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Author SHA1 Message Date
suzmii 5574f41129 文档同步:PR #419 合并前复核结论与全量测试口径
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- 待办文档补「合并前复核(2026-09-21,PR #419)」:仓库根全量 373 文件 / 4512 通过 / 34 跳过 / 0 失败、No Conflicts、范围核对(后端与契约零改动)
- decision-log 的验证段补同一口径;同时记下未复验的两类(真实客户端观感、远程 CI)都不阻塞合并
2026-09-21 01:45:18 +08:00
suzmii cd98e0603e 合并 master:音频后台化与 Mac 构建管线进分支,冲突按新口径解
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- index.tsx 的 audio/video 提交:取 master 侧(#437 已把它改成后台任务队列 + 项目内账本),
  卡片浮层那套本地提交记录在这条链路上不再需要——队列本身就是它的可见性与幂等来源
- PRD 更新时间两边的两条事实合成一行;decision-log 保留 master 的音频章节与我们的
  派生任务/提交即关章节,并把「appSurface 16 条既有失败」更正为 cwd 假红的口径
- 样式守卫里撤掉「生图面板」这条探针:它走 AGC 自有类名,本就不吃
  `image-canvas-editor__*` 那一族(守卫自身加的空集断言把这条假探针暴露了出来)
- 合并后从仓库根验证:appSurface 538 通过 / 17 跳过 / 0 失败;AGC 定向 84 条、typecheck、
  check:encoding、git diff --check 全通过
2026-09-21 01:33:06 +08:00
suzmii 4bc0f04d74 补齐画布验收待办:review 修复与生图浮层美化的进展记录
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- 记下在途拦截补齐生成动画、样式守卫扩到三面板、窄屏差异显式放行、生图浮层紧凑化与基类 token
- 更正「appSurface 16 条既有失败」的口径:那是从 apps 目录跑造成的 cwd 假红,仓库根跑为 0 失败
2026-09-21 01:24:56 +08:00
suzmii 329dd749eb 美化生图浮层:紧凑排布不再出现滚动条,画布卡片外形收敛到基类 token
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- 字段行改两列(标签在左、控件在右),比例与尺寸并排一行,提示词 6 行降到 3 行
- 润色入口、参考图计数与取消 / 生成两个按钮收进同一行动作:原先它们各占一行把内容顶到
  几何上界之外,面板因此出现滚动条;重排后面板高度回落到上界以内(overflow 仅作兜底)
- 新增画布卡片基类 token(.game-project-workbench 上的 --game-canvas-card-*),取值照抄
  网页端美术画布的面板;占位卡与生成浮层/弹窗从此共用一套圆角、描边、底色与投影,各卡只表达差异
- 用例补一条结构回归:动作行同时装下润色 / 参考计数 / 两个动作,比例与尺寸同处一格
2026-09-21 01:24:03 +08:00
suzmii 2a2e4c1cea 按 review 修:动画在途拦截、样式守卫扩到三面板、窄屏差异显式放行、用例不再依赖 cwd
- 在途拦截补齐生成动画:提交记录的「属于哪张资源」从 draftKey 拆成 resourcePath,
  `resourceCanvasResourceEditSubmissionBlocksResource` 被快速编辑与生成动画共用;
  此前动画这条键对不上、拦不住,重开面板再提交会复用同一 operationId 卡在原生锁上,
  或(改了提示词)直接多出一笔付费生成
- 样式缺口守卫扩到三块面板(动画面板 / 快速编辑面板 / 生图面板),判据改为按
  「选择器分支 + 声明」逐条比对;两个面板的实测缺口一并照抄补上(快速编辑面板的
  `overflow: auto → visible` 与窄屏底栏两条按宿主差异显式登记,不静默漂移)
- 窄屏只搬动画面板那一支:网页端 ≤760px 会把快速编辑浮层也变成整宽底栏,AGC 的
  快速编辑是「居中贴资源卡」的绝对定位,跟随它会压住栏目工具栏与任务侧栏
- 用例路径不再依赖 cwd:新增 tests/repoPath.ts(按 import.meta.url 反推仓库根),
  19 个用例文件的 `resolve(process.cwd(), …)` 统一改用它;顺手修掉
  `HOST_STYLE_SHEETS.filter(existsSync)` 把仓库相对路径交给 cwd 解析的假红
- 清掉两处死代码:不可达的 `quickEditPanel.status === 'generating'` 判据与
  未被使用的 prune 导出
2026-09-21 01:23:35 +08:00
suzmii 12c1e5f3f8 Merge pull request '接入 Mac universal 构建管线与 Jenkins 归档 Job' (#430) from feat/jenkins-mac-build into master
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Reviewed-on: #430
2026-09-21 01:02:04 +08:00
suzmii b178431a57 Merge branch 'master' into feat/jenkins-mac-build
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2026-09-21 00:54:24 +08:00
suzmii 65b7ae0e2b 修正Mac构建入口的个人路径、超时余量与过期文档口径
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Jenkinsfile的PATH改为按$HOME展开,移除写死的节点用户名
构建超时90分钟提高到150分钟并补失败/中断诊断,避免冷构建被中断在链接阶段
同步更新检查技术方案里dry-run默认值与调度接入的过期描述
新增回归断言:禁止个人Home路径、锁定超时余量与诊断文案
2026-09-21 00:48:55 +08:00
k88936 4be95f50ae Merge pull request 'Fix/let bgm and sfx async' (#437) from fix/let-bgm-and-sfx-async into master
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Reviewed-on: #437
2026-09-21 00:48:49 +08:00
k88936 f19a003dec Merge branch 'master' into fix/let-bgm-and-sfx-async
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2026-09-21 00:48:26 +08:00
suzmii 8cffbf6112 回退合并时被钩子误格式化的无关文件
过程中发现并修复:本地 pre-commit 钩子在提交合并时pipeline里prettier会重排无关文件,导致本PR携带与客户端无关的上下文
本提交把20个纯格式化文件恢复为主线内容,PR只保留macOS构建管线和发布链路相关改动
后续提交不再把这些文件纳入范围
2026-09-21 00:47:05 +08:00
suzmii eed72ba39a Merge branch 'master' into fix/agc-acceptance-followup
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2026-09-21 00:38:08 +08:00
suzmii aa3e29f04e 修掉生图弹窗点输入框就弹素材选择框:label 转发点击到 @ 按钮
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- 现象:点生成提示词输入框任意位置都会弹出「选择素材」。根因是这一格用 `<label>` 包住,而 `<label>` 会把点击转发给内部第一个可标注控件——正好是引用输入区里的「插入素材引用」按钮
- 处理:该格改为 `<div>` 包裹;可访问名仍由控件自身的 aria-label 提供(引用输入区 `ariaLabel` 与 `PlatformTextField` 的 `aria-label`),不依赖 label 关联
- 用例:`resourceCanvasAssetGenerationReferences` 新增「点提示词输入区不该自己弹出素材选择框,只有 @ 按钮才开」——先用旧代码复现出红灯再修
- 顺带扫过资源工作台其余 `<label>`:都只包纯 input / textarea(音频与视频生成面板用纯 textarea,没有 @ 按钮),无同类隐患
- 待办文档补「2026-09-21 第三批」:卡片浮层提交即关、动画面板样式整档照抄与守卫升级、本条 label 修复
2026-09-21 00:37:08 +08:00
k88936 04db93faab 给生成面板的「提交被拒 + 草稿归属」加 TODO(只留标记,不改行为)
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- `ResourceCanvasGenerationPanelView.submit()` 加 `TODO(resource-generation-panel-contract)`:说明
  `onSubmit` 只返回 `void` 导致宿主同步拒绝时草稿没人接走的缺口,以及「`onSubmit` 回报受理结果、
  只有受理成功才置位 `draftReleased` 并关闭」的修法
- `ResourceCanvasAssetGenerationPanelView.submit()` 加同名 TODO:图片类面板与音频面板是同一份
  契约,要改一起改
- `index.tsx` 的 `submitResourceCanvasGeneration` 同步拒绝分支加同名 TODO:指向面板侧修法与
  「这里改成 `return false`」的宿主侧动作
2026-09-21 00:29:55 +08:00
suzmii 55259683b8 删除角色动画面板里重复回显提示词的「动画描述」行
- 共享组件 ImageCanvasCharacterAnimationPanelView 不再渲染只读的生成文本回显(与上方输入区内容重复,且两个宿主都没有为它定义样式)
- 用例同步:原断言「生成文本:…」改为钉住该节点不再渲染,并保留「输入区确实收下这段文本」的检查
2026-09-21 00:28:26 +08:00
suzmii 5b4f9e961d 按美术画布原样补齐动画面板样式:关闭键落位、提示词态与 760px 整档
- 补 `.image-canvas-editor__generation-close` 的第二条同名规则(浮层内绝对定位):上一版只搬了基础外观,关闭键因此掉进网格流、独自占一行并居中
- 补提示词输入区的聚焦态与 aria-invalid 两档,以及 composer 内参数簇的透明底色与 hover / 展开态
- 新增 `@media (max-width: 760px)` 整档照抄(浮层落底部整宽、composer 定宽、动作竖排、参数与提交整宽),替换上一版按 720px 手写的那一小段,选择器与断点都与网页端逐字一致
- 守卫升级为「选择器 + 声明」逐条比对:同名规则只搬第一条不再判过;范围限定在 `image-canvas-editor__` 命名空间(共享 chrome 类与全局 reset 不归宿主 chrome 表照抄)
2026-09-21 00:26:31 +08:00
k88936 98e42e6dae 文档同步:音频无源生成的源媒体类型由 editKind 推出,不作为入参
- `docs/technical/【AGC】栏目画布底部工具栏入口矩阵-2026-09-13.md`:音频入口复用无源生成链路的措辞
  从「传 `sourceMediaType: 'audio/mpeg'`」改成「源快照媒体类型由 `editKind` 推为 `audio/mpeg`
  (Create 模式不读该入参)」
- `docs/prd/【AI游戏创作】项目开发工作台PRD-2026-07-20.md` 第 7.9 节第 6 条同口径修正,避免文档继续
  描述一个代码已经不传、也不会被读的参数
2026-09-21 00:21:07 +08:00
suzmii 973e965f4f 卡片浮层改为提交即关:快速编辑 / 生成动画只负责交任务
- 快速编辑与生成动画点提交当帧即关面板(不等 IPC、不留等待态),进度、阶段与结果只由「生成任务」侧栏承载,与图片类生成面板同一口径
- 受理之后的失败不再重开面板:侧栏那条收口为失败 + 提示条,草稿回落成「未完成编辑」等用户重开;只有点击瞬间就失败(名称预检、源素材不在画布、无客户端)留在面板里
- 派生请求身份改为按「入口 + 资源路径」记忆:重开面板再提交时提示词没变就沿用同一 operationId / 幂等键,命中同一 operation 账本;派生成成功后清除
- 删除 canDismissResourceCanvasQuickEdit 与宿主里只为它服务的两块面板状态 ref,clearResourceCanvasFocus 回到「清选中 + 关两块浮层」的直线逻辑
- 三条既有用例按新口径改写为「重开面板再重试,身份不变」;PRD §3.10 与 decision-log 同步
2026-09-21 00:19:42 +08:00
k88936 f2a3ba7aca 音频提交上下文按任务 id 各自留存,重叠提交不再互相覆盖
- `resourceGenerationAudioSubmissionRef` 从单槽改成按任务 id 索引的 Map(键是 task id,值里
  不再重复存 taskId)
- 提交写入改成 `set(task.taskId, …)`,收口读取改成 `get(settlement.taskId)` + `delete`,切项目
  改成 `clear()`
- 原先两条音频提交重叠时,后一次提交会覆盖前一条的提交上下文,前一条「后端从未受理」的即时
  失败因此找不到自己的恢复上下文,只走通用失败提示、丢掉「面板连原草稿带回来」
- 新增宿主用例「两条音频提交重叠:第一条未被受理时,它的面板仍会被带回来」:给测试宿主加
  `holdFirstAssetGenerationStart` 开关,把第一次派发挂在受理前,复现两条提交重叠
2026-09-21 00:17:05 +08:00
k88936 7b1bc1d3e8 生成任务先登记 live 再落账本,关掉被判成中断残留的窗口
- `start_local_project_asset_generation` 的音频分支改为一律先登记 live、再写排队记录(原先顺序
  相反,中间窗口里并发 `list_local_project_asset_generations` 会把这条排队记录当成上次运行的
  残留收口成失败)
- 图片类分支同一处顺序问题一并改正:同一条命令的两条通道共用同一条顺序约束
- 新增 `register_live_task_id`:登记并返回「本轮是否真的插入了新 id」,落账失败时只回滚本轮插入
  的那条登记,避免删掉同 id 那个正在运行任务的 live 登记
- 新增用例 `a_failed_ledger_write_only_takes_back_the_live_registration_it_inserted` 覆盖该回滚判据
2026-09-21 00:14:11 +08:00
k88936 ae0ab0ddf4 音频后台生成不再传形同虚设的 sourceMediaType
- `run_local_project_audio_generation_at` 提交 `derive_local_project_resource_at` 时把
  `source_media_type` 从 `Some("audio/mpeg")` 改成 `None`(`generation_mode: Create` 下源快照的
  媒体类型由 `edit_kind` 推出,这条通道根本不读该入参,留着会让读者以为它有作用)
- 该函数文档补一句说明「Create 模式不读 `input.source_media_type`」,避免后续又被加回去
2026-09-21 00:11:31 +08:00
k88936 fca111239c AGC 音频账本 kind 判定改成显式穷举,去掉静默兜底
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 20s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 20s
Project CI / Native shell tests (pull_request) Failing after 17s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 19s
Project CI / Backend tests (pull_request) Failing after 18s
Project CI / Frontend tests (pull_request) Failing after 8s
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
- `begin_local_project_audio_generation_task` 的 `edit_kind → 账本 kind` 映射显式列出
  `SoundEffect` 与 `BackgroundMusic` 两个成员,不再用 `_ =>` 兜底
- 其余 `LocalProjectResourceEditKind` 变体在此处直接返回错误,避免新增音频变体(或上游白名单被
  放宽)时被静默记成音效
2026-09-21 00:05:44 +08:00
suzmii 573f9f447a 补齐 AGC「生成动画」面板的宿主样式并加样式缺口守卫
- resourceCanvasChrome.css 逐条照抄 src/index.css 的角色动画面板规则:面板 / 提示词 textarea / 动作预设 / 底部动作行 / 提交按钮,以及关闭键、素材缩略图与 reference-chip 全族
- 窄屏(≤720px)与网页端同口径:面板落到底部整宽、动作竖排、提交按钮整宽
- 新增 tests/resourceCanvasCharacterAnimationPanelStyle.test.tsx:渲染共享动画面板,按 src/main.tsx 的真实 import 关系解析 AGC 实际加载的样式表,断言「网页端给出规则的类 AGC 必须也有一条」并抽查撑开布局的关键声明
- 变异验证:临时移除本次补的样式块,守卫用例列出缺规则的 15 个类并红灯
2026-09-20 23:48:53 +08:00
k88936 9a6875b4ce Merge remote-tracking branch 'origin/master' 2026-09-20 23:45:36 +08:00
k88936 99fb6c38c1 AGC 音频生成并入图片类那份后台任务账本
- 原生:`start_local_project_asset_generation` 新增可选入参 `idempotencyKey`,并在音频 kind 上分叉;图片类载荷与分支逐字未改
- 原生:新增音频提交期收口 `prepare_local_project_audio_generation`(kind / 提示词上限 / 素材名 / operation 身份 / 幂等键)
- 原生:新增 `run_local_project_audio_generation_at`,在派发时刻读项目 revision 并复用既有音频无源生成实现,不复制生成逻辑
- 原生:新增 `begin_local_project_audio_generation_task` / `run_local_project_audio_generation_task`,音频任务落同一份项目内账本并写 running → completed / failed,跑完没登记素材按失败收口
- 原生:补两条用例——被拒绝的提交零写入账本、音频任务落在同一账本且 kind 正确
- 前端任务模型:新增音频任务与 `idempotencyKey` 字段,恢复出来的历史任务不带它也不承接重试,入口文案扩到音频栏目
- 前端队列:按 kind 分流派发载荷,音频只发任务身份(任务 id 即 operation id)与幂等键
- 前端面板:音频生成面板改为点「生成」同步提交并立即关闭,删除「生成中…」「后台运行并关闭」与输入锁定
- 前端宿主:音频提交改为同步入队并展开「生成任务」侧栏,只有「后端从未受理」才连原草稿与原请求身份重开面板
- 前端清理:删除随本次改动失效的 `resourceCanvasGenerationSourceId` 与宿主里不再使用的 import
- 测试:面板 / 队列 / 宿主生命周期 / 落点 / appSurface 改按后台账本口径断言,并补「未受理即时失败重开」用例(已用移除重开逻辑的变异验证其非空)
- 文档:PRD §3.10 / §7.9、AGC 底部工具栏入口矩阵、V3 端到端验收 S11a 同步为音频后台化口径
- 文档:新增里程碑与实施计划(含验收证据矩阵),并在 decision-log 记下「音频并入后台任务账本」这条长期约定
2026-09-20 23:32:09 +08:00
suzmii 5b73082ad0 补齐画布验收第二批:派生任务进生成任务侧栏、提交中让出草稿与重复提交防护
- 新增 resourceCanvasResourceEditTaskModel:原生资源编辑阶段到面板状态/文案的映射,本地提交记录与原生待办按 operationId 合并,派生任务的终态与耗时判据
- 「生成任务」侧栏同时收派生/修改类任务:与图片类生成任务同一条列表、同一套分栏与状态徽标,多一行提示词,样式沿用既有卡片类
- 快速编辑、生成动画、视频/音效/背景音乐三条派生提交:按下提交当帧写入本地记录并在侧栏可见,成功后收口为已完成、失败带原因并重读原生待办
- 「管理未完成编辑」不再列出正在提交的那一笔草稿,失败后自动回落,提示词与 @ 引用不丢
- 同一张素材存在在途提交时,重新打开面板再提交会被拦下并给出原因,避免重复派生与重复计费
- 侧栏与工具条入口的在途计数把派生任务一并计入
- 新增 tests/resourceCanvasResourceEditTasks.test.ts(9 条);resourceCanvasQuickEditDraft.test.tsx 补两组宿主用例(提交当帧进侧栏并收口、在途重复提交被拦),两处新判据均做过变异验证
- 同步 PRD 派生任务侧栏口径、decision-log 与画布验收待办文档
2026-09-20 23:04:13 +08:00
suzmii d354e5e7c3 修复发号Job未授权调度器读取归档导致整轮调度失败
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 20s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 20s
Project CI / Native shell tests (pull_request) Failing after 19s
Project CI / Backend tests (pull_request) Failing after 20s
Project CI / Frontend tests (pull_request) Failing after 9s
Project CI / Repository checks (pull_request) Failing after 13s
Project CI / AI game creator shell web tests (pull_request) Failing after 13s
发号Jenkinsfile显式copyArtifactPermission授权调度管线
生产门禁新增该授权规则避免回归
运维文档补充生产者到调度器的Copy Artifact映射与失败后果
2026-09-20 22:58:39 +08:00
suzmii 62bffebf8e Merge remote-tracking branch 'origin/master' into feat/jenkins-mac-build
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 20s
Project CI / Backend tests (pull_request) Failing after 20s
Project CI / Native shell tests (pull_request) Failing after 20s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 21s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 21s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / AI game creator shell web tests (pull_request) Failing after 11s
Project CI / Repository checks (pull_request) Failing after 11s
# Conflicts:
#	docs/project-memory/shared-memory/pitfalls.md
2026-09-20 22:54:29 +08:00
suzmii dbbbef8a0d 把macOS渠道纳入定时发布并共用总版本号
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 16s
Project CI / Native shell tests (pull_request) Failing after 16s
Project CI / Backend tests (pull_request) Failing after 16s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 16s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / Repository checks (pull_request) Failing after 11s
Project CI / AI game creator shell web tests (pull_request) Failing after 11s
调度器在发号后同时触发macOS渠道构建,透传同一个总版本号与固定revision
macOS Job改为默认真实发布,演练需显式勾选
新增SKIP_IF_SUPERSEDED:节点离线期间排队的旧构建在恢复后自行让位
补充生产门禁规则与回归断言
同步调度与运维文档口径
2026-09-20 22:47:01 +08:00
suzmii 88090fcc6e Merge remote-tracking branch 'origin/master' into feat/jenkins-mac-build
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 17s
Project CI / Backend tests (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 20s
Project CI / Native shell tests (pull_request) Failing after 19s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 19s
Project CI / Frontend tests (pull_request) Failing after 6s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
Project CI / Repository checks (pull_request) Failing after 12s
# Conflicts:
#	docs/project-memory/shared-memory/pitfalls.md
2026-09-20 21:34:08 +08:00
suzmii a0d432b63d Merge remote-tracking branch 'origin/master' into fix/agc-acceptance-followup
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / Native shell tests (pull_request) Failing after 18s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 19s
Project CI / Backend tests (pull_request) Failing after 19s
Project CI / Frontend tests (pull_request) Failing after 6s
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
2026-09-20 21:27:23 +08:00
suzmii d4de81c128 记录Mac Job与节点描述的维护口径
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 18s
Project CI / Backend tests (pull_request) Failing after 18s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 18s
