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922 Commits

Author SHA1 Message Date
suzmii d0176f48b7 feat(游戏共创): 衍生作品发布必填「本次核心改动说明」(版本级存储 + 可达错误码)
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按需求文档 revision 1554「发布设置页 → 二创信息区(必填项)」:衍生作品(有血缘行)发布新版本时**必须**
提供「本次核心改动说明」;母版(0 代)不需要——提供了也忽略、不校验、不落库。

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

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

注:本块**未提交** `scripts/check-game-distribution-lineage-e2e.mjs` / `check-game-distribution-theme-e2e.mjs` /
`capture-game-lineage-visual.mjs` 的配套改动(属别的 session 的文件,工作区里保留未提交,需其 owner 决定:
衍生作品发布若不传 `changeSummary` 现在会 400,那三个脚本需要同步补字段)。
2026-10-06 17:24:42 +08:00
suzmii eeb101458a Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts:
#	apps/ai-game-creator-shell/src-tauri/src/game_distribution_publish.rs
#	apps/ai-game-creator-shell/src/components/game-distribution/GameDistributionPublishPanel.tsx
#	apps/ai-game-creator-shell/tests/gameDistributionPublishPanel.test.tsx
#	docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md
#	package.json
#	packages/shared/src/contracts/gameDistribution.ts
#	scripts/check-game-distribution-dto-parity.mjs
#	server-rs/crates/api-server/src/modules/game_distribution.rs
#	server-rs/crates/module-game-distribution/src/errors.rs
#	server-rs/crates/module-game-distribution/src/lib.rs
#	server-rs/crates/shared-contracts/src/game_distribution.rs
#	server-rs/crates/spacetime-client/src/active.rs
#	server-rs/crates/spacetime-client/src/active/mapper.rs
#	server-rs/crates/spacetime-client/src/active/mapper/game_distribution.rs
#	server-rs/crates/spacetime-client/src/game_distribution.rs
#	server-rs/crates/spacetime-client/src/module_bindings.rs
#	server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_snapshot_type.rs
#	server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_type.rs
#	server-rs/crates/spacetime-module/src/game_distribution.rs
#	server-rs/crates/spacetime-module/src/migration.rs
#	src/components/game-distribution/GameDetailPage.tsx
#	src/components/game-distribution/GameDistributionPages.test.tsx
#	src/components/game-distribution/GamePlayPage.tsx
#	src/components/platform-entry/PlatformEntryActiveFlowShell.tsx
#	src/services/gameDistributionClient.test.ts
#	src/services/gameDistributionClient.ts
2026-10-06 16:10:52 +08:00
suzmii 54e05d5e84 lineage viz polish 2: dual-axis fit, readable floor, fixed axis layer, edge contrast
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2026-10-06 14:47:51 +08:00
suzmii f0cad9dddc 合并 origin/master(52c83cc2a,248 个提交)到 feat/game-purchase
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- 同步 master 侧 248 个提交:会员与泥点计费(PR #588 / #603)、创作者主页与关注粉丝(PR #638)、运行页刷新真重载(PR #640)、AGC 模板 templateVersion 递增(PR #643)等;确认 master 未触碰发行网关与 `api-server/src/modules/game_distribution.rs`。
- 冲突 1(server-rs/crates/module-runtime/src/domain.rs:1157-1162)`RuntimeProfileWalletLedgerSourceType` 两侧各自在末尾追加变体:保留 master 的 `MembershipUpgradeGrant` 为索引 16(线上已落库口径),本分支 `GamePurchase` 顺延为索引 17,并保留其「每账号每游戏一次扣费」注释。
- 冲突 2(server-rs/crates/module-runtime/src/domain.rs:1184-1188)`as_str()` 同时保留 `membership_upgrade_grant` 与 `game_purchase` 两个分支。
- 冲突 3(server-rs/crates/spacetime-client/src/active/mapper/runtime_profile.rs:95-101)bindings→领域枚举映射同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,按新索引顺序排列。
- 冲突 4(server-rs/crates/spacetime-client/src/module_bindings/runtime_profile_wallet_ledger_source_type_type.rs:43-47)生成枚举按模块源码顺序合并为 …`MembershipUpgradeGrant`、`GamePurchase`;随后 `npm run spacetime:generate` 复核该文件与生成结果逐字节一致。
- 冲突 5(server-rs/crates/api-server/src/admin.rs:4849-4853)sats 索引映射改为 `16 => membership_upgrade_grant` 与 `17 => game_purchase` 两条并存。
- 冲突 6(server-rs/crates/api-server/src/admin.rs:6368-6461)索引断言并入 master 的 `[16] => membership_upgrade_grant`,并把 master 的「17 尚未映射」占位断言替换为 `[17] => game_purchase`;本分支的后台消耗统计两个用例原样保留。
- 冲突 7(server-rs/crates/api-server/src/runtime_profile.rs:219-226)来源文案格式化同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,注释随 `GamePurchase` 保留。
- 冲突 8(docs/project-memory/shared-memory/decision-log.md:3-24)两条决策记录并列保留:本分支 2026-10-05「播放会话前缀在三处入口清空 Cookie」在前,master 2026-10-03「每日免费发放额为 0 时前端隐藏该池」在后。
- 保住 master 侧:发行响应 ETag/304/gzip(`release_asset_response_with_cache` 五参形态与 `release_asset_etag` / `if_none_match_matches` / `accepts_gzip_encoding` / `gzip_release_asset` / `release_asset_not_modified_response`)、共享加载面 `PlatformGameLoadingSurface` 及其使用方、三池钱包与会员档位目录改造。
- 保住本分支侧:付费作品 404 守卫(`price_mud_points > 0` 且位于 `load_package` 之前)、购买与播放会话网关路由、nginx×3 / Pingora / Vite 的播放会话 Cookie 清空与 `nginx-route-parity.matrix.json` 登记、viewer 感知公开详情、后台审核价格、`PlatformGamePricingField` 共享定价组件与两端接入、AGC 项目版本只读 + 平台派发下一版本号、schema 与迁移白名单、钱包来源 `game_purchase`。
- 验证:`git merge-base --is-ancestor origin/master HEAD` 返回 0;`check:encoding`、`check:doc-index`、`check:spacetime-schema`、`check:server-rs-ddd`、`check:rustfmt`、`check:npm-workspaces`、`check:game-distribution-dto-parity`、`check:game-distribution-price-limit-parity`、`check:pingora-route-parity`、`check:nginx-spa-routes`、根/admin-web/AGC typecheck、`git diff --check` 全绿。
- 测试:`cargo test -p module-game-distribution` 30 passed,`cargo test -p api-server game_distribution` 61 passed,`cargo test -p spacetime-module game_distribution` 7 passed;定向 vitest 28 个文件 252 个用例全通过。
- `npm run spacetime:generate` 除 11 个 procedure 文件的纯空白格式差异外无任何语义改动(`git diff -w` 为空),已保留 master 的生成产物形态,提交内无 schema/绑定语义变化。
2026-10-06 13:12:32 +08:00
suzmii 2a04f293b1 Merge remote-tracking branch 'origin/master' into feat/game-fork
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2026-10-06 12:24:10 +08:00
k88936 796cf9843c Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
2026-10-06 10:14:15 +08:00
suzmii 0d0166c2d9 feat(游戏共创): 后台读取主题成员名单(含草稿/归档主题与不可见成员 + 可见性列)
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缺口:后台原先只能借**公开投影** `GET /api/game-distribution/themes/{themeId}` 列成员,而公开投影只服务
`published` 主题 ⇒ **草稿 / 已归档主题在后台看不到成员名单**,运营没法在发布前核对。

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

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

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

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

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

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

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

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

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

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

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

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

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

门禁:`cargo test -p module-game-distribution` **100 passed**;`cargo test -p api-server game_distribution`
**86 passed**;`cargo check --all-targets` 0;DTO parity 58 组 / 10 构建器;`check:encoding` 0;
`cargo fmt --all -- --check` 0;`git diff --check` 0。
2026-10-06 03:50:05 +08:00
suzmii 033e3aa79a feat(游戏共创): 共创主题(三)后台写路径(5 条 admin 路由 + 事务 + 幂等)
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按 §3.10.8:后台 UI 不在本轮,本轮只落**接口与事务**。

