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)
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2026-10-05 17:30:46 +08:00 |
|
suzmii
|
775dea02ea
|
修正 M3 族谱口径注释并抽出图装配纯函数(第二批)
- 修正 spacetime-module 里 get_game_distribution_lineage_and_return 的文档注释:锚点不存在/已软删除/未公开一律 found=false(api-server 映射 404),并写明理由——用空标题占位或空树代替 404 等于确认该 gameId 的存在、代际与血缘位置
- 修正 shared-contracts 里节点 status 的注释:当前只有已公开作品会成为节点(未公开节点被过滤、未公开锚点直接 404),线上取值实际恒为 published;保留该字段是为将来允许非公开节点进入树时不必再改契约
- 新增纯函数 assemble_lineage_tree_entries:家族归属校验(只保留 root_game_id 命中的血缘行)、根行以 0 代入集合、游戏行缺失的行安全跳过、重复行去重(根行优先);module 侧只负责取行与按根查索引
- 新增纯函数 resolve_lineage_author_name:账号昵称优先(trim 后非空)→ 退回发布时冻结的作者名 → 两者都空白则 None(不占位)
- 新增纯函数 lineage_entry_from_game_facts:族谱装配与衍生列表共用同一份字段映射
- module 删除 game_distribution_lineage_entry,衍生列表 tx 改用共用构造函数并复用同一份行事实折叠
- 新增 6 条单测:整族装配、旁支排除、缺行跳过、无根行回退、重复行去重、作者名归一三态
- 本批未改前端;package.json 与 lineage e2e 脚本属第三个 session,未触碰
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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
|
1ce3adb8d0
|
修复 M3 复核问题(第一批):族谱页双重空态、节点上限常量未钉住、窄屏网格溢出
- 族谱页空态收敛为一条:nodes 为空时只给整体空态(这部作品还没有可展示的族谱节点),有节点但无衍生时才给衍生空态,两者互斥不再同时渲染
- 新增两条组件用例覆盖该组合:空树只出现一条空态且无 .game-lineage-tree;只有母版时渲染母版节点 + 衍生空态且不出现整体空态
- 纯函数测试改用 GAME_DISTRIBUTION_LINEAGE_NODE_LIMIT 常量,并新增 node_limit_constant_is_pinned_and_governs_truncation:同时钉住常量值 200(合同值)与满量/超量时的 truncated 行为,改常量或改截断实现都必须过门
- LineageTreeNode 文档写明作者名空值语义:空串/纯空白归一为 None 与 M1 的 fork_lineage_visible_identity 三态刻意保留属有意为之,两端展示层按 falsy 判断、行为等价
- 族谱节点网格列下限改为 min(13rem, 100%):桌面列宽不变,极窄视口不再横向溢出
- 未动涉及 M2a session 的 spacetime-module / shared-contracts 注释与 lineage_entries 图装配测试,留待第二批
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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
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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
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2026-10-05 17:30:45 +08:00 |
|
suzmii
|
036989d1cc
|
test(游戏共创): 软删除×Fork 三条规则提取为纯函数并补单测
- domain.rs:新增三个不依赖 SpacetimeDB / ReducerContext 的纯函数
· `can_serve_as_fork_source(is_deleted, is_published)`:来源可用性 = 未软删除 且 已公开
· `counts_as_public_derivative(is_deleted, is_published)`:衍生计数纳入,同条件但动机不同(避免虚报热度、避免泄露「这里曾有个作品」),单独成函数以免两条规则将来互相牵连
· `fork_lineage_visible_identity(parent_available, parent_title, parent_author_name)`:父可用才透传;父不可用必须返回 (None, None),不做任何「拿不到标题就回退用行数据」的降级
- lib.rs:在既有 `pub use domain::{...}` 列表中导出上述三个函数(一行)
- spacetime-module:三处调用点改为调用纯函数,行为完全不变——来源守卫合并为一个 `if`(仍统一映射 FORK_SOURCE_NOT_AVAILABLE)、衍生计数 filter 传入两个布尔、血缘快照的父身份与根标题共用同一函数;`visibility` 判定仍由 module 侧折叠成布尔
- domain.rs 测试:新增 `fork_soft_delete_tests` 5 条——来源可用性四组合(含「已删但 visibility 仍是 published」必须 false)、计数纳入四组合、父可用透传、父不可用即使传入非空标题/作者名也必须 (None, None)、作者名三态(None→None / 空串→空串 / 只含空白原样透传)
- 技术方案 §5.1:把「权限与边界」行的说明改为已由纯函数单测覆盖的三条规则(真实栈用例仍标注待补);「软删除语义收敛 ③溯源摘要」行补上 `fork_lineage_visible_identity` 单测证据
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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
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2026-10-05 17:30:44 +08:00 |
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suzmii
|
2f6df57ce2
|
