k88936
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3f9c698a67
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修复:粘贴解析跳过只有触发符的退化 token,不再错认正文里的裸 @
buildContentFromPastedText 组装候选时跳过 token 长度小于等于 1 的条目(引用名为空时 token 就是裸 `@` / `$`):边界规则会让它在正文里匹配到任何一处触发符,认下来等于把无关文字错认成一条引用
函数注释的保守规则从两条补成三条,写明空名字按「宁可不成 chip」的同一口径跳过
新增用例:空名字引用的 token 是 `@` 时不认领正文里的裸 `@`、其余 token 照常解析;去掉该跳过分支后用例变红
同步 AGC 聊天素材引用功能说明的粘贴解析小节
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2026-09-23 11:54:09 +08:00 |
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k88936
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4e90465c45
|
修复:素材显示名在词干为空时回退 asset.id,不再产生空引用名
resourceDisplayName 在文件名去掉扩展名后为空(`.env` / `.gitignore` 这类整名就是扩展名的文件)时回退 asset.id,回退值同样过 normalizeMentionName;空名字会让 token 退化成只有触发符的裸 `@`,候选菜单里是空芯片、粘贴解析还会认领正文里任何一处裸 `@`
normalizeMentionName 的注释改为「只做归一化、不做兜底」,把兜底的落点写明在名字的来源侧
新增用例:`.env` 与 `config/.gitignore` 的显示名回退 asset.id、引用标签不再为空;把该回退去掉后用例变红
同步决策记录(校正「不做 resourceId 兜底」一条)、AGC 聊天素材引用功能说明与引用粘贴解析实施计划
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2026-09-23 11:53:14 +08:00 |
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k88936
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44148542f1
|
Merge remote-tracking branch 'origin/master' into feat/smart-paste
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# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-09-23 11:04:46 +08:00 |
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k88936
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5e36b61534
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修复:引用名内部空白统一折成 -,粘贴解析不再多插一枚芯片
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resourceReferences.ts 新增共享 normalizeMentionName:内部空白折 `-`、裁掉首尾,token 层幂等再折一次
素材显示名(resourceDisplayName)、Skill 名(目录读入与 toReference / mentionToken)、附件名(导入映射与 toReference / mentionToken)统一过这一份口径
resourceDisplayName 去掉 `|| asset.id` 兜底:引用名假定非空,不再回退 resourceId
前缀重叠 bug 由此收口:`@hero` 不再命中 `@hero-v2`(后一个字符不是空白),粘贴只剩正确的那一枚芯片
新增用例:素材 / Skill / 附件三类归一化口径、前缀重叠回归、Skill 目录名带空白、附件名带空白;把 normalizeMentionName 变异成恒等函数后新增用例全红
顺带修掉 referenceSourceProviders 用例里重命名遗留的 provider.match 断言与 skill provider 注释里的 match
同步 CONTEXT.md 术语、功能说明、实施计划与决策记录
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2026-09-23 10:40:21 +08:00 |
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lhk229
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1e186369c9
|
客户端埋点设置 (#446)
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/446
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
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2026-09-23 00:09:12 +08:00 |
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k88936
|
14f11e77a2
|
修复:粘贴解析出的引用若解析不出来,退化成 token 文本而不是整条丢掉
$insertContentAtSelection 的引用分支补 else:referenceFromPart 返回 null 时插入该 part 的 token 文本
此前上游 buildContentFromPastedText 已把 token 摘走,插入端再丢一次就会让这段内容静默消失
新增用例:provider 认得出 token 但插入时已解析不出引用,断言正文保持 `看 @hero 一眼`、不产生芯片
变异验证:去掉该兜底后同一用例变红(正文变成 `看 一眼`),恢复即绿
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2026-09-22 19:54:36 +08:00 |
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k88936
|
ec1f207021
|
重构:引用 provider 的 match / candidates 改名为 fuzzyLookup / lookup,删除 onPasteText
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match(query) 改名 fuzzyLookup(query):名字写明它是包含匹配 + 截断的模糊菜单查询
candidates() 改名 lookup():名字写明它是精确查找用的就绪全量候选,不模糊不截断
删除 onPasteText 补读钩子:粘贴只用此刻就绪的候选,不等待、不补读,也不为解析提前读盘
输入区与资源 / Skill provider 同步改名,粘贴接管路径改读 lookup()
provider 用例与粘贴集成用例同步:Skill 冷启动改为「保持字面,敲过 `$` 后可解析」
补 jsdom 缺的 Range.getBoundingClientRect 与 ResizeObserver 桩(候选菜单测量用,真实浏览器都有)
同步 ADR 修订、实施计划、功能说明与决策记录
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2026-09-22 19:50:42 +08:00 |
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k88936
|
6950e08506
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功能:引用输入区支持粘贴解析 @显示名 / $名称
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新增 buildContentFromPastedText:粘贴文本按显示口径反解析,同名多候选与未命中 token 一律按文本保留
ReferenceProvider 增加可选 candidates 与 onPasteText:候选枚举保持纯函数,Skill 目录冷启动时补读一次
资源与 Skill provider 落地新缝,静默 provider(附件 / 运行画面区域)不参与粘贴解析
输入区在 CRITICAL 优先级接管 PASTE_COMMAND,仅解析出引用时插入并打 PASTE_TAG,一次 Ctrl+Z 整体回退
补充粘贴解析规则矩阵、provider 候选枚举与补读、输入区粘贴集成用例
