e0e3463550e788ebfd8944d0552e49cd2c9fb729
390 Commits
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512bbb7a62 |
feat(游戏共创): 衍生作品创建时自动继承父作品授权档位(客户端不可另选)
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对齐需求文档 revision 1554「授权设置区:自动继承父作品授权」(被划掉的那句「可收窄、不可放宽」不做)。 - **口径**:衍生作品创建时 `fork_authorization` **直接取父作品当时的档位**(创建时快照),客户端传值一律 **忽略且不报错**(旧客户端会惯常带默认值);母版不变(按请求值,缺省 `forbidden`,未知档位仍失败关闭); 收窄入口不做;**PUT 提升接口语义未改**(见下)。 - **落点**:`resolve_game_distribution_fork_declaration_tx` 原本就在父行上判「存在/未软删/已公开/非禁止/来源版本 等于父当前公开版本」,现在把父档位一并回传(`(root, generation, ForkAuthorization)`);新增纯函数 `resolve_game_distribution_creation_fork_authorization(parent, requested)`:有父 → 父档位,无父 → 解析请求值 (未知 → `FORK_AUTHORIZATION_UNKNOWN`);创建事务里把血缘解析挪到授权裁决之前,新行写裁决结果。 - **无 schema / 无契约形状变化**:`GameDistributionCreateGameRequest.forkAuthorization` 保留(非 Option + `serde(default)` 未动 ⇒ 幂等摘要不变);表列、client record、快照均无字段增删。 - **文档**:技术方案 §2.3(授权模式 + 时序图两条继承边)/§2.4/§3.2.1/§3.4 `POST /games` 行/§3.9 补充/新增 §5.3 实施证据/§7 第 2 条(待拍板 → 已定口径并注明收窄不做);数据契约 `game_distribution_game` 授权条;共创授权与 血缘里程碑(依赖决策/验收第 1 条/实施记录);decision-log 新增 2026-10-06 决策条。 - **测试**:spacetime-module +7(继承矩阵:父 full/nonCommercial × 请求 forbid/nonCommercial/full/空串 一律落 父档位;母版按请求值;未知档位失败关闭;以及「血缘解析返回父档位 + 裁决排在解析之后且写库之前」的结构断言)。 Rust 侧原本**没有**断言「衍生默认 forbidden」的用例(已 grep 核对),因此没有为了让测试过而弱化任何断言。 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 spacetime-module` **301 passed / 1 ignored**; `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。 **待你拍板(只报不改)**:继承是「创建时快照 + 等值」,而 PUT 只限制方向不限制对象 ⇒ 衍生作品作者仍可把继承来的 档位再往上提,得到比祖先更宽的子作品,「不可放宽」会被绕过。选项:① 保持现状(PUT 对衍生作品也生效); ② 禁止对衍生作品 PUT 提升(档位只由继承决定;需新增「该 game 无血缘行」判定 + 稳定错误码,并同步文档与前端入口)。 **需其它 owner 同步**(我未改,属其文件):`scripts/check-game-distribution-lineage-e2e.mjs`(richB1/richC1/richD 从 `forbidden` 提升的前置假设已不成立)、`scripts/capture-game-lineage-visual.mjs`(固定 `expectedForkAuthorization: 'forbidden'` 的造树与断言)。 |
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eeb101458a |
Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts: # apps/ai-game-creator-shell/src-tauri/src/game_distribution_publish.rs # apps/ai-game-creator-shell/src/components/game-distribution/GameDistributionPublishPanel.tsx # apps/ai-game-creator-shell/tests/gameDistributionPublishPanel.test.tsx # docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md # package.json # packages/shared/src/contracts/gameDistribution.ts # scripts/check-game-distribution-dto-parity.mjs # server-rs/crates/api-server/src/modules/game_distribution.rs # server-rs/crates/module-game-distribution/src/errors.rs # server-rs/crates/module-game-distribution/src/lib.rs # server-rs/crates/shared-contracts/src/game_distribution.rs # server-rs/crates/spacetime-client/src/active.rs # server-rs/crates/spacetime-client/src/active/mapper.rs # server-rs/crates/spacetime-client/src/active/mapper/game_distribution.rs # server-rs/crates/spacetime-client/src/game_distribution.rs # server-rs/crates/spacetime-client/src/module_bindings.rs # server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_snapshot_type.rs # server-rs/crates/spacetime-client/src/module_bindings/game_distribution_game_type.rs # server-rs/crates/spacetime-module/src/game_distribution.rs # server-rs/crates/spacetime-module/src/migration.rs # src/components/game-distribution/GameDetailPage.tsx # src/components/game-distribution/GameDistributionPages.test.tsx # src/components/game-distribution/GamePlayPage.tsx # src/components/platform-entry/PlatformEntryActiveFlowShell.tsx # src/services/gameDistributionClient.test.ts # src/services/gameDistributionClient.ts |
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f0cad9dddc |
合并 origin/master(52c83cc2a,248 个提交)到 feat/game-purchase
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- 同步 master 侧 248 个提交:会员与泥点计费(PR #588 / #603)、创作者主页与关注粉丝(PR #638)、运行页刷新真重载(PR #640)、AGC 模板 templateVersion 递增(PR #643)等;确认 master 未触碰发行网关与 `api-server/src/modules/game_distribution.rs`。 - 冲突 1(server-rs/crates/module-runtime/src/domain.rs:1157-1162)`RuntimeProfileWalletLedgerSourceType` 两侧各自在末尾追加变体:保留 master 的 `MembershipUpgradeGrant` 为索引 16(线上已落库口径),本分支 `GamePurchase` 顺延为索引 17,并保留其「每账号每游戏一次扣费」注释。 - 冲突 2(server-rs/crates/module-runtime/src/domain.rs:1184-1188)`as_str()` 同时保留 `membership_upgrade_grant` 与 `game_purchase` 两个分支。 - 冲突 3(server-rs/crates/spacetime-client/src/active/mapper/runtime_profile.rs:95-101)bindings→领域枚举映射同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,按新索引顺序排列。 - 冲突 4(server-rs/crates/spacetime-client/src/module_bindings/runtime_profile_wallet_ledger_source_type_type.rs:43-47)生成枚举按模块源码顺序合并为 …`MembershipUpgradeGrant`、`GamePurchase`;随后 `npm run spacetime:generate` 复核该文件与生成结果逐字节一致。 - 冲突 5(server-rs/crates/api-server/src/admin.rs:4849-4853)sats 索引映射改为 `16 => membership_upgrade_grant` 与 `17 => game_purchase` 两条并存。 - 冲突 6(server-rs/crates/api-server/src/admin.rs:6368-6461)索引断言并入 master 的 `[16] => membership_upgrade_grant`,并把 master 的「17 尚未映射」占位断言替换为 `[17] => game_purchase`;本分支的后台消耗统计两个用例原样保留。 - 冲突 7(server-rs/crates/api-server/src/runtime_profile.rs:219-226)来源文案格式化同时保留 `MembershipUpgradeGrant` 与 `GamePurchase` 两支,注释随 `GamePurchase` 保留。 - 冲突 8(docs/project-memory/shared-memory/decision-log.md:3-24)两条决策记录并列保留:本分支 2026-10-05「播放会话前缀在三处入口清空 Cookie」在前,master 2026-10-03「每日免费发放额为 0 时前端隐藏该池」在后。 - 保住 master 侧:发行响应 ETag/304/gzip(`release_asset_response_with_cache` 五参形态与 `release_asset_etag` / `if_none_match_matches` / `accepts_gzip_encoding` / `gzip_release_asset` / `release_asset_not_modified_response`)、共享加载面 `PlatformGameLoadingSurface` 及其使用方、三池钱包与会员档位目录改造。 - 保住本分支侧:付费作品 404 守卫(`price_mud_points > 0` 且位于 `load_package` 之前)、购买与播放会话网关路由、nginx×3 / Pingora / Vite 的播放会话 Cookie 清空与 `nginx-route-parity.matrix.json` 登记、viewer 感知公开详情、后台审核价格、`PlatformGamePricingField` 共享定价组件与两端接入、AGC 项目版本只读 + 平台派发下一版本号、schema 与迁移白名单、钱包来源 `game_purchase`。 - 验证:`git merge-base --is-ancestor origin/master HEAD` 返回 0;`check:encoding`、`check:doc-index`、`check:spacetime-schema`、`check:server-rs-ddd`、`check:rustfmt`、`check:npm-workspaces`、`check:game-distribution-dto-parity`、`check:game-distribution-price-limit-parity`、`check:pingora-route-parity`、`check:nginx-spa-routes`、根/admin-web/AGC typecheck、`git diff --check` 全绿。 - 测试:`cargo test -p module-game-distribution` 30 passed,`cargo test -p api-server game_distribution` 61 passed,`cargo test -p spacetime-module game_distribution` 7 passed;定向 vitest 28 个文件 252 个用例全通过。 - `npm run spacetime:generate` 除 11 个 procedure 文件的纯空白格式差异外无任何语义改动(`git diff -w` 为空),已保留 master 的生成产物形态,提交内无 schema/绑定语义变化。 |
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2a04f293b1 |
Merge remote-tracking branch 'origin/master' into feat/game-fork
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796cf9843c |
Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts: # docs/project-memory/shared-memory/decision-log.md |
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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)。
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ce614d59c1 |
feat(游戏共创): 主题详情 rootsTruncated 信号(memberCount 报真实可见成员数)
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裁定(与族谱 `truncated` 同约定):`memberCount` = **真实可见成员数**(不受展示上限污染),新增布尔 `rootsTruncated`,**仅当 `roots` 被 50 上限截断时为 true**。此前两个数被同一个 50 上限截断 ⇒ 可见成员 > 50 时静默截断,客户端既看不到全部树、也拿不到任何信号。 - 纯函数:`game_distribution_theme_roots_truncated(visible_member_count, returned_root_count)` (相等 / 回传更多 ⇒ false;后者是防御性口径:两组数字不同源时不得凭空报「还有更多」)。 - 契约:`GameDistributionThemeDetail` 加 `roots_truncated`(serde camelCase ⇒ `rootsTruncated`), TS 镜像同步;parity `public_theme_detail_payload.mustEmit` 6 键 → **7 键**。 - 事务:`member_count` 走可见成员清单的 `len()`(**不再**经 `page_theme_members` 与上限),`roots` 仍是 同一清单排序后取前 50,`rootsTruncated` 由纯函数算出(不写死「>50 就 true」——阈值与上限是两个 独立事实);列表入口共用同一计数函数 ⇒ 同一主题在列表与详情里不会报出两个 `memberCount`。 - api-server:`public_theme_detail_payload` 增加 `rootsTruncated`;形状单测 6 → 7 键,并加 `memberCount=120 / roots=1 / rootsTruncated=true` 用例,证明两个键口径独立。 - 结构断言同步修正:列表侧原「成员数与 roots 共用同一上限」改为「成员数数的是全部可见成员(断言 源码里不含切页函数与上限常量)」;详情侧改为「必须调用共享纯函数 + 不得再恒等 `roots.len()` + 该字段必须进入返回值」。 - 生成绑定:`module_bindings/game_distribution_theme_detail_result_type.rs` 手改后用临时 out-dir 重跑 `spacetime generate --lang rust` 逐字节校对一致。**wire format 变更 ⇒ 部署需重新 publish 模块** (客户端绑定已同步)。 - 文档:技术方案 §3.4 / §3.10.6 / §3.10.9(原「已知限制·三个备选待拍板」→ 已定口径)、里程碑 (依赖、接口表、验收标准、纯函数表、测试清单、待确认项)、以及数据契约文档里那句「主题详情的 roots 与列表的 memberCount 永远一致」(本改动已使其为假)。 门禁:wasm build 0;`cargo check --all-targets` 0;`cargo test -p api-server game_distribution` 86 passed; `cargo test -p module-game-distribution` **101 passed**;`cargo test -p spacetime-module` 286 passed / 1 ignored;DTO parity 0(58 组 / **15** 构建器 / 12 手拼类型);`check:spacetime-schema` 0(96 tables); `check:encoding` 0(5420 files);`cargo fmt --all -- --check` 0;`git diff --check` 0。 遗留(不在本仓可改范围,需前端 session 跟进):`src/services/gameDistributionClient.ts` 有自己一份主题 详情本地类型与 normalize,会丢弃 `rootsTruncated`(约 3 行小改),因此网页主题页暂时拿不到截断信号; admin-web 走共享契约类型,后台侧即时生效。 |