Merge remote-tracking branch 'origin/master' into feat/game-works-management
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m32s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m5s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 3m33s
Project CI / Frontend tests (pull_request) Successful in 3m39s
Project CI / Backend tests (pull_request) Successful in 6m49s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m39s
Project CI / Repository checks (pull_request) Successful in 6m43s
Project CI / Native shell tests (pull_request) Successful in 7m39s
# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
# docs/【后端架构】server-rs与SpacetimeDB数据契约-2026-05-15.md
# server-rs/crates/api-server/src/modules/game_distribution.rs
# server-rs/crates/spacetime-client/src/active.rs
# server-rs/crates/spacetime-module/src/game_distribution.rs
# src/components/game-distribution/GameDistributionPages.test.tsx
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2026-10-04 15:00:23 +08:00 |
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k88936
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57e259278d
|
Merge remote-tracking branch 'origin/master' into feat/play-count-with-cache
Project CI / Backend tests (pull_request) Failing after 36s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m28s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 6m41s
Project CI / Repository checks (pull_request) Failing after 15s
Project CI / AI game creator shell web tests (pull_request) Has been cancelled
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Has been cancelled
Project CI / Native shell tests (pull_request) Has been cancelled
Project CI / Frontend tests (pull_request) Has been cancelled
# Conflicts:
# docs/project-memory/shared-memory/decision-log.md
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2026-10-04 11:58:25 +08:00 |
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k88936
|
95705cbb11
|
后端:客户端 IP 只信 X-Real-IP,不再取 XFF 首段
- request_context.rs:client_ip_from_headers 改为优先 nginx 覆盖写入的 x-real-ip,x-forwarded-for 只作回退且取最后一段(nginx 用 $proxy_add_x_forwarded_for 追加的真实对端),不再信任可伪造的首段
- 影响两个调用方:公开游玩上报的匿名身份与 IP+game 限流键、微信支付下单的 payer_client_ip
- 更新测试:X-Real-IP 优先、XFF 回退取末段、空 X-Real-IP 回退与回环兜底
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2026-10-04 11:38:47 +08:00 |
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k88936
|
28ac8a1037
|
后端:游玩计数 flush 失败后直接丢弃剩余分片
- game_play_counter_worker.rs:任一分片失败即停止本次 flush,不再为后续分片逐个重建连接(连接不通时每片都会各自等一次超时)
- Build(确定未发出)仍放回本批,剩余分片直接丢弃;其余错误连本批一起丢弃,并记录丢弃增量
- 补 total_delta 汇总剩余增量,模块文档写明失败即停止与丢弃口径
|
2026-10-04 11:10:03 +08:00 |
|
k88936
|
75ad087e2c
|
后端:关停不再强制 flush 游玩计数
- main.rs:finalize_shutdown 删除游戏游玩计数强制 flush,关停不再为它等待网络,内存里剩余增量随进程结束丢弃
- game_play_counter_worker.rs:删除 flush_game_play_counter_for_shutdown,flush_deltas 去掉 requeue_on_build 参数(关停路径已不存在),Build 仍放回等待下一轮
- game_play_counter.rs:take_pending 标记为仅测试使用,模块文档改指 take_pending_if_due
|
2026-10-04 11:07:02 +08:00 |
|
k88936
|
3f0a77e65e
|
后端:游玩上报先做内存限流预检再查库
- game_play_counter.rs:新增只读 is_rate_limited,不消耗额度也不改状态
- modules/game_distribution.rs:record_game_play 先做内存限流预检,超限直接 429,不再让这些请求也打一次 SpacetimeDB;真正计数时 record 仍会重新判定
