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Author SHA1 Message Date
lhk229 bb010b4b1e 清理策划文档空白以通过仓库检查
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去掉 system-prompt 文件末多余空行
去掉迁移方案标题下的行尾空格
2026-09-10 11:48:37 +00:00
lhk229 5d24301ef5 修复策划样式插入导致 Tailwind 解析失败
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把阶段进度 span 颜色补回原规则
删除 design-agent 预览后的孤儿声明
2026-09-10 11:40:52 +00:00
lhk229 36dc93222a 合并最新 master
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2026-09-10 11:19:35 +00:00
lhk229 54ae60576d 修复策划 Agent CI 回归
按 rustfmt 整理策划 Runtime 与相关测试字面量
首页做方案用例改为断言设计 Agent 命令
2026-09-10 11:19:24 +00:00
lhk229 89447ed432 按评审意见强化回退模板读取通道回归测试
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- tests/configuration.rs 回退模板测试改用与模板无关的 runtime dir,分类断言覆盖按路径归属而非 runtime dir 为 None 的恒真分支,并补充 runtime dir 内路径的 managed 正向断言
- tests/mod.rs 移除不再使用的 clear_test_runtime_config_dir 辅助
2026-09-10 09:46:48 +00:00
lhk229 3ebfcc0c2f 修正新增配置读取回归测试的 Rust 格式
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- tests/configuration.rs 按 cargo fmt 调整两个 assert! 宏换行
2026-09-10 09:03:19 +00:00
lhk229 9b5d1fe107 修复仓库回退配置模板被读取通道私有化 ACL 锁定
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- config.rs 新增 game_creator_config_path_is_runtime_managed 判定,read_game_creator_config_file 按路径归属分流:AppData 托管目录内的真实凭据维持私有加固读取,仓库旁边的回退模板与 local 覆盖改用 open_project_snapshot_regular_file 非变异快照通道
- 根因:开发 CLI 无 AppHandle 时回退读取 worktree 内 git 跟踪模板,私有读通道在 Windows 上无条件收紧 DACL 为仅当前进程用户,导致其他账号与 cargo include_str! 全部 Access Denied
- tests/mod.rs 新增 clear_test_runtime_config_dir 辅助
- tests/configuration.rs 新增两个回归测试锁定快照 / 私有两条读取通道的分流
- pitfalls.md 记录该排障经验与读取通道副作用白名单教训
2026-09-10 08:57:31 +00:00
15 changed files with 746 additions and 250 deletions
@@ -12,4 +12,3 @@
用户说“继续”时,继续推进当前阶段最有价值的工作。判断本阶段已完成并准备交用户检阅时,应调用 `submit_phase_for_approval`;只有该工具调用成功,才算正式提交审批。
用户口头表示已经批准或要求进入下一阶段时,不要仅依据这句话开始新阶段工作;先调用 `get_workflow_status` 确认 Runtime 当前阶段。只有用户批准正式审批请求后,Runtime 才会推进阶段;审批工具是推进阶段的唯一方式。
@@ -12,6 +12,8 @@ use std::sync::atomic::{AtomicBool, AtomicU64, Ordering};
mod codex_app_server;
mod codex_cli;
mod codex_provider_proxy;
mod design_runtime;
mod design_tools;
mod direct_codex_attachments;
mod direct_codex_audit;
mod direct_project_history;
@@ -19,8 +21,6 @@ mod direct_project_turn_history;
mod direct_runtime;
mod direct_tool_bridge;
mod direct_tools_mcp;
mod design_runtime;
mod design_tools;
mod generation;
mod interaction;
mod prompt;
@@ -40,6 +40,7 @@ pub(crate) use codex_cli::{
game_creator_codex_cli_executable_path, game_creator_codex_cli_version_identity,
};
pub(crate) use codex_provider_proxy::*;
pub(crate) use design_runtime::*;
pub(crate) use direct_codex_attachments::*;
pub(crate) use direct_codex_audit::*;
pub(crate) use direct_project_history::*;
@@ -47,7 +48,6 @@ pub(crate) use direct_project_turn_history::*;
pub(crate) use direct_runtime::*;
pub(crate) use direct_tool_bridge::*;
pub(crate) use direct_tools_mcp::*;
pub(crate) use design_runtime::*;
pub(crate) use generation::*;
pub(crate) use interaction::*;
pub(crate) use prompt::*;
@@ -3078,8 +3078,8 @@ fn parse_game_creator_codex_app_server_text(
response_id: Some(thread_id.to_string()),
usage: None,
tool_calls,
responses_output: Vec::new(),
})
responses_output: Vec::new(),
})
}
async fn read_game_creator_codex_app_server_stdout(
@@ -593,8 +593,8 @@ fn parse_game_creator_codex_cli_response(
response_id,
usage,
tool_calls,
responses_output: Vec::new(),
})
responses_output: Vec::new(),
})
}