- **鉴权(照仓库既有 admin 体系,不自造)**:5 条路由挂在既有 `/admin/api/game-distribution/*` 支,统一 `route_layer(require_admin_auth)`,handler 取 `Extension<AuthenticatedAdmin>`;未带 / 失效会话 → **401 `UNAUTHORIZED`**(与同组 games/reviews 路由同码同形),非 admin role → 403。模块侧第二层:写 procedure 与后台列表都要求受信服务身份(`require_editor_generation_runtime_service_identity`),只有 api-server 能调。
- **5 条路由**:`POST /themes`(创建;服务端生成 `theme-{uuid}`;要求 `Idempotency-Key`,摘要只覆盖客户端可见请求体,**不含重试时重新生成的 `theme_id`**)、`PUT /themes/{theme_id}`(整体覆盖 name/summary/badge/sortOrder/status,生效即刷新 `updated_at`,重放不写库不刷新)、`PUT /themes/{theme_id}/members/{root_game_id}`(**不要求幂等键**——确定性主键天然幂等;可带 `sortOrder`)、`DELETE …/members/{root_game_id}`(不要求幂等键;成员不存在也算 200,响应刻意不含「之前存不存在」→ 重复调用逐字节相同)、`GET /themes?limit=&status=`(**含 draft/archived**,status 白名单 `all|draft|published|archived`,limit 缺省与上限 200、超界截断、无游标)。
- **成员只允许根作品**:用 `game_distribution_theme_root_acceptable(has_lineage_row)`,非根 → **409 `THEME_MEMBER_NOT_ROOT`**;作品不存在 → 404 `THEME_MEMBER_GAME_NOT_FOUND`;主题不存在 → 404 `THEME_NOT_FOUND`。**不做「成员必须已公开」的前置校验**(运营可先挂草稿根,作品公开后自动出现在公开投影里);归档主题**不清理**成员行(与公开投影「跳过不删行」同一口径)。
- **领域错误码**:`module-game-distribution/src/errors.rs` 新增 5 个带码错误(`ThemeNotFound` / `ThemeBadRequest{reason}` / `ThemeIdempotencyConflict` / `ThemeMemberNotRoot{game_id}` / `ThemeMemberGameNotFound{game_id}`),Display 一律 `CODE: 文案`,并由测试钉住「码后必须跟冒号」;api-server 集中映射,不落 axum 默认 422 纯文本。
- **纯函数补充**:后台 status 过滤器白名单(`all` + 三态的单一实现)、文本上限常量(名称 40 / 简介 200 / 角标 16,按 UI 一行与卡片摘要的量级取,写进注释)与 `game_distribution_theme_text_violation`(trim 后判空名与超长,返回可拼进 `THEME_BAD_REQUEST:` 的原因)。
- **测试**:`theme.rs` +2 纯函数(status 过滤器白名单、文本违规判定)、`domain.rs` +1(错误码前缀)、spacetime-module +8 事务结构断言、client mapper +3、api-server +6(401 同码同形、创建/编辑/成员增删的形状与错误码、后台列表含 draft、重复 PUT 幂等、非根成员被拒)→ `cargo test -p api-server game_distribution` **85 passed**、`module-game-distribution` **100 passed**、`spacetime-module` **286 passed**、`spacetime-client` 37 passed。
- **门禁**:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` 85 passed;`cargo test -p module-game-distribution` 100 passed;`cargo test -p spacetime-module` 286 passed / 1 ignored;`cargo test -p spacetime-client` 37 passed;DTO parity 58 组 / 10 构建器;`check:spacetime-schema` 0(96 tables);`check:encoding` 0(5414 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。
- 生成绑定:新增 15 个 `module_bindings/*theme*/admin_theme*` 文件 + 入口声明(无重排);其余 202 个文件的 rustfmt 漂移按上一轮做法逐字节还原,未跑任何 git 写命令。
2026-10-06 02:45:30 +08:00
suzmii dcef9b62a8 修复买断制付费评审问题:后台消耗统计、定价上限校验、付费入口自动化断言
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- admin.rs:钱包流水来源映射补齐第 17 个变体(索引 16 → game_purchase),后台「消耗泥点」白名单新增 game_purchase,并抽出效果分类与单行累加函数
- profile.rs:消耗口径抽出 profile_wallet_ledger_source_counts_as_consumption,消费投影增量、历史花费重建、投影初始化三处一并纳入 GamePurchase
- module-game-distribution/errors.rs:价格上限文案改为插值 MAX_GAME_PRICE_MUD_POINTS,并新增文案断言
- 新增 scripts/check-game-distribution-price-limit-parity.mjs 并挂进 npm run lint(随 Repository checks 在 CI 生效):断言 TS / 服务端 Rust / AGC Rust 常量与网页侧别名四处同源
- api-server 发行网关抽出可注入 loader 的 serve_public_release_asset,付费 404 严格发生在读取包字节之前;播放会话准入抽出 resolve_paid_play_session_entitlement
- 新增 api-server 单测:付费发行路径 404 且零次读包字节、免费放行且读到包字节、未购买 403 与作者 / 已购买 / 管理员放行
- spacetime-module:把「先判定后扣费」从源码扫描改为 resolve_game_purchase_pre_charge_plan 纯函数断言,删除 include_str 源码切片用例
- E2E 脚本:平台同源断言缺配置时记 SKIP 并在报告末尾汇总 SKIP 清单,E2E_REQUIRE_PLATFORM_ORIGIN=1 时缺配置直接 FAIL,汇总行改为输出 PASS/FAIL/WARN/SKIP 计数
- 修正注释里不存在的路由 POST /api/game-distribution/play-sessions(真实为 POST /api/game-distribution/games/{gameId}/play-session)与「管理员令牌 403」口径(403 需带 admin 角色的用户令牌)
2026-10-06 02:24:40 +08:00
suzmii 742723a58c feat(游戏共创): 共创主题(二)公开读路径(事务 + client + 两个公开路由 + 详情 themes 增量)
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- **事务**(`spacetime-module`):公共列表 `list_game_distribution_themes_tx`(匿名可读;先按 `published` 过滤、再排序切页——`created_at` 倒序 + `theme_id` 兜底;只对当页现算 `member_count`;不写库);主题详情 `get_game_distribution_theme_detail_tx`(不存在 / 未发布**同一句**「主题不存在」→ 404;`roots` 逐条复用公开目录同一份 `public_game_distribution_snapshot`;成员可见性委托 `game_distribution_theme_member_visible`,被滤掉的行**不删除**;已发布但可见成员为空 = Ok + 空 roots = 200);作品→主题 `list_game_distribution_theme_refs_for_root_tx`(入参任意代作品,先取**根**再按根反查成员、只保留 `published` 主题;排序复用 `sort_public_themes`)。**根解析只有一份实现**:抽成 `game_distribution_theme_root_of` 并让既有 `game_distribution_lineage_tx` 复用(测试钉住)。
- **client**:3 个新方法 + mapper 记录类型(`spacetime-client`)。
- **公开路由**(`api-server`):`GET /api/game-distribution/themes?limit=&cursor=`(匿名可读 + `no-store`;`limit` 缺省 20 / 上限 50 / 超界截断;非法游标 **400** 透传;末页 `nextCursor: null`)、`GET /api/game-distribution/themes/{theme_id}`(顶层扁平 `{themeId,name,summary,badge,memberCount,roots}`;不存在 / draft / archived → **404**,不回空壳、不带 `THEME_` 码)、既有公开作品详情追加 `themes`(匿名与登录**都**发、空数组恒发;`collected` 仅登录发的老口径不变;因按根反查,**第 N 代作品也能跳到主题页**)。
- **错误码**:新增 6 个 `THEME_*` 稳定码集中在 `map_spacetime_error` 映射(不落 axum 默认 422 纯文本);未登记码兜底 **400 `THEME_ERROR`**。
- **契约/parity**:5 条手拼响应构建器登记(`public_themes_payload` / `public_theme_detail_payload` / `public_theme_summary_payload` / `theme_reference_payload`,并给 `public_game_detail_payload` 加 `mustEmit: [themes]`)→ 58 组类型 + 10 个构建器一致。
- **测试 +13**:spacetime-module 4 条源码结构断言(根解析单一实现、先过滤再切页、投影不删行、详情只有两种失败且同一 404 文案、refs 走具名根索引 + 只保留 published)、api-server 7 条(路由挂载与 `no-store`、列表/详情响应形状与末页 null、`roots` 逐字节等于 `public_game_payload`、limit 缺省与截断、非法游标 400、404 与 6 个 THEME_ 码映射、作品详情 `themes` 恒发而 `collected` 仅登录)、client mapper 2 条。
- **门禁**:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` **79 passed**;`cargo test -p module-game-distribution` **97 passed**;`cargo test -p spacetime-module` **278 passed** / 1 ignored;`cargo test -p spacetime-client` 34 passed;DTO parity **58 组 / 10 构建器**;`check:spacetime-schema` 0(96 tables);`check:encoding` 0(5399 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。

