 时圆钮压在轨道右端、填充与圆钮右缘齐平 - 实测(无头 Chromium,4× 设备像素):0/25/50/75/100% 五档沿轨道中线扫描,圆钮右缘以外主色像素命中数 **0**(改前对照图能看到橙色溢出);hover / active / focus-visible / disabled 四态同样 0 - 守卫:`chatDialogFrameLayout.test.ts` 断言轨道渐变停靠点含 `calc(10px + var(--strength-ratio, 0) * (100% - 20px))` 且不含 `calc(20px + …)` Refs #600, PR #607 |
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9a00700447 |
修复(AGC模型): 添加协议字段并确保无可用模型时 unavailableModels 返回空数组
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df221f4eb9 |
收口评审 P2:点选条款限定引擎档、对象名上限入边界、素材 id 格式写入 skill
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- 功能说明第 8 条「命中区域裁剪在画布内」限定为引擎档,并说明 DOM 档仍是元素矩形;证据表对应行同步对齐 - 功能说明「边界与非目标」新增一条:引擎档对象名超过 40 字符按取不到处理(有意保留),宿主侧标签上限另为 120 - SKILL.md「运行画面点选契约」第 3 条补一句:素材 id 不含空白与路径分隔符(localAssetId 由客户端生成) - skill-pack 指纹同步(agc-web-game-development version 2026-08-26.42 与 sha256) |
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3145ef472e |
合并 origin/master(21c79f54a)到 feat/game-purchase
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- 冲突 docs/project-memory/shared-memory/decision-log.md:两侧都是在「# 决策记录」顶部新增条目,保留双份——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 首页自动建项与 AI 项目命名解耦(Issue 599)」在后。 - 冲突 docs/project-memory/shared-memory/pitfalls.md:同为顶部新增条目,保留双份——本分支「2026-10-05 付费游戏播放会话前缀落在 /api/*」在前,master「2026-10-04 生成任务账本 taskType 维度与 v1 兼容」「2026-10-03 后台异步回填被进项目覆盖」在后。 - 其余逐处核对:master 本次只改了 apps/ai-game-creator-shell 与 docs(首页建项与 AI 命名解耦、AGC 标题栏项目标签、相关计划/记忆文档),与买断制付费功能文件无交集,全部吸收;master 未触碰 SpacetimeDB schema、钱包流水来源类型、游戏分发契约、边缘路由与生成绑定。 - 合并后回归核对:GameDistributionGame.price_mud_points 仍在结构体末尾且带默认值 0;migration 白名单仍含 game_distribution_purchase;RuntimeProfileWalletLedgerSourceType::GamePurchase(game_purchase)仍在。 |
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364b1aa342 |
Merge remote-tracking branch 'origin/master' into feat/agc-runtime-picking-engines
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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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b8309eb3ae |
重构(后台金额): 抽出统一的元金额格式化
- shared AdminFormat 新增 formatAdminCurrencyCents(分 → ¥x.xx)并从 components 导出 - AdminUserDetailDialog / AdminMembershipPlanPage / AdminRechargeOrderPage / AdminRechargeProductPage 删除各自重复的 formatMoney/formatPrice - 补充 formatAdminCurrencyCents 单测,避免后台各页面金额格式漂移 |
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fe3c1389ae |
推理档:外部改配置后重读并重新种「最近落盘值」,重选同一档仍然落盘
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- 问题(评审 D5 边界):`persistedEffortRef` 只在挂载回读与自身落盘时更新,而配置还有别的写入者——`RuntimeConfigDialog` 保存后会 `notifyLlmConfigChanged()`。外部把 `llm.reasoningEffort` 改成「最高」后,常驻挂载的滑块手上仍是旧口径:用户改选「高」时 `next !== persisted` 本来成立,但若外部改成了用户要选的**同一档**(或先外部改档再重选原档),去重会把这次点击吞掉,界面显示 A、磁盘是 B - 改法:把「读一次配置」抽成 `readEffortRef`,挂载时读一次,另外在 `LLM_CONFIG_CHANGED_EVENT` 与窗口 `focus` 时**重读并重新种 `persistedEffortRef`**(只读不写盘;`silent` 时不重复报「推理档读取失败」);写盘在途或预览未提交时不回显,避免回读旧值把界面顶回去 - 用例:`chat-composer.suite.ts`「an external config change is re-read so re-selecting that grade still commits」——挂载读到「默认」→ 外部改档 + 派发 `LLM_CONFIG_CHANGED_EVENT` → 断言回显成「最高」→ 用户改选「高」→ **必须写一次**(改前该用例红:writes 里没有 'high',界面对着旧口径把这次点击去重掉) - 滑块 pointercancel 的用例也在这一条里(handler 随上一条提交落地):预览后 `pointercancel` → 恰好写一次 Refs #600, PR #607 |
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9c350eeda5 |
删掉强度滑块的档位圆点;pointercancel 与「松手」同口径提交预览
- 用户口径:「你干脆把圆点删了吧,很丑…要做就做成几乎透明的」→ 按第一选择**删除**(不做半透明备选)
- 标记:`.project-chat-composer-strength-slider` 里那组 `<span class="project-chat-composer-strength-stops">` + 5 个点整体删除
- CSS:`space-between` 排布、`z-index: 2` 抬层、`.is-active{opacity:0}`、点的 `color-mix` 底色、以及只服务点对齐的 `padding: 0 7px` 一并删除;强度区横向内边距 `4px 6px 2px` → `4px 0 2px`(滑块直接铺满卡片内容宽度,填充段与圆钮两端与轨道贴齐,不再留多余空白);滑块容器去掉已无用的 `position: relative`
- 保留:圆钮(实心暖白 + 柔影 + 2px 间隙焦点环)、filled 段铺满轨道高度 6px、`--strength-ratio`、`当前:X`、`aria-valuetext`、←/→/Home/End、点轨道跳档、拖动连续跟手(预览 / 松手提交)
- pointercancel:触屏取消时与「松手」同口径提交当前预览(否则预览值会滞留到下一次提交或卸载 flush)
- 测试:`chatDialogFrameLayout.test.ts` 原来那组「点」断言整段换成**反向守卫**(样式表里不再有 `.project-chat-composer-strength-stops` 规则、组件源码也不再渲染该类名;滑块契约:宽 100% / 高 26 / 圆钮 20×20、强度区左右内边距 0);`home.suite.ts` 首页用例补一条「菜单里不再有那组点」
- 文档:pitfalls 的 D1 条改为现行口径(圆点已删、原因与判据;历史成因「被 6px 轨道盖住 / 与圆钮错位 ±12.2px」只留一句、由 Git 追溯)
Refs #600, PR #607
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