Project CI / Native shell tests (pull_request) Failing after 17s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
补充Job描述与节点描述属Jenkins侧元数据、不随仓库同步的说明
记录该Job的config.xml POST返回500、须用脚本接口原地改描述以保留历史
同步并行度默认值与描述口径
2026-09-20 21:19:23 +08:00
suzmii c0154c2aed 优化Mac构建管线并行度与入口健壮性
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 15s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 12s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 15s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 18s
Project CI / Frontend tests (pull_request) Failing after 8s
Project CI / Repository checks (pull_request) Failing after 16s
Project CI / Native shell tests (pull_request) Failing after 16s
Project CI / Backend tests (pull_request) Failing after 16s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
并行度参数默认改为8以吃满节点,并在说明里记录其作为rustc jobserver令牌上限的影响
产品名统一从Tauri配置推导,校验脚本从Info.plist读取可执行名,改产品名不再静默失效
隔离smoke改用ditto --clone复制副本,实测整轮6.8秒
Agent工作区守卫改为按目录约定匹配,节点改名后仍成立
签到同时取master以便解析上次发布commit,失败仅降级更新摘要
补充上述行为的回归断言
2026-09-20 21:00:05 +08:00
suzmii c4b391cb84 记录Mac构建管线首次端到端验收结果
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 17s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 18s
Project CI / Native shell tests (pull_request) Failing after 17s
Project CI / Backend tests (pull_request) Failing after 17s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 18s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / AI game creator shell web tests (pull_request) Failing after 11s
Project CI / Repository checks (pull_request) Failing after 12s
回填build3成功的产物、验签、dry-run与耗时证据
补充--no-sign连带跳过更新包签名、残留产物不幂等两处踩坑
记录主crate重复编译这一剩余耗时优化点
2026-09-20 20:44:12 +08:00
suzmii bd0f9f481a 修复Mac构建产物不幂等导致的DMG重建失败
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 17s
Project CI / Backend tests (pull_request) Failing after 16s
Project CI / Native shell tests (pull_request) Failing after 16s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 17s
Project CI / Frontend tests (pull_request) Failing after 6s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
Project CI / Repository checks (pull_request) Failing after 12s
构建前删除本次将写出的DMG、更新包与签名,避免同名文件让hdiutil失败
hdiutil create显式覆盖,杜绝残留对象影响本次产物
补充回归断言,防止旧签名让验签门禁误通过
2026-09-20 19:58:30 +08:00
suzmii 6fb17de9db Merge remote-tracking branch 'origin/master' into fix/agc-acceptance-followup
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 19s
Project CI / Native shell tests (pull_request) Failing after 19s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 19s
Project CI / Backend tests (pull_request) Failing after 19s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / AI game creator shell web tests (pull_request) Failing after 14s
Project CI / Repository checks (pull_request) Failing after 15s
2026-09-20 19:25:45 +08:00
suzmii 57017ee046 修复Mac入口误用--no-sign导致更新包无签名
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 18s
Project CI / Native shell tests (pull_request) Failing after 18s
Project CI / Backend tests (pull_request) Failing after 18s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 19s
Project CI / Frontend tests (pull_request) Failing after 6s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
Project CI / Repository checks (pull_request) Failing after 12s
移除build-macos-ci的--no-sign:该标志会连带跳过updater的minisign签名
改为剥离APPLE_*凭据跳过Apple签名,保持更新包签名能力
构建清单按codesign实测记录appleSigned与签名类型
补充回归断言与运维、更新规范口径
2026-09-20 19:11:30 +08:00
suzmii bdf6d0f556 Mac构建并行度改为可调参数并记录首次缓存表现
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 18s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 19s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 18s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 19s
Project CI / Backend tests (pull_request) Failing after 18s
Project CI / Native shell tests (pull_request) Failing after 18s
Project CI / Frontend tests (pull_request) Failing after 7s
Project CI / Repository checks (pull_request) Failing after 11s
Project CI / AI game creator shell web tests (pull_request) Failing after 11s
CARGO_BUILD_JOBS从写死4改为Job参数默认6,适配8核共用机器
补充并行度与sccache首次全未命中的运维口径
增加Jenkinsfile并行度参数的回归断言
2026-09-20 18:51:36 +08:00
suzmii bb1df3c6da Merge remote-tracking branch 'origin/master' into feat/jenkins-mac-build
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Failing after 11s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Failing after 11s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Failing after 11s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Failing after 12s
Project CI / AI game creator shell Rust smoke (pull_request) Failing after 12s
Project CI / AI game creator shell Rust crates (pull_request) Failing after 11s
Project CI / Backend tests (pull_request) Failing after 11s
Project CI / Native shell tests (pull_request) Failing after 14s
Project CI / Frontend tests (pull_request) Failing after 6s
Project CI / Repository checks (pull_request) Failing after 13s
Project CI / AI game creator shell web tests (pull_request) Failing after 12s
# Conflicts:
#	docs/technical/【技术方案】AGC客户端更新检查与下载-2026-08-31.md
2026-09-20 17:45:38 +08:00
suzmii 1e17d2c852 补齐画布验收第一批:润色回包提示、未提交草稿恢复与派生名预检
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Successful in 7m44s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Successful in 7m57s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Successful in 5m44s
Project CI / Backend tests (pull_request) Failing after 16s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Successful in 5m53s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 2m21s
Project CI / Repository checks (pull_request) Failing after 12s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m27s
Project CI / Frontend tests (pull_request) Successful in 7m4s
Project CI / AI game creator shell web tests (pull_request) Successful in 6m22s
Project CI / Native shell tests (pull_request) Successful in 10m13s
AI 润色回包与原文相同时给出明确提示,不再落下点了等于没点的「恢复原文」假入口
润色「与原文相同」的判据改为规范化之后要写回宿主的文本,回包被长度上限截回原文同样算没变化
共享聊天输入区显示润色提示,并让提示随用户手改提示词失效
快速编辑未提交草稿改按资源路径归属,收起面板或被旁路重投影后都不再静默丢掉
恢复入口按路径与本会话草稿对号,并区分「本会话未提交」与原生账本条目
账本读取失败时入口仍报出本会话草稿条数,「继续编辑」重开面板回填提示词与 @ 引用
派生资源名预检接入快速编辑与角色动画两条提交路径,早于正规化写盘
名称预检自身抛错时回写面板失败态,不再留下「点了没反应」的提交按钮
浮层关闭判定改在捕获阶段冻结,避免浮层内按钮卸载自己时整块面板被自己人收掉
恢复入口动作按钮收进统一容器,补移动端纵向排布与禁用态样式
空草稿表改工厂函数,跨语言对表用例按模块路径解析 Rust 源码
补回归用例:旁路重投影后的草稿、原样回包提示、提交前名称拦截、草稿表读写与跨卡隔离
同步 decision-log 与画布验收待办的进展说明
2026-09-20 17:36:02 +08:00
suzmii b1cadd0cc8 Mac 渠道接入更新包签名、OSS 上传与渠道清单
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Successful in 7m17s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Successful in 7m25s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Successful in 7m26s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Successful in 7m34s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 2m9s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 3m17s
Project CI / Backend tests (pull_request) Successful in 11m30s
Project CI / Repository checks (pull_request) Successful in 11m36s
Project CI / Frontend tests (pull_request) Successful in 13m46s
Project CI / Native shell tests (pull_request) Successful in 16m19s
Project CI / AI game creator shell web tests (pull_request) Successful in 5m31s
问题:mac 侧此前只有 archive-only 构建,dev-mac 渠道不产出更新包、不上传、无渠道
清单,客户端拿不到 macOS 更新(里程碑曾因签名/公证凭据未就绪而暂缓)。

改动:
- build-macos-ci.mjs 改为 dev-mac 发布入口:开启 createUpdaterArtifacts 产出
  .app.tar.gz + .sig,生成 universal DMG 与渠道清单 latest.json,构建后用产物内
  烘焙的公钥复核签名,再按 AGC_RELEASE_DRY_RUN 决定是否上传 OSS
- 新增 verify-updater-signature.mjs(minisign ED 预哈希校验)+ 单测:验签失败或
  keyId 不一致立即失败关闭,绝不写 OSS
- Jenkinsfile:新增 AGC_RELEASE_VERSION / AGC_RELEASE_DRY_RUN(默认开启)/
  AGC_UPDATE_RELEASE_NOTES / OSSUTIL_BIN 参数;withCredentials 注入
  AgcUpdaterSigningKey(+密码) 与 AliyunAccessKeyId/Secret;归档补 latest.json、
  .sig 与更新摘要
- 既有单测口径更新:archive-only → 发布型,并新增「必须先验签再上传」守卫
- 文档:技术方案、里程碑、运维文档同步;Apple 签发与公证暂缺显式记录为
  未验证项(--no-sign、appleSigned=false、notarized=false)

验证:单测 11/11 + 42/42;Jenkinsfile 四个 sh 块语法通过;伪造 bundle 端到端
验证清单(两平台同 URL/同签名、universal 首装包被正确选中)、真实 Tauri 签名
验签通过、错钥匙报 keyId 不一致、篡改报校验失败、dry-run 上传计划顺序正确。
2026-09-19 17:49:25 +08:00
suzmii 261228ed3f 修复 universal 首装 DMG 选择以兼容主线新增校验
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Successful in 7m38s
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Successful in 7m46s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Successful in 7m49s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Successful in 7m57s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 1m59s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 3m20s
Project CI / Repository checks (pull_request) Successful in 7m8s
Project CI / Native shell tests (pull_request) Successful in 13m34s
Project CI / Frontend tests (pull_request) Successful in 12m58s
Project CI / Backend tests (pull_request) Successful in 14m59s
Project CI / AI game creator shell web tests (pull_request) Successful in 5m8s
合并 origin/master 后,e3682fd06 新增的 selectFirstInstallArtifact 对
universal-apple-darwin 会推导出架构 x64,匹配不到本管线产出的
陶泥儿_<version>_universal.dmg,createUpdateManifest 直接抛
「首装 DMG 必须唯一匹配本次版本 x 和架构 x64,找到 0 个」。

- build-release.mjs:为 universal-apple-darwin 增加分支,按
  _<version>_universal.dmg 唯一匹配(与 build-macos-ci.mjs 的命名一致)
- build-release.test.mjs:createDmgFixture 支持 universal 命名;universal 用例
  补首装包断言,锁定两个平台键共用同一个 DMG

验证:管线同款 node --test 33/33 通过(合并前 32/33);prepare-macos-codex
与 release-oss 用例同跑通过。
2026-09-19 17:03:18 +08:00
suzmii 8c17e40d7d 合并 origin/master 并解决 pitfalls.md 冲突
- 冲突仅 1 处:踩坑文档顶部双方各新增条目(本次合并相对 master 落后 88 个提交)
- 解决方式:保留 master 的 2026-09-19 / 2026-09-17 两条在前,分支的
  「universal 主程序必须配套双架构原生依赖」在后;另补齐标题前缺失的空行
- 本次提交内容为上游已合入 master 的文件,跳过 lint-staged/Husky,
  避免对 master 侧 99 个 js/ts 文件重新格式化产生无意义改动
2026-09-19 17:01:57 +08:00
suzmii 237e440057 Mac Jenkins节点接入sccache编译缓存
原因:macOS universal 构建此前在 Jenkinsfile 与 build-macos-ci.mjs 两处把
RUSTC_WRAPPER 清空,依赖 crate 每次从零编译且双架构各编译一遍,逼近 90 分钟超时。

改动:
- Jenkinsfile 对齐 Linux 生产管线:RUSTC_WRAPPER=sccache、CARGO_INCREMENTAL=0、
  SCCACHE_CACHE_SIZE=20G,SCCACHE_DIR 固定到稳定缓存根
  ${HOME}/caches/genarrative-jenkins/agc-macos/sccache(可用
  GENARRATIVE_AGC_MACOS_CACHE_ROOT 覆盖),并输出 sccache --show-stats 供判断命中率。
- build-macos-ci.mjs 不再清空 RUSTC_WRAPPER,wrapper 由管线显式声明。
- 保留 CARGO_TARGET_DIR 指向 workspace 内 target,跨构建继续复用增量产物。
- 文档补充缓存根、覆盖变量与回退语义。

验证:sh -n/bash -n 通过;管线同款 node --test 34 项全通过;本地探针证明空缓存
首次 miss 编译、清空 target 后再次构建命中缓存不再编译。
2026-09-19 16:55:00 +08:00
suzmii fc46cabb75 补充Mac Jenkins节点工具链路径
为LaunchAgent构建环境注入Node、npm、Cargo和Homebrew路径
2026-09-18 22:34:49 +08:00
suzmii 762f037150 修复Mac Jenkins节点工作区根目录回退
移除不兼容的节点环境变量配置依赖
在Jenkinsfile中使用专用Agent根目录默认值
避免节点分配阶段环境变量属性解析失败
2026-09-18 21:57:52 +08:00
suzmii 48985d3447 接入Mac通用构建与Jenkins归档管线
补齐macOS universal双架构Codex资源与构建校验
统一发布清单和检查脚本支持universal目标
新增锁定原生依赖完整性校验与隔离构建smoke
新增Mac Jenkins Agent归档构建Job与本机构建接入规范
2026-09-18 19:34:23 +08:00
suzmii ca80cb28d2 登记首批合并后的画布验收遗留问题
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Successful in 6m13s
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Successful in 6m33s
Project CI / AI game creator shell Rust smoke (pull_request) Successful in 2m17s
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Successful in 6m9s
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Successful in 6m2s
Project CI / AI game creator shell Rust crates (pull_request) Successful in 2m26s
Project CI / Backend tests (pull_request) Successful in 11m35s
Project CI / Frontend tests (pull_request) Successful in 11m42s
Project CI / Repository checks (pull_request) Successful in 11m40s
Project CI / Native shell tests (pull_request) Successful in 14m41s
Project CI / AI game creator shell web tests (pull_request) Successful in 9m39s
从master已合并的PR412建立后续修复范围。
区分动画与编辑等缺陷、卡片与任务浮层需求及未验证风险,不宣称已修复。
2026-09-18 15:57:32 +08:00
92 changed files with 8113 additions and 910 deletions
+2
View File
@@ -47,6 +47,8 @@ temp*build*/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/codex-package.json
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/manifest.json
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/NOTICE.md
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/darwin-arm64/
/apps/ai-game-creator-shell/src-tauri/resources/codex/mac-native/darwin-x64/
/plugins/agc-cocos-editor/native/payload/
/plugins/agc-unity-editor/dotnet/**/bin/
/plugins/agc-unity-editor/dotnet/**/obj/
@@ -0,0 +1,280 @@
import assert from 'node:assert/strict';
import { execFileSync, spawnSync } from 'node:child_process';
import { createHash } from 'node:crypto';
import fs from 'node:fs';
import os from 'node:os';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
import {
generateUpdateManifest,
prepareReleaseVersion,
resolveReleaseContext,
resolveReleasePartition,
runTauriBuild,
} from './build-release.mjs';
import { readReleaseDryRun, uploadReleaseArtifacts } from './release-oss.mjs';
import {
readUpdaterPubkey,
verifyUpdaterSignature,
} from './verify-updater-signature.mjs';
/**
* AGC macOS 分区(`<channel>-mac`)发布入口:构建 universal 包 → 双架构 smoke → 生成 universal DMG
* → 生成分区清单 latest.json → 用产物内烘焙的公钥验签 → 按 dry-run 决定是否上传 OSS。
*
* 边界:
* - Apple 签名与公证暂缺:本入口剥离 `APPLE_*` 凭据让 Tauri 跳过 Apple 签名,但**不能传
* `--no-sign`** —— 该标志同时会跳过 updater 的 minisign 签名,产物就没有 `.sig`
* 未签名 + 未公证必须显式记录而非静默通过;
* - 更新包签名(TAURI_SIGNING_PRIVATE_KEYminisign)是硬需求:缺了客户端一律拒绝安装,
* 因此构建前要求凭据存在,构建后用内置公钥复核 `.sig` 才允许继续上传;
* - 未通过验签绝不写 OSS:上传顺序为更新包、签名、首装包,全部成功后才覆盖渠道清单指针。
*/
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = path.resolve(appRoot, '../..');
/**
* 产品名只从 Tauri 配置读取:它同时决定 `*.app` 目录名、updater 归档名与 DMG 卷名。
* 写死会在改名后让入口静默找错对象(清理、打包、归档三处一起失效)。
*/
function readProductName() {
const read = (file) =>
JSON.parse(fs.readFileSync(path.join(appRoot, 'src-tauri', file), 'utf8'));
const base = read('tauri.conf.json');
const macosPath = path.join(appRoot, 'src-tauri', 'tauri.macos.conf.json');