- 补预检只读与固定窗口作用域测试
|
2026-10-04 11:04:52 +08:00 |
|
suzmii
|
8abc35158c
|
Merge branch 'master' into feat/game-works-management
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m44s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m31s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 4m2s
Project CI / Frontend tests (pull_request) Successful in 2m21s
Project CI / Backend tests (pull_request) Successful in 6m47s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m51s
Project CI / Native shell tests (pull_request) Successful in 6m18s
Project CI / Repository checks (pull_request) Successful in 5m5s
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2026-10-04 09:23:45 +08:00 |
|
suzmii
|
8b11dc4e7a
|
语义目录测试的总数断言改回字面量,避免恒真
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m50s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 4m10s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m5s
Project CI / Backend tests (pull_request) Successful in 6m30s
Project CI / Frontend tests (pull_request) Successful in 3m12s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m44s
Project CI / Native shell tests (pull_request) Successful in 6m33s
Project CI / Repository checks (pull_request) Successful in 5m5s
- names.len() == MCP_OPERATIONS.len() + TOOLS.len() 在 BTreeSet 去重构造下恒真、没有判别力;
改回固定 47(32 条 legacy 工具 + 15 条语义工具),并注明上面的插入断言已保证两组名字互不覆盖
- 本地实跑:cargo test --locked -p api-server --manifest-path server-rs/Cargo.toml --bin api-server semantic
→ 18 passed
|
2026-10-04 03:25:54 +08:00 |
|
suzmii
|
ad0430fcd2
|
补上收银台深链 /pay/<checkoutToken> 的前缀路由(Nginx 三模板 + Pingora + 门禁)
- 现状:只把 `/pay`、`/profile/payment` 加进 allowlist 只能让 check:nginx-spa-routes 变绿;
payment.rs 生成的 checkoutUrl 是 `/pay/<checkoutToken>`,深链仍落默认 location 的
try_files → 404。同一批漂移里 check:pingora-route-parity 也是红的(Pingora MAIN_SPA_PATHS
缺 /pay、/profile/payment),只是被 lint 链里先失败的门禁掩盖,修一条要跑到链尾
- 真相源:src/routing/activeAppPageRoutes.ts 新增 APP_PREFIX_ROUTE_ENTRIES
('/pay' → payment-checkout),resolveSelectionStageFromPath 改用它
- 门禁:scripts/check-nginx-spa-routes.mjs 要求三份模板都有锚定前缀 location
`location ~* "^/pay/[^/]+/?$"`(裸前缀仍由精确 location 负责;前缀 location 必须镜像精确
location 的维护闸与 try_files 回退);新增 scripts/check-nginx-spa-routes.test.mjs 正/反用例
(把前缀写成精确匹配或过宽裸前缀都会红),由 npm run check:nginx-spa-routes 一起执行;
check-pingora-route-parity 新增 MAIN_SPA_PREFIX_PATHS 与前端前缀路由的逐条比对
- 模板:deploy/nginx/genarrative.conf、deploy/nginx/genarrative-dev-http.conf、
deploy/container/nginx.conf 各加一条锚定前缀 location
- Pingora:MAIN_SPA_PATHS 补 /pay、/profile/payment;新增 MAIN_SPA_PREFIX_PATHS 与
is_main_spa_prefix_path(大小写不敏感,只认「前缀 + 恰好一段」),矩阵新增
pay_checkout_spa_fallback 用例,并给网关补一条前缀正/反单测
- 文档:Pingora 试点文档的路由表与门禁说明、deploy/nginx/README 与本地开发/生产运维文档
同步前缀路由口径与线上 curl 复验方式
- 本地实跑:node --test scripts/check-nginx-spa-routes.test.mjs(4 passed)、
node scripts/check-nginx-spa-routes.mjs(OK,14 SPA routes / 1 prefix routes / 3 templates)、
npm run check:pingora-route-parity(OK,25 routes)、
cargo test -p pingora-gateway -- pay_checkout_deep_link matches_nginx_route_parity_matrix(2 passed)
|
2026-10-04 03:25:54 +08:00 |
|
suzmii
|
977b2f0c75
|
修掉并发测试下 HTTP/Provider span 偶发采集为空的 tracing interest 竞态