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09a1cf5497 |
docs(游戏共创): 共创主题文档回填(§3.4 接口表 / §3.10 实现状态 / 里程碑 Status 与验收)
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服务端三块(`2fa201e0d` 模型与纯函数、`742723a58` 公开读、`033e3aa79` 后台写)已落地,本次把文档从「只落设计」补齐到「服务端已实现」,并写死一条已知限制。
- **技术方案 `§3.4`**:新增 5 条接口行(真实路由/鉴权/错误码/字段名均以 `git show` 核对代码为准,非猜测)——公开 `GET /api/game-distribution/themes`(匿名 + `no-store`;只含 `published`;limit 缺省 20 / 上限 50 / 超界截断;游标 `"{createdAtMicros}:{themeId}"`;非法游标 400;末页 `nextCursor: null`;`memberCount` = 公开可见成员数)、`GET /api/game-distribution/themes/{themeId}`(顶层扁平 `{themeId,name,summary,badge,memberCount,roots}`;`roots` 复用公开目录同一份投影;不存在/draft/archived → 404 不返回空壳;已发布空成员 → 200 + 空 `roots`),以及 `GET /games/{gameId}` 的 `themes` 增量(匿名与登录都发、空数组恒发;先取根再按根反查 ⇒ 第 N 代作品也能跳主题页);后台 5 条(`require_admin_auth` + `AuthenticatedAdmin`,未登录/失效 401 `UNAUTHORIZED`、非 admin 403;创建与编辑要求 `Idempotency-Key`,同键重放 `replayed: true`、同键换请求 409 `THEME_IDEMPOTENCY_CONFLICT`;成员增删**不要求**幂等键(确定性主键天然幂等,删不存在也 200);非根成员 409 `THEME_MEMBER_NOT_ROOT`;后台列表含 draft/archived、limit 缺省与上限 200、无游标;`theme_id` 服务端生成 `theme-{uuid}`)。
- **`§3.10`**:各小节「本轮实现 / 留白」标注更新为现状(服务端已实现;公开前端与后台 UI 仍留白);`§3.10.6`/`§3.10.9` 明确写下**已知限制**——主题详情 `roots` 沿用页上限 **50** 且 `memberCount == roots.len()`,可见成员 > 50 时会**静默截断且没有「还有更多」标志**,三个备选(去上限 / 给成员加游标 / `memberCount` 报真实可见数)待拍板,本轮不改契约。
- **`§7`**:第 3 条(共创主题)改为「设计已采纳 + 服务端已实现」,仍待拍板收敛为两条:① 主题级排序口径(公开列表当前按 `created_at` 倒序 + `themeId` 兜底;若要按运营 `sort_order` 展示需改游标格式并同步前端);② 上述 `roots` 50 上限行为。
- **里程碑文件**:`Status` 由 `proposed` → 「服务端已实现(附四个提交号);公开前端与后台管理 UI 待做」,Version 1.0 → 1.1,新增「已落地提交」行;实施清单 A–F 标注已落地提交、G 标未做(待前端)、H 分「已落地层 / 未做层」、I 补执行状态;**验收标准勾 17/19**(第 17 条公开前端、第 18 条 SPA 路由门禁留空并注「等前端」);文末写明「dev 栈端到端整链未跑(`scripts/check-game-distribution-theme-e2e.mjs` 未创建),依赖真实库存的运行时分支目前只到单元/结构/映射层」。
- **数据契约文档**:两张主题表小节的「写入路径属后续里程碑」改为现状(读/写 procedure 与事务名),表结构描述未动。
- **门禁**:`check:doc-index` 0(252 份 Markdown,current=121 / historical=15 / review=1);`check:encoding` 0(5414 files);`git diff --check` 0。
- **环境限制(标注,非绿)**:`check:generated-bindings` 本机 `EXIT=1`,原因是 `apps/ai-game-creator-shell/src-tauri/build.rs:167` 校验随包资源时缺 `bin/win-x64/agc_godot_editor.dll`(需先跑随包资源准备步骤)——纯环境前置,与本次只改 `docs/**` 无关;该检查的 AGC 段本地从来跑不了(CI 绿)。
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063c04a1b3 |
docs(游戏共创): 共创主题设计定稿(§3.10 + 里程碑《共创主题与作品树-2026-10-06》)
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需求形态(飞书):共创 Tab 下有多个「共创主题」,点进去是一棵(或一组)作品树;**主题由平台/运营命名,不由根作品决定**;作品在游戏 Tab 里仍作为独立作品展示,详情页有 Fork 入口并能看到 / 跳到对应主题页。本轮只落设计(不写业务代码),实施清单见里程碑文件。
设计要点与理由(详见 §3.10):
- 实体:`game_distribution_theme`(`theme_id` 主键、三态 `draft|published|archived`、`sort_order`、`badge`、`created_by_user_id`)+ `game_distribution_theme_member`(确定性 `member_id = "{theme_id}:{root_game_id}"`,`theme_id` / `root_game_id` 各具名 btree 索引)。
- **成员只允许根作品**:树查询 `/games/{id}/lineage` 按根聚合,否则同一棵树会在主题页里出现多次(去重/高亮打架);代价=要挂就挂它所属的根。跳到某一代节点属 UI 层(族谱页已有 `from` 高亮)。
- **允许跨主题多归属**:主题是运营叙事,「平台精选」「双人合作」会同时收录同一个根;确定性主键只保证**同一主题内**不重复。代价=作品详情要返回多值、运营需知悉。
- **树直接复用 `/games/{id}/lineage`**,主题侧**不重建**任何树查询/树整形(没有第二套可见性/排序可漂移);主题详情只返回成员根清单(N+1 本轮接受,批量树端点留白)。
- 可见性:公开侧只见 `published` 主题;成员只出现公开未删且有当前公开版本的根(**投影跳过但不删行**,重新公开自动回来);主题不存在/未发布 → **404**;已发布但可见成员为空 → **200 + 空成员列表**。
- 公开三接口:`GET /themes`(游标分页沿用默认 20/上限 50/非法 400/末页 null)、`GET /themes/{theme_id}`(+ `roots`)、作品详情 `themes` 增量(**先取该作品的根、再按根反查**,因此第 N 代作品也能跳到主题页)。
- 后台五接口(创建/编辑/增删成员/后台列表,均幂等),鉴权**复用既有 `require_admin_auth` + `AuthenticatedAdmin`**,不自造;后台 UI 不在本轮。
- 留白 5 项(各写不做理由与将来接法):主题封面图、slug/URL 别名、埋点统计、跳到某一代的高亮、批量树端点。
- 同步收敛:§6 里程碑表 M4 行指向新里程碑;§7 第 3 条「共创主题」从**待拍板**改为**已拍板采纳**,并把「主题级排序口径」留作唯一待产品确认项。
门禁:`check:doc-index` 0(252 份 md;新里程碑在 `plans/` 下免分类);`check:encoding` 0(5383 files);`git diff --check` 0。
注:§3.10 的前约 200 行因共享工作树/索引,被上一提交 `f703bc49d`(注释修正)一并带上;本提交补齐其余章节 + 里程碑文件。
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959ed4fd53 |
合并 origin/master(51cb05f41,22 个提交)到 feat/game-purchase