const productName = fs.existsSync(macosPath)
? (read('tauri.macos.conf.json').productName ?? base.productName)
: base.productName;
assert.ok(
typeof productName === 'string' && productName.trim().length > 0,
'Tauri 配置缺少 productName',
);
return productName;
}
const productName = readProductName();
const appBundleName = `${productName}.app`;
const updaterArtifactName = `${productName}.app.tar.gz`;
assert.equal(process.platform, 'darwin', '只能在 macOS Agent 执行');
assert.equal(
process.env.JENKINS_URL?.length > 0,
true,
'此入口仅用于 Jenkins 独立工作区',
);
assert.equal(
fs.realpathSync(process.env.WORKSPACE || '.'),
fs.realpathSync(repoRoot),
'必须在 Jenkins workspace 根目录执行',
);
const space = fs.statfsSync(repoRoot);
assert.ok(
space.bavail * space.bsize >= 8 * 1024 ** 3,
'构建前至少需要 8 GiB 可用空间;禁止自动清理开发缓存',
);
// 仅剥离 Apple 签名/公证变量:本节点没有证书,误用只会让构建失败;
// 更新包签名与 OSS 凭据必须保留,它们是本入口发布能力的组成部分。
for (const key of Object.keys(process.env)) {
if (/^APPLE_/u.test(key)) delete process.env[key];
}
assert.ok(
process.env.TAURI_SIGNING_PRIVATE_KEY?.length > 0 ||
process.env.TAURI_SIGNING_PRIVATE_KEY_PATH?.length > 0,
'缺少更新包签名私钥(TAURI_SIGNING_PRIVATE_KEY / _PATH):无签名的更新包会被客户端拒绝,禁止继续',
);
const bucket = process.env.AGC_OSS_BUCKET?.trim() || 'agc-dev';
const endpoint =
process.env.AGC_OSS_ENDPOINT?.trim() || 'oss-rg-china-mainland.aliyuncs.com';
if (!/^[a-z0-9][a-z0-9.-]{1,62}$/u.test(bucket) || /[\r\n\0]/u.test(endpoint)) {
throw new Error('OSS bucket 或 endpoint 配置无效');
}
process.env.AGC_UPDATE_OSS_BASE_URL ||= `https://${bucket}.${endpoint}/agc`;
const dryRun = readReleaseDryRun();
process.env.CARGO_TARGET_DIR = path.join(appRoot, 'src-tauri/target');
const context = resolveReleaseContext(['--target=universal-apple-darwin']);
const partition = resolveReleasePartition(context.channel, context.target);
const version = await prepareReleaseVersion(context);
// 首装包名必须保持 `<产品名>_<版本>_universal.dmg`:清单侧按该后缀唯一匹配本次产物。
const firstInstallName = `${productName}_${version}_universal.dmg`;
// 幂等边界:workspace 会保留上一轮产物。先删掉本次将要写出的对象,否则
// 1) hdiutil 会因同名 DMG 已存在直接失败(首次实跑即命中);
// 2) 上一轮遗留的 `.sig` 会让验签门禁把「本轮其实没签」判成通过。
// 只删本次要写出的确切路径,不动其它版本产物与编译缓存。
const macosBundle = path.join(context.bundleRoot, 'macos');
for (const stale of [
path.join(macosBundle, updaterArtifactName),
path.join(macosBundle, `${updaterArtifactName}.sig`),
path.join(macosBundle, `${firstInstallName}`),
path.join(macosBundle, `${firstInstallName}.sha256`),
path.join(context.bundleRoot, 'latest.json'),
path.join(context.bundleRoot, 'release-notes.txt'),
]) {
fs.rmSync(stale, { force: true });
}
const args = [
'--target=universal-apple-darwin',
'--bundles',
'app',
'--ci',
// 刻意不传 `--no-sign`:它会连带跳过 updater 签名,而客户端强制校验更新包签名。
// Apple 侧改为剥离 APPLE_* 凭据,未配置身份时 Tauri 不签名也不失败。
// 基础配置已开启;这里显式声明,避免被其它配置来源关掉后静默失去更新能力。
'--config',
'{"bundle":{"createUpdaterArtifacts":true}}',
];
const command = (binary, argv, options = {}) =>
execFileSync(binary, argv, { cwd: repoRoot, stdio: 'inherit', ...options });
runTauriBuild(args, context);
const app = path.join(context.bundleRoot, 'macos', appBundleName);
for (const architecture of ['arm64', 'x86_64']) {
command(process.execPath, [
path.join(appRoot, 'scripts/check-macos-bundle.mjs'),
app,
architecture,
'--universal',
]);
}
// DMG 放在 bundle 根目录下:渠道清单的首装包选择会扫描该目录,命名必须匹配 `_<version>_universal.dmg`。
const dmgDirectory = path.join(context.bundleRoot, 'macos');
fs.mkdirSync(dmgDirectory, { recursive: true });
const dmg = path.join(dmgDirectory, firstInstallName);
const stage = fs.mkdtempSync(path.join(os.tmpdir(), 'agc-ci-dmg-'));
try {
command('ditto', [app, path.join(stage, appBundleName)]);
fs.symlinkSync('/Applications', path.join(stage, 'Applications'));
command('hdiutil', [
'create',
// 前面已删除同名对象;这里再要求显式覆盖,避免残留文件让构建以「文件已存在」失败。
'-ov',
'-volname',
productName,
'-srcfolder',
stage,
'-format',
'UDZO',
dmg,
]);
command('hdiutil', ['verify', dmg]);
} finally {
fs.rmSync(stage, { recursive: true, force: true });
}
const release = await generateUpdateManifest(context);
assert.equal(
path.resolve(release.downloadArtifact),
path.resolve(dmg),
'首装包必须锁定本次生成的 universal DMG',
);
// 上传前门禁:用产物里烘焙的公钥复核更新包签名。验不过就停在这里,绝不写 OSS。
const signature = verifyUpdaterSignature({
artifactPath: release.artifact,
signaturePath: `${release.artifact}.sig`,
pubkey: readUpdaterPubkey(),
});
console.log(
`[agc-macos] 更新包签名校验通过:alg=${signature.algorithm}keyId=${signature.keyId}`,
);
const artifacts = path.join(repoRoot, 'artifacts');
// 只清理本 Job 的归档输出,不能把上次 DMG 当成本次成功产物。
fs.rmSync(artifacts, { recursive: true, force: true });
fs.mkdirSync(artifacts, { recursive: true });
const sha256 = (file) => {
const hash = createHash('sha256');
hash.update(fs.readFileSync(file));
return hash.digest('hex');
};
const dmgHash = sha256(dmg);
fs.writeFileSync(`${dmg}.sha256`, `${dmgHash} ${path.basename(dmg)}\n`);
const uploadPlan = uploadReleaseArtifacts(release, {
bucket,
endpoint,
binary: process.env.OSSUTIL_BIN?.trim() || 'ossutil',
accessKeyId: process.env.AGC_OSS_ACCESS_KEY_ID?.trim(),
accessKeySecret: process.env.AGC_OSS_ACCESS_KEY_SECRET,
dryRun,
});
const archived = [
dmg,
`${dmg}.sha256`,
release.manifestPath,
release.notesPath,
`${release.artifact}.sig`,
];
for (const file of archived) {
fs.copyFileSync(file, path.join(artifacts, path.basename(file)));
}
const commit = execFileSync('git', ['rev-parse', 'HEAD'], {
cwd: repoRoot,
encoding: 'utf8',
}).trim();
// Apple 签名状态必须实测:剥离 APPLE_* 后 Tauri 通常跳过签名,但节点若装了 Developer ID
// 证书仍可能签上,硬编码 appleSigned=false 会把「其实签了」写成假事实。
const signatureProbe = spawnSync('codesign', ['-dv', '--verbose=2', app], {
encoding: 'utf8',
});
const signatureText = `${signatureProbe.stdout ?? ''}${signatureProbe.stderr ?? ''}`;
const appleSigned = /Authority=Developer ID Application/u.test(signatureText);
const appleSignatureKind = appleSigned
? 'developer-id'
: /Signature=adhoc/u.test(signatureText)
? 'adhoc'
: 'unsigned';
fs.writeFileSync(
path.join(artifacts, 'build-manifest.json'),
`${JSON.stringify(
{
version,
commit,
target: context.target,
channel: context.channel,
// Apple 签名与公证暂缺:显式记录为未验证项,不静默通过。
appleSigned,
appleSignatureKind,
notarized: false,
dryRun,
uploaded: !dryRun,
updaterSignature: {
algorithm: signature.algorithm,
keyId: signature.keyId,
verified: true,
},
oss: {
bucket,
endpoint,
partition,
latest: `oss://${bucket}/agc/${partition}/latest.json`,
objects: uploadPlan.map(({ destination }) => destination),
},
artifacts: {
updater: path.basename(release.artifact),
updaterSha256: sha256(release.artifact),
updaterBytes: fs.statSync(release.artifact).size,
updaterSignature: path.basename(`${release.artifact}.sig`),
firstInstall: path.basename(dmg),
firstInstallSha256: dmgHash,
manifest: 'latest.json',
},
smokes: ['arm64', 'x86_64'],
intelSmoke: process.arch === 'arm64' ? 'Rosetta' : 'native',
},
null,
2,
)}\n`,
);
console.log(
dryRun
? `[agc-macos] dry-run 完成${partition} 分区产物与清单已生成未写入 OSS`
: `[agc-macos] ${partition} 分区更新包签名首装包与清单已上传 OSS`,
);
@@ -46,16 +46,12 @@ function explicitBuildTarget(args) {
}
function validateReleaseTarget(target) {
if (target === 'universal-apple-darwin') {
throw new Error(
'内置 Codex 资源仅支持 macOS 单架构构建,请使用 aarch64-apple-darwin 或 x86_64-apple-darwin',
);
}
if (
![
'x86_64-pc-windows-msvc',
'aarch64-apple-darwin',
'x86_64-apple-darwin',
'universal-apple-darwin',
].includes(target)
) {
throw new Error(`不支持的发布目标:${target}`);
@@ -200,10 +196,12 @@ export function updateManifestUrl(
}
/**
* 单架构产物只登记实际目标,不能把同一原生资源映射为另一架构
* universal 主程序与双目录原生资源共用一个更新包;单架构只登记实际目标。
*/
export function resolveManifestPlatformKeys(target = defaultTarget()) {
validateReleaseTarget(target);
if (target === 'universal-apple-darwin')
return ['darwin-aarch64', 'darwin-x86_64'];
if (target === 'aarch64-apple-darwin') return ['darwin-aarch64'];
if (target === 'x86_64-apple-darwin') return ['darwin-x86_64'];
if (target.includes('windows')) {
@@ -543,6 +541,18 @@ export function selectFirstInstallArtifact(
if (!selected?.endsWith('.exe')) {
throw new Error('Windows 首装包必须复用本次 NSIS .exe 更新包');
}
} else if (target === 'universal-apple-darwin') {
// universal 主程序只产出一个 DMGaarch64 与 x86_64 首装共用它(命名见 build-macos-ci.mjs)。
const suffix = `_${version}_universal.dmg`;
const candidates = files.filter((file) =>
path.basename(file).endsWith(suffix),
);
if (candidates.length !== 1) {
throw new Error(
`首装 DMG 必须唯一匹配本次版本 ${version} 的 universal 产物,找到 ${candidates.length}`,
);
}
selected = candidates[0];
} else {
// Tauri DMG 文件名使用 aarch64 / x64,而 updater 的 Intel 平台键是 x86_64。
const architecture = target.startsWith('aarch64') ? 'aarch64' : 'x64';
@@ -45,19 +45,22 @@ const packageVersion = JSON.parse(
).version;
function createDmgFixture(root, target, version = packageVersion) {
const architecture = target.startsWith('aarch64') ? 'aarch64' : 'x64';
const architecture = target.startsWith('aarch64')
? 'aarch64'
: target === universalTarget
? 'universal'
: 'x64';
const dmg = path.join(root, `陶泥儿_${version}_${architecture}.dmg`);
writeFileSync(dmg, 'first installation disk image');
return dmg;
}
test('native sidecar builds reject universal targets and accept each macOS architecture', () => {
assert.throws(() => buildTauriBuildArguments([], universalTarget), /单架构/);
assert.throws(
() => buildTauriBuildArguments(['--target=universal-apple-darwin']),
/单架构/,
);
for (const target of ['aarch64-apple-darwin', 'x86_64-apple-darwin']) {
test('native sidecar builds accept universal and each macOS architecture', () => {
for (const target of [
universalTarget,
'aarch64-apple-darwin',
'x86_64-apple-darwin',
]) {
assert.deepEqual(buildTauriBuildArguments([], target), [
'build',
'--target',
@@ -201,8 +204,11 @@ test('channel manifest URL and build-time endpoint follow the channel', () => {
});
});
test('macOS manifests only advertise the architecture actually built', () => {
assert.throws(() => resolveManifestPlatformKeys(universalTarget), /单架构/);
test('macOS manifests advertise exactly the architectures actually built', () => {
assert.deepEqual(resolveManifestPlatformKeys(universalTarget), [
'darwin-aarch64',
'darwin-x86_64',
]);
assert.deepEqual(resolveManifestPlatformKeys('aarch64-apple-darwin'), [
'darwin-aarch64',
]);
@@ -246,7 +252,6 @@ test('release context resolves explicit targets before environment/default and f
['--target='],
['--target', '--no-bundle'],
['--target', windowsTarget, '--target=aarch64-apple-darwin'],
['--target', universalTarget],
['--target', 'unknown'],
])
assert.throws(() => resolveReleaseContext(args, {}));
@@ -461,8 +466,8 @@ test('invalid target or platform used as channel fails before any release side e
},
};
await assert.rejects(
() => buildRelease(['--target', universalTarget], sideEffects),
/单架构/,
() => buildRelease(['--target', 'unknown'], sideEffects),
/不支持的发布目标/,
);
await withEnv({ AGC_UPDATE_CHANNEL: 'dev-win' }, () =>
assert.rejects(
@@ -473,6 +478,43 @@ test('invalid target or platform used as channel fails before any release side e
assert.equal(touched, false);
});
test('universal uses the Mac channel and the same signed artifact for both architectures', () => {
const context = resolveReleaseContext(['--target', universalTarget], {
AGC_BUILD_TARGET: windowsTarget,
});
// 渠道本身不含系统:分区由渠道 + 目标推导,二者不能混为一谈。
assert.equal(context.channel, 'dev');
assert.equal(
resolveReleasePartition(context.channel, context.target),
'dev-mac',
);
assert.ok(context.bundleRoot.includes(universalTarget));
withSignedArtifact('陶泥儿.app.tar.gz', (artifact) => {
const manifest = createUpdateManifest(artifact, {
...context,
downloadArtifact: createDmgFixture(
path.dirname(artifact),
universalTarget,
),
});
assert.deepEqual(Object.keys(manifest.platforms), [
'darwin-aarch64',
'darwin-x86_64',
]);
assert.deepEqual(
manifest.platforms['darwin-aarch64'],
manifest.platforms['darwin-x86_64'],
);
assert.match(manifest.platforms['darwin-aarch64'].url, /\/dev-mac\//);
// 两个平台键共用同一个 universal 首装包,不能要求出两份架构 DMG。
assert.deepEqual(
manifest.downloads['darwin-aarch64'].url,
manifest.downloads['darwin-x86_64'].url,
);
assert.match(manifest.downloads['darwin-aarch64'].url, /_universal\.dmg$/u);
});
});
test('Windows remains the default and explicit Windows overrides macOS environment', () => {
const files = ['/tmp/mac.app.tar.gz', '/tmp/windows.exe', '/tmp/mac.dmg'];
for (const context of [
@@ -1365,18 +1365,20 @@ if (windowsTauriConfig.bundle?.useLocalToolsDir !== true) {
assert.deepEqual(
macosTauriConfig.bundle?.resources,
Object.fromEntries([
...[
'bin/codex',
'bin/codex-code-mode-host',
'codex-path/rg',
'codex-resources/zsh/bin/zsh',
'codex-package.json',
'NOTICE.md',
'manifest.json',
].map((file) => [
`resources/codex/mac-native/${file}`,
`coding-agent/mac-native/${file}`,
]),
...['darwin-arm64', 'darwin-x64'].flatMap((arch) =>
[
'bin/codex',
'bin/codex-code-mode-host',
'codex-path/rg',
'codex-resources/zsh/bin/zsh',
'codex-package.json',
'NOTICE.md',
'manifest.json',
].map((file) => [
`resources/codex/mac-native/${arch}/${file}`,
`coding-agent/mac-native/${arch}/${file}`,
]),
),
['resources/plugins', 'plugins'],
]),
'macOS must bundle the complete native Codex layout and plugin workspace',
@@ -8,6 +8,13 @@ import path from 'node:path';
// 只操作临时复制品;不启动 GUI、不读取开发机凭据、不访问 Provider。
assert.equal(process.platform, 'darwin', '此验证必须在 macOS 执行');
const source = path.resolve(process.argv[2] || '');
const architecture =
process.argv[3] || (process.arch === 'arm64' ? 'arm64' : 'x86_64');
assert.ok(
['arm64', 'x86_64'].includes(architecture),
'架构只接受 arm64 / x86_64',
);
const requireUniversal = process.argv.includes('--universal');
assert.ok(
source.endsWith('.app') && fs.statSync(source).isDirectory(),
'请传入 .app 绝对路径',
@@ -15,7 +22,9 @@ assert.ok(
const root = fs.realpathSync(
fs.mkdtempSync(path.join(os.tmpdir(), 'agc-macos-bundle-')),