已知限制(**已上报,待拍板**):主题详情的 `roots` 沿用页上限 50,`memberCount == roots.len()`,因此可见成员 > 50 时**静默截断且无「还有更多」标志**——设计文档未定义该行为,三个备选(去上限 / 加成员游标 / memberCount 报真实数)待定;本轮不改契约。
2026-10-06 02:15:03 +08:00
suzmii f703bc49d4 docs(游戏共创): 修正收藏幂等注释与实现不符之处(换用户不是 409)
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端到端实测(`scripts/check-game-distribution-collection-e2e.mjs`)发现注释与实现不一致,**行为本身无缺陷,改的是注释**:

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

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

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

遗留(非本人文件,未改):`scripts/check-game-distribution-collection-e2e.mjs:32-34,537` 的说明文字仍在描述「api-server 注释与实测不一致」,现已一致,需该脚本作者同步(归另一会话)。
2026-10-06 01:34:35 +08:00
suzmii f09607d903 feat(游戏共创): 收录(收藏)列表补真分页(cursor + limit)
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- 纯函数(`module-game-distribution/src/collection.rs`,与收藏另两条规则同文件):`encode/parse_game_distribution_collection_cursor`(`"{created_at_micros}:{collection_id}"`,复用仓库既有 `"{micros}:{id}"` 惯例;非法 → Err「收藏列表游标格式无效」→ 400)、`game_distribution_collection_page_limit`(0/缺省 → 20,超界 → 50)、`game_distribution_collection_page`(稳定全序排序 → 跳过游标之前 → 取 limit → 多取一条判 has_more,只对页内最后一条编码下一游标)
- 排序与顺序语义:`created_at` 倒序 + `collection_id` 升序兜底(主键、同用户内唯一 ⇒ 全序,翻页不重不漏);**先按可见性过滤、再排序切页**——游标位置必须落在已过滤序列上,否则被过滤的行会让下一页漏项(推理写进 tx 与纯函数注释);snapshot 只对最终页成员计算
- 模块:list 的 input 增 `limit` / `cursor`,result 增 `next_cursor`;api-server `my-collections` 加 `Query<MyCollectionsQuery>`,默认 20 / 上限 50(网格一屏 vs 单响应体积;与后台列表的 200 口径不必相等,理由写进注释),超界**截断**不报错,非法游标 400 透传不吞,日志带 `has_more`
- 契约:Rust DTO 增 `next_cursor`、TS 镜像同步、parity 登记(50 组一致)
- 文档:§3.4 的 `my-collections` 行补分页语义(默认/上限/游标格式/非法 400/末页 null/排序口径)
- 测试 13 条:纯函数 8(不足一页 → None;恰好整页不产生空游标;5 条 limit=2 连翻 3 页不重不漏;同 `created_at` 用 `collection_id` 兜底;limit=0 与超界;游标往返 + 7 种非法输入)、模块事务结构 2、api-server 3(默认与截断、`nextCursor` 透传、非法游标 → 400)
- 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` **81 passed**;`cargo test -p api-server game_distribution` **73 passed**;`cargo test -p spacetime-module` 274 passed / 1 ignored;DTO parity **50 组**;`check:spacetime-schema` 0(94 tables);`check:encoding` 0(5382 files);`cargo fmt --all -- --check` 0;`git diff --check` 0
2026-10-06 01:31:09 +08:00
suzmii cc7d214136 feat(游戏共创): 收录(收藏)接口:三条路由 + 公开详情 collected(块 2/3)
- 新增 `collections` 路由组(整组 `require_bearer_auth` + `add_no_store_response_headers`,用户态读不会被任何缓存复用):
  · `PUT /api/game-distribution/games/{game_id}/collection` → `{ collected: true, replayed }`,要求 `Idempotency-Key`(沿用既有 `idempotency_key(&headers)?`);同键重放 `replayed=true`,同键不同请求(摘要绑定 `(userId, gameId)`)→ 409,重复收藏(不同键)只留一行且成功
  · `DELETE .../collection` → `{ collected: false }`,**不要求 Idempotency-Key**:按确定性主键删除本就幂等(不存在也算成功),没有「重放 vs 新意图」可区分;也**不要求作品仍公开**(下架后仍可清理)
  · `GET /api/game-distribution/my-collections` → `{ games: [<public_game_payload>…], nextCursor: null }`,逐条复用既有公开目录的组装方式,只含当前公开可读作品
- 公开详情 `GET /games/{game_id}` 增量:**已认证**返回 `collected: true|false`;**匿名不返回该键**(选这种口径的理由:`false` 会把「未登录」说成「没收藏」,客户端无法区分就会渲染出错误的按钮态);携带无效/过期 token 时按**匿名**处理(沿用 `record_game_play` 的取舍——公开详情匿名可读,不该因此掉 401),因此该响应与纯匿名逐字节相同(单测断言)。实现复用既有 `auth::optional_access_token_from_headers`(`auth.rs:223`),**没有自造 extractor**;值来自新 procedure(真实投影),**未改动既有公开快照契约**
- **共享缓存核实(硬性项)**:公开详情所在的 `public_games` 路由组带 `add_no_store_response_headers`;`app::build_router` 只做 merge/背压/错误归一化/request_id/tracing/`attach_request_context`,**没有任何响应体缓存或预渲染**;本模块唯一进程内缓存是 `RELEASE_PACKAGE_CACHE`(键 = OSS 对象键、值 = 发行包字节),与 per-user JSON 无关。结论:**该路径无共享缓存,不需要绕开**
- 错误码:作品不存在 → 404;未公开/已软删除/无当前公开版本 → 409(文案「作品状态不允许收藏(未公开或已软删除)」刻意含「状态」而不含「已被删除」,以命中既有映射的 409 分支而非 404 分支)
- 测试(本文件内,新增 5 条):三条路由无 Bearer → 401 且 `no-store`;404/409/摘要不一致 409 的映射;摘要绑定 `(user, game)` 的幂等隔离;PUT/DELETE 的载荷形状;公开详情「匿名无 collected 且与目录负载逐字节相等、登录时 Some(true)/Some(false) 各出现且只多这一个键」
- 门禁:`cargo test -p api-server game_distribution` **70 passed**(含新增 5 条);`cargo check --all-targets` 0
2026-10-06 01:13:37 +08:00
suzmii 959ed4fd53 合并 origin/master(51cb05f41,22 个提交)到 feat/game-purchase
- 逐块合并 server-rs/crates/api-server/src/modules/game_distribution.rs:以 master 的 ReleaseAssetResponseInput / 5 参 release_asset_response_with_cache / ETag / 304 / gzip 结构为准,并在其上保留本分支的付费 404 守卫(price_mud_points > 0 仍在 release_package_bytes 读包之前返回);播放会话资源响应改用同一结构(etag None、cache_control no-store、沿用 accept-encoding 协商)。
- 合并 src/components/game-distribution/GamePlayPage.tsx:接入 master 的共享 PlatformGameLoadingSurface 与 PLATFORM_GAME_LOADING_TIMEOUT_MS,删除本地重复常量 GAME_PLAY_STARTUP_TIMEOUT_MS 与裸 div,买断制播放会话准备态改由共享加载面承载。
- 合并 src/components/game-distribution/GameDetailPage.tsx:同时保留 master 的 onOpenCreator 作者插槽与本分支的买断制购买弹窗、onOpenRecharge 充值入口。
- 合并 vite.config.ts:保留 master 的 /api/creators 代理,并保留 play-sessions 前缀清 Cookie 规则(顺序仍在通用 /api/game-distribution 之前)。
- 合并 deploy/nginx/README.md:保留 master 的 SPA allowlist 门禁口径(含 /creators、/creators/connections)与本分支的播放会话前缀章节;三份 nginx 模板的 ^~ play-sessions location 与清 Cookie 原样保留。
- 合并 apps/admin-web/src/pages/AdminGameDistributionReviewPage.test.tsx:保留 master 的加载面/超时用例与本分支的审核价格(冻结价优先、历史按 0)用例。
- 合并 src/components/game-distribution/GameDistributionPages.test.tsx:保留双方 mock,并新增「付费作品在会话签发期间显示共享加载面」用例。
- 合并 docs/【玩法创作】平台入口与玩法链路-2026-05-15.md(保留买断制合同并回填 master 的创作者主页与关注粉丝合同)、decision-log.md、pitfalls.md:追加双方条目,不改写任一侧正文。
- 保留 master 侧新增能力:release_asset_etag / if_none_match_matches / accepts_gzip_encoding / gzip_release_asset / release_asset_not_modified_response、SPA 加载面、创作者主页与关注粉丝(user_follow 表、creator 查询与 author_id 过滤)。
2026-10-06 00:28:36 +08:00
suzmii bdcefe91d1 Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts:
#	deploy/container/nginx.conf
#	deploy/nginx/genarrative-dev-http.conf
#	deploy/nginx/genarrative.conf
#	server-rs/crates/api-server/src/modules/game_distribution.rs
#	src/components/game-distribution/GameDetailPage.tsx
#	src/components/game-distribution/GameDistributionPages.test.tsx
#	src/components/platform-entry/PlatformEntryActiveFlowShell.tsx
2026-10-06 00:19:40 +08:00
lhk229 51cb05f418 补充创作者主页与关注粉丝工程文档 (#638)
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本 PR 补齐创作者主页与关注粉丝功能的产品合同和工程设计,供后续按里程碑实施;本次只修改文档。