- 逐块合并 server-rs/crates/api-server/src/modules/game_distribution.rs:以 master 的 ReleaseAssetResponseInput / 5 参 release_asset_response_with_cache / ETag / 304 / gzip 结构为准,并在其上保留本分支的付费 404 守卫(price_mud_points > 0 仍在 release_package_bytes 读包之前返回);播放会话资源响应改用同一结构(etag None、cache_control no-store、沿用 accept-encoding 协商)。 - 合并 src/components/game-distribution/GamePlayPage.tsx:接入 master 的共享 PlatformGameLoadingSurface 与 PLATFORM_GAME_LOADING_TIMEOUT_MS,删除本地重复常量 GAME_PLAY_STARTUP_TIMEOUT_MS 与裸 div,买断制播放会话准备态改由共享加载面承载。 - 合并 src/components/game-distribution/GameDetailPage.tsx:同时保留 master 的 onOpenCreator 作者插槽与本分支的买断制购买弹窗、onOpenRecharge 充值入口。 - 合并 vite.config.ts:保留 master 的 /api/creators 代理,并保留 play-sessions 前缀清 Cookie 规则(顺序仍在通用 /api/game-distribution 之前)。 - 合并 deploy/nginx/README.md:保留 master 的 SPA allowlist 门禁口径(含 /creators、/creators/connections)与本分支的播放会话前缀章节;三份 nginx 模板的 ^~ play-sessions location 与清 Cookie 原样保留。 - 合并 apps/admin-web/src/pages/AdminGameDistributionReviewPage.test.tsx:保留 master 的加载面/超时用例与本分支的审核价格(冻结价优先、历史按 0)用例。 - 合并 src/components/game-distribution/GameDistributionPages.test.tsx:保留双方 mock,并新增「付费作品在会话签发期间显示共享加载面」用例。 - 合并 docs/【玩法创作】平台入口与玩法链路-2026-05-15.md(保留买断制合同并回填 master 的创作者主页与关注粉丝合同)、decision-log.md、pitfalls.md:追加双方条目,不改写任一侧正文。 - 保留 master 侧新增能力:release_asset_etag / if_none_match_matches / accepts_gzip_encoding / gzip_release_asset / release_asset_not_modified_response、SPA 加载面、创作者主页与关注粉丝(user_follow 表、creator 查询与 author_id 过滤)。 |
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bdcefe91d1 |
Merge remote-tracking branch 'origin/master' into feat/game-fork
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# Conflicts: # deploy/container/nginx.conf # deploy/nginx/genarrative-dev-http.conf # deploy/nginx/genarrative.conf # server-rs/crates/api-server/src/modules/game_distribution.rs # src/components/game-distribution/GameDetailPage.tsx # src/components/game-distribution/GameDistributionPages.test.tsx # src/components/platform-entry/PlatformEntryActiveFlowShell.tsx |
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93de2a0d6c |
文档:AGC 发布面板补齐买断制定价口径
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- 主规范「入口与边界」改为网页与 AGC 两个发布入口一致支持定价,并写明给已上线作品发新版本的预填规则 - 主规范「定价与冻结」补充发布新版本必须预填并保持现有价格、不允许因默认免费静默改价,定价 UI 由 packages/shared 共享组件承载 - 主规范「契约与迁移」补记 AGC 版本请求 priceMudPoints 字段与 #[serde(default)] 仅作旧客户端兼容的口径 - 主规范验收表新增「定价(AGC 入口)」行,AGC 侧证据标注待补及其来源 - 里程碑范围补上 AGC 发布面板定价,删除「不在范围内」的 AGC 后续切片条目 - 里程碑验收标准新增 AGC 入口复选框(保持未勾选并注明等待实现证据) - 排障记录 pitfalls 把 AGC 按免费提交改为历史口径 + 现行口径,保留「改请求 DTO 必须同时编译 AGC 壳」的排障经验 - docs/README.md 合同/里程碑条目同步为两个入口一致并标注 AGC 证据待补 |
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96859666ff |
Merge pull request 'AGC 运行画面点选:canvas 玩法上识别 Phaser 4 / three.js 的已登记素材(#612)' (#624) from feat/agc-runtime-picking-engines into master
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Reviewed-on: http://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/624 |
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3145ef472e |
合并 origin/master(21c79f54a)到 feat/game-purchase
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- 冲突 docs/project-memory/shared-memory/decision-log.md:两侧都是在「# 决策记录」顶部新增条目,保留双份——本分支「2026-10-05 播放会话前缀在三处入口清空 Cookie」在前,master「2026-10-03 首页自动建项与 AI 项目命名解耦(Issue 599)」在后。 - 冲突 docs/project-memory/shared-memory/pitfalls.md:同为顶部新增条目,保留双份——本分支「2026-10-05 付费游戏播放会话前缀落在 /api/*」在前,master「2026-10-04 生成任务账本 taskType 维度与 v1 兼容」「2026-10-03 后台异步回填被进项目覆盖」在后。 - 其余逐处核对:master 本次只改了 apps/ai-game-creator-shell 与 docs(首页建项与 AI 命名解耦、AGC 标题栏项目标签、相关计划/记忆文档),与买断制付费功能文件无交集,全部吸收;master 未触碰 SpacetimeDB schema、钱包流水来源类型、游戏分发契约、边缘路由与生成绑定。 - 合并后回归核对:GameDistributionGame.price_mud_points 仍在结构体末尾且带默认值 0;migration 白名单仍含 game_distribution_purchase;RuntimeProfileWalletLedgerSourceType::GamePurchase(game_purchase)仍在。 |
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364b1aa342 |
Merge remote-tracking branch 'origin/master' into feat/agc-runtime-picking-engines
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- 冲突解决(3 处): - agc-game-production-workflow/SKILL.md:双方都保留——第 4 条用本分支版本(含「运行画面点选契约」指针),第 5 条用 master 的新构建验证口径 - agc-skills/manifest.json:先取 master 侧,再用 `agc:skill-pack:sync` 按合并后内容重新生成 version 与指纹(2026-08-26.41),`skill-pack:check` 通过 - pitfalls.md:两侧新增条目全部保留(按日期倒序:本分支 10-05 / 10-04 条目在前,master 的 10-04 / 10-03 条目紧随,未改动任一方内容) - 无冲突但人工核对:`agc-web-game-development/SKILL.md`(本分支「运行画面点选契约」小节 + master 内容都在)、 `index.tsx`(我们的 `handleRuntimeInspectSelection` 回调体逐字不变,master 新增内容都在) - 桥脚本 sha256 未变(9513020cfffa79128fb6355d44cdaabe666eefecbd96b7e807b15d2c4601bf76),真机证据对应字节不变 |