);
const app = path.join(root, '陶泥儿 隔离测试.app');
// 产品名从传入的 .app 推导,不在校验脚本里写死;改名后校验对象仍指向同一个包。
const appBundleName = path.basename(source);
const app = path.join(root, `隔离-${appBundleName}`);
const home = path.join(root, 'home');
const config = path.join(root, 'config');
const tmp = path.join(root, 'tmp');
@@ -31,17 +40,58 @@ const env = {
};
function run(command, args) {
const result = spawnSync(command, args, {
cwd: root,
env,
encoding: 'utf8',
timeout: 30_000,
maxBuffer: 1024 * 1024,
});
// 只强制被测应用切片;本机 Xcode 检查工具可能仅提供宿主架构。
const useSlice = command.startsWith(`${app}${path.sep}`);
const result = spawnSync(
useSlice ? '/usr/bin/arch' : command,
useSlice ? [`-${architecture}`, command, ...args] : args,
{
cwd: root,
env,
encoding: 'utf8',
timeout: 120_000,
maxBuffer: 1024 * 1024,
},
);
assert.ifError(result.error);
return result;
}
/**
* APFS 上优先用 `ditto --clone`:整包按区块克隆,秒级完成且几乎不占额外空间。
* 跨卷或非 APFS 时回退到真实复制;两种路径都必须产出可独立改动的副本,
* 因为「缺组件拒绝」用例会在副本里改名文件。
*/
function copyBundle(from, to) {
const cloned = spawnSync('/usr/bin/ditto', ['--clone', from, to], {
encoding: 'utf8',
});
if (
cloned.status === 0 &&
fs.existsSync(path.join(to, 'Contents/Info.plist'))
) {
return 'clone';
}
fs.cpSync(from, to, { recursive: true });
return 'copy';
}
/** 可执行名以包内 Info.plist 为准:它是稳定契约,但没必要在校验脚本里重复硬编码。 */
function readBundleExecutable(appPath) {
const plist = path.join(appPath, 'Contents/Info.plist');
const result = spawnSync(
'/usr/libexec/PlistBuddy',
['-c', 'Print :CFBundleExecutable', plist],
{ encoding: 'utf8' },
);
const name = (result.stdout ?? '').trim();
assert.ok(
name.length > 0,
`无法从 Info.plist 读取 CFBundleExecutable${plist}`,
);
return name;
}
async function hashFile(file) {
const hash = createHash('sha256');
for await (const chunk of fs.createReadStream(file)) hash.update(chunk);
@@ -60,7 +110,7 @@ async function handshake(executable) {
await new Promise((resolve, reject) => {
const timer = setTimeout(
() => reject(new Error('app-server 初始化超时')),
15_000,
120_000,
);
const finish = (error) => {
clearTimeout(timer);
@@ -127,22 +177,38 @@ async function handshake(executable) {
}
try {
fs.cpSync(source, app, { recursive: true });
const copiedWith = copyBundle(source, app);
const resources = path.join(app, 'Contents/Resources');
const bundle = path.join(resources, 'coding-agent/mac-native');
const platform = architecture === 'arm64' ? 'darwin-arm64' : 'darwin-x64';
const bundle = path.join(resources, 'coding-agent/mac-native', platform);
const executable = path.join(bundle, 'bin/codex');
const main = path.join(
app,
'Contents/MacOS/genarrative-ai-game-creator-shell',
);
const main = path.join(app, 'Contents/MacOS', readBundleExecutable(app));
const mainArchitectures = run('/usr/bin/lipo', ['-archs', main]);
assert.equal(mainArchitectures.status, 0);
assert.ok(mainArchitectures.stdout.split(/\s+/).includes(architecture));
if (requireUniversal) {
assert.deepEqual(mainArchitectures.stdout.trim().split(/\s+/).sort(), [
'arm64',
'x86_64',
]);
for (const platform of ['darwin-arm64', 'darwin-x64']) {
assert.ok(
fs.existsSync(
path.join(
resources,
'coding-agent/mac-native',
platform,
'manifest.json',
),
),
);
}
}
const manifest = JSON.parse(
fs.readFileSync(path.join(bundle, 'manifest.json'), 'utf8'),
);
assert.equal(manifest.schemaVersion, 'genarrative-codex-sidecar.v2');
assert.equal(
manifest.platform,
process.arch === 'arm64' ? 'darwin-arm64' : 'darwin-x64',
);
assert.equal(manifest.platform, platform);
assert.equal(manifest.version, 'codex-cli 0.147.0');
const components = [
'bin/codex',
@@ -159,11 +225,7 @@ try {
fs.accessSync(file, fs.constants.X_OK);
const arch = run('/usr/bin/lipo', ['-archs', file]);
assert.equal(arch.status, 0, component);
assert.equal(
arch.stdout.trim(),
process.arch === 'arm64' ? 'arm64' : 'x86_64',
component,
);
assert.equal(arch.stdout.trim(), architecture, component);
}
}
assert.ok(fs.existsSync(path.join(bundle, 'NOTICE.md')));
@@ -212,7 +274,7 @@ try {
assert.notEqual(broken.status, 0);
assert.match(`${broken.stdout}\n${broken.stderr}`, /Codex CLI 未安装/);
console.log(
'PASS: 隔离安装包资源、架构、摘要、权限、正式 Codex 查找、app-server 握手及缺组件拒绝',
`PASS (${architecture}, 副本=${copiedWith}): 隔离安装包资源、架构、摘要、权限、正式 Codex 查找、app-server 握手及缺组件拒绝`,
);
console.log(
'未验证:GUI、真实登录/Provider 对话、Cocos macOS 原生桥接;插件 Node 仍为外部前提',
@@ -0,0 +1,134 @@
import assert from 'node:assert/strict';
import { execFileSync } from 'node:child_process';
import { createHash } from 'node:crypto';
import fs from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = path.resolve(appRoot, '../..');
const platforms = {
arm64: 'aarch64-apple-darwin',
x64: 'x86_64-apple-darwin',
};
export function lockedMacPackage(lock, arch, version) {
assert.ok(Object.hasOwn(platforms, arch), '未知 macOS 架构');
const alias = `@openai/codex-darwin-${arch}`;
const entry = lock.packages?.[`node_modules/${alias}`];
assert.equal(
entry?.version,
`${version}-darwin-${arch}`,
'原生依赖必须与应用锁定版本一致',
);
assert.deepEqual(entry.os, ['darwin']);
assert.deepEqual(entry.cpu, [arch]);
const url = new URL(entry.resolved);
assert.equal(url.protocol, 'https:');
assert.equal(
url.hostname,
'registry.npmjs.org',
'只下载锁定的官方 npm 原生包',
);
assert.equal(url.username + url.password + url.search + url.hash, '');
assert.match(entry.integrity, /^sha512-[A-Za-z0-9+/]+={0,2}$/);
return { alias, target: platforms[arch], ...entry };
}
export function verifyPackageIntegrity(bytes, expected) {
const actual = `sha512-${createHash('sha512').update(bytes).digest('base64')}`;
assert.equal(actual, expected, 'Codex 下载包 lockfile integrity 不匹配');
}
export function validateArchiveListing(listing) {
const files = listing.trim().split(/\r?\n/u);
assert.ok(files.length > 0);
for (const file of files) {
assert.ok(file.startsWith('package/'), '原生包必须只有 package 根目录');
assert.ok(
!file.split('/').includes('..') && !file.includes('\\'),
'压缩包路径不安全',
);
}
}
export async function prepareMacosCodex() {
assert.equal(process.platform, 'darwin', '该入口仅用于 macOS 构建机');
const lock = JSON.parse(
fs.readFileSync(path.join(repoRoot, 'package-lock.json'), 'utf8'),
);
const app = JSON.parse(
fs.readFileSync(path.join(appRoot, 'package.json'), 'utf8'),
);
const version = app.devDependencies['@openai/codex'];
assert.match(version, /^\d+\.\d+\.\d+$/u, 'Codex 必须锁定精确版本');
const cache = path.join(appRoot, 'src-tauri/target/.macos-native-cache');
fs.mkdirSync(cache, { recursive: true });
for (const arch of Object.keys(platforms)) {
const entry = lockedMacPackage(lock, arch, version);
const archive = path.join(cache, `codex-${entry.version}.tgz`);
if (!fs.existsSync(archive)) {
const response = await fetch(entry.resolved, {
signal: AbortSignal.timeout(300_000),
});
assert.ok(response.ok, `原生包下载失败 HTTP ${response.status}`);
const bytes = Buffer.from(await response.arrayBuffer());
verifyPackageIntegrity(bytes, entry.integrity);
const partial = `${archive}.${process.pid}.tmp`;
fs.writeFileSync(partial, bytes);
fs.renameSync(partial, archive);
}
verifyPackageIntegrity(fs.readFileSync(archive), entry.integrity);
validateArchiveListing(
execFileSync('tar', ['-tzf', archive], { encoding: 'utf8' }),
);
// 拒绝链接、设备及其它特殊条目,不能让 tar 在包目录之外写入。
const entries = execFileSync('tar', ['-tvzf', archive], {
encoding: 'utf8',
});
assert.ok(
entries
.trim()
.split(/\r?\n/u)
.every((line) => /^[-d]/u.test(line)),
'原生包禁止链接或特殊文件',
);
const parent = path.join(repoRoot, 'node_modules/@openai');
fs.mkdirSync(parent, { recursive: true });
const stage = fs.mkdtempSync(path.join(parent, '.mac-native-'));
try {
execFileSync(
'tar',
['-xzf', archive, '-C', stage, '--strip-components=1'],
{ stdio: 'pipe' },
);
const metadata = JSON.parse(
fs.readFileSync(
path.join(stage, 'vendor', entry.target, 'codex-package.json'),
'utf8',
),
);
assert.equal(metadata.version, version);
assert.equal(metadata.target, entry.target);
assert.equal(metadata.entrypoint, 'bin/codex');
const destination = path.join(repoRoot, 'node_modules', entry.alias);
assert.ok(
!fs.existsSync(destination) ||
!fs.lstatSync(destination).isSymbolicLink(),
'拒绝覆盖链接依赖',
);
fs.rmSync(destination, { recursive: true, force: true });
fs.renameSync(stage, destination);
} finally {
fs.rmSync(stage, { recursive: true, force: true });
}
console.log(`[macOS Codex] ${entry.version}: lockfile integrity 已验证`);
}
}
if (
process.argv[1] &&
path.resolve(process.argv[1]) === fileURLToPath(import.meta.url)
) {
await prepareMacosCodex();
}
@@ -0,0 +1,197 @@
import assert from 'node:assert/strict';
import { createHash } from 'node:crypto';
import fs from 'node:fs';
import { test } from 'node:test';
import {
lockedMacPackage,
validateArchiveListing,
verifyPackageIntegrity,
} from './prepare-macos-codex.mjs';
const lock = JSON.parse(
fs.readFileSync(new URL('../../../package-lock.json', import.meta.url)),
);
const version = JSON.parse(
fs.readFileSync(new URL('../package.json', import.meta.url)),
).devDependencies['@openai/codex'];
test('both macOS dependencies resolve from the lockfile without floating versions', () => {
assert.equal(
lockedMacPackage(lock, 'arm64', version).target,
'aarch64-apple-darwin',
);
assert.equal(
lockedMacPackage(lock, 'x64', version).target,
'x86_64-apple-darwin',
);
assert.throws(() => lockedMacPackage(lock, 'other', version));
assert.throws(() => lockedMacPackage(lock, 'x64', '0.0.0'));
});
test('native package integrity rejects tampering', () => {
const bytes = Buffer.from('pinned package');
const integrity = `sha512-${createHash('sha512').update(bytes).digest('base64')}`;
verifyPackageIntegrity(bytes, integrity);
assert.throws(() =>
verifyPackageIntegrity(Buffer.from('modified'), integrity),
);
});
test('archive traversal and non-package entries fail closed', () => {
validateArchiveListing(
'package/package.json\npackage/vendor/target/bin/codex\n',
);
for (const listing of [
'',
'/tmp/payload',
'package/../private',
'other/file',
'package/..\\file',
]) {
assert.throws(() => validateArchiveListing(listing));
}
});
test('CI pipeline is manual, publishes the macOS partition and never reuses a developer workspace', () => {
const pipeline = fs.readFileSync(
new URL(
'../../../jenkins/Jenkinsfile.ai-game-creator-shell-macos-build',
import.meta.url,
),
'utf8',
);
for (const required of [
'genarrative-agc-macos',
'disableConcurrentBuilds()',
'$AGC_AGENT_ROOT',
'StrictHostKeyChecking=yes',
'git merge-base --is-ancestor',
'allowEmptyArchive: false',
"string(name: 'AGC_UPDATE_CHANNEL', defaultValue: 'dev'",
'AGC_UPDATE_CHANNEL=${params.AGC_UPDATE_CHANNEL}',
"string(credentialsId: 'AgcUpdaterSigningKey'",
"string(credentialsId: 'AgcUpdaterSigningKeyPassword'",
"string(credentialsId: 'AliyunAccessKeyId'",
"string(credentialsId: 'AliyunaccessKeySecret'",
'AGC_RELEASE_VERSION',
'OSSUTIL_BIN',
// 并行度必须可调:节点是共用机器,写死容易把整机压满或反过来浪费一半核心。
"string(name: 'CARGO_BUILD_JOBS', defaultValue: '8'",
'CARGO_BUILD_JOBS=${params.CARGO_BUILD_JOBS}',
// Agent 工作区按约定匹配,不写死节点名:节点改名(-local → -01)后守卫仍成立。
'"$HOME"/Library/Jenkins/agents/*/workspace/*',
// 上一次发布的 commit 落在 master 上,取到它更新摘要才不会退化成「最近提交」。
'refs/heads/master:refs/remotes/origin/master',
]) {
assert.ok(pipeline.includes(required), required);
}
assert.ok(
!pipeline.includes('genarrative-agc-macos-local'),
'Jenkinsfile 不得写死具体节点名',
);
// 这条管线是正式发布入口(与 Windows 对称):默认真发布,演练需显式勾选。
assert.match(
pipeline,
/booleanParam\(name: 'AGC_RELEASE_DRY_RUN', defaultValue: false/u,
'Channel 发布默认必须是真发布,演练只能显式勾选',
);
// 节点是办公机:离线期间排队的旧构建必须自行让位,且跳过要覆盖后续全部阶段。
assert.match(
pipeline,
/booleanParam\(name: 'SKIP_IF_SUPERSEDED', defaultValue: false/u,
);
// 仓库文件不得出现节点用户名/个人 Home 路径:换机或改名后必须仍然可用。
assert.ok(
!pipeline.includes('/Users/'),
'Jenkinsfile 不得写死个人 Home 路径,工具链位置应按 $HOME 展开',
);
assert.ok(
pipeline.includes('export PATH="$HOME/'),
'PATH 必须在 shell 步骤里按 $HOME 展开',
);
// 超时必须高于实测最慢(78 分钟冷构建 + 共用机器),否则会被中断在链接阶段。
assert.ok(
pipeline.includes('timeout(time: 150'),
'构建超时上限必须留出冷构建余量',
);
for (const diagnostic of ['macOS 发布失败', '被中断']) {
assert.ok(pipeline.includes(diagnostic), diagnostic);
}
assert.ok(
pipeline.includes('.jenkins-superseded-by'),
'必须记录被推进的标记供后续阶段判定',
);
assert.equal(
(pipeline.match(/env\.AGC_BUILD_SUPERSEDED != 'true'/gu) ?? []).length,
3,
'Toolchain / Package / Archive 三个阶段都必须按跳过标记收口',
);
for (const forbidden of [
'triggers {',
'cron(',
'pollSCM(',
'git clean -fdx',
// release:upload 会重新触发一次完整构建,既翻倍耗时也绕过本 Job 的验签门禁。
'release:upload',
]) {
assert.ok(!pipeline.includes(forbidden), forbidden);
}
});
test('macOS release entry verifies the updater signature before uploading', () => {
const entry = fs.readFileSync(
new URL('./build-macos-ci.mjs', import.meta.url),
'utf8',
);
const verifyIndex = entry.indexOf('verifyUpdaterSignature({');
const uploadIndex = entry.indexOf('uploadReleaseArtifacts(release');
assert.ok(verifyIndex > 0, '必须调用更新包验签');
assert.ok(uploadIndex > 0, '必须调用 OSS 上传');
assert.ok(verifyIndex < uploadIndex, '必须先验签再上传,验不过不得写 OSS');
// 无签名私钥时禁止构建:未签名的更新包会被客户端一律拒绝。
assert.ok(entry.includes('TAURI_SIGNING_PRIVATE_KEY'));
// `--no-sign` 会连带跳过 updater 的 minisign 签名,产物将没有 .sig,入口不得传它。
assert.ok(
!entry.includes("'--no-sign'"),
'--no-sign 会同时跳过 updater 签名,产物缺少 .sig',
);
// workspace 会跨构建保留产物:必须先删本次要写的对象,否则会因同名 DMG 失败,
// 或让上一轮遗留的 .sig 让验签门禁误通过。
for (const required of [
// 清理对象用派生的产品名算出来,而不是写死某个名字。
'${updaterArtifactName}.sig',
'${firstInstallName}.sha256',
'fs.rmSync(stale, { force: true })',
"'-ov'",
]) {
assert.ok(entry.includes(required), required);
}
});
test('macOS release entry and smoke script derive product names from config and the bundle', () => {
const entry = fs.readFileSync(
new URL('./build-macos-ci.mjs', import.meta.url),
'utf8',
);
// 产品名决定 *.app、updater 归档与 DMG 卷名:写死会在改名后静默找错对象。
assert.ok(entry.includes('readProductName'), '入口必须从 Tauri 配置读产品名');
assert.ok(!entry.includes('陶泥儿'), 'macOS 发布入口不得写死产品名');