- 根因:span!/info_span! 宏在 callsite 的缓存 interest 为 never 时会静默返回空 span
(tracing-0.1.44/src/macros.rs 的 span! 分支),而 DefaultCallsite::register 只在调用点
首次被命中时计算一次 interest,且当进程里只注册过一个 dispatcher 时会退化成
dispatcher::get_default()——也就是命中线程自己的 dispatcher(tracing-core-0.1.36
callsite.rs 的 Rebuilder::JustOne)。libtest 默认并发下,没有 subscriber 的普通测试线程
一旦抢到 http.request / llm.request 调用点的首次注册,就会把它永久缓存成 never,
于是 CI 偶发看到 0 个 span(app.rs:603、observability_tests.rs:98)
- 关键:set_default 与 with_subscriber 在 interest 缓存这件事上**等价**(都只是新建 Dispatch
并触发一次 rebuild_interest,只能纠正“已经注册过”的调用点,纠正不了 JustOne→get_default
这条首次注册分支),所以真正起作用的是**在自家 subscriber 下命中同一个调用点做热身**,
把首次注册的顺序握在自己手里;register_callsite 覆写只用于避免本 subscriber 触发的重建
把其它调用点永久标记成 never
- api-server app::tests::http_tracing:不再用 with_subscriber,改为在请求前用同一
http.request 调用点热身到连续两轮采集成功,并在整个请求期间持有 scoped default
(已注明 set_default 是线程绑定,只适用于默认的 current_thread #[tokio::test])
- platform-llm observability_tests:新增 run_under_capture 固定整段流程的 scoped default,
并新增 warm_up_provider_span_callsite(用指向刚释放 loopback 端口的最小失败请求命中同一
llm.request 调用点,连续两轮采集成功才继续)
- 断言未放宽:仍要求每个被拒绝请求恰好 1 个 HTTP span、每次 Provider 调用恰好 1 个
llm.request span;未使用 sleep
- 本地实跑:cargo test -p api-server --bin api-server app::tests::http_tracing(默认并发与
--test-threads=1 各 20 次全绿)、app::tests:: 91 用例并发 10 次全绿、--skip bgfilter_worker
--skip wallet_refund_outbox 的 1133 用例全量 bin 2 次全绿;cargo test -p platform-llm --lib
(162 passed,含 3 条观测用例)连跑 20 次全绿
|
2026-10-04 03:25:54 +08:00 |
|
suzmii
|
05707e61e4
|
修正外部 MCP 语义目录测试里写死的 legacy 工具数断言
- 断言 MCP_OPERATIONS.len() == 30 自 #592 起写死。4b529a895(新增支付服务接入与订单收银台)
在内置 OpenAPI 中新增 createExternalPaymentOrder、getExternalPaymentOrder 两条未被
x-mcp-excluded 排除的操作,legacy 可调用工具由 30 合法增至 32(非重复注册、非覆盖)
- 断言更新为 32 并注明来源(内置 OpenAPI 去掉 5 条元数据/入口操作后的可调用集合),
保留“语义工具是增量、不得覆盖 legacy 工具”的原意;总数断言改为
MCP_OPERATIONS.len() + TOOLS.len() 派生,避免再次写死
- 本地实跑:cargo test --locked -p api-server --no-fail-fast --manifest-path server-rs/Cargo.toml semantic
→ 18 passed(含 semantic_catalog_adds_fifteen_tools_without_replacing_legacy_tools)
|
2026-10-04 00:56:55 +08:00 |
|
suzmii
|
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
|
2026-10-04 00:16:14 +08:00 |
|
k88936
|
2122dc9469
|
后端:关停 flush 不再假承诺重试
Project CI / Backend tests (pull_request) Failing after 32s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 4m37s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m46s
Project CI / Repository checks (pull_request) Failing after 34s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 5m21s
Project CI / Frontend tests (pull_request) Successful in 3m16s
Project CI / AI game creator shell web tests (pull_request) Successful in 3m3s
Project CI / Native shell tests (pull_request) Successful in 6m51s
- game_play_counter_worker.rs:flush_deltas 增加 requeue_on_build;worker 循环仍把 Build 失败放回下一轮,关停路径改为直接记丢失量,不再把增量放回一个不会再被 flush 的缓冲
|
2026-10-03 19:28:39 +08:00 |
|
k88936
|
ea8734b700
|
后端:游玩计数锁中毒时留日志
- game_play_counter.rs:lock 仍从中毒互斥锁恢复,但先 warn 一次,便于关联留下部分更新状态的 panic
|
2026-10-03 19:26:06 +08:00 |
|
k88936
|
7c3398029e
|
后端:游玩计数去重与限流改用元组键
- game_play_counter.rs:seen/rate 的键由 U+001F 拼接字符串改为 (identity, game_id)/(ip, game_id) 元组,clientId 携带分隔符时不再发生键碰撞
- 补分隔符碰撞回归测试