同步 ADR 修订、实施计划、术语表、功能说明与决策记录
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2026-09-22 19:06:19 +08:00 |
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k88936
|
1ecb92c53d
|
Merge branch 'master' into refactor/extract-dep-from-ref-inputer
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2026-09-22 17:57:51 +08:00 |
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k88936
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c42e087a30
|
Merge remote-tracking branch 'origin/master' into refactor/extract-dep-from-ref-inputer
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# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-09-22 17:41:24 +08:00 |
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suzmii
|
c2d756a772
|
Merge branch 'master' into feat/agc-run-preview-tip
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2026-09-22 17:28:39 +08:00 |
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k88936
|
d5fb34209a
|
重构:候选懒加载改为菜单回调,match 收成纯函数
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- ReferenceProvider 新增可选 onMenuQueryChange(query):输入区在 useEffect 里回调(菜单关闭时收到 null),作为懒加载的唯一入口
- ProviderMentionMenu 不再让 provider 在渲染期产生副作用:match 只负责过滤已就绪的数据,契约里写明它必须是纯函数
- useSkillReferenceProvider 把目录读取从 match 搬进 onMenuQueryChange,第一次敲出 $ 才读;失败仍放开重试(下一次菜单查询变化时重试)并保留 console.warn
- referenceSourceProviders 用例改为经菜单回调驱动,并显式断言 match 不触发任何 Tauri invoke、菜单关闭(null)也不触发
- 同步 ADR、决策记录与功能说明里 provider 契约的那段描述
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2026-09-22 17:24:24 +08:00 |
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kdletters
|
e5460280ce
|
发布入口接入灰度开关
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- 后端:GET /api/runtime/frontend-config 新增 gameDistributionPublishEnabled,复用 `game-distribution:publish` 判据(未配置或 enabled=false 时对已登录作者默认开放,显式收紧后只放行白名单/灰度命中用户,匿名恒为 false),前端入口与写入口共用同一事实源。
- 后端用例:新增 frontend_runtime_config_game_distribution_publish_is_scoped_to_authenticated_gate,覆盖默认开放、enabled=true 无白名单、白名单命中、deny 名单、enabled=false 回退与 rolloutPercent=100。
- 网页:平台壳按灰度隐藏「发布游戏 / 发布新版本」入口;/games/publish 直接访问时渲染「发布功能正在灰度中」并提供重新检查;读取失败按放行处理,由后端写入口把关并返回可读文案。
- AGC:新增 readGamePublishAvailability(同一运行时配置字段),只有命中才把发布回调交给 DirectProject 聊天头;字段缺失或读取失败按不开放处理。
- 文档:玩法链路、后端数据契约与实施计划记录灰度口径、入口行为与验证命令。
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2026-09-22 17:12:04 +08:00 |
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suzmii
|
f7250f5dd1
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合并 master(bba4f0eb2):DirectProject 聊天三态与快照文档并入运行页入口收口
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- 只冲突两份共享记忆的尾部追加(pitfalls / decision-log):保留双方新增条目,直接合并非取舍
- App.tsx / styles.css 自动合并通过;本分支的运行页入口收口与 onRunNotice 通道未受影响
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2026-09-22 17:08:03 +08:00 |
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k88936
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fbfc7e5e62
|
修复:候选菜单的 key 改用引用身份,同名素材不再撞 key
- 导出 resourceReferences 的 chatReferenceKey(只认稳定身份、不含显示名的身份键),并加注释说明它为什么不能省
- ReferenceMentionOption 由 super(chatReferenceMentionToken(...)) 改为 super(chatReferenceKey(...)):characters/hero.png 与 enemies/hero.png 都展开成 @hero,拿显示 token 当 key 会让 React 撞 key、复用错 DOM,键盘高亮与选中落到另一条候选上
- referenceSourceProviders 用例补一批同名素材:断言两条候选的显示 token 相同、身份键不同
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2026-09-22 17:06:08 +08:00 |
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k88936
|
3fdde6f51d
|
修复:并发导入附件时仍然守住 8 个上限
- useDirectProjectChatController 增加 attachmentsPendingCountRef:已放行但还没落成正文芯片的条数先在预算里占住名额,放行的部分在 finally 还回去
- 原来的预算只减草稿里已有的附件芯片数,两次并发导入会各自按同一份快照放行,最终插进正文的芯片可以超过 MAX_CHAT_COMPOSER_ATTACHMENTS(回归自「待发附件列表」被删掉的那次重构)
- 新增 tests/chatComposerAttachmentCap.test.tsx:两次并发各带 5 个文件,断言放行 5 + 3,并补 jsdom 缺失的 Blob.arrayBuffer
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2026-09-22 16:59:36 +08:00 |
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k88936
|
39ac337569
|
诊断:Skill 目录读取失败不再静默
- skillReferenceProvider 的 loadSkillCatalog 失败分支补 console.warn('[skill-reference] …'),带上是哪一次重试、错在哪,排障时不再只能看到「敲 $ 没反应」
- referenceSourceProviders 用例断言这条日志(并用 vi.restoreAllMocks 收尾),把「失败可重试」与「失败留痕」两件事一起钉住
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2026-09-22 16:56:31 +08:00 |
