c32097ab1820f78249324d74f484d9d60d05a8e0
5782 Commits
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c32097ab18 |
回写游戏买断制泥点付费真实栈验收证据并删除实施计划
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主规范合同章「验收标准与证据」表逐行回写真实本地栈 E2E 与单元/组件门禁结果,缺证据的覆盖边界如实标注未覆盖 主规范合同章补充说明运行时证据来自人工验收脚本 check:game-distribution-purchase-e2e(76 PASS / 0 FAIL / 1 WARN),不在 CI 自动门禁内 主规范合同章「实现约束与已知风险」新增 E2E 人工脚本不在 CI 覆盖、上线前私有桶 E2E_REQUIRE_PRIVATE_BUCKET 复核两条 主规范合同章表头删除已废弃的实施计划链接 里程碑验收复选框勾选已满足项并补证据说明,新增「未覆盖边界」保持未勾选(管理员安全下架会话失效、多账号/多游戏混合并发)并注明原因 里程碑「证据要求」补充已执行的人工验收结果与唯一 WARN 说明,Status 保持 implemented-awaiting-runtime-acceptance 删除 docs/project-memory/plans/【实施计划】游戏买断制泥点付费与播放鉴权-2026-10-05.md 并同步 docs/README.md 条目为已实现、E2E 76 PASS、待用户验收、未部署 |
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9662b56fa6 |
补齐买断制付费验收脚本的免购买、并发与边界用例
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- 作者本人免购买:详情有入口但 purchased=false、自购 400 GAME_PURCHASE_OWNER_EXEMPT 且余额与流水不变、可直接创建播放会话 - 管理员免购买:管理员令牌可直接创建播放会话并可玩;购买路径记录真实返回码(当前为用户鉴权前置 401,403 GAME_PURCHASE_ADMIN_NOT_ALLOWED 需带 admin 角色的用户令牌) - 真并发购买:同一未购买账号同时发两个不同幂等键,断言无 5xx、只扣一次、流水与购买记录各 1 条、详情 purchased=true - 审核员试玩待审付费版本:admin preview session 入口与包内资源同包可用、可反复创建不限次、钱包与购买记录不变 - 定价边界:priceMudPoints=1000001 被 400 拒绝且不落版本,0 与 1000000 可通过 - 下架后失效:旧播放会话入口与包内资源 404、公开详情与新建会话都关闭 - 购买记录/版本条数用 spacetime sql 直读本地表交叉验证,CLI 不可用时降级为 WARN - 脚本头部写明这是人工验收脚本、不在 CI 自动门禁内,且需要 E2E_ADMIN_USER/E2E_ADMIN_PASSWORD |
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f7d3652878 |
同步游戏买断制泥点付费与播放鉴权文档闭环
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主规范路由表新增 POST /games/{gameId}/purchase 行,写明幂等键、请求体与余额不足/作者自购/管理员令牌/价格变化错误口径
主规范路由表新增 POST /games/{gameId}/play-session 行,写明付费需登录、免费回公开入口与 { playUrl, expiresAt } 响应
主规范路由表新增 GET /game-distribution/play-sessions/{token}[/{assetPath}] 行,写明凭令牌、不读 Cookie、no-store、失效一律 404
主规范路由表更新 GET /games/{gameId} 行,补充 priceMudPoints 与 purchased,付费未购买时 currentVersion.entryUrl 为 null
主规范路由表更新发行网关行,当前公开版本 price_mud_points > 0 时统一 404
主规范合同 Status 由 proposed 改为 implemented(本地验证通过,待用户验收;未部署)
主规范收口价格上限 1_000_000 与免购买范围(作者本人 + 后台管理员令牌),删除正文悬置措辞并注明日期
主规范补充播放会话进程内会话、始终解析当前公开版本两条实现约束,记录后台待审预览前缀未清 Cookie 的同类风险
里程碑 Status 由 proposed 改为 implemented-awaiting-runtime-acceptance
docs/README.md 该合同/里程碑/实施计划条目描述改为已实现、本机真实栈 E2E 通过、待用户验收、未部署
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1e13563a5e |
新增游戏买断制泥点付费真实本地栈 E2E 检查脚本
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- 新增 scripts/check-game-distribution-purchase-e2e.mjs:覆盖付费游戏发布与审核、未购买用户无可播放入口且直连 404、购买扣泥点与幂等重放、播放会话可玩与重复进入不扣费、免费游戏回归、余额不足失败无副作用 - 脚本端口只读 .app/dev-stack.json 的实际地址,E2E_START_STACK=1 时自行拉起并收束本地 dev 栈 - 追加播放会话网关取证:伪造令牌 404、带平台 refresh Cookie 直连 403、经 dev 代理按前缀清空 Cookie 后仍可播放 - package.json 增加 check:game-distribution-purchase-e2e 别名 |
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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。 |
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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 |