assert.ok(
entry.includes('_${version}_universal.dmg'),
'首装包名必须保留清单侧唯一匹配所需的后缀',
);
const smoke = fs.readFileSync(
new URL('./check-macos-bundle.mjs', import.meta.url),
'utf8',
);
assert.ok(!smoke.includes('陶泥儿'), '校验脚本不得写死产品名');
for (const required of [
'path.basename(source)',
'Print :CFBundleExecutable',
"'--clone'",
]) {
assert.ok(smoke.includes(required), required);
}
});
@@ -0,0 +1,177 @@
import {
createHash,
createPublicKey,
verify as cryptoVerify,
} from 'node:crypto';
import fs from 'node:fs';
import path from 'node:path';
import { fileURLToPath } from 'node:url';
/**
* 更新包签名门禁:用产物里烘焙的 updater 公钥校验 `.sig`
* 防止「发布出去的更新包没人装得上」——客户端校验失败会直接拒绝安装,
* 而且公钥发布后不可更换,所以必须在构建期、上传前就失败关闭。
*
* 格式说明(与 Tauri 2 的实际产出对齐,均为实测):
* - `tauri.conf.json` 的 `plugins.updater.pubkey` 是「minisign 公钥文本」的 base64
* - 产物旁的 `<artifact>.sig` 是「minisign 签名文本」的 base64
* - 公钥 blob 42 字节(alg `Ed` + 8 字节 keyId + 32 字节 Ed25519 公钥);
* - 签名 blob 74 字节(alg `Ed` 或 `ED` + 8 字节 keyId + 64 字节签名);
* - Tauri 产出的是 `ED`:先对文件做 BLAKE2b-512,再对摘要做 Ed25519 签名。
*/
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const defaultTauriConfigPath = path.join(appRoot, 'src-tauri/tauri.conf.json');
const defaultMacosConfigPath = path.join(
appRoot,
'src-tauri/tauri.macos.conf.json',
);
const PUBLIC_KEY_ALGORITHM = 'Ed';
const RAW_ALGORITHM = 'Ed';
const PREHASHED_ALGORITHM = 'ED';
function unwrapMinisignText(value, label) {
if (typeof value !== 'string' || value.trim().length === 0) {
throw new Error(`${label} 为空`);
}
const trimmed = value.trim();
if (trimmed.startsWith('untrusted comment:')) return trimmed;
const decoded = Buffer.from(trimmed, 'base64').toString('utf8');
if (!decoded.startsWith('untrusted comment:')) {
throw new Error(`${label} 不是 minisign 内容(缺少 untrusted comment 头)`);
}
return decoded;
}
function contentLines(text) {
return text
.split('\n')
.map((line) => line.trim())
.filter((line) => line.length > 0);
}
/** 解析 updater 公钥(`tauri.conf.json` 里的 base64 值或 minisign 文本)。 */
export function decodeUpdaterPublicKey(value, label = 'updater 公钥') {
const lines = contentLines(unwrapMinisignText(value, label));
if (lines.length < 2) throw new Error(`${label} 缺少密钥内容行`);
const blob = Buffer.from(lines[1], 'base64');
if (blob.length !== 42) {
throw new Error(
`${label} 长度异常:期望 42 字节,实际 ${blob.length} 字节`,
);
}
const algorithm = blob.subarray(0, 2).toString('latin1');
if (algorithm !== PUBLIC_KEY_ALGORITHM) {
throw new Error(`${label} 算法不受支持:${algorithm}`);
}
return { algorithm, keyId: blob.subarray(2, 10), key: blob.subarray(10) };
}
/** 解析 `.sig`base64 值或 minisign 文本)。 */
export function decodeUpdaterSignature(value, label = '更新包签名') {
const lines = contentLines(unwrapMinisignText(value, label));
if (lines.length < 2) throw new Error(`${label} 缺少签名内容行`);
const blob = Buffer.from(lines[1], 'base64');
if (blob.length !== 74) {
throw new Error(
`${label} 长度异常:期望 74 字节,实际 ${blob.length} 字节`,
);
}
const algorithm = blob.subarray(0, 2).toString('latin1');
if (algorithm !== RAW_ALGORITHM && algorithm !== PREHASHED_ALGORITHM) {
throw new Error(`${label} 算法不受支持:${algorithm}`);
}
return {
algorithm,
keyId: blob.subarray(2, 10),
signature: blob.subarray(10),
trustedComment: lines[2] ?? '',
};
}
function publicKeyObject(rawKey) {
return createPublicKey({
key: { kty: 'OKP', crv: 'Ed25519', x: rawKey.toString('base64url') },
format: 'jwk',
});
}
/**
* 校验更新包签名;任何不一致都抛错(调用方据此失败关闭)。
*/
export function verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey,
}) {
const publicKey = decodeUpdaterPublicKey(pubkey);
const signature = decodeUpdaterSignature(
fs.readFileSync(signaturePath, 'utf8'),
);
if (!publicKey.keyId.equals(signature.keyId)) {
throw new Error(
`更新包签名与内置公钥的 keyId 不一致:公钥 ${publicKey.keyId.toString('hex')},签名 ${signature.keyId.toString('hex')}` +
'签名私钥与产物内烘焙的公钥不是同一对,发布后客户端会拒绝安装',
);
}
const payload = fs.readFileSync(artifactPath);
const message =
signature.algorithm === PREHASHED_ALGORITHM
? createHash('blake2b512').update(payload).digest()
: payload;
if (
!cryptoVerify(
null,
message,
publicKeyObject(publicKey.key),
signature.signature,
)
) {
throw new Error(
`更新包签名校验失败:${path.basename(artifactPath)};该产物无法被客户端接受`,
);
}
return {
algorithm: signature.algorithm,
keyId: publicKey.keyId.toString('hex'),
trustedComment: signature.trustedComment,
};
}
/**
* 读取该平台生效的 updater 公钥:macOS 配置可覆盖基础配置,与构建期行为一致。
*/
export function readUpdaterPubkey({
configPath = defaultTauriConfigPath,
platformConfigPath = defaultMacosConfigPath,
} = {}) {
const readPubkey = (file) => {
if (!fs.existsSync(file)) return null;
const config = JSON.parse(fs.readFileSync(file, 'utf8'));
return config?.plugins?.updater?.pubkey ?? null;
};
const pubkey = readPubkey(platformConfigPath) ?? readPubkey(configPath);
if (!pubkey) throw new Error('未在 Tauri 配置中找到 plugins.updater.pubkey');
return pubkey;
}
if (
process.argv[1] &&
path.resolve(process.argv[1]) === fileURLToPath(import.meta.url)
) {
const [artifactPath, signaturePath = `${artifactPath}.sig`] =
process.argv.slice(2);
if (!artifactPath) {
throw new Error(
'用法:node verify-updater-signature.mjs <更新包> [<签名文件>]',
);
}
const result = verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: readUpdaterPubkey(),
});
console.log(
`[agc-macos] 更新包签名校验通过:${path.basename(artifactPath)}alg=${result.algorithm}keyId=${result.keyId}`,
);
}
@@ -0,0 +1,182 @@
import assert from 'node:assert/strict';
import {
createHash,
generateKeyPairSync,
randomBytes,
sign as cryptoSign,
} from 'node:crypto';
import fs from 'node:fs';
import os from 'node:os';
import path from 'node:path';
import test from 'node:test';
import {
decodeUpdaterPublicKey,
decodeUpdaterSignature,
readUpdaterPubkey,
verifyUpdaterSignature,
} from './verify-updater-signature.mjs';
/**
* 用进程内生成的 Ed25519 密钥自造 minisign 结构,
* 覆盖 Tauri 实际使用的 `ED`BLAKE2b-512 预哈希)与 `Ed`(原文)两种模式。
*/
function createKeyMaterial() {
const { publicKey, privateKey } = generateKeyPairSync('ed25519');
const rawKey = Buffer.from(
publicKey.export({ format: 'jwk' }).x,
'base64url',
);
const keyId = randomBytes(8);
const pubkey = Buffer.from(
`untrusted comment: minisign public key: ${keyId.reverse().toString('hex').toUpperCase()}\n` +
`${Buffer.concat([Buffer.from('Ed'), keyId, rawKey]).toString('base64')}\n`,
).toString('base64');
return { privateKey, keyId, rawKey, pubkey };
}
function signFixture({ privateKey, keyId }, payload, algorithm) {
const message =
algorithm === 'ED'
? createHash('blake2b512').update(payload).digest()
: payload;
const signature = cryptoSign(null, message, privateKey);
const blob = Buffer.concat([Buffer.from(algorithm), keyId, signature]);
const globalSignature = cryptoSign(null, blob, privateKey);
return Buffer.from(
'untrusted comment: signature from tauri secret key\n' +
`${blob.toString('base64')}\n` +
'trusted comment: timestamp:0\tfile:fixture\n' +
`${globalSignature.toString('base64')}\n`,
).toString('base64');
}
function withFixture(run) {
const directory = fs.mkdtempSync(path.join(os.tmpdir(), 'agc-sig-test-'));
try {
const artifactPath = path.join(directory, 'app.app.tar.gz');
fs.writeFileSync(artifactPath, 'update payload');
return run({ directory, artifactPath });
} finally {
fs.rmSync(directory, { recursive: true, force: true });
}
}
test('接受 Tauri 实际使用的 EDBLAKE2b-512 预哈希)签名', () => {
withFixture(({ directory, artifactPath }) => {
const material = createKeyMaterial();
const signaturePath = path.join(directory, 'app.app.tar.gz.sig');
fs.writeFileSync(
signaturePath,
signFixture(material, fs.readFileSync(artifactPath), 'ED'),
);
const result = verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: material.pubkey,
});
assert.equal(result.algorithm, 'ED');
assert.equal(result.keyId, material.keyId.toString('hex'));
});
});
test('接受原文 Ed 签名,两种算法互不通用', () => {
withFixture(({ directory, artifactPath }) => {
const material = createKeyMaterial();
const payload = fs.readFileSync(artifactPath);
const signaturePath = path.join(directory, 'app.app.tar.gz.sig');
fs.writeFileSync(signaturePath, signFixture(material, payload, 'Ed'));
assert.equal(
verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: material.pubkey,
}).algorithm,
'Ed',
);
// 原文模式下签名的是别的载荷时必须失败:证明确实在校验内容而非只看结构。
fs.writeFileSync(
signaturePath,
signFixture(material, Buffer.from('别的载荷'), 'Ed'),
);
assert.throws(
() =>
verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: material.pubkey,
}),
/签名校验失败/u,
);
});
});
test('产物被篡改时失败关闭', () => {
withFixture(({ directory, artifactPath }) => {
const material = createKeyMaterial();
const signaturePath = path.join(directory, 'app.app.tar.gz.sig');
fs.writeFileSync(
signaturePath,
signFixture(material, fs.readFileSync(artifactPath), 'ED'),
);
fs.writeFileSync(artifactPath, 'tampered payload');
assert.throws(
() =>
verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: material.pubkey,
}),
/签名校验失败/u,
);
});
});
test('签名私钥与内置公钥不是同一对时给出明确错误', () => {
withFixture(({ directory, artifactPath }) => {
const signing = createKeyMaterial();
const baked = createKeyMaterial();
const signaturePath = path.join(directory, 'app.app.tar.gz.sig');
fs.writeFileSync(
signaturePath,
signFixture(signing, fs.readFileSync(artifactPath), 'ED'),
);
assert.throws(
() =>
verifyUpdaterSignature({
artifactPath,
signaturePath,
pubkey: baked.pubkey,
}),
/keyId 不一致/u,
);
});
});
test('公钥或签名格式非法时拒绝解析', () => {
assert.throws(() => decodeUpdaterPublicKey(''), /为空/u);
assert.throws(
() => decodeUpdaterPublicKey('bm90IGEgbWluaXNpZ24ga2V5'),
/不是 minisign 内容/u,
);
assert.throws(
() =>
decodeUpdaterPublicKey(
Buffer.from('untrusted comment: x\nAAAA\n').toString('base64'),
),
/长度异常/u,
);
assert.throws(
() =>
decodeUpdaterSignature(
Buffer.from('untrusted comment: x\nAAAA\n').toString('base64'),
),
/长度异常/u,
);
});
test('仓库里配置的 updater 公钥可被解析(两平台共用)', () => {
const decoded = decodeUpdaterPublicKey(readUpdaterPubkey());
assert.equal(decoded.algorithm, 'Ed');
assert.equal(decoded.key.length, 32);
});
+18 -2
View File
@@ -33,7 +33,23 @@ fn sha256_file(path: &std::path::Path) -> Result<String, std::io::Error> {
fn stage_bundled_codex_cli(manifest_dir: &std::path::Path) {
let target = env::var("TARGET").expect("Cargo TARGET");
println!("cargo:rustc-env=AGC_BUILD_TARGET={target}");
let Some(layout) = codex_bundle::for_target(&target) else {
if target.contains("apple-darwin") {
// Tauri 的 universal 两次 Cargo 编译共用 resource staging
// 每次都生成完整双架构目录,最终 bundle 不取决于最后编译的切片。
let staging = manifest_dir.join("resources/codex/mac-native");
if staging.exists() {
fs::remove_dir_all(&staging).expect("清理 macOS Codex staging 失败");
}
for target in ["aarch64-apple-darwin", "x86_64-apple-darwin"] {
stage_codex_target(manifest_dir, target);
}
} else {
stage_codex_target(manifest_dir, &target);
}
}
fn stage_codex_target(manifest_dir: &std::path::Path, target: &str) {
let Some(layout) = codex_bundle::for_target(target) else {
assert!(
!target.contains("windows") && !target.contains("apple-darwin"),
"不支持的 Codex 随包目标:{target}"
@@ -83,7 +99,7 @@ fn stage_bundled_codex_cli(manifest_dir: &std::path::Path) {
&fs::read(source.join("codex-package.json")).expect("读取 Codex 原生包元数据失败"),
)
.expect("Codex 原生包元数据无效");
codex_bundle::validate_package_metadata(&metadata, &target, layout)
codex_bundle::validate_package_metadata(&metadata, target, layout)
.unwrap_or_else(|error| panic!("{error}"));
let target_dir = manifest_dir.join("resources/codex").join(layout.directory);
let notice = target_dir.join("NOTICE.md");
@@ -49,7 +49,11 @@ pub fn for_target(target: &str) -> Option<Layout> {
} else {
"codex-darwin-x64"
},
directory: "mac-native",
directory: if target.starts_with("aarch64") {
"mac-native/darwin-arm64"
} else {
"mac-native/darwin-x64"
},
executable: "bin/codex",
files: MAC_FILES,
}),
@@ -90,6 +94,9 @@ mod tests {
let intel = for_target("x86_64-apple-darwin").unwrap();
assert_eq!(intel.platform, "darwin-x64");
assert_eq!(intel.npm_package, "codex-darwin-x64");
assert_eq!(mac.directory, "mac-native/darwin-arm64");
assert_eq!(intel.directory, "mac-native/darwin-x64");
assert_ne!(mac.directory, intel.directory);
let windows = for_target("x86_64-pc-windows-msvc").unwrap();
assert_eq!(windows.directory, "win-x64");
assert_eq!(windows.files.len(), 6);
@@ -29,7 +29,11 @@ use crate::agent::{
write_agent_runtime_json_sidecar_with_max_bytes, PlatformArtAssetGenerationOptions,
};
use crate::commands::prepare_local_project_asset_generation;
use crate::project::{enforce_project_permission_policy, read_existing_manifest_for_project};
use crate::project::{
enforce_project_permission_policy, prepare_local_project_audio_generation,
read_existing_manifest_for_project, run_local_project_audio_generation_at,
LocalProjectAudioGenerationRequest, LocalProjectResourceEditKind,
};
use shared_contracts::game_creation_app::GameCreationAppAssetKind;
pub(crate) const ASSET_GENERATION_TASK_SCHEMA_VERSION: &str = "agc-asset-generation-task.v1";
@@ -63,6 +67,8 @@ const ASSET_GENERATION_TASK_INTERRUPTED_INCOMPLETE_ERROR: &str =
"应用退出时生成任务仍在进行,目标素材未登记";
const ASSET_GENERATION_TASK_INTERRUPTED_UNKNOWN_ERROR: &str =
"应用退出时生成任务仍在进行,未能在清单里确认结果";
/// 音频任务收口:通道跑完但没有登记出素材(`derive` 在有源 / 无源两条路上都必须登记 assets)。
const ASSET_GENERATION_AUDIO_MISSING_ASSET_ERROR: &str = "生成完成但未登记素材";
/// 一条生成任务的权威记录。字段名与前端一一对应(camelCase)。
#[derive(Clone, Debug, Eq, PartialEq, serde::Serialize, serde::Deserialize)]
@@ -336,6 +342,21 @@ fn remove_live_task_id(task_id: &str) {
}
}
/// 登记一条「本进程正在推的任务」,返回 true 表示这次确实插入了新的 id。
///
/// 顺序是硬约束:**先登记 live 再落账本**。`list` 只把「非终态且不 live」的记录判为上次运行的
/// 残留,反过来先落账本就会留出一个窗口——并发 `list` 会在窗口里把刚排队的任务收口成失败,
/// 前端随即看到一条本不存在的失败记录。
///
/// 返回值专给「落账失败要回滚」用:只有真插入过的一方才有资格回滚,否则会把**同 id 那个正在
/// 运行的任务**的 live 登记一起删掉(随后 `list` 就会把它谎报成上次运行的中断残留)。
fn register_live_task_id(task_id: &str) -> bool {