async fn request_game_creator_agent_codex_cli_with_executable(
File diff suppressed because it is too large Load Diff
@@ -92,10 +92,7 @@ impl DesignResources {
items.sort_by(|left, right| left.id.cmp(&right.id));
lines.push(format!("\n{category}"));
for item in items {
lines.push(format!(
"- {}{}{}",
item.id, item.title, item.summary
));
lines.push(format!("- {}{}{}", item.id, item.title, item.summary));
}
}
Ok(lines.join("\n"))
@@ -228,7 +225,11 @@ pub(crate) fn execute_design_file_tool(
let name = workspace_display_path(&relative, &entry.file_name().to_string_lossy());
rows.push(format!(
"{} {name}",
if child.is_dir() { "[目录]" } else { "[文件]" }
if child.is_dir() {
"[目录]"
} else {
"[文件]"
}
));
}
Ok(Value::String(if rows.is_empty() {
@@ -276,10 +277,17 @@ pub(crate) fn execute_design_file_tool(
}
let (display, path) = resolve_design_workspace_path(root, &relative)?;
if !path.is_file() {
return Ok(Value::String(format!("局部修改失败:文件不存在:{display}")));
return Ok(Value::String(format!(
"局部修改失败:文件不存在:{display}"
)));
}
let content = fs::read_to_string(&path).map_err(|error| format!("读取失败:{error}"))?;
let newline = if content.contains("\r\n") { "\r\n" } else { "\n" };
let content =
fs::read_to_string(&path).map_err(|error| format!("读取失败:{error}"))?;
let newline = if content.contains("\r\n") {
"\r\n"
} else {
"\n"
};
let old = old.replace("\r\n", "\n").replace('\n', newline);
let new = new.replace("\r\n", "\n").replace('\n', newline);
let count = content.matches(&old).count();
@@ -453,7 +461,8 @@ fn load_design_tools(root: &Path) -> Result<Vec<platform_llm::LlmFunctionTool>,
}
fn read_pack_text(root: &Path, relative: &str) -> Result<String, String> {
fs::read_to_string(root.join(relative)).map_err(|error| format!("读取 {relative} 失败:{error}"))
fs::read_to_string(root.join(relative))
.map_err(|error| format!("读取 {relative} 失败:{error}"))
}
fn optional_tool_path(args: &Value) -> Result<String, String> {
@@ -119,8 +119,8 @@ fn persist_tool_plan_handoff_repair_chain(
response_id: None,
usage: None,
tool_calls: Vec::new(),
responses_output: Vec::new(),
};
responses_output: Vec::new(),
};
tool_plan_handoff::write_at(
root,
&base_identity,
@@ -1120,8 +1120,8 @@ async fn tool_plan_handoff_identity_drift_closes_entire_repair_chain_before_remo
response_id: None,
usage: None,
tool_calls: Vec::new(),
responses_output: Vec::new(),
};
responses_output: Vec::new(),
};
tool_plan_handoff::write_at(
root,
&base_identity,
@@ -1440,8 +1440,8 @@ async fn tool_plan_handoff_durable_control_closes_entire_repair_chain_before_rem
response_id: None,
usage: None,
tool_calls: Vec::new(),
responses_output: Vec::new(),
};
responses_output: Vec::new(),
};
tool_plan_handoff::write_at(
root,
&base_identity,
@@ -1,10 +1,10 @@
use super::*;
use serde::{Deserialize, Serialize};
use serde_json::Value;
use std::collections::BTreeMap;
use std::path::{Path, PathBuf};
use uuid::Uuid;
use serde_json::Value;
pub(crate) const DESIGN_SESSION_SCHEMA_VERSION: &str = "design-agent-session.v1";
pub(crate) const DESIGN_SESSION_ENGINE: &str = "design-agent";
@@ -181,8 +181,14 @@ pub(crate) fn validate_design_session(session: &DesignSession) -> Result<(), Str
pub(crate) fn read_design_session(root: &Path) -> Result<Option<DesignSession>, String> {
let Some(session) = read_agent_runtime_json_sidecar_with_max_bytes::<DesignSession>(
root, DESIGN_SESSION_PATH, "策划 Agent 会话", DESIGN_SESSION_MAX_BYTES,
)? else { return Ok(None); };
root,
DESIGN_SESSION_PATH,
"策划 Agent 会话",
DESIGN_SESSION_MAX_BYTES,
)?