|
2026-10-03 19:23:37 +08:00 |
|
k88936
|
03f1828561
|
后端:游玩计数排序移出互斥锁
- game_play_counter.rs:drain 只负责在锁内取走增量,新增 sort_deltas 在释放锁后排序,避免 O(n log n) 排序阻塞并发 record
|
2026-10-03 19:19:57 +08:00 |
|
k88936
|
b196c1150f
|
后端:补充游玩上报端点与身份解析测试
- modules/game_distribution.rs:新增公开路由在未连接 SpacetimeDB 时可达、无需登录且 no-store 的断言
- 补 clientId 去空白/截断 128 字符与缺失 UA 回退的单测
|
2026-10-03 18:25:49 +08:00 |
|
k88936
|
d12ff72425
|
后端:新增公开游玩上报端点
- modules/game_distribution.rs:新增 POST /api/game-distribution/games/{game_id}/plays,公开可带 bearer,非公开 404、限流 429、成功 200 {recorded}
- 身份组成:登录用 userId、匿名用 clientId、都缺失回退 IP+UA;无效 bearer 按匿名处理不影响计数
- 请求体读取原始 Bytes,空体或畸形体不阻断计数
|
2026-10-03 18:25:49 +08:00 |
|
k88936
|
dbf3adeb13
|
后端:接入游玩计数内存缓冲与 flush worker
- game_play_counter.rs:新增纯内存计数器(30min 身份去重、IP+game 固定窗口限流、按时/按量取增量、requeue、过期清理)与 9 个单测
- game_play_counter_worker.rs:新增 flush worker,Build 失败放回重试、Timeout/ConnectDropped 丢弃并记录丢失量,关停前强制 flush
- main.rs:HTTP 角色注册 worker,并在 finalize_shutdown 内按 outbox 超时强制落库
- state.rs/config.rs:AppState 持有计数器,新增 GENARRATIVE_GAME_PLAY_COUNTER_FLUSH_INTERVAL_MS(默认 5s)
- request_context.rs:抽出 client_ip_from_headers 并补测试,runtime_profile.rs 改为复用
|
2026-10-03 18:25:49 +08:00 |
|
k88936
|
8301b7b25f
|
后端:spacetime-client 新增游玩计数 facade
- game_distribution.rs:新增 GameDistributionPlayCountIncrementRecordInput 与 increment_game_distribution_game_play_counts,把批次映射为绑定输入并调用增量 procedure,错误转 procedure_failed
|
2026-10-03 18:25:49 +08:00 |
|
k88936
|
cc33c39f24
|
后端:新增批量游玩计数 procedure 与生成绑定
- spacetime-module/game_distribution.rs:新增 GameDistributionPlayCountIncrement(Input) 与 increment_game_distribution_game_play_counts_and_return,事务内只对 published 且有 active_version_id 的游戏 saturating_add,且不 bump updated_at
- 重新执行 npm run spacetime:generate,新增 3 个绑定并同步 module_bindings.rs 等生成产物
|
2026-10-03 18:04:47 +08:00 |
|
suzmii
|
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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2026-10-03 17:34:23 +08:00 |
|
kdletters
|
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
|
2026-10-03 17:18:13 +08:00 |
|
suzmii
|
7bf7d6b10e
|
支持统一版本回退与重复提交
Project CI / Backend tests (pull_request) Failing after 54s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 1m22s
Project CI / Frontend tests (pull_request) Successful in 2m8s
Project CI / Repository checks (pull_request) Failing after 17s
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 4m23s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 4m27s
Project CI / AI game creator shell web tests (pull_request) Successful in 2m3s
Project CI / Native shell tests (pull_request) Successful in 5m18s
以 projectVersion 作为唯一用户版本标签,允许同版本重复提交和版本回退。
按 versionId 保持提交实例不可变,取消同版本旧 pending 提交并按最近提交排序。
|
2026-10-03 16:55:00 +08:00 |
|
suzmii
|
3aa3e33ceb
|
实现统一项目发行版本
Project CI / AI game creator shell Rust crates (pull_request) Failing after 56s
Project CI / Backend tests (pull_request) Failing after 23s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Failing after 5m7s
Project CI / Repository checks (pull_request) Failing after 21s
Project CI / Frontend tests (pull_request) Has been cancelled
Project CI / AI game creator shell web tests (pull_request) Has been cancelled