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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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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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6738cf1aa9 |
Merge remote-tracking branch 'origin/master' into feat/pricing-plan
# Conflicts: # docs/project-memory/shared-memory/decision-log.md |
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15024dab0a |
docs(游戏共创): M2b 证据表与里程碑改为冻结点的实测数字(含补强证据与已知留白)
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- 技术方案 §5.2 三处过期数字按**自己去代码里数一遍**的结果改:校验器单测 16 → **19**(`project_bundle::tests`)、模块总测 69 → **73**、e2e 由「46 项 46 PASS」改为「**51 个 `check(` 调用点**」(复核另按 72 条断言计,差值来自同一 `check` 内的多条子断言);「`package.rs` 零改动」改为「已同批补强(读取层按声明封顶 + 压缩比分母改为条目压缩字节,+70/−4)」;客户端行补「打包器 **24 条单测**、上传前按 `max_archive_bytes` 预检、定向 `cargo test -- project_bundle` **24 passed**」 - 技术方案 §5.2 新增四行:**校验器对抗性补强(P0-a/b/c)**(凭据目录/前缀/后缀/全名 + 小文本内容嗅探、嵌套包扩展名并集 + magic 嗅探、读取层封顶、新错误变体 `CredentialDirectoryNotAllowed` / `SecretContentDetected`)、**执行级交叉证据(P1-b)**(dev-dependency 交叉测试)、**一致性门禁路径形状维度(P1-a)**(含「故意破坏会红」实测)、**已知留白** - 里程碑:`前置依赖 ②` 里「客户端预检属待办」改为**已完成**并给出代码位置(`write_project_bundle_zip` 内 `bytes.len() > limits.max_archive_bytes` 失败关闭);证据行与验收项重数、并补齐补强后的新增规则;新增「已知留白」条目(`.bz2`/`.xz`/`.zst`、`*.db`/`*.sql`、`.gcloud`/`.azure`/`.password-store`、CP437 条目名与 `external_attributes == 0`、峰值内存未量测、内容嗅探误报率无实测) - 本块在 rebase 之后完成,基线为新的 merge-base `21c79f54a` - 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5305 files OK;`git diff --check` 0 |
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779bbd1157 |
docs(游戏共创): M2b 文档回填两处实现偏差 + 状态改已实现(含 M2b 证据表)
- 技术方案 §3.4:上行路由行按端到端实测补两条按实现为准的细节——① **非作者上传返回 404 而不是 403**(`load_owner_version_or_404` 把 owner 不匹配按「版本不存在」处理,与发行包上行族同口径,不泄露版本存在性、响应不含对象键);② **阶段门先判「已存在」再判档位**(`ensure_project_bundle_uploadable`:`project_bundle_bytes > 0` → 409 `PROJECT_BUNDLE_ALREADY_EXISTS`,再看 `status` → 409 `PROJECT_BUNDLE_UPLOAD_NOT_ALLOWED`),因此「已公开且已有工程包」返回 `ALREADY_EXISTS`,「已公开但无工程包」才返回 `UPLOAD_NOT_ALLOWED`。证据:`check-game-distribution-project-bundle-e2e` 的 A5 / A5b / A6 及其 NOTE - 技术方案 §3.5.2:AGC 侧「上传」「下载与建项」由「接线待做」改为**已落地**(发布时上传且失败不阻断、按 `source` 分支建项、来源记录 v2 兼容 v1、取件提示按形态措辞),并写明两端规则由 `npm run check-project-bundle-policy-parity` 机器门禁钉住一致 - 技术方案 §3.5.4:路线 B 由「服务端已实现、客户端接线待做」改为**两端均已落地** - 技术方案 §3.7:补 M2b 口径——共创写入仍复用 `game-distribution:publish`(未新增灰度键);内容下发与工程包上传当前只有 `tracing` 日志,三个结构化埋点事件**仍未接**(待产品定事件口径) - 技术方案新增 §5.2「M2b(工程源包)实施证据」表:三列与契约、校验器(16 条单测 / 上限镜像)、上行路由族(api-server 60 passed)、下行优先与缓存不串味、端到端 `check:game-distribution-project-bundle-e2e` **46/46**、两端规则 parity 门禁、客户端 vitest 1961 passed 与定向 cargo test 17+16;并显式登记「backfill 明确不做」「真实极端边界与结构化埋点待补」 - 里程碑「作品工程源包与一键改造」:Status → `implemented-local`;新增「实现进展(2026-10-05)」列出两端提交 SHA 与证据命令、以及四条未做项及原因;验收标准改为 ✅/⏳/⏭ 三段并有证据指向(阶段门顺序、非作者 404、半包清理等按实测更新);证据要求补上已落地的命令清单与「真机建项链路仍未跑」的括注 - 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5304 files OK;`git diff --check` 0 |
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d39257b608 |
docs(游戏共创): M2b 文档按实现收敛(块 E)
- 技术方案 §3.2.3:三列语义改为与实现一致;删掉原「保留一次补齐机会」的规则(**已公开版本的补传未实现**,本期不做),改为「只在 `awaiting_upload` / `upload_failed` 可写一次、写入后换内容 409、不做版本回溯」;补产品口径(不做独立「源码可见性」开关、作者不传即产物级改编、`nonCommercial` 约束力属平台规则层面);对象键改为实现值 `…/{version_id}.project.zip`
- 技术方案 §2.3:把「公开后可补传一次工程源包」的表述改为如实口径(公开后不接受补传,只能走试玩 + 素材)
- 技术方案 §3.3:version 行的 `project_bundle_*` 迁移规则改为「只在未公开时可写一次」
- 技术方案 §3.4:`PUT /versions/{versionId}/project-bundle` 从「规划」改为**已实现**(整包 + 4 条分片族路由、作者限定、阶段门、无既有工程包、服务端派生对象键);「登录用户」小节把取件接口从两个改为三个并说明 `source` 可能是 `project`(优先)或 `package`,新增 `/fork-source/project` 本体行(失败关闭、缓存含资产维度)
- 技术方案 §3.5.2:打包/服务端复核/上传/下载建项/优先级五条按实现重写——写明服务端 `validate_project_bundle_zip` 的完整拒绝清单与与发行包逐项相等的上限(200 MiB / 500 MiB / 64 MiB / 10 000 / 100,理由:共用同一上传链路且反代按 200 MiB 校准),以及「打包器已落地、上传与建项接线待做」
- 技术方案 §3.5.4:记录产品已采纳推荐口径(A 默认继续服务未上传工程包的作品、B 服务端已实现、C 不做)
- 里程碑「作品工程源包与一键改造」:Status → in-progress(服务端已落地 / 客户端接线待做)、Version 1.2;范围去掉「是否公开工程」选项(不存在独立开关);不在范围内新增「已公开版本补传」;两条前置依赖标注已落地并写清 512 MiB 与 200 MiB 的对齐口径(客户端须按服务端上限预检);验收标准改为带 ✅/⏳ 标注、删掉两条 backfill 验收、补阶段门与半写行回落等已实现项
- 门禁:`check:doc-index` 248 份 OK;`check:encoding` 5301 files OK;`git diff --check` 0
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f40050afb1 |
收口 M3 复核遗留:文档如实口径、fork-source 状态说明、forkAuthorization 机器守卫、e2e 引用去行号
- 技术方案 §3.4:删掉「GET /games/{gameId} 追加 forkSourceAvailable」——实现里不存在该字段;改为如实口径:改造入口显隐只依据 forkAuthorization,真实可复刻形态由 /fork-source 的 source 回答,若 M2b 要区分「可源码级改造 / 只能参考」届时再加