else {
return Ok(None);
};
validate_design_session(&session)?;
Ok(Some(session))
}
@@ -190,7 +196,11 @@ pub(crate) fn read_design_session(root: &Path) -> Result<Option<DesignSession>,
pub(crate) fn write_design_session(root: &Path, session: &DesignSession) -> Result<(), String> {
validate_design_session(session)?;
write_agent_runtime_json_sidecar_with_max_bytes(
root, DESIGN_SESSION_PATH, "策划 Agent 会话", session, DESIGN_SESSION_MAX_BYTES,
root,
DESIGN_SESSION_PATH,
"策划 Agent 会话",
session,
DESIGN_SESSION_MAX_BYTES,
)
}
@@ -199,7 +209,9 @@ pub(crate) fn ensure_design_session(
project_id: &str,
) -> Result<DesignSession, String> {
if let Some(session) = read_design_session(root)? {
if session.project_id != project_id { return Err("策划会话与当前项目不匹配".to_string()); }
if session.project_id != project_id {
return Err("策划会话与当前项目不匹配".to_string());
}
return Ok(session);
}
let session = new_design_session(project_id.to_string());
@@ -244,7 +256,9 @@ pub(crate) fn submit_design_phase_for_approval(
if session.current_phase == "consultant" {
return Err("顾问态不提交阶段审批".to_string());
}
if let Some(request) = &session.pending_approval { return Ok(request.clone()); }
if let Some(request) = &session.pending_approval {
return Ok(request.clone());
}
let missing = check_design_phase_artifacts(root, session, &session.current_phase)?;
if !missing.is_empty() {
return Err(format!("缺少必需产物:{}", missing.join("")));
@@ -274,8 +288,10 @@ pub(crate) fn approve_design_phase(
}
session.approved_phases.push(session.current_phase.clone());
let next = design_phase_index(&session.current_phase)? + 1;
session.current_phase = DESIGN_PHASES.get(next)
.ok_or_else(|| "顾问态没有下一阶段".to_string())?.to_string();
session.current_phase = DESIGN_PHASES
.get(next)
.ok_or_else(|| "顾问态没有下一阶段".to_string())?
.to_string();
session.pending_clarification = None;
session.updated_at = unix_timestamp();
Ok(session.current_phase.clone())
@@ -3640,7 +3640,38 @@ pub(crate) fn merge_game_creator_config_file(
Ok(())
}
fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String> {
/// Only files inside the managed runtime config directory (real credentials)
/// may use the private-read channel: it hardens the owner/DACL on every read.