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

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

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

Reviewed-on: #638
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
2026-10-05 22:05:11 +08:00
k88936 6374c7c445 重构(会员升级): 目录倒挂用独立 rejection 与配置错误码
- 新增 RuntimeProfileMembershipUpgradeRejection::CatalogPricingInverted
- 报价遇到价格 / 每期泥点相等或倒挂时返回该变体,不再复用 InvalidQuoteInput
- rejection.error_code() 把目录倒挂映射为 InvalidPlanConfig,人读文案保留原因
- profile.rs 三处统一用 membership_upgrade_rejection_error,并重导出该 rejection 类型
- api-server 补 400 + invalid_plan_config 映射断言
2026-10-05 19:23:00 +08:00
suzmii d7c4f82d7d 修复自查发现的门禁与体验问题:格式、超时态语义、压缩 CPU 边界
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- 新增 Rust 测试补齐 cargo fmt;ESLint 按仓库约定收口:常量与解析函数拆到 platformGameLoadingSurfaceModel.ts,删除 GAME_PLAY_STARTUP_TIMEOUT_MS 常量别名(测试直接用共享常量)
- 共享加载面新增 stalled:宿主判定等待不再推进时停掉进度动画并把 aria-busy 置回 false(去掉与 role=status 重复的 aria-live)
- 后台试玩超时时传入 stalled,避免「一边转圈一边说超时」
- Accept-Encoding 权重参数名改为大小写不敏感(RFC 9110 §12.5.3),GZIP;Q=0 视为拒绝并补用例
- 发行资源压缩分级:≥2 MiB 改用 level 1(zlib 端实测约 1/3 耗时、压缩比差约 3%),小文件仍用 level 6
- 文档:主规范补压缩与条件请求契约(并写明 60 秒窗口与撤销窗口不放宽)、nginx README 修正 Pingora 压缩关闭时的口径、pitfalls 补 CPU 边界与措辞修正
2026-10-05 18:02:48 +08:00
suzmii d1bfe4c08b 修复游戏买断制付费的作者豁免、价格口径与契约可空性
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- H1:购买事务在扣费前判定 `game.owner_user_id == user_id` 并失败关闭,领域 `resolve_game_purchase_decision` 新增 `is_owner` 标记返回 `OwnerCannotPurchase`(文案「作者本人无需购买」);api-server `map_purchase_error` 映射为 400 `GAME_PURCHASE_OWNER_EXEMPT`;购买路由按角色显式拒绝管理员令牌(403 `GAME_PURCHASE_ADMIN_NOT_ALLOWED`),管理员免购买不扣费。