- 实施计划(M1)§5:同步去掉 forkSourceAvailable 并注明「未实现、也不需要」,保留其余字段清单不动
- 技术方案 §2.6 时序图:说明字句从「GET …/fork-source 是待实现接口」改为「M2a 已实现(形状见 §3.4 登录用户表)」,并在图内加一行 Note 标注「图中字段名是 M2b 目标形状」;图属目标形态的免责声明保留
- parity 脚本:game_payload 增加 mustEmit ['forkAuthorization']——该字段 TS 侧可选(旧响应可省),但公开与作者响应必须发出,否则详情页授权徽章与改造入口会静默退化成「禁止共创」;public_game_payload 以 game_payload 为 base,因此一并受保护
- e2e 脚本头部:把全部行号引用(含已过期 2–4 行的那些)改为「文件 + 符号」引用(router()/lineage_read_or_not_found()/GameDistributionLineageNode/lineage.rs 常量与函数等),并删除「消费链路在未提交的 M2a WIP 里」这类会过期的措辞,改为「已在 M2a 落地」;只改注释,断言逻辑未动
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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
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d9c53a5b75 |
docs(游戏共创): 按只读侦察事实修正 M2a 方案:成品包只能试玩不能重发
- 技术方案 §2.5:把「成品包 = 产物级改造(可发布)」改成四列表(新增「能不能再发布」列),写明成品包只能试玩与提取素材、**不能直接重新发布**;补「被否证的旧表述」对照段并指向 §3.5.1/§3.5.4 - 技术方案 §1.3:新增三行缺口事实——无「按版本取 ZIP」的下载通道、导出/发布强制 Phaser 4 + Vite 声明、发行包只含 dist + 根 assets + exports/README(不含 package.json 与源码) - 技术方案 §3.5:加术语更正块;§3.5.1 重写为「零新增上传资产,但只到『可玩参考』」——试玩成立(verification.rs:49-66)与发布必然被拦(export.rs:262-265 → :405-470;注释 :407-408、反例测试 :1239-1243)、成品包无工程声明可补、下载通道当前不存在及其内存/无续传代价 - 技术方案 §3.5.4(新增):A 参考式改编 / B 只做工程源包 / C 伪工程三条路线与推荐(A 先行、B 为正解排后续、C 不做),标注为待用户拍板材料;附 A 路线的脚手架触发互斥点 - 技术方案 §2.4 / §2.6:唤起方式(deep link 当前未注册)标为待拍板;审核队列标注文案改为「仅成品包可玩参考,不能直接发布」;用户流程图改为目标形态并加说明 - 技术方案 §5:验收表把「一键改造闭环 / 产物级改造路径」拆成源码路径闭环、参考路径(试玩 + 素材,且界面不得承诺可发布)、交付口径一致三条 - 技术方案 §6:M2a 行改名为「参考式改编(只试玩 + 素材 + 血缘,不含重新发布)」并注明成立前提;M2b 行标注为「一键复刻完整工程」的唯一正解路径 - 技术方案 §7:改写原第 1 条(其「成品包路径默认要做」的前提已被否证),追加第 8–12 条待拍板项(对外表述 / 血缘承载位 / 是否立刻做工程源包 / 唤起方式 / 是否允许伪工程) - 里程碑「成品包改造闭环」:按事实重写「目标 / 范围 / 不在范围内 / 依赖与前置条件 / 验收标准」,新增「事实依据」四条与「前置决策(未拍板前不得实现)」五项,删除全部「能发布」的验收项,改为「本地试玩 + 素材提取 + 在自建合规工程里发布时携带血缘」 - 里程碑「作品工程源包与一键改造」:标注为正解路径;新增前置依赖①「工程包下载/授权」接口(当前不存在)与②包内禁项定义(服务端已拒绝 node_modules / .git / .env* / *.map / *.pem / *.key 与嵌套 zip),并同步「降到试玩+素材参考」的口径 |
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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
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6678c9e0c0 |
补充游戏共创与作品 Fork 的产品设计与技术方案
- 新增【技术方案】游戏共创与作品Fork-2026-10-03.md:用户视角入口、授权三态与状态流转、数据模型、接口契约、验收标准、未决问题 - 新增里程碑规范:游戏共创授权与血缘 M1、成品包改造闭环 M2a、作品工程源包与一键改造 M2b、创作族谱与衍生列表 M3 - 新增 M1 实施计划,明确修改边界、顺序、验证命令、风险与回滚点 - 记录与 PR #565(作品管理与 Phaser4 客户端发布)的重叠面与软删除语义影响 - docs/README.md 登记主规范索引 |
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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 |
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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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45ae29461c |
评审后续:修正标题栏项目标签的空态、视图门控与文案
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- 面板形态:快照读取成功但没有在跑回合时不再渲染「未能读取正在运行的项目」,补回 !readFailed 守卫 - 发布门控:currentProjectPath / currentProjectName 只在 launcherView === 'project-development' 时发布,离开工作台按口径回落到最近启动的在跑项目 - 菜单头部只报运行中数量,读取失败结论由 role=status 一行独占,避免同一句连排两遍 - 标签提示拆成「作用域 + 运行状态」:回落态记为「最近运行的项目:X」、状态位「共 N 个项目在运行」,不再重复「正在运行」 - 数量徽标补 title 说明数字含义 - 用例:新增面板空态回归与两条视图门控回归,更新两处标签断言;三条定向文件 25 passed - 文档:决策日志补 2026-10-05 评审后续条目并修正实施计划交叉引用,里程碑补 2026-10-05 修订,实施计划与主规范同步口径 |
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629369eb0c |
补齐运行画面点选的两条真机踩坑与阶段二真机复验状态
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- pitfalls:新增「three 档句柄少构造器会整体失效」(Raycaster/Vector2/Vector3/Box3 缺任一即不进引擎档、芯片回落 canvas 且不报错,含四步排查顺序)与「预览桥脚本是编译期内嵌的:改完必须重启 AGC 客户端」 - 实施计划·阶段二进展:补真机复验环境已就绪(客户端自本分支编译启动、exe 内 6 处新代码标记已核实、CDP 可用)与「点选复验待执行」(客户端登录态过期停在登录页) |
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19d179bde4 |
运行画面点选:three 句柄瘦身 + 命中对象 label 兜底
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- 桥:three 句柄改读 `handle.three || handle.THREE`(旧整命名空间形态仍兼容),四个构造器缺任一即按未命中退化
- 桥:three label 链补 `object.name` → `geometry.type` → `object.type`,Phaser 补 `name` → `type`(取值超 40 字符丢弃);命中对象但取不到素材身份时芯片不再一律是 `@canvas`
- 契约:agc-web-game-development 的「运行画面点选契约」改用瘦身句柄 `three: { Raycaster, Vector2, Vector3, Box3 }`,并写明整命名空间会破坏 tree-shaking(同一 Vite 构建 517,682 B → 730,831 B,+41%);skill-pack 指纹同步到 2026-08-26.39
- 模板:threejs-3d-starter 与 blank-3d-scene 的句柄源改成瘦身形态
- 测试:runtimeInspectEngines 新增 6 例(瘦身句柄命中、旧命名空间兼容、name / geometry.type / object.type 兜底、缺构造器退化),共 33 例
- 文档:功能说明补 label 兜底与瘦身句柄的验收行和边界;pitfalls 记一条 tree-shaking 口径;实施计划阶段二进展补该轮结论
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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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a48b7f8de8 |