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kdletters
|
d047b16b91
|
合并 master:DirectProject 回合三态与 AGC release 每日调度
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- 合并 origin/master 11 个提交(DirectProject 回合三态与投影 memo、宿主崩掉后的回合收口、权限拒绝后的忙态、策划对话布局修复、AGC release 每日调度)。
- 本次自动合并无冲突;游戏分发发布入口(App 的 requestGamePublish、DirectProjectChatView 透传、聊天头「发布到游戏广场」按钮)在新聊天状态机下保持接线。
- 验证:root / AGC / admin-web 三端 typecheck、全量 vitest、游戏分发 Rust 测试、encoding、doc-index、rustfmt 与 SpacetimeDB schema guard。
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2026-09-22 16:54:38 +08:00 |
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kdletters
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f1b282f3cd
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合并 master 并接入 DirectProject 新聊天架构
- 合并 origin/master(304 个提交:DirectProject 聊天容器重构、Project Supervisor 退役、策划附件导入、CI 隔离编译缓存等)。
- 接受 master 对 ProjectSupervisorView / SupervisorChatOnlyView 的退役与预览快捷测试收敛;发布入口改由 DirectProject 聊天头承载。
- DirectProjectChatHeader 新增「发布到游戏广场」入口(无回调不渲染、回合忙态禁用),DirectProjectChatView 透传 onRequestGamePublish。
- App.tsx 继续由工作台壳持有试玩包导出与 GameDistributionPublishPanel,沿用 project.export_package 权限确认队列;check-config 把该命令从 native-only 清单移回 App invoke。
- 后台游戏审核 API / 类型 / 路由测试与 master 新增的 AGC 模板管理按双方保留合并,并修掉拼接造成的接口与用例闭合缺陷。
- 修正 master 自带的 viteProxyConfig 断言:/api/creation-entry 属退役路由,测试改为断言不进入代理。
- 记录合并踩坑:语法结构内部的冲突不能简单按「双方保留」拼接,必须按某一侧骨架重建并跑 tsc 与单文件测试。
- 验证:全量 vitest 393 文件 / 4374 用例通过,root / AGC / admin-web 三端 typecheck,cargo check 与游戏分发 Rust 测试,encoding、doc-index、rustfmt、SpacetimeDB schema guard。
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2026-09-22 16:45:29 +08:00 |
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lhk229
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3775e05970
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修复策划对话布局与流式显示 (#460)
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恢复固定消息区域和工作区状态条样式,修正窄屏单列布局
限制长阶段提示、澄清卡片和文件导入结果高度,保证输入区可达
补齐实时正文和思考的滚动跟随,保留用户上滚意图
移除读取策划历史时补造的发送时间
补充布局与显示回归测试,同步技术方案和共享排障约定
Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/460
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2026-09-22 16:25:51 +08:00 |
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suzmii
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0434647978
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修复快速编辑草稿回填用例的竞态:面板先出现、Lexical 的值后落
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- 同一条用例在 CI run 2702 与本地一次全量里各命中过一次「expected '' to include '把角色头发改成红色'」:面板(dialog)一出现就同步读 textContent,编辑器值还没落
- 回填类断言统一改走 expectPanelPromptContains(内部 waitFor),不再赌时序
- 「提交后重开是空面板」那条否定断言改用 composerValue 读(它先让编辑器落值),避免空串让断言空过
- 连跑该文件 9 次 + 全量 3 次(173 文件 / 1826 通过 / 18 跳过)均全绿
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2026-09-22 16:13:10 +08:00 |
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k88936
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7e009a4c94
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引用输入区改为宿主注入引用来源,素材选择器与输入区分离
- 新增 features/project-workspace/reference-source(types + 资源/Skill/附件/运行画面区域四个 provider 工厂),输入区按 providers 顺序取第一个非空回答,不再判断引用种类
- ResourceReferenceInput 删除 assets / versions / activeVersionId / skills / showTriggerButton / openPicker,改为 providers / inputActions / submitSuppressed / containerRef 四个通用接缝
- 新增 ResourceReferencePicker 与 ResourceReferencePickerAction:面板自己拿数据(素材、版本、缩略图预览 invoke)并自管筛选态,由宿主渲染,确认后只经 insertReferences 交回输入区
- 四个宿主改为按需注入 provider 并各自渲染选择器:DirectProject 注入资源+Skill+附件+运行区域,策划输入盒 / 画布生成面板 / 资源卡快速编辑只注入资源+两个静默 provider,非 DirectProject 宿主不再出现 $ Skill 候选
- 附件并入 ChatReference,编辑器收敛为单一 ResourceReferenceNode(删除 AttachmentReferenceNode),附件 chip 的 DOM 契约(data-attachment-reference / data-attachment-status / title / 移除按钮 aria-label)逐字保留
- 附件改为导入成功即以芯片进入正文、失败与异常一律不插入;控制器删除待发附件状态与 removeAttachment,ComposerPendingAttachments 与其提交时拼接一并删除,单次上限按草稿中的附件芯片数计算,导入进行中禁止发送
- directCodexContentToPromptText 的引用 token 前后各留一个空白(不重复),显示名反查改由调用方注入 resourceLabelResolver(assets),并补 TODO:后续改为按组件渲染引用
- 队列 chip 文案、快速编辑出站提示词、润色回填的引用恢复统一走 joinMentionText 的同一份 token 口径
- 新增 tests/referenceSourceProviders.test.ts 规则矩阵单测(触发符、候选过滤与截断、toReference、refresh、mentionToken、Skill 目录懒加载与失败重试),既有输入区/聊天用例迁移为注入 provider