/// Repository-adjacent fallback templates and overlay files are shared inputs
/// that can be git-tracked; privatizing one on read silently locks the
/// worktree template to whichever account happened to run the dev CLI, so
/// they must go through the non-mutating snapshot channel instead.
pub(crate) fn game_creator_config_path_is_runtime_managed(path: &Path) -> bool {
game_creator_runtime_config_dir().is_some_and(|directory| path.starts_with(directory))
}
fn read_game_creator_snapshot_file_to_string(
path: &Path,
label: &str,
max_bytes: u64,
) -> Result<String, String> {
let (mut file, metadata) = open_project_snapshot_regular_file(path, label)?;
if metadata.len() > max_bytes {
return Err(format!("{label}过大,已拒绝读取:{}", path.display()));
}
let mut content = String::with_capacity(metadata.len() as usize);
file.read_to_string(&mut content)
.map_err(|error| format!("读取{label}失败:{}: {error}", path.display()))?;
let final_metadata = file
.metadata()
.map_err(|error| format!("复核{label}失败:{}: {error}", path.display()))?;
if final_metadata.len() != metadata.len() {
return Err(format!("{label}读取期间文件发生漂移:{}", path.display()));
}
Ok(content)
}
pub(crate) fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String> {
let backup_path = game_creator_config_backup_path(path);
let path_exists = validate_game_creator_config_file_entry(path)?;
let read_path = if path_exists {
@@ -3650,7 +3681,11 @@ fn read_game_creator_config_file(path: &Path) -> Result<Option<String>, String>
} else {
return Ok(None);
};
let content = read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?;
let content = if game_creator_config_path_is_runtime_managed(read_path) {
read_game_creator_private_file_to_string(read_path, "客户端配置", 256 * 1024)?
} else {
read_game_creator_snapshot_file_to_string(read_path, "客户端配置", 256 * 1024)?
};
Ok(Some(content))
}
@@ -2779,8 +2779,8 @@ fn durable_provider_handoff_prevents_shutdown_even_when_corrupt() {
response_id: Some("provider-handoff-response".to_string()),
usage: None,
tool_calls: Vec::new(),
responses_output: Vec::new(),
};
responses_output: Vec::new(),
};
let provider_request_id = format!("provider-request-{}", "f".repeat(64));
crate::provider_handoff::write_at(
&root,
@@ -1184,6 +1184,56 @@ fn llm_config_check_reports_per_agent_status_without_leaking_keys() {
fs::remove_dir_all(root).ok();
}
#[test]
fn fallback_template_read_stays_on_snapshot_channel_outside_runtime_dir() {
let root = unique_project_path();
let template_dir = root.join("apps").join("ai-game-creator-shell");
fs::create_dir_all(&template_dir).expect("fallback template dir");
let template = template_dir.join(GAME_CREATOR_CONFIG_FILE_NAME);
fs::write(
&template,
"{\n \"llm\": { \"model\": \"fallback-template-model\" }\n}\n",
)
.expect("write fallback template");
// 设置一个与模板无关的 runtime dir,让分类断言真正覆盖"按路径归属"而非
// "runtime dir 为 None 时恒 false"的全局开关。
let runtime_root = unique_project_path();
fs::create_dir_all(&runtime_root).expect("unrelated runtime config dir");
let _guard = use_test_runtime_config_dir(runtime_root.clone());
// 仓库旁边的回退模板是共享输入,读取绝不能走会收紧 owner/DACL 的私有通道。
assert!(!game_creator_config_path_is_runtime_managed(&template));
assert!(game_creator_config_path_is_runtime_managed(
&runtime_root.join(GAME_CREATOR_CONFIG_FILE_NAME)
));