Merge remote-tracking branch 'origin/master' into feat/pricing-plan
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# Conflicts: # docs/project-memory/shared-memory/decision-log.md |
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0aed0faa9a |
运行画面点选:生成期契约落进 AGC 玩法 Skill(阶段二)
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- agc-web-game-development/SKILL.md 新增「运行画面点选契约」:发布只读引擎句柄、Phaser 图片用 Image 标签装载、素材渲染对象标注 manifest 身份、素材进 dist 走与 localPath 对齐的稳定路径 - game-quality-checklist.md 与 agc-game-production-workflow/SKILL.md 只补指针,不在副本里复制契约 - skill-pack:sync 更新 manifest version=2026-08-26.38 与 agc-web-game-development、agc-game-production-workflow 的 sha256(未新增 skill 文件、未改 Rust) - 文档:功能说明边界补生成期契约来源;里程碑把「生成期契约另立里程碑」改为同一 PR 阶段二;实施计划新增「阶段二进展」 |
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b2307a5c5c |
Merge remote-tracking branch 'origin/master' into feat/agc-runtime-picking-engines
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# Conflicts: # docs/project-memory/shared-memory/pitfalls.md |
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df76a665d4 |
补运行画面点选验收证据与里程碑勾选
- 功能说明的验收证据表填入自动化与真实浏览器实测结果 - 里程碑验收标准按证据逐条勾选并补未覆盖项 - 实施计划补四个提交的落盘记录 |
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f729203c6c |
补运行画面点选的行为规范、踩坑与实施记录
- 功能说明新增运行画面素材点选的行为合同、退化条款与边界(贴图地址不可得、只认显式句柄) - PRD 补点选素材条款与更新时间摘要 - 踩坑记录新增 Phaser 命中顺序与默认 XHR 装载两条 - 新增本里程碑与实施计划文档 |
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9755b381c1 |
Merge branch 'master' into fix/agc-titlebar-project-label
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c9df6edc63 |
修复:AGC 窗口标题栏项目标签改认当前项目(#618)
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- 窗口标题栏标签主文案恒为当前项目名:WindowChromeActiveProjectRuns 新增 currentProjectName,由 WorkspaceLauncher 发布当前项目清单名,WindowChrome 透传给标题栏入口 - 正在运行的项目降级为圆点、运行中数量徽标与展开菜单:ActiveProjectRunsPanel 主文案不再取开始时间最晚的在跑项目 - 展开菜单里当前项目那一行沿用清单项目名,meta 首位标「当前」,aria-current 保留 - 运行快照读取失败不再整块替换标签:圆点转告警色,结论落在菜单内一行;既无在跑项目又无当前项目名时保留原来的纯提示 - 新增 .launcher-runs-panel-dot.is-warning 与 .launcher-runs-titlebar-menu-note 样式 - 用例:directActiveTurns 新增三条回归(别的项目在跑时标签仍是当前项目、当前项目自己跑时列表带「当前」、读取失败不顶掉当前项目名),WindowChrome 新增当前项目优先级用例,并把「只显示最后开始的项目」用例改名为「不在项目内时…」 - 文档:修正主规范 2026-09-15 段的标题栏条目、里程碑与实施计划文末修订,decision-log 追加 2026-10-04 决策 |
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e91abf9875 |
docs(会员): 定案模型列表可用/不可用分桶契约
- ADR 增补修订节:GET /api/llm/models 返回 models + unavailableModels,reason 枚举 plan_required/disabled/unknown,停用优先,不放松服务端强制 - 技术设计 §11.2 改述列表契约为分桶,§11.4 补 llm_catalog.rs 落点、域层分桶方法、AGC 客户端 hover 文案与 ts-rs 单一真源,并刷新落地提交号 - AGC 后台模型别名技术方案补 2026-10-03 修订说明 - AGC 模型目录上游同步里程碑标注「形状不变」已被后续变更取代 - decision-log 追加分桶决策、兼容与客户端口径 |
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072284b846 |
后台游戏管理与审核页排版修复,安全下架入口收敛到游戏管理页
- 游戏管理页:下架改为独立面板(原因必填、校验提示、仍走二次确认),操作列与作者列排版调整,gameId 省略号加 title - 游戏管理页测试:拆成空原因不提交、面板取消不请求、面板确认后仍需二次确认三条 - 审核页:移除行内游戏级安全下架及其状态与二次确认接线,理由弹窗只服务拒绝,gameId 截断加 title - 审核页测试:删除两条安全下架用例,替换为行内无该动作、microsZ 时间列渲染、窄视口 gameId 截断 - 新增 adminGameDistributionReview.css:审核页专属列宽与动作列 nowrap,含 1366/980 两档断点 - admin-web admin.css:新增游戏管理表格 5 条排版规则 - shared AdminFormat:新增 normalizeAdminTimestamp,兼容后端 seconds.microsZ 时间口径 - shared AdminFormat 测试:新增 5 条覆盖微秒口径、补零、ISO 与 epoch 兼容、非法值回落 - shared admin.css:admin-status 改为 nowrap - 文档:后台游戏审核详情计划加取代标注,说明审核页只承载版本级动作 |
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daae35a1a1 |
AGC 发布版本标签改由工程内部版本派生,拆除 projectVersion 写链路
- shared contracts:resolveGameCreationAppProjectVersion 改为按 manifest.versions 条数派生,删除 isGameCreationAppProjectVersion,projectVersion 注释降级为遗留兼容位 - Rust shared-contracts:删除 resolve_game_creation_app_project_version / is_game_creation_app_project_version / GAME_CREATION_APP_FIRST_PROJECT_VERSION,project_version 注释改遗留位并重写往返测试 - AGC 发布面板:项目版本改为 useMemo 派生只读输入框,删除本地 state、失焦落盘与 onManifestUpdated 回调 - AGC 发布服务:删除 saveGameDistributionProjectVersion,提交版本号缺省改为按 versions 派生 - AGC 原生:发布成功回写与绑定回填不再写 project_version(置空),删除 update_game_distribution_project_version 命令 - AGC 命令注册与白名单:desktop.rs 注销命令、check-config.mjs 移除白名单条目 - AGC 前端装配:App.tsx 移除两处 onManifestUpdated 传递 - AGC 测试:publish/panel 两条测试改为覆盖派生口径,删除四条写回用例 - 注释对齐:game_publish_attempt.rs / project/manifest.rs / styles.css / shared-contracts 的 game_distribution.rs 把版本标签口径改为「由 versions[] 派生」,清掉 projectVersion 遗留位表述 - 文档:decision-log 追加本决策条目,两份 2026-10-02 计划加取代标注,新增 2026-10-03 里程碑与实施计划 |