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054709db65 |
修复付费作品作者与管理员在详情页被误判为未购买,并去掉后台审核价格的客户端回退
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- GameDetailPage:动作判定改为「服务端是否授予可玩入口」优先(canPlay = currentVersion.entryUrl 存在或 purchased 为 true),作者本人与管理员虽 purchased=false 但入口已下发时显示「立即玩」而不是「N 泥点购买」 - GameDistributionPages.test:新增「付费未购买但服务端已下发公开入口(作者/管理员)时显示立即玩」用例,保留既有付费未购买显示购买、付费已购买显示立即玩用例 - AdminGameDistributionReviewPage:删除 applyFrozenGameMetadata 中 priceMudPoints 的客户端回退,价格单一口径沿用服务端 version_detail_payload 写好的 game.priceMudPoints - AdminGameDistributionReviewPage.test:详情价格用例改为断言后端下发的版本冻结价(不再本地叠加冻结资料价格),历史版本无价格按免费的用例保持不变 |
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532c847620 |
修复游戏详情匿名读取导致已购买用户看不到游玩入口
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- gameDistributionClient.getGame 改用「可选鉴权」:已登录时带 Authorization: Bearer,未登录按匿名请求且不补票、不因 401 影响全局登录态 - 公开详情响应随查看者变化,读取加 cache: no-store,避免缓存串用他人购买态 - listGames 与评价等公开列表继续走跳过鉴权的匿名读取,行为不变 - 详情页在登录身份变化时重读公开详情,登录后不会再停在匿名的未购买结论 - 游玩页补充播放会话 401 的可读提示(未登录进付费作品) - 补测试:详情已登录带 bearer / 未登录匿名且只发一次请求、列表不带 bearer、付费已购买显示立即玩并可进入游玩页、已购买且公开入口仍在时仍走播放会话、未登录直接进游玩页不挂载 iframe |
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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。
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80fd5a9fea |
新增游戏买断制泥点付费领域规则、SpacetimeDB schema、钱包来源与 Rust DTO
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- server-rs/crates/module-game-distribution:新增价格校验 normalize_game_price_mud_points(0..=1000000,0 为免费)、购买资格 resolve_game_purchase_decision、GamePurchaseSnapshot 与 game_purchase_id(前缀 gdpurchase_);GameSnapshot/GameVersionSnapshot 增加 price_mud_points,审核通过时随版本价格生效;新增购买服务方法与纯内存测试。
- server-rs/crates/spacetime-module/src/game_distribution.rs:GameDistributionGame 末尾追加 #[default(0u64)] price_mud_points;新增私有表 game_distribution_purchase(purchase_id 主键 + user_id/game_id btree 索引);新增 purchase_game_distribution_game_and_return(同事务校验可见性/价格 CAS/未购买并原子扣费、幂等收据 action=purchase)与只读 get_game_distribution_purchase_and_return;approve 在同一事务内把冻结资料 priceMudPoints 生效到游戏行;公开游戏投影带出 priceMudPoints。
- server-rs/crates/spacetime-module/src/runtime/active/profile.rs:新增 consume_profile_wallet_points_for_game_purchase 复用通用钱包写入路径(来源类型 game_purchase、流水 ID game_purchase:{userId}:{gameId}、metadata_json 记 kind/gameId);profile_wallet_balance 提升为 pub(crate)。
- server-rs/crates/spacetime-module/src/migration.rs:迁移表白名单登记 game_distribution_purchase。
- server-rs/crates/module-runtime/src/domain.rs:RuntimeProfileWalletLedgerSourceType 追加 GamePurchase 变体与 game_purchase 文案,未改 profile_wallet_ledger 表结构。
- server-rs/crates/shared-contracts:新增 PROFILE_WALLET_LEDGER_SOURCE_TYPE_GAME_PURCHASE;公开游戏摘要/详情增加 priceMudPoints 与 purchased;GameDistributionPrivateVersion 与 GameDistributionCreateVersionRequest 增加 priceMudPoints;新增 GameDistributionPurchaseRequest/GameDistributionPurchase/GameDistributionPurchaseResponse/GameDistributionPlaySessionResponse。