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

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

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

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

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

- 同步更新 docs/【后端架构】server-rs与SpacetimeDB数据契约:登记作者豁免 / 管理员 403 / 可玩性口径 / 历史价格按 0;顺带修复 `module-game-distribution` 与 `spacetime-module` 既有未格式化行。
2026-10-05 18:00:03 +08:00
suzmii c732a3f851 实现游戏买断制泥点付费的 api-server HTTP 层、公开投影与播放鉴权
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- server-rs/crates/api-server/src/runtime_profile.rs:钱包流水来源类型补 GamePurchase 分支并导入 game_purchase 常量,修复 non-exhaustive match 编译错误。
- server-rs/crates/api-server/src/modules/game_distribution.rs:创建版本接受并校验 priceMudPoints(复用 normalize_game_price_mud_points,越界 400),随版本冻结资料一起落库。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 POST /api/game-distribution/games/{gameId}/purchase(require_bearer_auth + 必填 Idempotency-Key,请求体 { expectedPriceMudPoints }),经 facade 原子扣费并返回 GameDistributionPurchaseResponse。
- server-rs/crates/api-server/src/modules/game_distribution.rs:购买错误映射——余额不足 400 INSUFFICIENT_MUD_POINTS、价格已变化 409、免费游戏 400、游戏未公开或不存在 404、缺幂等键 400。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 POST /api/game-distribution/games/{gameId}/play-session;免费作品直接回既有公开入口,付费作品接受管理员令牌(沿用现有 admin 鉴权,免购买)与用户令牌,校验已购买 / 作者本人,未登录 401、未购买 403,签发绑定 gameId + userId 的 2 小时会话。
- server-rs/crates/api-server/src/modules/game_distribution.rs:新增 GET /api/game-distribution/play-sessions/{token}[/{assetPath}] 网关,无登录中间件、凭令牌读取,能解析平台刷新会话 Cookie 时 403,令牌过期 / 不存在、游戏下架或封禁、缺少有效公开版本一律 404,复用发行包读取与 CSP/MIME/nosniff/CORP 并全程 no-store。
- server-rs/crates/api-server/src/modules/game_distribution.rs:公开发行网关 releases/{gameId} 在当前公开版本 price_mud_points > 0 时返回 404,付费作品只能走播放会话路径。
- server-rs/crates/api-server/src/modules/game_distribution.rs:game_payload 发出 priceMudPoints 与 purchased 默认值;public_game_payload 按查看者解析 purchased,并对未购买且非作者 / 非管理员的付费作品把 currentVersion.entryUrl 置 null;公开详情接口可选鉴权读取当前用户,坏令牌按匿名、购买态读取失败按未购买。
- server-rs/crates/api-server/src/modules/game_distribution.rs:private_version_payload 发出该版本冻结价(历史缺字段为 0);作者 / 管理员版本详情的 game payload 按「冻结价优先、否则游戏行价」。
- server-rs/crates/api-server/src/state.rs:新增付费游戏播放会话的进程内存储与读写方法,读取时清理过期会话。
- server-rs/crates/api-server/src/admin.rs:抽出 resolve_admin_session,新增 try_authenticate_admin_from_headers 供同时接受管理员 / 用户令牌的端点复用,require_admin_auth 的校验与鉴权行为不变。
- server-rs/crates/spacetime-client/src/active.rs:补出 GameDistributionPurchaseRecordInput 的 re-export。
- docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md:登记购买、播放会话、公开详情入口隐藏与公开发行网关的 HTTP 契约。
- 补齐 api-server game_distribution 定向测试:价格校验 400、公开投影入口门禁(未购买 / 已购买 / 作者 / 管理员 / 免费)、冻结价回读、购买错误映射、购买路由鉴权与幂等键、播放会话网关 Cookie / 未知与过期令牌 / 路由挂载。
2026-10-05 17:32:40 +08:00
suzmii 861dc0a676 feat(游戏共创): M2b 上行路由族 + 下行优先与缓存资产维度(块 C+D)
- 上行(作者、Bearer + 发布灰度,与发行包族逐条对齐):`PUT /versions/{id}/project-bundle`(整包一次上传,≤ 200 MiB)、`GET …/project-bundle/upload-state`、`PUT …/project-bundle/chunk`(`x-genarrative-upload-offset`,分片上限同发行包)、`POST …/project-bundle/complete`、`POST …/project-bundle/reset`;载体一律 `application/octet-stream`,分片边界与偏移语义只有一套
- 对象键:新增 `game_distribution_project_bundle_object_key(game_id, version_id)` = `…/{version_id}.project.zip`;发行包 helper **未改**(仍是 `.zip`)→ 同一(作品, 版本)的两份资产互不覆盖、也不会串用读取缓存
- 阶段门:新增**唯一**共享函数 `ensure_project_bundle_uploadable`,5 条上行路由全部调用、无重复实现。判定顺序:① 已确认(`project_bundle_bytes > 0`)→ 409 `PROJECT_BUNDLE_ALREADY_EXISTS`(必须先判:确认工程包不驱动版本状态机,已确认的版本可能仍停在 `awaiting_upload`);② `status` ∉ {`awaiting_upload`, `upload_failed`} → 409 `PROJECT_BUNDLE_UPLOAD_NOT_ALLOWED`(与模块事务同口径)
- `complete`:回读整包 → 与 HEAD 权威长度比对 → `validate_project_bundle_zip`(失败删半包对象 + 记上传失败 + 422 `PROJECT_BUNDLE_VALIDATION_FAILED`)→ `confirm_game_distribution_project_bundle`;幂等键与摘要口径照抄发行包 complete
- 下行优先:`fork_source_target` 选定资产 = 有工程包时 `Project`(优先)否则 `Package`;「字节数 > 0 **且**摘要非空」才算有工程包,半写行回落 `package`(失败关闭)。元数据 `source` / `sha256` / `bytes` / `downloadPath` 随所选资产;新增 `GET /games/{id}/fork-source/project`(同两层中间件、无 Query 提取器;没有工程包时 409 `FORK_SOURCE_NOT_AVAILABLE`,**绝不静默回落成品包**),响应头与成品包同形(文件名 `{gameId}-{versionId}-project.zip`)
- 缓存键加资产维度:`release_package_bytes` 泛化为 `release_asset_bytes(state, object_key, max_bytes)`(缓存键即对象键),发行包侧退化为薄封装——键字符串、上限、`Bytes` 值类型与 4 条 / 256 MiB 预算逐字节不变,既有缓存测试继续通过
- 顺着同一「不复制第二套」原则抽出/参数化的共享件:`fork_source_bundle_response`(两份资产共用响应构造)、`package_upload_offset(headers, asset)`、`require_octet_stream_content_type(headers, asset)`(按资产给错误文案,发行包文案不变)
- 补上块 A 遗漏的两处客户端登记(否则下行字段读不到):`spacetime_client` 对 `GameDistributionConfirmProjectBundleRecordInput` 的 re-export,以及 `GameDistributionForkSourceRecord` 新增 `project_bundle_sha256` / `project_bundle_bytes` 与对应映射