- styles.css 删除随面板外移与待发附件列表一起失效的规则
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2026-09-22 16:01:54 +08:00 |
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k88936
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a35956f3ec
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宿主崩掉不再留下永远开着的回合:本地命令失败按身份兜底收口
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- directThreadChat 新增 commandClosedTurnUserItemId 与 stopDirectThreadTurn:本地命令返回即这一轮在宿主那边收场,只放掉「是否在跑」、不写终态时间
- 同身份迟到的 turn.started 不再把这一轮拉回运行态;迟到的 turn.completed 例外放行,仍要拿它补上真正的结束时间
- 身份不同的回合不动:「正在跑的是另一轮」这种拒绝不能顺手抹掉别人的回合
- useDirectThreadChatSubscription 暴露 stopCommandTurn;controller 在真失败分支按本轮身份调用,主动终止与 another-turn-running 不走这条
- 新增用例:reducer 两条(不复活 / 不碰别人的回合)、appSurface 一条(失败后不再显示「陶泥儿正在处理」、输入盒回到发送态);变异去掉兜底收口后该用例变红
- decision-log 记录本次决策,以及仍未做的宿主侧根因(Rust 侧 drop 守卫补终态事件)
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2026-09-22 15:34:48 +08:00 |
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k88936
|
cab31613f2
|
权限被拒不再抹掉下一轮的忙态:出队统一交给 finally
- startTurn 的权限被拒分支不再自己 endTurnCommand + dispatchNextQueuedTurn,改为标记 queueAdvance 交给 finally 收口
- finally 固定顺序:刷新清单 → endTurnCommand() → 出队,保证清忙态早于出队,不再清掉下一轮刚设上的忙态与 pendingUserItemId
- 模块注释把这条顺序写成契约,并说明权限被拒这种「本轮从未发出但要继续出队」的走法
- 新增 appSurface 用例:权限被拒 + 后面排着消息时,被出队那一轮在飞期间输入区仍是终止态;改前该用例红
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2026-09-22 15:20:38 +08:00 |
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k88936
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67d2f08421
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窗口期渲染用例先等 invoke 发出,别让断言在命令未发出时就过
- chat-composer 的 does not report a finished turn 用例捕获 invoke 并先等它被调用,再断言窗口期不出现终态文案
- 写权限门是异步的:不等待时断言会在 invoke 之前通过、收尾的 pending[0]?.resolve 变成空操作,用例盖不住它声称覆盖的窗口
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2026-09-22 14:59:13 +08:00 |
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k88936
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cfcd3cd604
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DirectProject 空窗期不再谎报本轮结束:三态接入渲染
- DirectProjectTurnUsage 渲染判据改为 state !== 'finished',awaiting-start 不再显示「本轮结束于 … 耗时 0.0秒」
- DirectProjectTurn 的过程折叠判据同样改为 state !== 'finished';流式正文与工具卡片仍按 state === 'running'
- 组件注释写明「否定式读 !== 'finished'、肯定式读 === 'running'」这条分工,并标出仍由 A 负责的另一半兜底与覆盖范围
- 新增 tests/directProjectTurn.test.tsx:awaiting-start / running 不显示终态文案且不折叠、finished 有终态时显示结束时间与耗时
- appSurface chat-composer 新增窗口期用例:invoke 挂起且无任何原生事件时不出现「本轮结束于」
- decision-log 追加本条决策、保守卡片口径的理由、未修边界与变异验证结论
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2026-09-22 14:07:07 +08:00 |
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k88936
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860dcb1bf5
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DirectProject 聊天状态显式化:回合三态与「在跑吗」唯一派生入口
- DirectChatTurn 的 active 布尔改为三态 state(running / awaiting-start / finished),三态判定收在投影里、用身份而不是时间戳
- buildDirectChatTurns 新增 pendingUserItemId 入参;controller 的 beginTurnCommand / endTurnCommand 与 turnBusy 同生共死地维护它
- 新增 useDirectProjectTurnStatus 作为「在跑吗」的唯一派生入口:nativeRunning / commandInFlight / displayBusy / latestTurnState
- DirectProjectChatView 不再手拼 busy:header 与 composer 读 displayBusy,「正在处理」卡片读 nativeRunning
- DirectProjectConversation 的 running 入参改名 nativeRunning,语义写在类型注释里
- DirectProjectTurn 改读 turn.state;渲染条件保持不变,awaiting-start 仍按已结束渲染(空窗缺陷另开改动)
- directTurnPresentation 的起点优先级与三态判定由嵌套三元改为逐级 if 覆盖
- 新增 directProjectTurnStatus 用例 4 条;directTurnPresentation 补三态用例 4 条并改按 state 断言
- ADR 补「活动回合唯一判据约束的是原生回合」澄清与代码指针
- decision-log 记录本次重构决策、未修的窗口期缺陷与验证证据
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2026-09-22 14:06:20 +08:00 |
|
suzmii
|
6dde321bd1
|
修 review 发现:运行反馈全面退出对话区,并补齐顶栏与守卫细节
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 2m5s
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- executeRunLocal 的三条失败路径(缺 Tauri / 缺项目 / 启动预览报错)也改走 onRunNotice 失败色提示,对话区不再出现过程行;随之删除已无调用方的 announceProjectChatMessage 与不再有意义的 announceToChat 参数
- RunNoticeToast 的失败提示延长到 6 秒(成功仍 2.6 秒),避免错误一闪而过
- 版本入口在 UI 编辑器壳里不渲染;版本名改由一层 span 承载省略号,长版本名不再被硬裁
- 视图拿不到 onNotice 时把「在浏览器打开失败」写进 console,不再静默吞掉
- check-native-shells 增加「运行页视图里 openUrl( 只有一个调用点」的判据,堵住自动开浏览器的口子