let content = read_game_creator_config_file(&template).expect("read fallback template");
assert!(content
.expect("fallback template content")
.contains("fallback-template-model"));
fs::remove_dir_all(root).ok();
fs::remove_dir_all(runtime_root).ok();
}
#[test]
fn runtime_config_read_stays_on_private_channel_inside_runtime_dir() {
let root = unique_project_path();
fs::create_dir_all(&root).expect("runtime config dir");
let config_path = root.join(GAME_CREATOR_CONFIG_FILE_NAME);
fs::write(
&config_path,
"{\n \"llm\": { \"model\": \"managed-config-model\" }\n}\n",
)
.expect("write runtime config");
let _guard = use_test_runtime_config_dir(root.clone());
assert!(game_creator_config_path_is_runtime_managed(&config_path));
let content = read_game_creator_config_file(&config_path).expect("read runtime config");
assert!(content
.expect("runtime config content")
.contains("managed-config-model"));
fs::remove_dir_all(root).ok();
}
#[test]
fn llm_config_check_reports_agent_specific_config_paths() {
let root = unique_project_path();
+1 -2
View File
@@ -8100,6 +8100,7 @@ iframe.preview-frame {
padding: 3px 8px;
border-radius: 999px;
background: #eef6ff;
color: #1f6feb;
}
.design-agent-approval,
@@ -8169,8 +8170,6 @@ iframe.preview-frame {
.design-agent-preview__body {
padding: 12px;
}
color: #1f6feb;
}
.gdd-approval-card__header {
display: grid;
@@ -27,30 +27,35 @@ import {
within,
} from './harness';
function emptyPlanningV2StartResult(projectId = 'local-project-draft') {
function homeDesignContinueView({
prompt,
pendingClarification = null,
}: {
prompt: string;
pendingClarification?: {
requestId: string;
question: string;
options: string[];
createdAt: number;
} | null;
}) {
return {
session: {
schemaVersion: 'planning-session.v2',
engine: 'planning-session-v2',
sessionId: 'home-planning-v2-session',
projectId,
mode: 'gdd',
status: 'planning',
sessionId: 'design-session-home',
projectId: 'local-project-draft',
currentPhase: 'concept',
approvedPhases: [],
pendingApproval: null,
pendingClarification,
turnIndex: 1,
questionCount: 0,
questionLimit: 8,
revisionCount: 0,
currentArtifactVersion: null,
currentQuestion: null,
capabilities: { tools: [], skills: [] },
processingSeconds: 0.5,
createdAtUtc: '2026-09-03T00:00:00Z',
updatedAtUtc: '2026-09-03T00:00:01Z',
lastError: null,
},
result: null,
currentArtifact: null,
replayed: false,
messages: [
{ id: 'u1', role: 'user', text: prompt },
{ id: 'a1', role: 'assistant', text: '先确认核心循环。' },
],
running: false,
canRetry: false,
};
}
@@ -1784,7 +1789,7 @@ export function registerHomeProjectCreationTests() {
['做方案', false],
['做方案', true],
] as const)(
'routes %s %s creation to Planning Session V2',
'routes %s %s creation to the design agent',
async (modeLabel, automatic) => {
const projectPath = `/tmp/home-${modeLabel}-${automatic ? 'enter' : 'submit'}`;
const manifest = createGameCreationAppManifest(
@@ -1793,7 +1798,9 @@ export function registerHomeProjectCreationTests() {
);
const supervisorHarness = createProjectSupervisorRuntimeHarness({
projectPath,
planningV2StartResult: emptyPlanningV2StartResult(),
designAgentContinueView: homeDesignContinueView({
prompt: '整理一个可玩原型',
}),
});
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
@@ -1840,20 +1847,28 @@ export function registerHomeProjectCreationTests() {