- 测试 6 条:5 条上行 + 1 条下行共 6 条路由未带 Bearer → 401(逐条);`ensure_project_bundle_uploadable` 全状态(含「已确认优先于阶段」)+ 7 档拒绝;`fork_source_target` 6 种资产组合(工程包优先 / 回落成品包 / 两种半写行 / 只有工程包 / 两份都缺 → 409);两个对象键互不相等 + `ReleasePackageCache` 双资产不串味;上限镜像(`MAX_PROJECT_BUNDLE_BYTES == MAX_PACKAGE_BYTES == shared_contracts::GAME_DISTRIBUTION_MAX_PACKAGE_BYTES`、分片放行量 > 分片大小);校验失败 422 映射
- 门禁:`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` **60 passed**(基线 54;既有发行包族用例全绿 → 抽取共享件未改发行包行为);DTO parity 42 组 OK;`check:encoding` 5301 files OK;`git diff --check` 0;`cargo fmt --all -- --check` 0
2026-10-05 17:30:48 +08:00
suzmii 604ce7f3ec feat(游戏共创): M2b 数据模型——版本行三列工程源包 + 契约与绑定(块 A)
- `server-rs/crates/spacetime-module/src/game_distribution.rs`:`game_distribution_version` 表尾追加三列(明确默认值,遵循既有追加规则)——`project_bundle_object_key: Option<String>`(`#[default(None)]`)、`project_bundle_bytes: u64`(`#[default(0)]` = 未上传)、`project_bundle_sha256: Option<String>`(`#[default(None)]`);三列同步进 `GameDistributionVersionSnapshot`、版本快照构造与建版本时的初始化
- 同文件:`GameDistributionForkSourceSnapshot` 与扁平结果类型追加 `project_bundle_sha256` / `project_bundle_bytes`,下行据此判断走 `project` 还是回落 `package`(字节数与摘要成对,缺一视为没有工程包)
- 同文件:新增 `GAME_DISTRIBUTION_ACTION_UPLOAD_PROJECT_BUNDLE` 动作常量、输入 `GameDistributionConfirmProjectBundleInput`、事务 `confirm_game_distribution_project_bundle_tx` 与 procedure `confirm_game_distribution_project_bundle_and_return`。语义:可选资产、**不驱动版本状态机**;owner 校验 → 阶段门(`awaiting_upload` / `upload_failed`,与发行包确认同口径,已公开/已取消/已撤回一律拒绝)→ 同内容幂等重放 / 换内容冲突 → 写三列 + 幂等收据
- `spacetime-client`:`GameDistributionVersionRecord` 与 `map_version` 同步三列(生成绑定把 `project_bundle_sha256` 折成 `project_bundle_sha_256`,与 `package_sha_256` 同约定);新增 `GameDistributionConfirmProjectBundleRecordInput` 与 `confirm_game_distribution_project_bundle`(沿用 `map_game_distribution_game_result` 再取 version 的既有写法)
- 契约:`shared-contracts` 的 `GameDistributionPrivateVersion` 追加 `project_bundle_bytes`(必需,`0` = 未上传)与 `project_bundle_sha256`(可选);`packages/shared` TS 镜像同步;api-server `private_version_payload` 追加同名键——**对象键不下发**,只回摘要与字节数
- 生成物:重跑 `npm run spacetime:generate -- --rust-only`,只保留 `module_bindings/game_distribution*`(含 2 个新文件)与 `module_bindings.rs`,其余 `module_bindings/**` 的 rustfmt 漂移已 `git checkout --` 还原
- 文档:数据契约表目录 `game_distribution_version` 小节补三列语义与对象键不出服务端的口径
- 顺手记下一条门禁陷阱:`scripts/check-game-distribution-dto-parity.mjs` 抓 `json!` 顶层键时要求「键前一个非空字符是 `{` 或 `,`」且**不剥注释**,在字面量里插注释行会让紧随其后的键被判成缺失(已写进 `private_version_payload` 的文档注释)
- 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p module-game-distribution` 69 passed;`cargo test -p api-server game_distribution` 54 passed;DTO parity 42 组 OK;`check:spacetime-schema` 92 tables OK;`check:encoding` 5301 files OK;`git diff --check` 0;`cargo fmt --all -- --check` 0
2026-10-05 17:30:48 +08:00
suzmii eeb345f2ad feat(游戏共创): 上架时即可指定共创授权档位(创建作品请求增量)
- TS 契约 `GameDistributionCreateGameRequest` 新增可选 `forkAuthorization?: GameDistributionForkAuthorization`,注释写明缺省禁止共创、非法值整请求 400、上架后只能单向提升
- Rust 契约同结构体新增 `#[serde(default)] pub fork_authorization: GameDistributionForkAuthorization`(非 `Option`):省略与显式传 `forbidden` 得到同一个值,**幂等摘要因此相同**——创建请求的摘要取自整个请求体,若写成 `Option` + `skip_serializing_if`,两种写法会变成「同 key 不同请求」而互相冲突;未知取值由反序列化直接拒绝
- api-server `create_game`:载荷改为 `Result<Json<..>, JsonRejection>`,拒绝统一映射成平台信封 400(与 `set_fork_authorization` 同修法),并按 rejection 文本区分文案(含 `forkAuthorization` → 「共创授权档位不合法,只接受 forbidden / nonCommercial / full」,其余 → 「创建作品请求字段不合法」;框架文本只用于选文案,不回传客户端);创建记录入参新增 `fork_authorization: fork_authorization_value(payload.fork_authorization)`
- spacetime-client:`GameDistributionCreateGameRecordInput` 新增 `fork_authorization: String` 并透传给 procedure;重新生成的 `GameDistributionCreateGameInput` 同步带上该字段
- spacetime-module:`GameDistributionCreateGameInput` 新增 `fork_authorization: String`;创建事务里用 `ForkAuthorization::parse` 解析,未知取值失败关闭(`FORK_AUTHORIZATION_UNKNOWN`,**不静默落成 forbidden**),并把原来的硬编码 `FORK_AUTHORIZATION_FORBIDDEN` 换成解析结果
- 资料编辑复用创建校验的转换函数与既有测试夹具按新字段补默认值;AGC 侧测试字面量同步(AGC 发布面板的 UI 接线留到后续,缺省值等价于不传)
- 测试:`create_game_request_defaults_fork_authorization_without_changing_digest`(缺省 → forbidden;显式 forbidden 与原缺省**摘要相同**;`nonCommercial` / `full` 原样保留;`"allowed"` 反序列化失败)与 `create_game_rejects_unknown_fork_authorization_with_envelope_bad_request`(未知档位 → 400 + 平台信封且无框架纯文本;非档位字段问题走通用文案;合法载荷不会被误拒——测试态发布灰度未配置,得到 503 而非 400,即证明载荷路径已通过且未触达创建)
- 文档:技术方案 §2.4(发布入口上架时即选档位)、§3.4(`POST /games` 请求增量补 `forkAuthorization`)、§3.9(补充说明上架指定档位已支持、事后提升仍保留)
2026-10-05 17:30:46 +08:00
suzmii c6758e5e20 style(游戏共创): 按 rustfmt 修正本分支新增代码的格式(无语义变化)
判定依据(先判定再动手):仓库根 `rustfmt.toml`(edition 2024 / max_width 100 / use_small_heuristics=Default)与本地 rustfmt 1.9.0-stable 一致;`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 的红项(24 处 hunk / 7 个文件)**全部落在本分支新增的代码上**,且 master 版本的同名文件在同样配置下是干净的(`git show 6c9566058:...errors.rs` 单文件 --check 通过),另三个 workspace(tauri / unity / godot)也 CLEAN。因此是本分支引入的格式漂移,不是环境差异——仓库 `npm run check:rustfmt`(在 `npm run lint` 里)会因此失败,故修正。