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6edda2ae68 |
Merge remote-tracking branch 'origin/master' into feat/game-works-management
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Project CI / Repository checks (pull_request) Failing after 3m50s
Project CI / Native shell tests (pull_request) Successful in 6m0s
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f4ca1aeecc |
合并最新 master 到作品管理分支
Project CI / Backend tests (pull_request) Failing after 39s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m44s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 3m43s
Project CI / Repository checks (pull_request) Failing after 40s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m52s
Project CI / Frontend tests (pull_request) Successful in 3m17s
Project CI / AI game creator shell web tests (pull_request) Successful in 3m12s
Project CI / Native shell tests (pull_request) Successful in 6m41s
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7e96b369c1 |
Merge pull request '修复 Web 预检浏览器失败恢复' (#591) from fix/web-preflight-browser-recovery into master
Project CI / AI game creator shell Rust crates (push) Successful in 2m40s
Project CI / AI game creator shell Rust lane 1/2 (push) Successful in 4m51s
Project CI / AI game creator shell Rust lane 2/2 (push) Successful in 4m24s
Project CI / Backend tests (push) Failing after 3m56s
Project CI / Frontend tests (push) Successful in 3m5s
Project CI / AI game creator shell web tests (push) Successful in 2m56s
Project CI / Repository checks (push) Failing after 4m3s
Project CI / Native shell tests (push) Successful in 6m54s
Reviewed-on: #591 |
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4b529a8952 |
新增支付服务接入与订单收银台
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m59s
Project CI / Backend tests (pull_request) Failing after 4m8s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m9s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 6m20s
Project CI / Frontend tests (pull_request) Successful in 3m17s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m48s
Project CI / Repository checks (pull_request) Failing after 4m15s
Project CI / Native shell tests (pull_request) Successful in 6m52s
新增支付应用、API Key 与外部产品订单接口 接入微信 Native 下单、二维码收银台与支付结果回调 新增后台支付订单与回调投递页面 补齐 SpacetimeDB 支付表、生成绑定、OpenAPI 与使用说明 |
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72d6ea2180 |
Merge remote-tracking branch 'origin/master' into feat/game-works-management
Project CI / AI game creator shell Rust crates (pull_request) Successful in 3m5s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Failing after 3m28s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m5s
Project CI / Frontend tests (pull_request) Successful in 2m43s
Project CI / Backend tests (pull_request) Successful in 6m12s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m37s
Project CI / Repository checks (pull_request) Failing after 3m54s
Project CI / Native shell tests (pull_request) Successful in 5m59s
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c7d70ba893 |
Merge remote-tracking branch 'origin/master' into fix/web-preflight-browser-recovery
Project CI / AI game creator shell Rust crates (pull_request) Successful in 3m3s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 4m56s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 5m4s
Project CI / Backend tests (pull_request) Successful in 5m59s
Project CI / Frontend tests (pull_request) Successful in 2m52s
Project CI / AI game creator shell web tests (pull_request) Successful in 3m5s
Project CI / Native shell tests (pull_request) Successful in 6m37s
Project CI / Repository checks (pull_request) Successful in 6m24s
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996135379b |
统一 AGC 项目与发行版本模型
Project CI / AI game creator shell Rust crates (pull_request) Successful in 1m18s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 3m54s
Project CI / Frontend tests (pull_request) Failing after 1m28s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 5m33s
Project CI / Repository checks (pull_request) Failing after 1m15s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m15s
Project CI / Backend tests (pull_request) Successful in 6m50s
Project CI / Native shell tests (pull_request) Successful in 6m45s
将用户版本改为可回退、可重复提交的版本标签,使用不可变 versionId 区分具体提交实例。 明确 publicationRevision 仅负责并发 CAS,不再限制用户版本号递增。 |