- 新增外壳级接线用例 runNoticeShellWiring;previewActivation 补「启动失败走失败色提示且不写对话区」;runNoticeToast 补失败时长;样式守卫补省略号
- decision-log 收敛到最终口径(成功与失败都出对话区、失败留 6 秒、编辑器不挂版本入口)
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2026-09-22 13:51:30 +08:00 |
|
suzmii
|
0a8debef56
|
合并 master:运行页入口收口并入 DirectProject 重构
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Has been cancelled
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- 保留 master 的 DirectProject / ProjectChat 重构与测试重组:原 appSurface 的 project-commands / project-preview / supervisor-runtime 三个 suite 已被 master 删除,接受删除并把相关断言重写到 tests/previewActivation.test.tsx 等新用例
- 本分支改动重放到 master 结构:运行与预览成功的反馈改走 onRunNotice toast(带 tone),对话区不再写过程提示
- 运行页顶栏统一:预览地址改成「在浏览器打开」按钮,版本入口搬进同一动作区复用同一套按钮皮,状态行与预览地址小字退役
- 生成任务入口、面板与锚点不在运行页渲染,placement 里的 run 档一并删除
- 手工合并 App.tsx / WorkspaceLauncher.tsx / model.ts / check-config.mjs / decision-log / pitfalls,并把两条决策记录与一条排障记录补进 master 版本文档
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2026-09-22 12:50:19 +08:00 |
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suzmii
|
5a87c5f965
|
运行页顶栏收口:预览地址改按钮,版本入口并入顶栏同一套样式
- 删除运行区域上方的状态行与预览地址小字,运行画面回到两行栅格
- 预览地址改成顶栏动作区里的「在浏览器打开」按钮(opener 插件 openUrl),只在有活预览时渲染
- 版本入口搬进同一个顶栏动作区,外观复用该容器的基础按钮样式,去掉自带的边框、底色与 hover
- 打开失败走 onNotice 的失败色 toast:onRunNotice 通道改成带 tone 的对象,四处调用点同步
- 补顶栏入口正向守卫,删掉状态行的旧样式用例并新增顶栏与浏览器打开的用例
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2026-09-22 11:51:51 +08:00 |
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suzmii
|
8e6ee50ad8
|
运行页收口:状态行同在画面外,生成任务不进运行页
- 运行区域上方新增状态行,预览地址小字与版本入口同排:两者都在游戏画面之外,版本入口不再绝对定位压在画面上
- 小字单行省略并用 title 给出完整地址,状态行高度恒定 30px,没有版本入口时也不塌
- 运行页不再渲染生成任务入口、面板与锚点;[data-generation-tasks-placement='run'] 那一档坐标与 placement 里的 run 一并删除
- 按新口径改写两侧用例,新增运行区域状态行的声明级守卫用例
- 记录决策到 shared-memory/decision-log.md
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2026-09-22 10:29:53 +08:00 |
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suzmii
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e6083050a8
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运行/预览提示退出对话区,改 toast 与运行区域小字
- 删除播放、/preview、/open-preview 与生成后自动启动预览写进对话区的成功提示,对话区只保留对话内容
- 新增 onRunNotice 通道,工作台壳用 RunNoticeToast 弹 2.6 秒浮层,同一句连续触发会重新计时
- 运行表现层在预览框上方常驻小字「已载入客户端运行视图:URL」,没有活预览时不占位
- 更新 appSurface 四处用例,新增 onRunNotice、小字与 RunNoticeToast 用例
- 同步 check-config 与 check-native-shells 的字符串判据,并记录决策到 shared-memory
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2026-09-22 10:00:38 +08:00 |
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k88936
|
19e1883f71
|
合并 origin/master:策划附件导入接入策划聊天入口
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m55s
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Project CI / Frontend tests (pull_request) Successful in 3m15s
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- 保留 DirectProject 独立聊天容器与 Supervisor 退役结果,不为冲突恢复运行时兼容分支
- 策划工作区文件导入接入 PlanningChatView 输入盒,导入期间暂缓发送、阶段批准、澄清与重试
- 工作台壳按项目记录导入进行态,导入未完成时不切换游戏运行态并提示等待
- 首页策划附件导入结果落到工作台 fileImportNotice 提示条,可单独关闭
- 设计态输入盒样式选择器由 project-supervisor-* 收敛为 project-chat-*
- 策划导入回归用例适配退役后的 harness 与 chatProps 命名
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2026-09-22 02:24:47 +08:00 |
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k88936
|
5315b233c8
|
预览激活回接「运行」入口,聊天 @ 清单打开选择器时按需重读
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m58s
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- App.tsx 新增 activateRunningPreview,运行入口先问 Rust 要活体预览(activate_local_game_preview),命中就只切客户端运行视图
- App.tsx 的 executeRunLocal 命中活体预览时经 DirectProject 聊天的 announce 播报「已切换到客户端运行视图」,不再重复调用 start_local_game_preview;stopped / 非本项目 / 权限位要求确认一律回落到重新启动
- check-config.mjs 从 native-only 白名单移除 activate_local_game_preview 并同步注释(该门禁要求 App invoke 与白名单互斥)
- DirectProjectComposer 新增 onReferencePickerOpen,工具条按钮与附件菜单两处选择器入口打开前先刷新清单
- DirectProjectChatView 用 useDirectProjectManifest 的 refresh 重读聊天自己那份 @ 清单,不新增壳到聊天的清单推送通道
- 新增 tests/previewActivation.test.tsx,钉住切视图不重启 / stopped 回落重启 / 权限确认回落重启三条路径
- decision-log 记录本轮两处回归的背景、决策、取舍与验证方式
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2026-09-21 23:09:43 +08:00 |
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k88936
|
a11cdf13d7
|
画布生成面板重开草稿与重试身份收敛到 canonical content