Project CI / AI game creator shell Rust lane 2/2 (pull_request) Has been cancelled
Project CI / Native shell tests (pull_request) Has been cancelled
以 projectVersion 作为 AGC 唯一用户版本,支持同版本重复提交和版本回退。
保留 publicationRevision 并发校验与旧客户端自动递增兼容。
|
2026-10-03 16:41:04 +08:00 |
|
suzmii
|
1621c29cf0
|
Merge remote-tracking branch 'origin/master' into feat/game-works-management
|
2026-10-03 15:43:20 +08:00 |
|
lhk229
|
ae2d1a3a21
|
修复 AGC 生成准备依赖全量素材库的问题 (#592)
Project CI / AI game creator shell Rust crates (push) Successful in 1m47s
Project CI / AI game creator shell Rust lane 1/2 (push) Successful in 5m1s
Project CI / AI game creator shell Rust lane 2/2 (push) Successful in 5m18s
Project CI / Frontend tests (push) Successful in 2m27s
Project CI / Backend tests (push) Successful in 5m49s
Project CI / Native shell tests (push) Successful in 6m21s
Project CI / Repository checks (push) Successful in 3m36s
Project CI / AI game creator shell web tests (push) Successful in 2m54s
修复已有项目和素材目录绑定时,AGC 生成准备仍读取完整账户素材库、导致无关素材读取失败阻断生成的问题。
- 新增站内与 External v1 的单目录 GET,按主键读取并校验账号归属;复用目录 DTO,不读取素材列表或创建默认目录。
- 已有 binding 和 partial 恢复改为确认目标目录;首次建绑直接沿用稳定幂等创建,不再读取全库。
- 目录缺失、越权、超时、响应身份不符或会话切换时停止,保留恢复证据,不自动重建、不换键重发生成;已有生成账本继续沿用冻结快照恢复。
- 既有素材库与目录创建、修改、删除 API 合同保持不变,持久化表结构不变。同步 OpenAPI、生成绑定及技术文档。
验证:
- AGC Rust:目录绑定 7 项、生成 94 项、资源编辑 60 项、抠图 5 项通过(目录绑定用例包含在生成组中)。
- api-server:External Editor 30 项、受保护路由矩阵 3 项通过。
- 真实隔离 SpacetimeDB:目录读取成功、空目录、缺失、越权、删除后缺失、只读不变,以及既有幂等/并发/孤儿检查通过。
- smoke 脚本测试 4 项通过;module 编译、生成绑定、87 张表 schema guard、DDD、编码、文档索引、定向 Rust 格式与 diff 检查通过。
- 已比较 OpenAPI:除新增单目录 GET 外,原有定义逐项保持一致。
验证限制:未完成独立 API `/healthz` 联调,本地隔离数据库与授权配置未就绪;启动尝试已停止并清理。未运行全量测试或真实付费生成。
发布顺序:先发布后端模块与 API,再发布新客户端;不提供全库回退。#574 的素材分页、筛选及按素材 ID 读取不在本 PR 范围内。
Closes #550
Reviewed-on: #592
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
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2026-10-03 14:48:54 +08:00 |
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suzmii
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454ed320a5
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修复审核版本 revision 冲突
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审核队列与版本快照使用所属游戏当前 publication_revision,避免新游戏审核通过时误携带 0。
详情审核动作使用最新详情 revision,并补充后台回归测试。
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2026-10-03 14:34:01 +08:00 |
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suzmii
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2eac0975df
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修复发行资源路径与审核试玩 Cookie
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Project CI / Native shell tests (pull_request) Successful in 6m37s
归一化发行包根绝对资源引用并兼容已有发行包,修复正式运行时素材请求跑到本地 Vite 的问题。
审核预览仅拒绝真实平台 refresh Cookie,保留版本绑定 Token 和私有缓存隔离。
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2026-10-03 13:26:23 +08:00 |
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suzmii
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44f02ee19b
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完善游戏审核试玩与客户端版本更新
后台审核详情复用公开游戏详情样式,补齐发布者、冻结资料、素材换签和待审 ZIP 试玩。
AGC 保存已发布作品绑定,支持同一 gameId 更新版本并由用户填写目标版本号。
保留 SpacetimeDB 表结构不变,增加版本号请求校验、幂等边界和本地清单字段。