- server-rs/crates/spacetime-client:新增购买与回读 typed facade、GameDistributionPurchaseRecord 与 row mapper,GameDistributionGameRecord 带出 price_mud_points,钱包来源 mapper 支持 GamePurchase。
- docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md:登记 price_mud_points、game_distribution_purchase 与 game_purchase 流水来源。
- 重新生成 SpacetimeDB Rust 绑定(购买表/过程与价格字段)。
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7b38ef9623 |
网页端接入游戏买断制泥点付费
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- packages/shared 游戏契约补买断价与购买态:GameDistributionGame 增 priceMudPoints/purchased,版本摘要 entryUrl 可为 null - packages/shared 版本请求增 priceMudPoints,私有版本回读增同名字段;新增购买请求、购买记录、购买响应与播放会话 DTO - packages/shared 钱包流水来源类型增 game_purchase,网页与共享账单文案增「购买游戏」标签 - 游戏分发客户端新增 purchaseGame(Idempotency-Key + 期望价格)与 createGamePlaySession - 发布页新增「付费方式」免费/买断制表单,定价校验与服务端 0..=1000000 口径一致,价格随版本请求提交 - 详情页展示定价、付费未购买时主动作改为「N 泥点购买」,复用泥点确认弹窗展示余额,成功后刷新钱包并回到可玩状态,余额不足给出充值入口 - 游玩页付费作品先签发播放会话再挂载 iframe,免费作品链路不变;会话被拒时不挂载 iframe 也不上报游玩 - 发行入口守卫接受播放会话前缀路径,拒绝其它非发行路径 - 定向契约测试登记 4 组购买/播放会话 DTO,补发布定价、未购买不可玩、购买确认与播放会话挂载用例 |
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d27e204f21 |
审核详情价格改用待审版本冻结价
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- applyFrozenGameMetadata 叠加冻结资料中的数值型 priceMudPoints:价格随版本冻结,审核员要看到待审版本将要生效的价格,而不是游戏行当前已公开价格 - 冻结资料缺 priceMudPoints 或为旧响应时保留 game.priceMudPoints,详情资料区仍渲染 detail.game.priceMudPoints - 新增两条详情用例:游戏行 0 泥点但冻结 30 泥点时展示「30 泥点」;旧版本冻结资料无价格时回落「免费」且不出现 NaN |
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4d7cd98dc6 |
后台游戏审核页展示买断制泥点价格
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- adminApiTypes:AdminGameDistributionReviewEntry 与 AdminGameDistributionGameDetail 新增 priceMudPoints: number 字段 - 审核页待审列表新增「价格」列:priceMudPoints 为 0、缺失或旧响应时显示「免费」,否则显示「N 泥点」 - 审核详情资料区新增「价格」项,与列表共用同一格式化口径,避免出现 NaN - 同步审核表 nth-child 列宽定义:新增价格列 96px,提交时间与审核列顺移,窄屏媒体查询一并覆盖第 6 列 - 补齐 AdminGameDistributionReviewPage 测试:付费 30 泥点、免费与缺字段回落各一条,并在详情用例断言价格展示 |
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7d24b0ac50 |
新增游戏买断制泥点付费规范:主规范合同、里程碑与实施计划
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- 主规范《平台入口与玩法链路》解除“不做交易”排除,新增“游戏买断制泥点付费与播放鉴权合同”章节,明确定价冻结、买断所有权、播放鉴权、后台审核展示与幂等边界 - 新增【里程碑】游戏买断制泥点付费与播放鉴权-2026-10-05.md:范围、不在范围内、依赖、验收标准与证据要求 - 新增【实施计划】游戏买断制泥点付费与播放鉴权-2026-10-05.md:修改边界、实现顺序、验证命令与回滚点 - docs/README.md 登记新合同、里程碑与实施计划入口 |
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7b1d57c5da |
Merge pull request '修复 Mac release 构建的 Git 心跳' (#625) from codex/release-macos-fetch-heartbeat into master
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Reviewed-on: #625 |
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c70186f610 |
Merge branch 'master' into codex/release-macos-fetch-heartbeat
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76cd1f057d |
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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3ac8ab1c08 |
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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a377ece48e |