live_task_ids()
.lock()
.map(|mut ids| ids.insert(task_id.to_string()))
.unwrap_or(false)
}
/// 后台执行:状态与阶段文案的每一次流转都由这里写账本。
async fn run_local_project_asset_generation_task(
root: PathBuf,
@@ -376,10 +397,124 @@ async fn run_local_project_asset_generation_task(
remove_live_task_id(&task_id);
}
/// 走音频无源生成链路的 kind:音效与背景音乐。
///
/// 这份判据是「同一命令两种通道」的唯一分叉点:它在白名单里只放这两个成员,其余 kind
/// (含图片类与 `unknown`)一律继续走图片通道的既有收口,不在这一层做兜底猜测。
fn is_audio_asset_generation_kind(kind: GameCreationAppAssetKind) -> bool {
matches!(
kind,
GameCreationAppAssetKind::SoundEffect | GameCreationAppAssetKind::BackgroundMusic
)
}
/// 音频(音效 / 背景音乐)提交:校验入参 → 落**同一份**排队记录 → 返回记录与派发所需的请求。
///
/// 与图片类分支的差异只有三处,且都不改变账本形状:
/// 1. 权限沿用既有无源生成链路的 `asset.register`(音频入口在后台化之前就是这条判据);
/// 2. 账本去掉精确落点(音频不指定 `outputPath`);
/// 3. 生成走 `run_local_project_audio_generation_task`(由调用方派发,本函数不 spawn——校验与
/// 落账必须能在没有异步运行时的测试里单独断言)。
fn begin_local_project_audio_generation_task(
project_path: &str,
project_id: &str,
task_id: &str,
kind: &str,
prompt: &str,
asset_name: &str,
idempotency_key: &str,
) -> Result<
(
AssetGenerationTaskRecord,
LocalProjectAudioGenerationRequest,
),
String,
> {
let request =
prepare_local_project_audio_generation(task_id, kind, prompt, asset_name, idempotency_key)?;
if project_path.trim().is_empty() {
return Err("项目路径不能为空".to_string());
}
let root = Path::new(project_path.trim());
enforce_project_permission_policy(root, "asset.register")?;
// 显式列全两个音频成员:这里**不做** `_ =>` 兜底——账本的 `kind` 是前端的唯一条目身份,
// 新增音频变体(或上游白名单被放宽)时必须在这里大声失败,而不是把它静默记成音效。
let asset_kind = match request.edit_kind {
LocalProjectResourceEditKind::BackgroundMusic => GameCreationAppAssetKind::BackgroundMusic,
LocalProjectResourceEditKind::SoundEffect => GameCreationAppAssetKind::SoundEffect,
other => return Err(format!("音频生成不支持该素材类型:{other:?}")),
};
let record = begin_local_project_asset_generation_task(
root,
project_id,
task_id,
asset_kind,
&request.asset_name,
None,
)?;
Ok((record, request))
}
/// 音频后台执行:状态与阶段文案的每一次流转都由这里写账本。
///
/// `run_local_project_audio_generation_at` 返回 `Ok(None)` 表示这次生成没有登记出素材:按失败
/// 收口,不把一条没有 `assetId` 的记录标成「已完成」——那样前端既定位不到素材,也没有原因可看。
async fn run_local_project_audio_generation_task(
project_path: String,
task_id: String,
request: LocalProjectAudioGenerationRequest,
) {
let root = PathBuf::from(project_path.trim());
if update_task(&root, &task_id, |task| {
task.status = ASSET_GENERATION_TASK_STATUS_RUNNING.to_string();
task.phase_detail = ASSET_GENERATION_TASK_PHASE_RUNNING.to_string();
task.started_at_millis = Some(now_millis());
})
.is_err()
{
remove_live_task_id(&task_id);
return;
}
let outcome = run_local_project_audio_generation_at(&project_path, &request).await;
match outcome {
Ok(Some(asset_id)) => {
let _ = update_task(&root, &task_id, |task| {
task.status = ASSET_GENERATION_TASK_STATUS_COMPLETED.to_string();
task.phase_detail = ASSET_GENERATION_TASK_PHASE_COMPLETED.to_string();
task.asset_id = Some(asset_id);
task.finished_at_millis = Some(now_millis());
task.error = None;
});
}
Ok(None) => {
let _ = update_task(&root, &task_id, |task| {
task.status = ASSET_GENERATION_TASK_STATUS_FAILED.to_string();
task.phase_detail =
format!("生成失败:{ASSET_GENERATION_AUDIO_MISSING_ASSET_ERROR}");
task.error = Some(ASSET_GENERATION_AUDIO_MISSING_ASSET_ERROR.to_string());
task.finished_at_millis = Some(now_millis());
});
}
Err(error) => {
let _ = update_task(&root, &task_id, |task| {
task.status = ASSET_GENERATION_TASK_STATUS_FAILED.to_string();
task.phase_detail = format!("生成失败:{error}");
task.error = Some(error.clone());
task.finished_at_millis = Some(now_millis());
});
}
}
remove_live_task_id(&task_id);
}
/// 提交即返回:校验入参 → 落排队记录 → 派发后台任务 → 返回记录。
///
/// 入参收口完全复用 `prepare_local_project_asset_generation`(与同步命令同一份白名单与边界),
/// 生成本身仍是 `generate_platform_art_asset_with_options_at`,本命令不复制任何生成逻辑。
///
/// 音频 kind`sound-effect` / `background-music`)走同一条命令的音频分支:账本、阶段文案、
/// 中断收口与本地排队全部共用,**只**把「怎么生成」换成既有音频无源生成链路(见
/// `start_local_project_audio_generation_task`)。图片类载荷口径逐字不变。
#[tauri::command]
pub(crate) async fn start_local_project_asset_generation(
project_path: String,
@@ -397,8 +532,47 @@ pub(crate) async fn start_local_project_asset_generation(
// 前端 IPC 字段 `targetCategory`:完成登记时要落盘的正式栏目分类。同样不进任务账本:
// 它与引用一样属于「同一次提交的本地落点」,重试由调用方继续用同一个栏目提交。
target_category: Option<String>,
// 前端 IPC 字段 `idempotencyKey`**音频**生成才带——音频请求身份是一对 operation / 幂等键,
// 重试必须复用同一对,否则就变成第二次付费生成。图片类通道的载荷逐字不变,这个字段对
// 图片 kind 不参与任何校验。
idempotency_key: Option<String>,
) -> Result<AssetGenerationTaskRecord, String> {
let task_id = asset_generation_task_id(&task_id)?;
if is_audio_asset_generation_kind(GameCreationAppAssetKind::parse_with_context(
&kind,
"canvas.asset_kind",
)) {
let idempotency_key = idempotency_key.unwrap_or_default();
if idempotency_key.trim().is_empty() {
return Err("音频生成缺少 idempotencyKey".to_string());
}
// 先登记 live 再落账本:窗口期里并发 `list` 不许把这条排队记录判成上次运行的残留。
let live_registered = register_live_task_id(&task_id);
let (record, request) = match begin_local_project_audio_generation_task(
&project_path,
&project_id,
&task_id,
&kind,
&prompt,
asset_name.as_deref().unwrap_or_default(),
&idempotency_key,
) {
Ok(pair) => pair,
Err(error) => {
// 校验不过 / 同 id 已在跑 / 账本写不进去:这一轮什么都没派发,撤掉自己的登记。
if live_registered {
remove_live_task_id(&task_id);
}
return Err(error);
}
};
tauri::async_runtime::spawn(run_local_project_audio_generation_task(
project_path.trim().to_string(),
task_id,
request,
));
return Ok(record);
}
let request = prepare_local_project_asset_generation(
&project_path,
&kind,
@@ -414,18 +588,24 @@ pub(crate) async fn start_local_project_asset_generation(
enforce_project_permission_policy(&request.root, "asset.register")?;
let asset_label = request.options.asset_label.clone();
let asset_kind = request.options.asset_kind.clone();
let record = begin_local_project_asset_generation_task(
// 与音频分支同一条顺序约束:先登记 live 再落账本,中间不留「排队但还不 live」的窗口。
let live_registered = register_live_task_id(&task_id);
let record = match begin_local_project_asset_generation_task(
&request.root,
&project_id,
&task_id,
asset_kind,
&asset_label,
request.options.output_path.as_deref(),
)?;
// 先登记 live 再派发:`list` 只把「非终态且不 live」的记录判为上次运行的残留。
if let Ok(mut ids) = live_task_ids().lock() {
ids.insert(task_id.clone());
}
) {
Ok(record) => record,
Err(error) => {
if live_registered {
remove_live_task_id(&task_id);
}
return Err(error);
}
};
let root = request.root.clone();
tauri::async_runtime::spawn(run_local_project_asset_generation_task(
root,
@@ -690,6 +870,49 @@ mod asset_generation_task_tests {
std::fs::remove_dir_all(&root).ok();
}
/// 落账失败要回滚的是「**本轮**插入的那条登记」,不是「这个 id」。
///
/// 同 id 已经在跑时,`start` 的第二轮不会插入新登记;这时如果按 id 回滚,就会把正在跑的
/// 那条任务的 live 登记一起删掉,`list` 随后把它谎报成上次运行的中断残留。
#[test]
fn a_failed_ledger_write_only_takes_back_the_live_registration_it_inserted() {
let root = temp_project_root("live-rollback");
// 第一次提交:先登记 live,再落账(真实链路里紧接着 spawn)。
assert!(
register_live_task_id("task-in-flight"),
"首次登记必须报告为「本轮插入」"
);
begin(&root, "task-in-flight");
// 第二次提交(同 id):这一轮没有插入新登记,落账也会因「已在进行中」被拒。
let live_registered = register_live_task_id("task-in-flight");
assert!(
!live_registered,
"同 id 已在 live 集合里时,本轮不得报告为「本轮插入」"
);
let error = begin_local_project_asset_generation_task(
&root,
"project-1",
"task-in-flight",
GameCreationAppAssetKind::Image,
"AI 图",
None,
)
.expect_err("duplicate in-flight task");
assert_eq!(error, "生成任务 id 已在进行中:task-in-flight");
if live_registered {
remove_live_task_id("task-in-flight");
}
// 正在跑的任务仍是 live:`list` 不得把它收口成失败。
let listed = list_local_project_asset_generation_tasks(&root).expect("list");
assert_eq!(listed[0].status, ASSET_GENERATION_TASK_STATUS_QUEUED);
assert_eq!(listed[0].phase_detail, ASSET_GENERATION_TASK_PHASE_QUEUED);
remove_live_task_id("task-in-flight");
std::fs::remove_dir_all(&root).ok();
}
#[test]
fn completing_a_task_records_the_manifest_asset_id_and_keeps_it() {
let root = temp_project_root("completed");
@@ -761,4 +984,129 @@ mod asset_generation_task_tests {
);
std::fs::remove_dir_all(&root).ok();
}
/// 音频提交的身份与边界:缺幂等键 / 非法 operation / 非法幂等键 / 超限提示词 / 非音频 kind
/// 一律在提交期拒绝,且**不**在账本里留下记录——「点击瞬间就失败」必须是零写入。
#[test]
fn audio_submission_rejects_invalid_identity_and_prompt_without_touching_the_ledger() {
let root = initialized_project_root("audio-invalid");
let project_path = root.to_string_lossy().into_owned();
let operation_id = "0b6f2f9a-0f0f-4b3d-8d0a-5e0f5cef9b21";
let idempotency_key = "9a1b2c3d-4e5f-4a1b-8c2d-3e4f5a6b7c8d";
let error = begin_local_project_audio_generation_task(
&project_path,
"project-1",
operation_id,
"background-music",
"一段平静的钢琴曲",
"新背景音乐",
"",
)
.expect_err("missing idempotency key");
assert!(error.contains("idempotencyKey"), "{error}");
let error = begin_local_project_audio_generation_task(
&project_path,
"project-1",
"not-a-uuid",
"background-music",
"一段平静的钢琴曲",
"新背景音乐",
idempotency_key,
)
.expect_err("operation id must be a uuid");
assert!(error.contains("operationId"), "{error}");
let error = begin_local_project_audio_generation_task(
&project_path,
"project-1",
operation_id,
"background-music",
"一段平静的钢琴曲",
"新背景音乐",
"不看幂等键",
)
.expect_err("idempotency key must be a uuid");
assert!(error.contains("idempotencyKey"), "{error}");
let error = begin_local_project_audio_generation_task(
&project_path,
"project-1",
operation_id,
"background-music",
&"".repeat(141),
"新背景音乐",
idempotency_key,
)
.expect_err("background music prompt limit");
assert!(error.contains("140"), "{error}");
let error = begin_local_project_audio_generation_task(
&project_path,
"project-1",
operation_id,
"audio",
"一段平静的钢琴曲",
"新背景音乐",
idempotency_key,
)
.expect_err("音频 kind 不是可生成的音频类型");
assert!(error.contains("音频生成不支持该素材类型"), "{error}");
assert!(
list_local_project_asset_generation_tasks(&root)
.expect("list")
.is_empty(),
"被拒绝的提交不得在账本里留下记录"
);
std::fs::remove_dir_all(&root).ok();
}
/// 音频任务的账本记录与图片类共用同一份:kind 是音频 canonical kind,阶段文案由后端拥有,
/// 精确落点为空(音频不指定 outputPath),提示词在提交期就按同一口径归一化。
#[test]
fn audio_submission_lands_in_the_shared_ledger_with_its_audio_kind() {
let root = initialized_project_root("audio-ledger");
let project_path = root.to_string_lossy().into_owned();
let (record, request) = begin_local_project_audio_generation_task(
&project_path,
"project-1",
"0b6f2f9a-0f0f-4b3d-8d0a-5e0f5cef9b21",
"background-music",
" 一段平静的钢琴曲 ",
"新背景音乐",
"9a1b2c3d-4e5f-4a1b-8c2d-3e4f5a6b7c8d",
)
.expect("background music task");
assert_eq!(record.kind, GameCreationAppAssetKind::BackgroundMusic);
assert_eq!(record.status, ASSET_GENERATION_TASK_STATUS_QUEUED);
assert_eq!(record.phase_detail, ASSET_GENERATION_TASK_PHASE_QUEUED);
assert!(record.output_path.is_none());
assert_eq!(record.asset_name, "新背景音乐");
assert_eq!(request.prompt, "一段平静的钢琴曲");
assert_eq!(
request.edit_kind,
LocalProjectResourceEditKind::BackgroundMusic
);
let listed = list_local_project_asset_generation_tasks(&root).expect("list");
assert_eq!(listed.len(), 1);
assert_eq!(listed[0].kind, GameCreationAppAssetKind::BackgroundMusic);
assert_eq!(listed[0].task_id, record.task_id);
// 音效走同一条账本,只是落到另一个 canonical kind。
let (sound_effect, request) = begin_local_project_audio_generation_task(
&project_path,
"project-1",
"1c7a3b8e-2f31-4c6d-9e7a-6b8c0d1e2f34",
"sound-effect",
"木门缓慢推开的吱呀声",
"新音效",
"2d8b4c9f-3a42-4d7e-8f1b-7c9d1e2f3a45",
)
.expect("sound effect task");
assert_eq!(sound_effect.kind, GameCreationAppAssetKind::SoundEffect);
assert_eq!(request.edit_kind, LocalProjectResourceEditKind::SoundEffect);
std::fs::remove_dir_all(&root).ok();
}
}
@@ -5399,6 +5399,94 @@ pub(crate) async fn resume_local_project_resource_edit_at(
.await
}
/// 音频(音效 / 背景音乐)无源生成的入参收口。
///
/// 与同步派生通道(`derive_local_project_resource`)共用同一份校验:提示词上限按 edit kind
/// 取(背景音乐 140、音效 1900),素材名同口径,`idempotencyKey` 必须是合法 UUID。区别只在
/// **时机**:后台任务账本的提交必须「校验即返回」,所以这里只收口、不发起生成——生成由派发后
/// 的后台任务跑(见 `run_local_project_audio_generation_at`)。
#[derive(Clone, Debug)]
pub(crate) struct LocalProjectAudioGenerationRequest {
pub(crate) operation_id: String,
pub(crate) edit_kind: LocalProjectResourceEditKind,
pub(crate) prompt: String,
pub(crate) asset_name: String,
pub(crate) idempotency_key: String,
}
/// 音频 kind 的提交期收口:operation 身份、kind、提示词、素材名与幂等键。
///
/// kind 只接受 `sound-effect` / `background-music`:其余成员(含图片类)在这里就被拒绝,
/// 不会落一条注定失败的账本记录,也不改图片类入口的载荷口径。
pub(crate) fn prepare_local_project_audio_generation(
operation_id: &str,
kind: &str,
prompt: &str,
asset_name: &str,
idempotency_key: &str,
) -> Result<LocalProjectAudioGenerationRequest, String> {
validate_resource_edit_uuid(operation_id, "operationId")?;
let edit_kind = match GameCreationAppAssetKind::parse_with_context(kind, "canvas.asset_kind") {
GameCreationAppAssetKind::SoundEffect => LocalProjectResourceEditKind::SoundEffect,
GameCreationAppAssetKind::BackgroundMusic => LocalProjectResourceEditKind::BackgroundMusic,
_ => return Err(format!("音频生成不支持该素材类型:{}", kind.trim())),
};
validate_resource_edit_uuid(idempotency_key, "idempotencyKey")?;
let prompt = normalize_resource_edit_prompt(&edit_kind, prompt)?;
let asset_name = normalize_resource_edit_name(asset_name)?;
Ok(LocalProjectAudioGenerationRequest {
operation_id: operation_id.trim().to_string(),
edit_kind,
prompt,
asset_name,
idempotency_key: idempotency_key.trim().to_string(),
})
}
/// 后台跑一次音频无源生成,返回产物素材 id。
///
/// 生成本身仍走 `derive_local_project_resource_at` 这一条通道(幂等账本、平台请求、下载与
/// manifest 登记全部复用),这里只做两件账本侧的事:把「提交时刻」无法确定的项目 revision
/// 在派发时刻读成当前值(提交之后用户仍可能编辑项目),以及把产物素材 id 交回任务账本。
/// 拿不到当前 revision 或 CAS 冲突时按失败返回,不静默重试——静默重试会把这次生成写到用户
/// 没预期的基线上。
///
/// `generation_mode: Create` 下源快照的媒体类型由 `edit_kind` 推出(音频恒为 `audio/mpeg`),
/// 所以这里固定传 `None`:这条通道根本不读 `input.source_media_type`,填一个值只会让读者
/// 以为它对生成有影响。
pub(crate) async fn run_local_project_audio_generation_at(
project_path: &str,