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2026-10-03 12:35:57 +08:00 |
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suzmii
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783ca014ef
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合并 master 到作品管理分支
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2026-10-03 12:30:07 +08:00 |
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suzmii
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db344426f2
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修复发行游戏在沙箱中访问存储报错
将运行期存储兼容层保存为独立 JavaScript 文件,通过 include_str 注入发行 HTML。
保持 opaque sandbox 隔离,仅提供当前运行实例的 localStorage 与 sessionStorage 兼容能力。
同步发行沙箱验收脚本和玩法运行契约文档。
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2026-10-02 17:06:46 +08:00 |
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kdletters
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3a0d92b622
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Anthropic 直通只用 x-api-key 出示 Router 凭据
Project CI / AI game creator shell Rust crates (push) Successful in 1m55s
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- llm:原生 Anthropic 直通不再同时带 Authorization: Bearer,只发 Anthropic 规范的 x-api-key
- 实测:Router 对同一次 /v1/messages 请求,只带 x-api-key 时 200(4.7s 返回真实回复),同时带 Bearer 时 79 秒后被断开
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2026-10-02 16:14:56 +08:00 |
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suzmii
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772e9f0d42
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修复游戏封面预览并统一发布灰度说明
Project CI / AI game creator shell Rust crates (pull_request) Successful in 1m53s
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Project CI / AI game creator shell Rust lane 2/2 (pull_request) Successful in 10m6s
Project CI / AI game creator shell Rust lane 1/2 (pull_request) Successful in 10m9s
封面生成结果经鉴权 read-url 转为安全 data URL 预览,失败时不阻断已登记素材发布。
统一后台、前端与后端对 game-distribution:publish 未配置和关闭状态的说明。
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2026-10-02 16:03:28 +08:00 |
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kdletters
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3e9bc76c2c
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Anthropic 路由改回原生优先、桥接兜底
Project CI / AI game creator shell Rust crates (push) Successful in 1m46s
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- llm:/api/llm/anthropic/* 先按 Anthropic 原样直通 Router 的 /v1/messages(20 秒首包上限),拿到 2xx 就直接透传
- llm:直通返回非 2xx、连接失败或首包超时才回退到 Anthropic→Chat 协议桥接,并记录 model/status 便于定位
- 测试:两条 Anthropic 路由用例改为「原生先被拒 + 桥接命中」的两段式 mock
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2026-10-02 15:49:01 +08:00 |
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kdletters
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580c74759a
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Anthropic 桥接对上游一律流式,并补非流式聚合
Project CI / AI game creator shell Rust lane 2/2 (push) Failing after 2m19s
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- anthropic_bridge:向 Router 一律请求 stream=true,兼容只接受流式 chat 的上游
- anthropic_bridge:新增 SSE 聚合,客户端要非流式时在网关侧拼回 OpenAI 形状再转 Anthropic message