生成面板 state、重开草稿、重试身份与提交载荷统一为一份 content[]
重试身份改用 directCodexContentKey 内容指纹比对并删除 referenceIdsMatch
directCodexContentToLegacyContentDto 只在任务落账的出站边界派生
账本回到草稿的反向翻译收敛为 legacyContentDtoToContent 单一实现
token 扫描从 ResourceReferenceInput 提到 resourceReferences 并两处共用
无法解析的资源引用合成 unknown 占位而不再静默丢弃
出站提示词规范化收敛为 resourceCanvasAssetGenerationPromptText 供两处共用
directCodexContentToPromptText 去掉 trim,空白只在整条 content 上判定
同步决策记录与 canonical content 里程碑落地结果
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2026-09-21 22:56:32 +08:00 |
|
lhk229
|
085181c795
|
修复策划附件导入工作区并解除资源清单耦合
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 1m55s
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新增策划工作区文件导入命令,支持同名另存并保留文件字节
首页和聊天框附件直接导入策划工作区,脱离游戏资源清单与回合附件
导入期间暂缓发送、阶段操作和游戏制作切换,保留逐文件失败提示
补充导入、刷新与切换回归测试,同步技术方案和共享约定
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2026-09-21 22:49:21 +08:00 |
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k88936
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8968762274
|
合并 origin/master:DirectProject 输入校验取回空白片段回归用例
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m57s
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Project CI / AI game creator shell web tests (pull_request) Failing after 1m38s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 9m21s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 9m31s
- validation.rs 保留本分支的 content_has_meaningful_input 与 Skill/附件独立上限,空输入报错取回 master 的用户可见文案“聊天内容不能为空”
- wire.rs 取回 master 新增的 text_projection / user_input_rejects / valid_references / nonempty_text 四条回归用例,测试导入合并两侧
- resourceReferenceInput.test.tsx 取 master 的注释口径:草稿 text 投影会 trim,提交用的 content 保留 chip 后的分隔空格
- pitfalls.md 与《AGC聊天素材引用》改为「任意非文本 part 均算有效内容」,与四类引用的实际校验对齐
- 本地私有改动的 .env 不进入本次合并
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2026-09-21 21:42:41 +08:00 |
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k88936
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295d4af384
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润色回写按token原位恢复引用与附件
统一引用与附件的润色扫描口径,token 存活时原位换回真 part
token 被改写时剩余 part 补在末尾,附件不再丢出 canonical content
删除无调用方的 EMPTY_CHAT_COMPOSER_DRAFT
补充润色原位恢复与末尾补位两条回归用例
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2026-09-21 21:22:04 +08:00 |
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k88936
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6981648796
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合并 origin/master:Supervisor 永久退役,项目对话收敛为 DirectProject 与 Design Agent
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m56s
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Project CI / Native shell tests (pull_request) Failing after 45s
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Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 6m57s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 8m1s
- 解决 refactor/split-direct-project 与 origin/master 在 App.tsx、立项策划聊天视图、Direct composer/引用输入区、styles.css、Rust direct user item 与 appSurface 用例上的冲突,按「Supervisor 永久退役」口径保留 DirectProject 独立聊天容器与 Design Agent 两条产品路径
- 采纳 master 的策划 Agent V1/V2 退役:删除 GDD 审批卡、策划输入卡、planningLane、planningSessionV2、planningSessionContract、规划展示适配与 Rust planning_*_v2 命令、模块、契约及对应用例,不保留兼容别名或双跑路径
- 把 master「折叠思考显示单行预览」的目的落到当前结构:新增共享表现 chat/components/AgentReasoning/AgentReasoning.tsx(折叠态单行纯文本预览 + 箭头、展开态安全 Markdown),DirectProject 回合与策划回合共用,删掉两处写死的 pre 折叠实现
- 把 master「策划入口可选模型 / 推理档」的目的接到当前策划输入盒:复用 ConversationModelSelect 与 ComposerReasoningEffortSelect,配置写回仍走客户端配置通道
- App.tsx 删除只服务退役 Supervisor / 策划 V2 的 state、ref、effect、回调与死参数,并删除两条读路径都退役后的 workspaceProjectKind;openWorkspace 的工程类型入参保留为未使用契约
- Rust 侧保留本分支 canonical→wire 投影、无审计 Direct 回合与 direct user item 严格校验,并入 master 的 prepare_new_web_project_at 前置复核
- 更新 ADR 与 shared-memory 决策记录:策划当前只有 Design Agent、两条路径的共享表现清单,以及本次合并的口径、代价与验证证据
- 验证:AGC 与仓库 typecheck、check:encoding、check:doc-index、git diff --check、改动文件 eslint 0 error;AGC vitest 168 个文件中除 5 个 jsdom localStorage 环境失败文件与本分支既有 resourceTagStatsRefresh 失败外全绿,appSurface 198 passed / 13 skipped;Rust 定向用例 direct_codex_user_item、skill_pack、sessions 全过(整套分片在本容器受 /sbin -> usr/bin 触发沙箱预检失败,与本合并无关)
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2026-09-21 21:09:34 +08:00 |