await waitFor(() => {
expect(invoke).toHaveBeenCalledWith(
'start_planning_session_v2',
'continue_design_agent_session',
expect.objectContaining({
projectPath,
mode: 'gdd',
input: expect.objectContaining({
type: 'message',
text: '整理一个可玩原型',
}),
}),
);
});
const startCall = invoke.mock.calls.find(
([command]) => command === 'start_planning_session_v2',
([command]) => command === 'continue_design_agent_session',
);
expect(startCall?.[1]).not.toHaveProperty('attachments');
expect(JSON.stringify(startCall?.[1] ?? {})).not.toContain(
'本轮用户附件',
);
expect(
invoke.mock.calls.some(
([command]) => command === 'start_planning_session_v2',
),
).toBe(false);
expect(invoke).not.toHaveBeenCalledWith(
'chat_with_game_creator_direct_codex',
expect.anything(),
@@ -1882,9 +1897,9 @@ export function registerHomeProjectCreationTests() {
);
const supervisorHarness = createProjectSupervisorRuntimeHarness({
projectPath,
planningV2StartResult: emptyPlanningV2StartResult(
'home-planning-attachment',
),
designAgentContinueView: homeDesignContinueView({
prompt: '整理一份可玩原型',
}),
});
const fileBytes = Array.from(new TextEncoder().encode('png'));
const invoke = vi.fn(
@@ -1937,10 +1952,10 @@ export function registerHomeProjectCreationTests() {
await waitFor(() => {
expect(invoke).toHaveBeenCalledWith(
'start_planning_session_v2',
'continue_design_agent_session',
expect.objectContaining({
projectPath,
mode: 'gdd',
input: expect.objectContaining({ type: 'message' }),
}),
);
});
@@ -1951,13 +1966,18 @@ export function registerHomeProjectCreationTests() {
bytes: fileBytes,
});
const startCall = invoke.mock.calls.find(
([command]) => command === 'start_planning_session_v2',
([command]) => command === 'continue_design_agent_session',
);
expect(startCall?.[1]).not.toHaveProperty('attachments');
expect(JSON.stringify(startCall?.[1] ?? {})).not.toContain('本轮用户附件');
expect(JSON.stringify(startCall?.[1] ?? {})).not.toContain(
'assets/uploads/reference.png',
);
expect(
invoke.mock.calls.some(
([command]) => command === 'start_planning_session_v2',
),
).toBe(false);
expect(invoke).not.toHaveBeenCalledWith(
'chat_with_game_creator_direct_codex',
expect.anything(),
@@ -1980,53 +2000,15 @@ export function registerHomeProjectCreationTests() {
);
const supervisorHarness = createProjectSupervisorRuntimeHarness({
projectPath,
expectedRunProfile: 'standard',
});
supervisorHarness.setPlanningV2StartResult({
session: {
schemaVersion: 'planning-session.v2',
engine: 'planning-session-v2',
sessionId: 'home-planning-v2-session',
projectId: 'local-project-draft',
mode: 'gdd',
status: 'awaiting_user',
turnIndex: 1,
questionCount: 1,
questionLimit: 8,
revisionCount: 0,
currentArtifactVersion: null,
currentQuestion: {
id: 'visual_direction',
header: '当前要决定:首版美术方向',
designAgentContinueView: homeDesignContinueView({
prompt: '2D射击游戏',
pendingClarification: {
requestId: 'visual_direction',
question: '首版角色规范图采用哪种美术方向?',
options: [
{ label: '像素', description: '低成本像素风。' },
{ label: '扁平', description: '清晰的扁平插画风。' },
],
options: ['像素', '扁平'],
createdAt: 1,
},
capabilities: { tools: [], skills: [] },
processingSeconds: 1,
createdAtUtc: '2026-09-03T00:00:00Z',
updatedAtUtc: '2026-09-03T00:00:01Z',
lastError: null,
},
result: {
schemaVersion: 'planning-turn-result.v2',
kind: 'question',
payload: {