修复 Mac release 构建的 Git 心跳
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为 macOS Jenkins Checkout 增加 SSH 保活与 fetch 心跳。\n增加 fetch 超时诊断并补充生产运维门禁。\n更新 Mac 构建运维说明。 |
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6c95660588 |
Merge pull request '优化 AGC 工作台顶栏布局:一行到底、版本入口钉右分级、播放并入运行页签(Issue #613)' (#615) from fix/agc-toolbar-layout into master
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Reviewed-on: #615 |
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29f7d157cd |
Merge pull request '作品管理与Phaser4客户端发布' (#565) from feat/game-works-management into master
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Reviewed-on: #565 |
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42364befb1 |
同步发布面板测试:删除已废弃的「按首版」提示断言
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- tests/gameDistributionPublishPanel.test.tsx:删除「已有绑定时进入更新模式,回填线上资料并按派生项目版本提交原 gameId」用例中对 /本次发布按首版 v1。/ 的断言(该文案随
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5a651f3eae |
删除发布面板冗余提示文案
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- GameDistributionPublishPanel.tsx:删除「项目版本」下的说明段(projectVersionHint 派生逻辑与其 useMemo、以及渲染它的 hint span),面板不再写「发布将使用最新内部版本 v{N}…」「线上最近提交 vN 是平台侧事实…」
- GameDistributionPublishPanel.tsx:删除简介/分类的三态提示文案(「正在根据创作内容生成简介和分类…」/「AI 已根据创作内容生成…」/「已根据创作内容预填…」)及支撑它们的 metadataSuggestionPending、metadataSuggestionReady 两个 state 与请求完成后的置位,保留静默预填行为
- apps/ai-game-creator-shell/src/styles.css:删除随上述提示一起作废的样式(-7 行)
- tests/gameDistributionPublishPanel.test.tsx:同步删除对已废弃提示文案的断言(-15 行)
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f418ecfee9 |
Merge branch 'master' into fix/agc-toolbar-layout
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ab1045f72d | Merge remote-tracking branch 'origin/master' into feat/game-works-management | ||
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65514328f3 |
Merge pull request '修复:AGC 工具调用组折叠箭头展开时仍朝下(#617)' (#619) from fix/agc-tool-call-group-chevron into master
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Reviewed-on: #619 |
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e593236f9b |
公开作品详情页不再显示占位作者名「创作者」,按作者 ID 补查真实昵称
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- useGameAuthorName.ts(新增):useGameAuthorDisplayName —— 回包名是占位词(「创作者」/「未知作者」)或空时,按 author.id 调 GET /api/auth/public-users/by-id/{id} 取 displayName;查询中返回 null(避免先闪占位词),查不到返回空串、不编造名字
- GameDetailPage.tsx:详情页用解析后的作者名装配展示对象(displayGame),替代直接用公开投影里的 author.name
- packages/shared/src/components/GameDetailDisplay/index.tsx:作者名为空时不渲染「由 X 制作」那一行;头像首字改用 Array.from(name)[0](避免 emoji 代理对被截断);作者行补 title 悬浮显示完整名字
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2e74092743 |
发布版本文案去诱导:卡面角标只写最新,面板写明发布固定取最新内部版本
- resourceProjectionModel.ts:publicationTag 注释改为「值是内部版本序数(versions.length),也就是发布时会提交的那个标签」,并注明卡面只渲染中性的「最新」角标,不再写「发布标签 v{N}」
- GameDistributionPublishPanel.tsx:「项目版本」说明注释写明发布提交的标签是 versions.length(最新内部版本序数),不读任何「选中版本」;画布上的选中/「当前版本」只影响当前版本素材与运行播放哪一版
- index.tsx / styles.css:版本卡角标由「最新 · 发布标签 v{N}」改为中性的「最新」,并换用卡面既有的中性 pill 样式