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lhk229
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f71361c292
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修复客户端图标素材生成丢失用户描述 (#450)
Project CI / Backend tests (push) Has been cancelled
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Project CI / AI game creator shell Rust lane 1/2 (push) Has been cancelled
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删除图标生成的固定提示词包装、默认美术说明和两次截断
按服务端单条描述语义校验非空及200个Unicode字符,超限拒绝并保留原文
保留内部换行,直接以单条iconDescriptions提交用户描述
更新前端、原生入口和实际HTTP请求回归测试
同步工具说明、生成契约及项目排障文档
Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/450
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
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2026-09-21 19:12:35 +08:00 |
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suzmii
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cc8c03a40d
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运行游戏不再往聊天写"运行通过"提示
- 删掉 AGC 播放/运行本地游戏成功后的聊天提示:它每次播放都会堆在对话底部遮挡运行画面,成功与否由客户端运行视图本身体现,失败仍照原样回报
- appSurface 三处用例改为断言 start_local_game_preview 真被调用且聊天里不再出现该提示
- 补排障记录:本地 node_modules 内置 Codex 原生包过旧会让 AGC build script panic,需在仓库根目录 npm ci
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2026-09-21 19:08:43 +08:00 |
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lhk229
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8520b50c81
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修复游戏智能体输入含空白片段时被误判为空 (#449)
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Project CI / Backend tests (push) Successful in 7m33s
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改为按整条消息判断有效内容,保留空白文本片段及两类引用的原有校验
补充多行文本、纯引用、全空白输入及非法引用的定向回归测试
同步素材引用文档、共享排障记录和过时测试注释
Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/449
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2026-09-21 16:36:59 +08:00 |
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k88936
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4698527025
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完成DirectProject composer canonical content收口
输入区草稿只保留 Lexical content 数组
Direct 与 Planning 提交边界直接读取 canonical content
润色保留引用解析并保护附件节点
通过单向 DTO 适配 legacy text 引用与附件消费
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2026-09-21 14:37:49 +08:00 |
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k88936
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ec408bfafd
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删除 DirectProject 聊天 IPC 的死参数 prompt
Rust 侧删掉 chat_with_game_creator_direct_codex 的 prompt 入参:回合输入只由 canonical userItem 派生,该参数从未被读取
DirectProjectTurnInput 去掉 prompt 字段,提交与排队派发不再计算 @显示名 投影文本
界面断言改读 userItem.content,并删掉退役的附件 sidecar 用例与只断言「不存在」的终止用例
同步实施计划与附件路径映射两份技术方案里的 Direct 消息契约
共享记忆补记该死参数的口径与成因
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2026-09-21 14:27:23 +08:00 |
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suzmii
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562e1ba586
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「生成任务」侧栏读秒改为 100ms 粒度:与对话侧共用同一份时钟
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m57s
Project CI / Backend tests (pull_request) Failing after 12s
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Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 7m15s
Project CI / Repository checks (pull_request) Failing after 20s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 8m16s
Project CI / Frontend tests (pull_request) Successful in 7m30s
Project CI / AI game creator shell web tests (pull_request) Successful in 4m1s
Project CI / Native shell tests (pull_request) Successful in 11m1s
- ResourceCanvasAssetGenerationTasksPanelView:删掉面板自带的 1000ms interval 与 nowMillis 状态;两条任务行的「已耗时」下沉为叶子组件(AssetGenerationElapsedLabel / ResourceEditElapsedLabel),各自订阅共享 hook useLiveNow(LIVE_TIMER_TICK_MS = 100)。
- 为什么不是面板级时钟:面板上通常同时挂着多条任务,100ms 的 tick 落在面板上等于每 0.1 秒重建整个侧栏;useLiveNow 的注释明确要求调用方是叶子节点。终态行不订阅,已耗时定格在账本给的结束时间上。
- 行为:不足一分钟的耗时本来就显示到 0.1 秒(formatElapsedDuration),现在每 100ms 真的更新一次,不再是「带小数却 1 秒跳一格」。
- 用例:新增「读秒按 100ms 刷新(0.0 → 0.1 → 0.5 秒)」「终态行不再走表,定格在结束时间」「秒表只订在运行中的那一行上(setInterval 只被调用一次)」;把 LIVE_TIMER_TICK_MS 临时改回 1000 时第一条用例即红,粒度确实被钉住。