question: {
id: 'visual_direction',
header: '当前要决定:首版美术方向',
question: '首版角色规范图采用哪种美术方向?',
options: [
{ label: '像素', description: '低成本像素风。' },
{ label: '扁平', description: '清晰的扁平插画风。' },
],
},
},
},
currentArtifact: null,
replayed: false,
}),
});
const invoke = vi.fn(
async (command: string, args?: Record<string, unknown>) => {
@@ -2063,15 +2045,24 @@ export function registerHomeProjectCreationTests() {
await waitFor(() => {
expect(invoke).toHaveBeenCalledWith(
'start_planning_session_v2',
expect.objectContaining({ prompt: '2D射击游戏', mode: 'gdd' }),
'continue_design_agent_session',
expect.objectContaining({
projectPath,
input: expect.objectContaining({
type: 'message',
text: '2D射击游戏',
}),
}),
);
});
const strip = await screen.findByLabelText('立项策划运行状态');
expect(
within(strip).getByText('首版角色规范图采用哪种美术方向?'),
).not.toBeNull();
invoke.mock.calls.some(
([command]) => command === 'start_planning_session_v2',
),
).toBe(false);
await screen.findByText('首版角色规范图采用哪种美术方向?');
expect(screen.getByRole('button', { name: '像素' })).not.toBeNull();
});
it('refreshes Direct Codex art commits while the turn is still running and after a later failure', async () => {
const projectPath =
@@ -4185,6 +4185,14 @@
- 关联:`apps/ai-game-creator-shell/scripts/game-creator-config-wizard.mjs``apps/ai-game-creator-shell/scripts/agent-swarm-test-chat.mjs``apps/ai-game-creator-shell/scripts/check-config.mjs``apps/ai-game-creator-shell/tests/agentSwarmTestEntry.test.ts`
- 真实验收状态:外部 Provider 与画布 API 均可调用不等于全链路验收通过。2026-07-27 新起的独立轮次使用 `npm run agc:test:chat -- --timeout-minutes 75`,约 `59m50s` 后以退出码 `0` 完整 **PASS**:同一轮完成固定 `16` 个 manifest task exactly-once、七份基础产物、两张真实画布 PNG、当前 revision 静态检查、desktop / mobile `lane-defense-v1` playtest、唯一终态回复和安全清理;`turn.report` 的 busy / pending / running / confirmation / user-input / reconciliation 均为 `0`。此前失败轮、部分产物、单项接口成功和确定性结果仍不得与本轮拼接。
## 仓库回退配置模板不能被读取通道私有化锁定
- 现象:Windows 上 `apps/ai-game-creator-shell/game-creator.config.json` 莫名其妙被"加锁"(DACL 被剥成只剩一个陌生 SID,连 `Get-Acl` 都 unauthorized),开发 agent 和其他用户无法修改,cargo 也因 `include_str!` 读不到文件而不能编译;手动解锁后过一段时间又被锁。
- 原因:无 AppHandle 的开发 CLI`llm-status``agent-run``agc:test:chat` 等)经 `game_creator_config_paths()` 从 CWD / `current_exe` 向上回溯 8 级探测到 worktree 里的 git 跟踪模板后,读取走了为 AppData 私密凭据设计的私有通道 `open_project_private_regular_file``prepare_game_creator_private_path_for_read`;该函数名为 "for read",在 Windows 上却无条件收紧目标 DACL 为"仅当前进程用户、禁止继承"。沙箱 agent 是其 checkout 文件的 owner,校验通过后被静默私有化,其他账号全部 Access Denied。
- 处理:配置读取按路径归属分流——`read_game_creator_config_file` 只对位于 `game_creator_runtime_config_dir()`(AppData 托管目录)内的真实凭据走私有加固读取;仓库旁边的回退模板 / local 覆盖一律走 `open_project_snapshot_regular_file` 非变异快照通道,读取绝不修改 owner / DACL。这与 `open_project_private_regular_file` 注释中"非用户明确选择的文件用 snapshot 读"的既有原则一致。
- 教训:任何名为"读前准备"的函数若附带权限收紧副作用,都必须按路径是否属于本进程托管范围设白名单;共享仓库文件、git 跟踪文件永远不在加固范围内。排查"文件莫名被锁"时优先查 DACL owner 是哪位 SID,再倒推哪个进程以该身份运行过。
- 验证:`tests::configuration::fallback_template_read_stays_on_snapshot_channel_outside_runtime_dir``runtime_config_read_stays_on_private_channel_inside_runtime_dir` 锁定两条通道的分流;`node scripts/check-config.mjs` 通过。
## 项目总控空态和持久 Runtime 不能依赖同一份 Session 索引
- 现象:新项目尚未发消息时右侧总控区域只剩整块空白;已有 `needs-reconciliation` Runtime 的项目重新打开后,也可能看不到失败状态卡。
@@ -1,6 +1,6 @@
# 策划 Agent 生产迁移与工作区浏览方案
更新时间:2026-09-10
更新时间:2026-09-10
状态:实施中
## 1. 目标