- gameDistributionPublishPanel.test.tsx:同步旧的角标/文案断言
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8ada23ea0e |
修复:AGC 工具调用组折叠箭头展开时仍朝下
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- 删除 .agent-tool-call-group-head[aria-expanded='true'] .agent-tool-call-group-chevron 的 rotate(180deg),消除与共享 AgentProcessSummary wrapper 叠加的 360° 旋转 - 在 .agent-tool-call-group-chevron 上方补注释,写明换向唯一来源在共享 wrapper,避免再次重复旋转 |
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206c625a58 |
顶栏两端留给两枚大分组:排序分段收行尾,版本入口移到它左边
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- index.tsx:把「依赖 / 类型」分段从动作区中部挪到动作行最后一个子元素,版本入口紧邻其左(版本不再是最右那一枚) - styles.css:排序分段左边距的注释改成与左邻无关(现在左邻是版本入口) - 用例:资源版本切换新增顶栏顺序断言(版本入口在排序分段之前、排序分段是动作行行尾);生成任务侧栏用例改判排序分段为动作行最后一个子元素 - 文档:PRD 两端分组条款、验收用例 S16 入口位置、决策记录、改动后对照图与 README 重拍 |
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a2f2503647 |
Merge pull request 'test/静默测试成功用例' (#614) from test/silent-is-gold into master
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Reviewed-on: #614 |
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aa4d178956 |
去掉与 master 重复的游戏评价页排布实现
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- AdminGameReviewsPage.tsx:删除我们新增的重复 tableClassName(master 已在同一组件上有一份,保留 master 那处),保证同名 JSX 属性只剩一处
- AdminGameReviewsPage.tsx:操作列 td 去掉 className="admin-game-reviews-actions-cell"(该 class 的唯一样式来源已随本提交删除,留着就是死代码)
- styles/admin.css:整段删除我们尾部新增的平行实现(.admin-game-reviews-table th:last-child 与 .admin-game-reviews-actions-cell .admin-action-row 的 width/nowrap/flex-end)
- 保留 master 的评价列表排布体系:.admin-game-reviews-table .admin-status、td:last-child .admin-action-row{flex-wrap:nowrap;justify-content:flex-start} 与 >button{flex-shrink:0}
- 自证:tableClassName="admin-game-reviews-table" 命中 1 处;admin-game-reviews-actions-cell 命中 0 处
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a79b9e9f9c |
Merge branch 'master' into test/silent-is-gold
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ee6f1d43c9 | Merge remote-tracking branch 'origin/master' into feat/game-works-management | ||
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620ac52461 |
后台游戏审核页展示游戏名与作者,不再只显示 gameId
- AdminGameDistributionReviewPage.tsx:待审列表只回版本字段,新增 resolveGameMeta 用既有后台作品列表接口按 gameId 反查标题/作者,逐游戏去重并按会话缓存;单个游戏取不到只回落显示 gameId,不阻断审核列表 - 同文件:loadReviews 在拿到 entries 后并行补齐本页 distinct gameId 的元数据 - 同文件:游戏列由单个 gameId 文本改为「游戏名(主行)+ 作者名与 user_id(副行,截断显示,完整值放 title)」 - adminGameDistributionReview.css:以 .admin-game-review-game 网格布局替换 .admin-game-review-game-id,保留窄视口截断与 title 出口 - AdminGameDistributionReviewPage.test.tsx:补 listAdminGameDistributionGames 的 mock 与游戏列表 fixture,断言由 gameId 改为游戏名 |
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137898d182 |
游戏评价页操作列按内容取宽,避免按钮换行错行
- AdminGameReviewsPage.tsx:评价列表加 tableClassName="admin-game-reviews-table",操作列单元格加 admin-game-reviews-actions-cell(与游戏管理页操作列同口径) - styles/admin.css:新增本页专属规则,操作列 width:1% + white-space:nowrap,动作行 flex-wrap:nowrap 并右对齐,避免「删除 / 查看详情 / 隐藏」被挤到第二行 - 选择器全部框在 .admin-game-reviews-table 内,不影响其它后台页面 |