- llm:非流式分支按上游返回形状选择直读 JSON 或聚合 SSE
- 测试:新增聚合单测(文本 + tool_calls + usage → Anthropic tool_use 还原)
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2026-10-02 15:29:42 +08:00 |
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suzmii
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72aff6a6e6
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合并 origin/master 到作品管理分支
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2026-10-02 15:14:34 +08:00 |
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kdletters
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21a8886c4c
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AGC Anthropic 网关改为桥接 Router 的 Chat Completions
Project CI / AI game creator shell Rust lane 1/2 (push) Failing after 3m28s
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Project CI / Backend tests (push) Has been cancelled
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- llm/anthropic_bridge:新增 Anthropic Messages → OpenAI Chat Completions 请求转换(system、messages、tool_use、tool_result、图片、工具名安全化与还原)
- llm/anthropic_bridge:新增 OpenAI SSE → Anthropic SSE 流式翻译(message_start、content_block_start/delta/stop、message_delta、message_stop,tool_calls 还原成 tool_use)
- llm:/api/llm/anthropic/v1/messages 不再打现网不可用的 Router /v1/messages,改走转换后的 /v1/chat/completions;非流式响应同样翻译回 Anthropic message
- llm:删除只服务旧直通的 Anthropic 流式结算辅助,结算点改为翻译器产出 message_stop 或流结束
- 测试:新增请求转换、工具名还原、流式翻译单测;Anthropic 路由测试改为断言 Chat Completions 上游与 Anthropic 形状回包
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2026-10-02 15:09:52 +08:00 |
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lhk229
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aad5a0bcef
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修复公开模型目录测试遗漏协议字段
Project CI / AI game creator shell Rust crates (push) Successful in 1m43s
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补齐公开模型目录完整 JSON 断言中的 protocol 字段。
同步后端契约文档中的回归验证说明。
验证模型目录定向测试、编码检查、文档索引和 Rust 格式检查通过。
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2026-10-02 13:29:08 +08:00 |
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kdletters
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6bf57c1e51
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AGC 把执行器与线协议拆成正交维度
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AgcAgentMode 回退为仅 codex/cc,只表示执行器;新增 AgcModelProtocol 表示线协议
协议取值 openai_responses/openai_chat/anthropic,与执行器组合封闭并在校验时失败关闭
存量目录缺 protocol 时按执行器推导;历史误写的 agentMode=anthropic 读取时归一为 cc
后台 AGC 模型页拆成 Agent 模式与协议两列,新增协议下拉与对应测试
公开目录 /api/llm/models 与后台 DTO 同时下发解析后的 protocol
客户端持久化 selectedModelProtocol,选模型时按执行器推导兜底协议并校验组合
Codex wire_api 按协议在 responses/chat 间切换,不再硬编码 responses
同步 appSurface 与模型选择测试断言,补 protocol 字段
同步模型别名文档与后端架构文档的正交维度说明
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2026-10-02 12:08:26 +08:00 |
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kdletters
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fee0dc1fa4
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合并 origin/master:网站游戏评分与评价
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2026-10-01 19:41:30 +08:00 |
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