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

验证:`cargo fmt --all --manifest-path server-rs/Cargo.toml -- --check` 退出 0;逐文件比对「删除全部空白后」的字符流,差异仅为 rustfmt 展开/折叠时增删的**尾逗号**(每文件长度差 ≤4 字符),无语义变化;格式化后 `cargo check --all-targets` 与 `cargo test -p api-server game_distribution`(52 passed)仍通过。
2026-10-05 17:30:45 +08:00
suzmii 8f87c826cf feat(游戏共创): M2a 受鉴权内容下发通道(fork-source 元数据 + 整包取件)
- 契约:新增 `GameDistributionForkSourceKind` / `GameDistributionForkSource` / `GameDistributionForkSourceResponse`(shared-contracts + TS 镜像 + parity 登记),字段 `gameId / versionId / source / sha256 / bytes / downloadPath`,**不含对象键**
- 读取:spacetime-module 新增 `GameDistributionForkSourceInput`、扁平结果类型与 procedure `get_game_distribution_fork_source_and_return`;tx 把「行是否存在 / 能否作为来源(未删+已公开+有当前公开版本)/ 授权档位原值」分开回传——既有 owner-or-public 读会把「已软删除」与「未公开」都折成 None,HTTP 层就没法区分 404 与 409;`sha256` / `bytes` 取自版本行,不重算
- 客户端:spacetime-client 新增 record + mapper + `get_game_distribution_fork_source`(生成绑定把 `package_sha256` 折成 `package_sha_256`,与版本快照同约定)
- 路由:新增 `fork_sources` 子路由(`require_bearer_auth` + `add_no_store_response_headers`,**不叠加发布灰度**),两条:`GET …/fork-source`(元数据)与 `GET …/fork-source/package`(ZIP 字节)
- 校验:抽出纯函数 `fork_source_target` 供两个 handler 共用——404 `FORK_SOURCE_NOT_FOUND` / 409 `FORK_SOURCE_NOT_AVAILABLE` / 403 `FORK_NOT_AUTHORIZED`(未知档位按禁止解释);`available` 为真却缺版本元数据时失败关闭为 409
- 取件本体:复用发行网关的 `release_package_bytes`(整包进内存 + 进程内缓存,4 条 / 256 MiB),不新造 OSS 客户端;缓存值由 `Arc<Vec<u8>>` 改为 `Bytes`,整包交给响应体只加引用计数、不复制;响应**不做**引用归一化与 `RELEASE_STORAGE_BOOTSTRAP` 注入(下发原始构建产物,客户端按摘要校验后离线解压);`RELEASE_PACKAGE_CACHE` 顺手改用 `LazyLock`(初始值编译期已知)
- 路径:`downloadPath` 为同源相对路径,复用新抽出的 `is_path_safe_game_id`(与发行入口同一判据),绝不下发对象键
- 测试:新增 4 条——两条路由未带 Bearer → 401;`fork_source_target` 的 404 / 409 / 403 / 未知档位 / 缺元数据失败关闭逐项断言(409 先于 403);元数据 payload 的 sha256/bytes 取自行、downloadPath 形状、序列化后不含对象键;取件包头与长度(`application/zip`、`Content-Length` = 行 `package_bytes`、`Content-Disposition`、`no-store`)
- 文档:技术方案 §3.4 把两个接口从「规划」改成与实现一致的形状,并单独拆出「登录用户(Bearer,不叠加发布灰度)」小节;§3.5.1 的「下载通道(当前不存在)」改为 M2a 已实现,写明它只服务当前公开版本、不做归一化、大包续传仍待做
2026-10-05 17:30:45 +08:00
suzmii 39669763fe 实现游戏共创 M3:创作族谱树与衍生列表
- 新增 module-game-distribution/src/lineage.rs:锚点可读性、可见性过滤、稳定排序、上限截断的纯函数,附 15 个单测(复用 M1 的软删除判定,不重写第二套规则)
- 新增公开只读 procedure get_game_distribution_lineage / list_game_distribution_derived_games;锚点必须公开可读(未公开/已软删除/不存在一律按不存在处理),树内只出现未软删除且已公开的节点,不补 null 占位节点
- api-server 新增 GET /games/{id}/lineage 与 /games/{id}/derived(匿名可读、no-store),响应走结构化 DTO,节点键集合由测试钉死,杜绝下发对象键/素材键
- 作者自有游戏聚合追加 forkCount(与公开详情 forkCount 同口径),供「被改编 N」入口使用
- shared-contracts 与 TS 契约新增 LineageNode / LineageResponse / DerivedResponse 三型并登记 DTO 一致性检查
- 前端新增 /games/lineage 族谱页,登记 stage 类型、路由表、页面标题与壳层渲染分支;详情页共创卡新增「查看创作族谱」入口(仅已公开作品)
- 我的作品页新增「被改编 N」行内展开,列出直接子代的标题/作者/代际/状态,含空态与失败重试(仅已公开作品)
- 补前端组件/路由/标题/客户端用例与 api-server 路由、负载映射用例;同步里程碑验收标准与技术方案 §3.4 的锚点可读性口径
2026-10-05 17:30:45 +08:00
suzmii e9003a33bd fix(游戏共创): 未知共创档位回平台信封 400,而不是框架 422 纯文本
- api-server `set_fork_authorization`:载荷由裸 `Json(..)` 改为 `Result<Json<GameDistributionSetForkAuthorizationRequest>, JsonRejection>`,拒绝统一映射成 400 + 平台信封(对齐同模块评价保存 / 评价管理两处的既有写法),文案「共创授权档位不合法,只接受 forbidden / nonCommercial / full」
- 保留领域层 `FORK_AUTHORIZATION_UNKNOWN`(map_spacetime_error 里映射 400):procedure 读到库里存的未知档位字符串时仍由它兜底,HTTP 面不再可达不需要删
- 新增 HTTP 级用例 `set_fork_authorization_maps_unknown_authorization_to_envelope_bad_request`:目标档位未知、期望档位未知各断言 400、平台信封(`ok=false` / `data=null` / `error.code=BAD_REQUEST` / message 含「共创授权档位不合法」/ `meta.apiVersion` 存在),并断言响应体不含框架的 `Failed to deserialize` 纯文本;用生产同一套 `attach_request_context` 中间件 + `x-genarrative-response-envelope: v1` 才拿得到信封形状
- 既有的「共创授权路由未带 Bearer 必须 401」用例保持不变(`catalog_and_publish_routes_are_mounted` 通过)
- 技术方案 §5.1:新增「未知共创档位(HTTP 面合同)」证据行
2026-10-05 17:30:45 +08:00
suzmii 1e7ec6dbe7 实现游戏共创 M1:作品级共创授权与改编血缘
- game_distribution_game 表尾追加 fork_authorization(默认 forbidden,只升不降,旧行自动取默认)
- 新增 game_distribution_lineage 表,记录父作品、来源版本、根作品与代际,并按 parent/root/owner 建索引
- migration.rs 登记新表并注明血缘随迁移导出
- 新增 set_game_distribution_fork_authorization_and_return procedure 与幂等收据、期望值 CAS
- 创建作品时校验改编声明:来源存在、已公开、授权开放、来源版本等于当前公开版本;复用既有身份时拒绝携带血缘
- 公开与后台响应增量:forkAuthorization、forkCount、lineage、generation、forkedFromGameId、derivedCount
- 公开快照的作者名与头像改为读时联 user_account,不再落到「创作者」兜底文案
- api-server 新增 PUT /api/game-distribution/games/{game_id}/fork-authorization(Bearer、幂等键、期望值校验)
- 错误映射新增 FORK_ 前缀分支并置于通用子串分支之前,避免被误判成 409 或 404
- module-game-distribution 增加授权阶梯、代际计算与错误码,并补单测覆盖阶梯与错误码前缀
- 网页端详情页新增共创信息卡,我的作品页新增授权提升入口,补服务层调用与定向测试
- 重新生成 SpacetimeDB 绑定,登记 DTO 一致性脚本的共创类型
2026-10-05 17:30:44 +08:00
suzmii 3206f8f49b 修复在线游玩加载体验:加载期黑屏/空白与发行资源传输开销
- packages/shared 新增共享游戏加载面 PlatformGameLoadingSurface:封面/标题 + 动效进度 + 按时长推进的阶段文案(准备/资源/引擎)+ 慢加载提示,附用例
- 网页游玩页用共享加载面替换近黑壳上的一行小字,加载上限改为共享常量 PLATFORM_GAME_LOADING_TIMEOUT_MS
- 后台审核试玩补加载面、20 秒超时与「重新创建试玩会话」入口,新会话重置加载态;补两条用例
- 发行网关(api-server)对文本类发行资源按 Accept-Encoding 下发 gzip,并下发强 ETag、命中 If-None-Match 返回 304;补 5 条 Rust 用例
- E2E 脚本 check-game-distribution-ops-rollback-e2e 补压缩/Vary/ETag/304/不接受 gzip 四条断言
- 同步 pitfalls、开发运维文档、nginx README 与两份里程碑记录
2026-10-05 17:14:32 +08:00
k88936 0930e402be 修复(会员错误码): 修正 ProductIdUnparseable 拼写
- module-runtime 变体 ProductIdUnparsable 改名为 ProductIdUnparseable,wire 串 product_id_unparsable 同步改为 product_id_unparseable(本 PR 未上线,不留兼容)
- 同步 spacetime-module 拒绝点、spacetime-client mapper 与 api-server 测试引用,并重新生成 SpacetimeDB 绑定
- 同步设计文档 §5.8 与决策日志
2026-10-05 15:32:19 +08:00
k88936 c85da3a983 修复(AGC模型): 档位无可用模型改用独立错误码
- module-runtime 新增 MODEL_UNAVAILABLE / MODEL_UNAVAILABLE_FOR_TIER 常量,NoModelForTier.code() 由共用 MODEL_UNAVAILABLE 改为 MODEL_UNAVAILABLE_FOR_TIER(仍 503),与单个模型不可用的 422 区分
- 更新 resolve_error_codes_are_stable 与 api-server llm 单测;收窄 llm/model_access 模块注释
- 同步设计文档 §11.4 与决策日志
2026-10-05 15:11:06 +08:00
k88936 c3866b4267 修复(后台邀请码): 拒绝补机器可读错误码走 400
- module-runtime 新增 RuntimeProfileInviteCodeAdminErrorCode(invalid_field / in_use),两个后台邀请码 procedure 结果末尾追加 error_code