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9eb537c6ff |
运行视图没有画面时自动补一次载入(进入项目/切项目的运行页空态)
- index.tsx:新增 autoRunPreviewProjectRef 记账,站在运行视图却没有可嵌入预览且可运行时自动补发一次 onPlay,同一个项目只补一次 - index.tsx:showRunView 先记账再发播放,避免点页签时被自动补发重复触发一次 - 用例:新增 runAutoLoadOnEnter(切项目自动补发一次、同项目不重复、点页签只发一次、有活体预览时不补发) - 文档:PRD 顶栏条款、验收用例 S17 判据、decision-log 同步自动载入口径 |
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b5a39f425e |
Merge remote-tracking branch 'origin/master' into test/silent-is-gold
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84c30b680c |
配置:CI 测试成功静默改用 cargo/node 原生 quiet
- .gitea/workflows/project-ci.yml:全局加 CARGO_TERM_QUIET=true,cargo test 成功只打点号、失败才列用例名。 - scripts/build-gitea-rust-cache.sh:预热脚本同步 CARGO_TERM_QUIET=true,与 workflow 的 Cargo 环境一致。 - package.json:agc:plugins:test 改用 node --test --test-reporter=dot。 - apps/ai-game-creator-shell/package.json:bundled-resources:test 改用 node --test --test-reporter=dot。 - scripts/check-native-shells.mjs:去掉每个 step 的成功进度标签,失败时才打印标签。 - scripts/project-ci-workflow.test.ts:移除 silent: true 守护用例。 - docs/project-memory/shared-memory/decision-log.md:移除本次静默决策条目。 - docs/project-memory/shared-memory/development-workflow.md:移除本次静默说明段落。 |
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7c5bcc4fb0 |
内部版本登记后立即宣告清单失效,版本卡不再需要重开项目才出现
- 根因:版本追加只写盘、不发「清单已变」事件,而前端被当作「回合结束刷新」的那次调用实际发生在入队时(useDirectProjectChatController.ts:588-592 紧跟 startTurn 的 finally,await 的只是 enqueue_direct_codex_turn),于是 agent 追加版本后无人重读清单,新卡必须先重开项目才出现(旁证:resource-layouts/dependency.json 里 74 分钟缺该版本,直到重开项目才补齐)
- 修复:版本真正追加成功时才 emit_game_creator_manifest_invalidated(root, "direct-codex.version")(与素材工具桥同口径),订阅侧立刻重读清单
- 版本卡显示顺序:orderIndex(内部版本序数)+ compareResourceOrder,修正初始版本被排到最后(4 版读作 2/3/4/1 → 现为 1..N 单调);不带 orderIndex 的资源排序与坐标逐值不变
- 最新版本卡角标:`最新 · 发布标签 v{N}`(只给 versions 最后一条,N = versions.length = 发布面板取的标签)
- 发布面板文案:「本次发布标签 = 最新内部版本 v{N};agent 再改进一次后,下一次发布将是 v{N+1}」,并保留「平台线上号是平台侧事实、与本标签互不推导」
- 验证:vitest apps/ai-game-creator-shell/tests 1935 passed / 0 failed;cargo check(带编辑器 feature)通过;encoding / typecheck 通过;真机未验(环境重新拉起前无法核验,待补)
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2f6df57ce2 |
Merge remote-tracking branch 'origin/master' into feat/game-works-management
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# Conflicts: # docs/project-memory/shared-memory/decision-log.md # docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md # server-rs/crates/api-server/src/modules/game_distribution.rs # server-rs/crates/spacetime-client/src/active.rs # server-rs/crates/spacetime-module/src/game_distribution.rs # src/components/game-distribution/GameDistributionPages.test.tsx |
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33552d2ed6 |
修复游戏评价操作列左对齐
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将评价列表操作按钮与操作列头左对齐 同步评价列表布局规范 |
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0e75d132a7 |
修正运行页刷新用例的 preview 类型:改用 GameCreationAppPreviewState