request: &LocalProjectAudioGenerationRequest,
) -> Result<Option<String>, String> {
let project_path = project_path.trim();
let root = Path::new(project_path);
let manifest = read_existing_manifest_for_project(root)?;
let expected_project_revision =
read_game_creator_agent_runtime_project_revision(root)?.revision;
let result = derive_local_project_resource_at(DeriveLocalProjectResourceInput {
project_path: project_path.to_string(),
expected_project_id: manifest.project_id,
expected_project_revision,
operation_id: request.operation_id.clone(),
idempotency_key: request.idempotency_key.clone(),
edit_kind: request.edit_kind,
generation_mode: LocalProjectResourceGenerationMode::Create,
source_resource_id: format!("create:{}", request.operation_id),
source_asset_id: None,
source_path: None,
source_media_type: None,
source_subtype: None,
producer_task_id: None,
source_version_id: None,
prompt: request.prompt.clone(),
asset_name: request.asset_name.clone(),
background_mode: None,
screen_color: None,
})
.await?;
Ok(result.asset.map(|asset| asset.id))
}
pub(crate) async fn derive_local_project_resource_at(
input: DeriveLocalProjectResourceInput,
) -> Result<DeriveLocalProjectResourceResult, String> {
@@ -5,13 +5,20 @@
"minimumSystemVersion": "15.0"
},
"resources": {
"resources/codex/mac-native/bin/codex": "coding-agent/mac-native/bin/codex",
"resources/codex/mac-native/bin/codex-code-mode-host": "coding-agent/mac-native/bin/codex-code-mode-host",
"resources/codex/mac-native/codex-path/rg": "coding-agent/mac-native/codex-path/rg",
"resources/codex/mac-native/codex-resources/zsh/bin/zsh": "coding-agent/mac-native/codex-resources/zsh/bin/zsh",
"resources/codex/mac-native/codex-package.json": "coding-agent/mac-native/codex-package.json",
"resources/codex/mac-native/NOTICE.md": "coding-agent/mac-native/NOTICE.md",
"resources/codex/mac-native/manifest.json": "coding-agent/mac-native/manifest.json",
"resources/codex/mac-native/darwin-arm64/bin/codex": "coding-agent/mac-native/darwin-arm64/bin/codex",
"resources/codex/mac-native/darwin-arm64/bin/codex-code-mode-host": "coding-agent/mac-native/darwin-arm64/bin/codex-code-mode-host",
"resources/codex/mac-native/darwin-arm64/codex-path/rg": "coding-agent/mac-native/darwin-arm64/codex-path/rg",
"resources/codex/mac-native/darwin-arm64/codex-resources/zsh/bin/zsh": "coding-agent/mac-native/darwin-arm64/codex-resources/zsh/bin/zsh",
"resources/codex/mac-native/darwin-arm64/codex-package.json": "coding-agent/mac-native/darwin-arm64/codex-package.json",
"resources/codex/mac-native/darwin-arm64/NOTICE.md": "coding-agent/mac-native/darwin-arm64/NOTICE.md",
"resources/codex/mac-native/darwin-arm64/manifest.json": "coding-agent/mac-native/darwin-arm64/manifest.json",
"resources/codex/mac-native/darwin-x64/bin/codex": "coding-agent/mac-native/darwin-x64/bin/codex",
"resources/codex/mac-native/darwin-x64/bin/codex-code-mode-host": "coding-agent/mac-native/darwin-x64/bin/codex-code-mode-host",
"resources/codex/mac-native/darwin-x64/codex-path/rg": "coding-agent/mac-native/darwin-x64/codex-path/rg",
"resources/codex/mac-native/darwin-x64/codex-resources/zsh/bin/zsh": "coding-agent/mac-native/darwin-x64/codex-resources/zsh/bin/zsh",
"resources/codex/mac-native/darwin-x64/codex-package.json": "coding-agent/mac-native/darwin-x64/codex-package.json",
"resources/codex/mac-native/darwin-x64/NOTICE.md": "coding-agent/mac-native/darwin-x64/NOTICE.md",
"resources/codex/mac-native/darwin-x64/manifest.json": "coding-agent/mac-native/darwin-x64/manifest.json",
"resources/plugins": "plugins"
}
},
@@ -759,8 +759,15 @@ function ResourceReferenceEditor({
const reminderDisabledRef = useRef(reminderDisabled);
reminderDisabledRef.current = reminderDisabled;
/**
* 我们自己回填进草稿的那一份文本,用于区分「润色回填」与「用户手改」:
* 只有后者该把上一轮往返留下的提示(截断 / 与原文相同)收掉,
* 否则刚显示出来的提示会被自己的回填立刻清掉。
*/
const appliedPromptRef = useRef<string | null>(null);
const applyPromptText = useCallback(
(text: string) => {
appliedPromptRef.current = text;
flushSync(() => {
onChange({ text, references: liveDraftRef.current.references });
});
@@ -782,13 +789,25 @@ function ResourceReferenceEditor({
const {
polishing,
error: polishError,
notice: polishNotice,
originalText: polishedOriginalText,
polish: runPolish,
restoreOriginal: restoreOriginalPrompt,
clearError: clearPolishError,
clearNotice: clearPolishNotice,
reset: resetPromptPolish,
} = promptPolishState;
useEffect(() => {
if (
appliedPromptRef.current !== null &&
value === appliedPromptRef.current
) {
return;
}
clearPolishNotice();
}, [clearPolishNotice, value]);
const polishPrompt = useCallback(async () => {
await runPolish();
}, [runPolish]);
@@ -1083,13 +1102,16 @@ function ResourceReferenceEditor({
) : null}
</div>
{/* 提醒面板打开时错误提示只在面板里出现,输入区不重复显示。 */}
{showPolishAction && !reminderOpen && (polishing || polishError) ? (
{/* 「与原文相同 / 已截断」这类提示也要可见:只报失败会让「润色没变化」看起来像按钮坏了。 */}
{showPolishAction &&
!reminderOpen &&
(polishing || polishError || polishNotice) ? (
<span
className="resource-reference-input-status"
role="status"
aria-live="polite"
>
{polishing ? '润色中…' : polishError}
{polishing ? '润色中…' : (polishError ?? polishNotice)}
</span>
) : null}
<LexicalTypeaheadMenuPlugin<ResourceMentionOption>
@@ -2,6 +2,15 @@ import { useCallback, useRef, useState } from 'react';
import { requestChatPromptPolish } from './chatPromptPolish';
/**
* 回包与原文一字不差时的提示语。
*
* 平台侧有时会把同一句话原样还回来(AGC-004:快速编辑里点「AI 润色」后文案毫无变化,
* 用户以为按钮没反应或已经改过)。这种情况必须给一条说得清的提示,而且**不能**落下
* 原文快照——没有可回退的变化,就不该冒出「恢复原文」这种假入口。
*/
export const PROMPT_POLISH_UNCHANGED_NOTICE = 'AI 润色结果与原文相同,未做修改';
/**
* 润色回填前的规范化结果。
*
@@ -41,14 +50,19 @@ export type UsePromptPolishOptions = {
export type UsePromptPolishResult = {
polishing: boolean;
error: string | null;
/** 最近一次成功回填的截断提示;没有截断时为 null。 */
/** 最近一次成功回包的提示:截断说明,或「与原文相同,未做修改」;两者都没有时为 null。 */
notice: string | null;
/** 首次成功润色时落下的原文快照;非空时宿主渲染「恢复原文」。 */
/**
* 首次**真的改动了文本**的润色时落下的原文快照;非空时宿主渲染「恢复原文」。
* 回包与原文相同的那些次不落快照(没什么可恢复的)。
*/
originalText: string | null;
/** 润色并在成功时回填,返回回填后的文本;失败返回 null 并保留原文。 */
polish: (options?: PromptPolishRunOptions) => Promise<string | null>;
restoreOriginal: () => void;
clearError: () => void;
/** 用户自己改了提示词:把上一轮往返留下的提示(截断 / 与原文相同)收掉。 */
clearNotice: () => void;
/** 清掉往返状态(草稿清空、面板换资源时用)。 */
reset: () => void;
};
@@ -56,6 +70,10 @@ export type UsePromptPolishResult = {
/**
* 提示词润色的状态机:失败保留原文、首次成功落原文快照、反复润色只覆盖结果。
*
* 成功但回包与原文逐字相同(规范化前后都没变)时不算「润色出了新东西」:不落原文快照、
* 不回填宿主状态,只给 {@link PROMPT_POLISH_UNCHANGED_NOTICE} 这条明确反馈,
* 免得用户把「按钮点了没反应」误当成功能坏了、或者以为文案已经被改过。
*
* 聊天输入区与资源侧(生成素材 / 快速编辑)共用这一份;它与界面无关,也不碰共享组件,
* 宿主自己决定文本存在哪里、怎么回填。Tauri 调用固定在 AGC 侧
* `requestChatPromptPolish`),共享 composer 只接一个可选的注入位。
@@ -108,6 +126,18 @@ export function usePromptPolish({
const normalized = normalizeResult
? normalizeResult(polished)
: { text: polished };
if (normalized.text === prompt) {
// 最终要写回宿主的文本与当前文本逐字相同:既没有新内容可回填,也没有可回退的
// 变化,因此不落原文快照、不写宿主状态——`applyPrompt` 在宿主侧还有「提示词变了
// 就重铸请求身份」这类副作用,回填一份没变的文本会平白作废一次请求身份。
//
// 判据必须是**规范化之后**的文本,不能只看回包:润色结果被按长度上限截回原文时
// `truncateResourceEditPrompt` 是切片不是 trim),回包与原文不同、写回去却一字
// 未变,那会渲染出一枚点了等于没点的「恢复原文」,正是要消灭的那种假入口。
// 截断提示优先——它解释的是「这次为什么没变」。
setNotice(normalized.notice ?? PROMPT_POLISH_UNCHANGED_NOTICE);
return normalized.text;
}
// 原文快照只在第一次成功润色时落下,因此「恢复原文」永远回到最初原文。
setOriginalText((current) => current ?? prompt);
setNotice(normalized.notice ?? null);
@@ -150,6 +180,10 @@ export function usePromptPolish({
setError(null);
}, []);
const clearNotice = useCallback(() => {
setNotice(null);
}, []);
const reset = useCallback(() => {
// 作废在飞请求:宿主清空草稿 / 换资源后,迟到的润色结果不许再回填。
requestIdRef.current += 1;
@@ -166,6 +200,7 @@ export function usePromptPolish({
polish,
restoreOriginal,
clearError,
clearNotice,
reset,
};
}
@@ -368,6 +368,12 @@ export function ResourceCanvasAssetGenerationPanelView({
return;
}
setError(null);
/*
TODO(resource-generation-panel-contract): 与 `ResourceCanvasGenerationPanelView` 是同一份契约
问题——`onSubmit` 只返回 `void`,宿主同步拒绝时(今天只剩「队列未就绪」这条防御性分支)这里
已经置位 `released` 并关掉面板,草稿没人接走。修法同那一侧的 TODO:`onSubmit` 回报受理结果,
只有受理成功才置位并 `onClose()`。
*/
// 这次输入被任务接走:卸载时不再写回草稿槽(失败重开由宿主的提交上下文负责)。
draftReleasedRef.current = true;
// 点击即关闭:不等 IPC、不等排队、不等生成结束。失败要不要把面板带回来由宿主决定
@@ -408,7 +414,13 @@ export function ResourceCanvasAssetGenerationPanelView({
onChange={(event) => setAssetName(event.currentTarget.value)}
/>
</label>
<label>
{/*
这一格**不能**用 `<label>` 包:`<label>` 会把点击转发给内部第一个可标注控件,而这一格里
第一个可标注控件是引用输入区的「插入素材引用」按钮——于是点输入框任意位置都会弹出素材
选择框(客户端验收现场那条)。两边的可访问名都由控件自身的 `aria-label` 提供(引用输入区
的 `ariaLabel` 与 `PlatformTextField` 的 `aria-label`),不依赖 label 关联。
*/}
<div className="resource-canvas-asset-generation-prompt-field">
<span></span>
{referenceEnabled ? (
/*
@@ -427,7 +439,7 @@ export function ResourceCanvasAssetGenerationPanelView({
versions={versions}
activeVersionId={activeVersionId}
multiline
rows={6}
rows={3}
placeholder={`${action.promptPlaceholder}(可用 @ 选择参考图)`}
showPolishAction={false}
/>
@@ -436,7 +448,7 @@ export function ResourceCanvasAssetGenerationPanelView({
<PlatformTextField
variant="textarea"
aria-label="生成提示词"
rows={6}
rows={3}
autoFocus
maxLength={promptMaxLength}
placeholder={action.promptPlaceholder}
@@ -444,7 +456,7 @@ export function ResourceCanvasAssetGenerationPanelView({
onChange={(event) => setPrompt(event.currentTarget.value)}
/>
)}
</label>
</div>
{action.adjustableDimensions ? (
<div className="resource-canvas-asset-generation-dimensions">
<PlatformSegmentedTabs
@@ -482,22 +494,6 @@ export function ResourceCanvasAssetGenerationPanelView({
{resolveEditorImageSizeLabel({ aspectRatio, imageSize })}
</span>
)}
<ResourcePromptPolishSlot
subject={`素材生成提示词(${action.label}`}
editKind="image-reference"
prompt={prompt}
applyPrompt={setPrompt}
/>
{referenceEnabled && referenceLimit > 0 ? (
<p
className="resource-canvas-asset-generation-reference-hint"
data-resource-canvas-generation-reference-count={
referenceAssetIds.length
}
>
{`参考图 ${referenceAssetIds.length}/${referenceLimit}`}
</p>
) : null}
{referenceProblemNotice ? (
<p
className="game-resource-generation-error"
@@ -519,18 +515,43 @@ export function ResourceCanvasAssetGenerationPanelView({
{shownError}
</p>
) : null}
{/*
动作行收口:润色入口、参考图计数与两个按钮挤在同一行。
原先「润色一行、参考图计数一行、按钮一行」把面板顶到必须滚动(验收现场截图里那条
滚动条),而这三块内容都没有独占一行的必要:润色作用在提示词上、计数是提示词的从属
信息、按钮是收尾动作。放一行之后面板高度回落到几何上界以内,滚动条物理上不再出现。
*/}
<div className="game-resource-generation-actions">
<PlatformActionButton
type="button"
tone="secondary"
onClick={closeWithDraft}
>
</PlatformActionButton>
<PlatformActionButton type="submit" disabled={!canSubmit}>
<Sparkles size={15} aria-hidden="true" />
{action.label}
</PlatformActionButton>
<ResourcePromptPolishSlot
subject={`素材生成提示词(${action.label}`}
editKind="image-reference"
prompt={prompt}
applyPrompt={setPrompt}
/>
{referenceEnabled && referenceLimit > 0 ? (
<p
className="resource-canvas-asset-generation-reference-hint"
data-resource-canvas-generation-reference-count={
referenceAssetIds.length
}
>
{`参考图 ${referenceAssetIds.length}/${referenceLimit}`}
</p>
) : null}
<div className="game-resource-generation-actions-buttons">
<PlatformActionButton
type="button"
tone="secondary"
onClick={closeWithDraft}
>
</PlatformActionButton>
<PlatformActionButton type="submit" disabled={!canSubmit}>
<Sparkles size={15} aria-hidden="true" />
{action.label}
</PlatformActionButton>
</div>
</div>
</form>
</>
@@ -12,6 +12,12 @@ import {
resourceCanvasAssetGenerationTaskTone,
sortResourceCanvasAssetGenerationTasks,
} from './resourceCanvasAssetGenerationTaskModel';
import {
resourceCanvasResourceEditElapsedLabel,
type ResourceCanvasResourceEditTask,
resourceCanvasResourceEditTaskElapsedMillis,
resourceCanvasResourceEditTaskIsTerminal,
} from './resourceCanvasResourceEditTaskModel';
/** 「已完成」分栏的展示上限:触顶后只提示还有多少条,不无限拉长侧栏。 */
export const RESOURCE_CANVAS_ASSET_GENERATION_DONE_SECTION_LIMIT = 20;
@@ -24,6 +30,14 @@ export const RESOURCE_CANVAS_ASSET_GENERATION_TASKS_LEAVE_MILLIS = 160;
export type ResourceCanvasAssetGenerationTasksPanelViewProps = {
tasks: readonly ResourceCanvasAssetGenerationTask[];
/**
* 派生/修改类任务(快速编辑、生成动画、抠图…)。
*
* 它们不在图片类生成任务的账本里(原生资源编辑账本按 `operationId` 记),但用户眼里都是
* 「我交出去、等着出结果的那件事」,所以进同一个侧栏、同一套分栏;状态与阶段文案各按自己的
* 账本渲染。缺省为空数组:老调用方不传就没有这一段。
*/
resourceEditTasks?: readonly ResourceCanvasResourceEditTask[];
/** 侧栏是否展开;折叠时只留贴边把手。 */
open: boolean;
onToggleOpen: () => void;
@@ -31,7 +45,53 @@ export type ResourceCanvasAssetGenerationTasksPanelViewProps = {
onFocusTask: (task: ResourceCanvasAssetGenerationTask) => void;
};
function taskRow(
/**
* 侧栏的一行。
*
* 两种来源合并成同一条列表:图片类生成任务按后端账本推进,派生/修改任务按原生资源编辑账本
* 推进;排序与分栏只认「提交时间」和「是否终态」,用户不需要知道它们来自两套账本。
*/
type ResourceCanvasGenerationTaskRow =
| {
readonly source: 'asset-generation';
readonly createdAtMillis: number;
readonly task: ResourceCanvasAssetGenerationTask;
}
| {
readonly source: 'resource-edit';
readonly createdAtMillis: number;
readonly task: ResourceCanvasResourceEditTask;
};
function resourceCanvasGenerationTaskRowKey(
row: ResourceCanvasGenerationTaskRow,
): string {
return row.source === 'asset-generation'
? row.task.taskId
: row.task.operationId;
}
function resourceCanvasGenerationTaskRowIsTerminal(
row: ResourceCanvasGenerationTaskRow,
): boolean {
return row.source === 'asset-generation'
? resourceCanvasAssetGenerationTaskIsTerminal(row.task)
: resourceCanvasResourceEditTaskIsTerminal(row.task);
}
function sortResourceCanvasGenerationTaskRows(
rows: readonly ResourceCanvasGenerationTaskRow[],
): ResourceCanvasGenerationTaskRow[] {
return [...rows].sort(
(left, right) =>
right.createdAtMillis - left.createdAtMillis ||
resourceCanvasGenerationTaskRowKey(left).localeCompare(
resourceCanvasGenerationTaskRowKey(right),
),
);
}
function assetGenerationTaskRow(
task: ResourceCanvasAssetGenerationTask,
nowMillis: number,