- module 侧用 ProfileInviteCodeAdminProcedureError 在拒绝点赋码,字段校验统一 invalid_field、被他人占用归 in_use
- spacetime-client mapper 有码走 ProcedureRejected,并把 api-server 映射注释收窄为「带 typed code 的四条链路」
- 重新生成 SpacetimeDB 绑定;补 client 与 api-server 单测;同步设计文档 §5.8 与决策日志
2026-10-05 14:22:39 +08:00
k88936 4f3faa04b5 修复(后台兑换码): 管理拒绝补机器可读错误码走 400
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- module-runtime 新增 RuntimeProfileRedeemCodeAdminErrorCode(not_found / invalid_field / allowed_users_required),后台兑换码增改与列表 procedure 结果末尾追加 error_code
- module 侧用 ProfileRedeemCodeAdminProcedureError 在拒绝点赋码,字段校验统一 invalid_field、私有码缺用户 allowed_users_required
- spacetime-client 后台 mapper 有码走 ProcedureRejected,api-server 由此返回 400 而不是 502
- 重新生成 SpacetimeDB 绑定;补 client 与 api-server 单测;同步设计文档 §5.8 与决策日志
2026-10-05 12:35:55 +08:00
k88936 cc0c07223c 重构(会员契约): 充值中心会员状态改用强类型 token
- ProfileMembershipResponse.status 由裸 String 改为 ProfileMembershipStatusToken,与前端 ProfileMembershipStatus 对齐
- BFF 直接用 From<RuntimeProfileMembershipStatus> 转换,测试改用具名枚举
2026-10-05 12:22:28 +08:00
k88936 a48b7f8de8 Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts:
#	docs/project-memory/shared-memory/decision-log.md
2026-10-05 10:50:30 +08:00
k88936 284b656b59 fix(充值商品): 移除已退役的 bonus_points / duration_days 入参
- 后台 upsert 请求 DTO 与 SpacetimeDB procedure 入参移除 bonus_points、duration_days(评审第 19 条)
- 充点商品固定「¥1 = 10 泥点、无首充赠送」,module 落库统一写 0,保留退役列兼容存量 schema
- 删除 InvalidRechargeProductFields 校验与错误文案;api-server / spacetime-client 同步收敛
- admin-web 表单移除「首充赠送」输入与状态,列表改为只展示基础泥点
- scripts/admin-web-fake-api.mjs 假数据同步 bonusPoints: 0
2026-10-04 21:33:39 +08:00
k88936 dcaab089cc refactor(后台契约): AdminAgcModel.access 改 ProfileMembershipModelAccessToken
- shared-contracts 的 AdminAgcModel.access 由裸 String 改为 ProfileMembershipModelAccessToken,未知值在反序列化阶段被拒(评审第 18 条)
- module-runtime 补 AgcModelAccess <-> ProfileMembershipModelAccessToken 双向 From
- api-server 的 agc_models 去掉 AgcModelAccess::parse 兜底,改直接 From
- admin-web 的 AdminAgcModelAccess 改为复用 @genarrative/shared 生成类型
- 扩展 catalog_dto 测试断言缺省 Basic 与未知 access 反序列化失败
2026-10-04 20:58:21 +08:00
k88936 6424ad7e75 fix(LLM 代理): Chat Completions 透传类型化错误,保留权限码
- resolve_llm_router_client 返回 Result<_, AppError> 而非 String(评审第 17 条)
- load_owner_llm_catalog 的 503 + MODEL_ACCESS_UNAVAILABLE 不再被拍平成「模型目录暂不可用」
- resolve_requested_for 错误改走 agc_model_resolve_error,与 proxy_llm_responses / proxy_llm_messages 契约一致
- LlmConfig / LlmClient 构造失败按 500 返回;调用方直接 llm_error_response 透传
2026-10-04 19:56:16 +08:00
k88936 3a955889f0 refactor(后台契约): 会员详情 plan/status/cycle_kind 收口为 token 枚举
- shared-contracts 新增 ProfileMembershipStatusToken(normal/active)
- AdminProfileMembershipPayload 的 plan/status/cycle_kind 由 String 改为 ProfileMembershipPlanToken/ProfileMembershipStatusToken/ProfileMembershipCycleKindToken,未知值在反序列化即被拒(评审第 13 条)
- module-runtime 补 RuntimeProfileMembershipStatus -> ProfileMembershipStatusToken 的 From 映射
- api-server 的 map_membership 改为直接 .into(),去掉 as_str().to_string()
2026-10-04 19:14:31 +08:00
k88936 bd06e42690 refactor(error): profile 错误分类全面转 typed error,删除文案匹配
- module-runtime 新增 RuntimeProfileRewardCodeRedeemErrorCode(NotFound/Disabled/NotStarted/Expired/UsesExhausted/NotAllowedForUser/InvalidReward)与 RuntimeProfileProcedureRejectionCode(聚合会员 / 兑换码两类码)
- RuntimeProfileRewardCodeRedeemProcedureResult 末尾追加 error_code,spacetime-module 用 ProfileRewardCodeRedeemProcedureError 在拒绝点显式赋码,入参与钱包错误保持无码
- SpacetimeClientError::ProcedureRejected.code 改为 RuntimeProfileProcedureRejectionCode,Display 输出 [code] message,不再吞掉机器可读原因(评审第 12 条)
- api-server 的 map_runtime_profile_client_error 只读变体字段,AppError.code 取 code.as_str(),删除 is_runtime_profile_domain_error / is_runtime_profile_redeem_code_domain_error 两个中文文案匹配函数
- 重新生成 Rust bindings;同步技术设计 §5.8 与 decision-log
2026-10-04 18:40:54 +08:00
k88936 e91c319aa8 fix(LLM): 「该档无可用模型」补专用变体并统一为 503
- AgcModelResolveError 新增 NoModelForTier,与「某模型不可用」/「档位不够」区分;code() 仍复用 MODEL_UNAVAILABLE
- 代理路径 resolve_requested_for(None, access) 不再折叠成 Unavailable,agc_model_resolve_error 把 NoModelForTier 映射到 503,与 /api/llm/models 列表端点一致(评审第 8 条)
- public_model_catalog 直接复用 agc_model_resolve_error(NoModelForTier),消除手写 503 + 字面量错误码
- 更新 model_access.rs 契约注释与 module-runtime / api-server 测试
2026-10-04 17:41:10 +08:00
k88936 9476290c4b refactor(LLM): 列表无可用模型时复用 AgcModelResolveError 的错误码
- public_model_catalog 里硬编码的 MODEL_UNAVAILABLE 与 AgcModelResolveError::Unavailable.code() 重复
- 改为直接取枚举 code(),与 MODEL_ACCESS_UNAVAILABLE 的既有做法一致,避免两处字符串漂移
2026-10-04 16:01:13 +08:00
suzmii 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
2026-10-04 15:00:23 +08:00
k88936 964948bed2 fix(会员): 模型权限读链路失败改报独立 503 错误码
- 新增 MODEL_ACCESS_UNAVAILABLE(503),与 403 档位不足 / 422 模型不可用区分,不再把付费账号静默降级成 Basic
- resolve_owner_agc_model_access 返回 Result 并由 load_owner_llm_catalog 透传;缺会员行 / 缺目录行仍由 module 内失败关闭并返回成功
- 入口注释列出三类错误码语义;补错误码映射单测
2026-10-04 13:29:32 +08:00
k88936 b46c0be9ce perf(会员): 模型目录与账号权限档并发读取
- load_owner_llm_catalog 原串行等待目录与权限档两次 SpacetimeDB 往返,热路径延迟叠加
- 改为 tokio::join! 并发发起;目录错误仍由 catalog? 返回,权限档失败关闭语义不变
2026-10-04 13:29:32 +08:00
k88936 e89420053a feat(会员): 模型列表返回可用与不可用分桶
- shared-contracts 新增 llm_catalog.rs:LlmModelsResponse/LlmModelSummary/LlmUnavailableModel/LlmModelUnavailableReason(plan_required/disabled/unknown),未停用优先于档位的 disabled 语义留给域层
- AgcAgentMode/AgcModelProtocol 从 module-runtime 迁入 shared-contracts(前后端 + ts-rs 单一真源),module-runtime re-export 保持路径可用
- 整个目录 DTO 与枚举走 ts-rs,生成到 packages/shared/src/contracts/generated,revision 标 number
- module-runtime 新增 AgcModelCatalog::unavailable_models_for(access):保持目录顺序,停用优先于档位不足,补单测
- api-server public_model_catalog 产出 models + unavailableModels 两桶,重写 model_catalog_tests
2026-10-04 13:29:29 +08:00
k88936 243ad3c0e4 perf(会员): 模型权限解析改用只读 procedure,去掉热路径写库读
- api-server llm/model_access.rs 改调 get_profile_agc_model_access,不再走带账期刷新的 get_profile_recharge_center
- 失败关闭语义不变:procedure 失败或档位目录缺行仍按 Basic
2026-10-04 13:29:07 +08:00