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- runPreviewRefresh 的 preview 形参从自造字面量类型改为契约类型,避免 status 被放宽成 string 与 view 的 props 冲突(tsconfig.tests.json 才会覆盖 tests/ 目录,此前只跑 tsc -p tsconfig.json 漏检) - 已跑 npm run ai-game-creator-shell:typecheck(含 check:tests:types)与定向用例确认通过 |
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a1b80ffde9 |
修复后台游戏评价状态与操作按钮换行
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为游戏评价列表增加专属表格样式类 状态胶囊保持单行,操作按钮禁止换行和压缩 同步后台评价列表布局规范 |
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2bfc62f695 |
文档:同步 AGC 顶栏布局口径与改动后对照图
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- PRD 顶栏条款改为一行到底 + 三档降级 + 运行页签即播放入口 + 运行画面刷新入口 - 验收用例 S17 改为「运行」页签入口语义,新增 S17a 刷新运行画面(含排障索引与验收记录表) - decision-log 新增 2026-10-04 顶栏布局决策(档位判据、两处「吞掉溢出」的坑、验证范围) - docs/README.md 索引新增改动后对照图;新增 docs/technical/assets/agc-toolbar-layout-after-20261004/(4 张真实 Chromium 实测截图) |
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b8849b8c01 |
优化 AGC 工作台顶栏布局:一行到底、版本入口钉右分级、播放并入运行页签
- 顶栏去掉两侧 flex-wrap、工具条改 overflow: hidden,空间不足按 data-layout 三档降级而不是换行 - 新增 workbenchToolbarModel(档位顺序与 1px 判据)与 useWorkbenchToolbarLayout(ResizeObserver 管宽度、MutationObserver 管内容,实测内容宽度写档位) - 版本入口 margin-left: auto 钉在动作区最右,标识改「版本 N(原因 · 时间)」,窄档只留「版本 N」(序号复用资源画布版本卡编号口径) - 新增 WorkbenchMoreActionsMenu:「打开项目目录 / 资源面板 / 整理画布」在 collapsed-actions 档收进「更多」下拉 - 删除独立「播放」按钮,运行页签前加 ▶ 图标,点页签即切视图并载入游戏资源 - 运行画面右下角新增「刷新运行画面」,LocalGamePreviewFrame 新增 reloadNonce 换 iframe 元素身份重新载入页面 - 用例:新增 workbenchToolbarLayout / runPreviewRefresh;改写 appSurface 顶栏与播放/刷新断言、版本标识断言与顶栏样式断言 |
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8e304f2b22 |
配置:CI 测试固定 silent: true,统一静默成功用例输出
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81cfbae207 |
后台侧栏按业务分组支持折叠
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新增后台侧栏业务分组与当前页自动展开行为 补充折叠交互、路由分组和权限过滤测试 同步后台导航分组行为文档 |
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a6fb2f01c1 |
Merge pull request 'Feat/游玩计数' (#604) from feat/play-count-with-cache into master
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Reviewed-on: #604 |
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3cca4fb99c |
项目版本卡按内部版本序数排序,修正初始版本被排到最后
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- 根因:版本投影的显示顺序走依赖视图、同层按 opaque 资源 id 做字符串排序,而 `version:initial-*` 的字符串序大于 `version:agent-*`,于是初始版本被排到最后(4 个版本读作 2/3/4/1,既与卡面「版本 N」序号冲突,也与「最新版本 = 发布标签」冲突;已落盘坐标 agent-22(0,0) agent-42(228,0) agent-46(0,168) initial-13(228,168) 为证) - 改法:`ProjectResource` / `ResourceCanvasItem` 增加 `orderIndex`(= 内部版本序数,仅项目版本资源携带),新增 `compareResourceOrder`(先比序键、再回落 opaque id)并替换依赖视图 4 处 `compareStableIdentifier`;类型视图在 mediaType 之后插入序键比较(顺带修掉 ≥10 个版本时「版本 10」被字符串序排到「版本 2」之前的错位) - 兼容性:不带 `orderIndex` 的其它资源排序结果与落盘坐标逐值不变 - 验证:`npx vitest run apps/ai-game-creator-shell/tests` 199 文件 / 1935 passed / 0 failed;`npm run agc:typecheck` exit 0;`npm run check:encoding` passed;`git diff --check` 干净;真机 CDP 用 Vite 现网真实模块 + 真实 manifest 复算落位:修复前 2→3→4→5→1,修复后 1→2→3→4→5 |