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2026-09-21 12:48:21 +08:00 |
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suzmii
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b4ce6877c8
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修掉「拖动占位卡仍触发点击」的真因:点击抑制的计时起点必须在松手那一刻
- useResourceCanvasGenerationPlaceholders:抑制状态在越过拖动阈值时只登记、不起计时器,改到 pointerup 才起 0ms 计时(deferDragClickSuppressionCleanup);pointercancel 与切项目走 clearDragClickSuppression 立刻收干净。
- 原实现(越过阈值时就起 0ms 计时器)在真实鼠标下不成立:一次拖动里 pointermove 横跨多轮宏任务,计时器早在松手前就把抑制清掉,收尾那次 click 照样生效——jsdom 同步发 move/up 看不见这一档,所以上一版用例是假绿。
- 用例补上真实时序:拖动过程中显式让时钟走一轮宏任务再松手;宿主用例还补上浏览器在 pointerup 之后补发的 lostpointercapture,并断言它不能把这次拖动的抑制一起清掉。
- 敏感性已双向验证:把计时器搬回「越过阈值那一刻」、以及让 lostpointercapture 清抑制,两条用例都会红;改用例前的同步版本对两种错法都会绿(所以上一版没抓住)。
- 注释写明计时起点为什么是松手那一刻,并与资源卡链路的 deferSkippedResourceCardClickCleanup 对齐口径。
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2026-09-21 12:34:47 +08:00 |
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suzmii
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7b57cba14d
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补齐「图集(生成图标素材)为什么没有 @」的当面说明与依据
- 生成浮层:不给 @ 选择器的入口新增一段说明行(`data-resource-canvas-generation-reference-free`),讲清「该入口走平台图集通道,参考只有一张权威规范图(图标规范),不支持另挑参考图」——验收现场那条「生成图标素材没法 @」读起来像漏了按钮,原因其实在通道上。
- 样式:说明行允许折行、沿用次要文字色;与既有的「参考图 n/5」计数行区分开。
- 用例:图集入口断言说明行在场;逐条入口断言「说明行」与「@ 选择器」严格互补;原「不呈现参考选择」的判据从按词匹配改成按计数元素/计数值匹配(说明行本身会提到「参考图」三个字)。
- 文档:入口矩阵补「图集为什么没有 @」一条,写明图集走 `icon-spritesheets` 通道、提交体只有 referenceId + iconDescriptions(无 referenceImageSrcs)、结果绑定硬校验参考恰好一张,以及「平台 OpenAPI 该请求 schema 有 referenceImageSrcs 字段,放开属于产品 + 平台口径变更」。
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2026-09-21 12:23:32 +08:00 |
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k88936
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f3097e1096
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删除按已退役工作台壳聊天入口编写的预览与 Run 历史用例
- 删除 apps/ai-game-creator-shell/tests/appSurface/project-preview.suite.ts 及其下 preview-shortcuts.suite / run-history.suite 与全部辅助模块(fixtures、invoke-mock、message-bubble、四个 assert-* 流程)
- 删除 tests/appSurface.test.ts 里对应的 import 与注册
- 这些用例断言的是已退役的 Supervisor 工作台壳:项目摘要面板、开发环境、LLM 状态、Agent 状态、编排 Trace、`/runs` `/read` 聊天命令,以及 `chat_with_game_creator_agent`;这些对象在当前源码里都已不存在
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2026-09-21 12:22:08 +08:00 |
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k88936
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f1294d4d6b
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修正首页建项两用例对 DirectProject 首轮链路的过期假设
- apps/ai-game-creator-shell/tests/appSurface/home.suite.ts 两个首页建项用例补上 `get_local_game_manifest` 桩:首轮需求由 DirectProject 聊天容器认领,它要先读到项目清单(项目身份)才发送,不桩这条命令时清单读失败、首轮永不发出
- 「imports home attachments」用例改为 waitFor 断言首轮 invoke:发送发生在清单到位之后,不能在「工作台已出现」的同一帧断言
- 同用例的 `prompt` 期望由 `按这个角色做游戏` 改为 `按这个角色做游戏@角色参考.png`:附件以 `agc_attachment_reference` 进入 canonical content 后按 `@名称` 口径投影,与输入区、队列 chip 同一份派生
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2026-09-21 12:22:02 +08:00 |
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suzmii
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beebcca4de
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修复 AGC 画布四项验收问题:锚点让位标题栏、浮层不再撞画布边缘、拖动不再触发点击、图标规范参考口径对齐
- 生成任务锚点新增「资源总览」档:资源总览页仍贴画布顶边内缩 0.85rem,资源栏目画布页让开顶部钉住的整宽栏目标题栏(42px + 0.5rem),两档切换走 margin-top 过渡(减动效下关掉)。
- 生成浮层的顶边与可用高度改为按占位卡的真实屏幕位置算(卡下沿到安全底边),不再假设卡片贴在安全带上沿——占位落到下半屏时浮层底边不再越过画布下沿被切掉。
- 生成浮层新增水平收口:按「浮层左右各留 12px」把锚点收进画布可视范围,卡片靠边时浮层不再有一半落到画布之外;宽度口径与面板 CSS 同源(min(560px, 100% - 24px))。
- 新增画布卡片手势的共享判据 resourceCanvasGestureExceededDragThreshold(阈值仍取 RESOURCE_CANVAS_DRAG_THRESHOLD):资源卡与生成占位卡共用同一份「拖动还是点击」判断。
- 生成占位卡修掉拖动收尾误触点击:越过阈值才算拖动、登记一次性点击抑制(consumeDragClick)由宿主消费,「拖动中」样式也从越过阈值那一刻起才亮。
- 生成占位卡的删除按钮起手手势不再被当成「点卡片」:按起手点判定,松手落回卡片时不触发开合生成浮层。
- 图标规范面板的参考选择注释按现行判据改写(只有图集 icon-spritesheet 不接受用户参考),入口矩阵文档同步补「参考图(@ 引用)」口径并修掉「本地 IPC 没有参考图入参」的旧说法。
- 补齐回归用例:手势模型判据、占位卡拖动/点击与阈值、宿主级「拖完不弹浮层且普通点击仍开合」、浮层顶边与水平收口、锚点分档与跨文件标题栏高度守卫、逐条生成入口的 @ 与判据一致、图标规范面板的 @ 与提交带引用。
- 共享记忆 pitfalls.md 记录两条排障口径:卡类手势必须只有一份阈值与点击抑制判据;画布浮层几何只能按真实屏幕位置算、分页锚点必须让开钉死的标题栏。
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2026-09-21 11:58:13 +08:00 |
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