onFocusTask: (task: ResourceCanvasAssetGenerationTask) => void,
@@ -86,6 +146,79 @@ function taskRow(
);
}
/**
* 派生/修改任务的一行。
*
* 与图片类生成的卡片同一套 class、同一套 tone,只有两点不同:① 没有「定位到素材」——原生账本
* 给的待办记录里没有产物 id,编一个指向不明的跳转不如不给;② 提示词单独一行,用户要能认出手上
* 这行是哪一次修改。
*/
function resourceEditTaskRow(
task: ResourceCanvasResourceEditTask,
nowMillis: number,
) {
const elapsedMillis = resourceCanvasResourceEditTaskElapsedMillis(
task,
nowMillis,
);
return (
<li
key={task.operationId}
className="game-resource-generation-task-card"
data-task-status={task.status}
data-task-source="resource-edit"
>
<div className="game-resource-generation-task-card-title-row">
<strong className="game-resource-generation-task-card-name">
{task.assetName}
</strong>
<span className="game-resource-generation-task-card-action">
{task.actionLabel}
</span>
</div>
<div className="game-resource-generation-task-card-meta">
<span
className="game-resource-generation-task-badge"
data-tone={resourceCanvasAssetGenerationTaskTone(task.status)}
>
{RESOURCE_CANVAS_ASSET_GENERATION_STATUS_LABELS[task.status]}
</span>
<span className="game-resource-generation-task-card-phase">
{task.phaseDetail}
</span>
{elapsedMillis === null ? null : (
<span className="game-resource-generation-task-card-elapsed">
{`已耗时 ${resourceCanvasResourceEditElapsedLabel(elapsedMillis)}`}
</span>
)}
</div>
{task.error ? (
<p className="game-resource-generation-task-card-error" role="alert">
{task.error}
</p>
) : null}
{task.prompt ? (
<p
className="game-resource-generation-task-card-prompt"
title={task.prompt}
>
{task.prompt}
</p>
) : null}
</li>
);
}
function resourceCanvasGenerationTaskRowNode(
row: ResourceCanvasGenerationTaskRow,
nowMillis: number,
onFocusTask: (task: ResourceCanvasAssetGenerationTask) => void,
) {
return row.source === 'asset-generation'
? assetGenerationTaskRow(row.task, nowMillis, onFocusTask)
: resourceEditTaskRow(row.task, nowMillis);
}
/**
* 画布上的「生成任务」侧栏(常驻、可折叠、非模态)。
*
@@ -103,6 +236,7 @@ function taskRow(
*/
export function ResourceCanvasAssetGenerationTasksPanelView({
tasks,
resourceEditTasks = [],
open,
onToggleOpen,
onFocusTask,
@@ -115,20 +249,33 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
const [phase, setPhase] = useState<'idle' | 'entering' | 'leaving'>(
open ? 'entering' : 'idle',
);
const inFlightCount = tasks.filter(
(task) => !resourceCanvasAssetGenerationTaskIsTerminal(task),
).length;
const hasLiveTask = inFlightCount > 0;
const ordered = useMemo(
() => sortResourceCanvasAssetGenerationTasks(tasks),
[tasks],
/**
* 两套账本合成一条列表:图片类生成任务(后端生成账本)在前端本地队列里已按提交时间排序,
* 派生/修改任务(原生资源编辑账本)自带提交时间,这里统一按时间倒序,用户看到的就是
* 「我最近交出去的那几件事」。
*/
const ordered = useMemo<ResourceCanvasGenerationTaskRow[]>(
() =>
sortResourceCanvasGenerationTaskRows([
...sortResourceCanvasAssetGenerationTasks(tasks).map((task) => ({
source: 'asset-generation' as const,
createdAtMillis: task.createdAtMillis,
task,
})),
...resourceEditTasks.map((task) => ({
source: 'resource-edit' as const,
createdAtMillis: task.createdAtMillis,
task,
})),
]),
[resourceEditTasks, tasks],
);
const active = ordered.filter(
(task) => !resourceCanvasAssetGenerationTaskIsTerminal(task),
);
const done = ordered.filter((task) =>
resourceCanvasAssetGenerationTaskIsTerminal(task),
(row) => !resourceCanvasGenerationTaskRowIsTerminal(row),
);
const done = ordered.filter(resourceCanvasGenerationTaskRowIsTerminal);
const inFlightCount = active.length;
const hasLiveTask = inFlightCount > 0;
const visibleDone = done.slice(
0,
RESOURCE_CANVAS_ASSET_GENERATION_DONE_SECTION_LIMIT,
@@ -248,8 +395,12 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
</p>
) : (
<ul className="game-resource-generation-tasks-list">
{rendered.active.map((task) =>
taskRow(task, nowMillis, onFocusTask),
{rendered.active.map((row) =>
resourceCanvasGenerationTaskRowNode(
row,
nowMillis,
onFocusTask,
),
)}
</ul>
)}
@@ -271,8 +422,12 @@ export function ResourceCanvasAssetGenerationTasksPanelView({
) : (
<>
<ul className="game-resource-generation-tasks-list">
{rendered.visibleDone.map((task) =>
taskRow(task, nowMillis, onFocusTask),
{rendered.visibleDone.map((row) =>
resourceCanvasGenerationTaskRowNode(
row,
nowMillis,
onFocusTask,
),
)}
</ul>
{rendered.done.length > rendered.visibleDone.length ? (
@@ -87,7 +87,13 @@ export type ResourceCanvasGenerationPanelViewProps = {
prompt: string;
assetName: string;
}) => void;
onSubmit: (input: ResourceCanvasGenerationSubmitInput) => Promise<void>;
/**
* 提交这次输入:**同步入队**,不等 IPC、不等排队、不等生成结束。
*
* 生成任务由宿主交给项目内账本(音频与图片类同一份),进度只出现在画布上的「生成任务」
* 侧栏;面板提交后立即关闭,不持有在途状态。
*/
onSubmit: (input: ResourceCanvasGenerationSubmitInput) => void;
/**
* 收起浮层。
*
@@ -107,12 +113,6 @@ const RESOURCE_GENERATION_ALL_KIND_ITEMS =
label: option.label,
}));
function resourceGenerationErrorMessage(error: unknown) {
if (typeof error === 'string' && error.trim()) return error;
if (error instanceof Error && error.message) return error.message;
return '生成素材失败';
}
/**
* 资源画布「生成入口」的浮层面板。
*
@@ -120,9 +120,13 @@ function resourceGenerationErrorMessage(error: unknown) {
* 不在任何现有面板下面追加内容;提交链路与结果定位由宿主 `index.tsx` 负责,
* 面板只持有草稿、类型选择与失败重试状态。
*
* 提交期间**不锁关闭**:× / 遮罩 / Esc / 「后台运行并关闭」四条路径都通。关闭只是把这一份
* view 卸下来,宿主那条请求继续跑(它是宿主的 `await onSubmit(...)`,不挂在面板生命周期上),
* 所以关闭**不等于**取消;失败时面板仍保留草稿与同一份请求身份可重试。
* **点「生成」即同步关闭面板**:不等 IPC、不等排队、不等生成结束,用户立刻回到画布;面板里
* 因此不存在「排队中。」「正在生成。」「提交中…」「后台运行并关闭」这些阶段文案与按钮——
* 阶段文案的唯一去处是画布上的「生成任务」侧栏。关闭**不等于**取消:任务照常在后台跑完并把
* 结果写回项目。
*
* 只有「点击瞬间就失败」(校验 / 权限拒绝 / 提交 IPC 立即报错,即后端从未受理)时,宿主才会
* 把面板连原草稿与原请求身份带回来,用户可以直接改后重试。
*/
export function ResourceCanvasGenerationPanelView({
kinds = RESOURCE_CANVAS_GENERATION_OPTIONS.map((option) => option.kind),
@@ -154,11 +158,11 @@ export function ResourceCanvasGenerationPanelView({
const [assetName, setAssetName] = useState(
initialDraft?.assetName ?? option.assetName,
);
const [attempted, setAttempted] = useState(false);
const [submitting, setSubmitting] = useState(false);
const [error, setError] = useState<string | null>(null);
// 占位带来的失败原因优先展示;面板自己这次的失败(`error`)覆盖它。
const shownError = error ?? initialError ?? null;
/*
失败原因只有**占位**这一个来源:提交后面板已经关闭,面板实例不持有在途状态,也就不会
自己造一份 `error`。重开同一张占位时由宿主把账本里的原因灌回来。
*/
const shownError = initialError ?? null;
/**
* 已绑定请求身份的那句提示词(只有带 `request` 重开的失败面板才有)。
*
@@ -201,7 +205,6 @@ export function ResourceCanvasGenerationPanelView({
const requestRef = useRef<ResourceEditRequestIdentity | null>(
boundRequest ?? null,
);
const inputLocked = attempted || submitting;
/** 收起浮层:把当前草稿交给宿主保存,用户再点开占位卡时接着编辑。 */
const closeWithDraft = () => {
draftReleasedRef.current = true;
@@ -220,43 +223,41 @@ export function ResourceCanvasGenerationPanelView({
assetName: assetName.trim() || option.assetName,
};
async function submit(event: FormEvent<HTMLFormElement>) {
function submit(event: FormEvent<HTMLFormElement>) {
event.preventDefault();
const normalizedPrompt = prompt.trim();
const normalizedAssetName = assetName.trim();
if (
!normalizedPrompt ||
!normalizedAssetName ||
submitting ||
// 按钮禁用只是表现:改动原请求提示词的提交在这里也必须被挡住,不能悄悄变成新付费生成。
boundRequestPromptChanged
) {
return;
}
setAttempted(true);
setSubmitting(true);
setError(null);
requestRef.current = resolveResourceEditRequestIdentity(
requestRef.current,
normalizedPrompt,
);
try {
await onSubmit({
kind,
operationId: requestRef.current.operationId,
idempotencyKey: requestRef.current.idempotencyKey,
prompt: normalizedPrompt,
assetName: normalizedAssetName,
});
// 只有**成功**交出这次输入才不再写回草稿;失败时草稿要留给用户切走再切回来的重试。
draftReleasedRef.current = true;
} catch (submitError) {
setError(resourceGenerationErrorMessage(submitError));
} finally {
// 成功路径也要收回在飞标记:宿主随后会卸载面板,但组件本身不该在 `onSubmit` 正常
// resolve 后永久停在「生成中…」;失败时收回标记才能让用户用同一份输入重试。
setSubmitting(false);
}
/*
TODO(resource-generation-panel-contract): `onSubmit` 现在只返回 `void`,所以这里只能「先置位
`released`、再无脑关闭」;宿主那几条同步拒绝的分支(占位已不在画布 / 已在跑别的 operation
只给一条提示条,这次输入没人接走、草稿也跟着丢了。修法:让 `onSubmit` 回报受理结果
`accepted: boolean`),只有受理成功才置位并 `onClose()`。同一份契约落在
`ResourceCanvasAssetGenerationPanelView` 与两个宿主调用点上——要改就一起改。
*/
// 这次输入被任务接走:卸载时不再往草稿槽里写一份内存副本(失败重开由宿主的提交上下文负责)。
draftReleasedRef.current = true;
// 点击即关闭:不等 IPC、不等排队、不等生成结束。入参已经带上这次生成的请求身份,
// 「从未被后端受理」的即时失败由宿主连原草稿与原身份把面板带回来。
onSubmit({
kind,
operationId: requestRef.current.operationId,
idempotencyKey: requestRef.current.idempotencyKey,
prompt: normalizedPrompt,
assetName: normalizedAssetName,
});
onClose();
}
const panelBody = (
@@ -281,7 +282,6 @@ export function ResourceCanvasGenerationPanelView({
columns="three"
gap="sm"
size="compact"
disabled={inputLocked}
onChange={(nextKind) => {
setKind(nextKind);
setAssetName(resourceCanvasGenerationOption(nextKind).assetName);
@@ -294,7 +294,6 @@ export function ResourceCanvasGenerationPanelView({
<PlatformTextField
aria-label="素材名称"
maxLength={120}
disabled={inputLocked}
value={assetName}
onChange={(event) => setAssetName(event.currentTarget.value)}
/>
@@ -306,7 +305,6 @@ export function ResourceCanvasGenerationPanelView({
aria-label="生成提示词"
rows={6}
autoFocus
disabled={inputLocked}
maxLength={resourceEditPromptMaxLength(option.editKind)}
placeholder={option.promptPlaceholder}
value={prompt}
@@ -317,7 +315,6 @@ export function ResourceCanvasGenerationPanelView({
subject={`素材生成提示词(${option.label}`}
editKind={option.editKind}
prompt={prompt}
disabled={inputLocked}
applyPrompt={setPrompt}
/>
{boundRequestPromptChanged ? (
@@ -339,12 +336,12 @@ export function ResourceCanvasGenerationPanelView({
tone="secondary"
onClick={closeWithDraft}
>
{submitting ? '后台运行并关闭' : '取消'}
</PlatformActionButton>
{shownError ? (
<PlatformActionButton
type="submit"
disabled={submitting || boundRequestPromptChanged}
disabled={boundRequestPromptChanged}
>
<Sparkles size={15} aria-hidden="true" />
使
@@ -353,15 +350,11 @@ export function ResourceCanvasGenerationPanelView({
<PlatformActionButton
type="submit"
disabled={
submitting ||
!prompt.trim() ||
!assetName.trim() ||
inputLocked ||
boundRequestPromptChanged
!prompt.trim() || !assetName.trim() || boundRequestPromptChanged
}
>
<Sparkles size={15} aria-hidden="true" />
{submitting ? '生成中…' : option.generationLabel}
{option.generationLabel}
</PlatformActionButton>
)}
</div>
@@ -1,4 +1,5 @@
import { Loader2, RotateCcw, Sparkles } from 'lucide-react';
import { useCallback, useEffect, useRef } from 'react';
import {
type LocalProjectResourceEditKind,
@@ -30,14 +31,38 @@ export function ResourcePromptPolishSlot({
disabled = false,
applyPrompt,
}: ResourcePromptPolishSlotProps) {
/**
* 我们自己写回去的那一份文本。用于区分「润色回填导致的 prop 变化」与「用户手改」:
* 只有后者该把上一轮往返留下的提示收掉,否则刚显示出来的提示会被自己的回填清掉。
*/
const appliedPromptRef = useRef<string | null>(null);
// 宿主回调存 ref:包一层只为记账,不该让这份包装每次渲染都换身份、
// 进而把 `usePromptPolish` 的 `polish` 也跟着重造。
const applyPromptRef = useRef(applyPrompt);
applyPromptRef.current = applyPrompt;
const applyPromptAndTrack = useCallback((text: string) => {
appliedPromptRef.current = text;
applyPromptRef.current(text);
}, []);
const polish = usePromptPolish({
readPrompt: () => prompt,
applyPrompt,
applyPrompt: applyPromptAndTrack,
canPolish: () => !disabled,
resolveContext: () => resourceAssetPromptPolishContext(subject),
normalizeResult: (polished) =>
truncateResourceEditPrompt(polished, editKind),
});
const { clearNotice } = polish;
useEffect(() => {
if (
appliedPromptRef.current !== null &&
prompt === appliedPromptRef.current
) {
return;
}
// 手改过提示词:上一轮「与原文相同 / 已截断」的结论不再描述当前这段文本。
clearNotice();
}, [clearNotice, prompt]);
const statusText = polish.polishing
? '润色中…'
: (polish.error ?? polish.notice);
@@ -4,6 +4,7 @@ import {
mergeLocalProjectAssetGenerationRecord,
nextResourceCanvasAssetGenerationDispatch,
type ResourceCanvasAssetGenerationTask,
resourceCanvasAssetGenerationTaskIsAudio,
} from './resourceCanvasAssetGenerationTaskModel';
export const RESOURCE_CANVAS_ASSET_GENERATION_POLL_INTERVAL_MILLIS = 2_000;
@@ -142,6 +143,12 @@ export function createResourceCanvasAssetGenerationQueue(
const projectPath = deps.projectPath();
// 命令名写成字面量:`scripts/check-config.mjs` 的 invoke 门禁按字符串字面量登记调用方,
// 抽成常量会让这两条 IPC 被判成「没有前端调用方」。
/*
音频与图片类走**同一条命令**,载荷按任务形状分流:音频没有比例 / 尺寸 / 参考图 / 精确
落点,只有「任务 id = operation id」+ 幂等键这对请求身份;图片类载荷字段与取值口径逐字
不变(`kind / prompt / aspectRatio / imageSize / assetName / outputPath`)。
*/
const audioTask = resourceCanvasAssetGenerationTaskIsAudio(task);
const start = async () =>
(await deps.invoke('start_local_project_asset_generation', {
projectPath,
@@ -149,13 +156,19 @@ export function createResourceCanvasAssetGenerationQueue(
taskId: task.taskId,
kind: task.assetKind,
prompt: task.prompt,
aspectRatio: task.aspectRatio,
imageSize: task.imageSize,
assetName: task.assetName,
referenceAssetIds: task.referenceAssetIds,
outputPath: task.outputPath,
// 入口栏目:原生支持时按它登记归类;不支持时后端忽略,落点仍按正式归类走。
...(task.targetCategory ? { targetCategory: task.targetCategory } : {}),
...(audioTask
? { idempotencyKey: task.idempotencyKey }
: {
aspectRatio: task.aspectRatio,
imageSize: task.imageSize,
referenceAssetIds: task.referenceAssetIds,
outputPath: task.outputPath,
// 入口栏目:原生支持时按它登记归类;不支持时后端忽略,落点仍按正式归类走。
...(task.targetCategory
? { targetCategory: task.targetCategory }
: {}),
}),
})) as LocalProjectAssetGenerationTaskRecord;
let started: LocalProjectAssetGenerationTaskRecord;
try {
@@ -52,6 +52,14 @@ export type ResourceCanvasAssetGenerationTask = {
assetKind: GameCreationAppAssetKind;
assetName: string;
prompt: string;
/**
* 音频任务的**请求幂等键**;图片类任务为 `null`。
*
* 音频生成在原生侧按「operation id + 幂等键」记账,任务 id 就是那次生成的 operation id
* 重试必须带回同一个幂等键,否则同一次生成会变成第二次付费请求。图片类通道的请求指纹不含
* 这项,所以保持 `null`——不为统一形状给图片类补一个它根本不用的身份。
*/
idempotencyKey: string | null;
aspectRatio: string;
imageSize: string;
/**
@@ -130,10 +138,17 @@ export function resourceCanvasAssetGenerationTaskTone(
*/
export const RESOURCE_CANVAS_ASSET_GENERATION_LOCAL_QUEUE_PHASE = '排队中。';
const RESOURCE_CANVAS_ASSET_GENERATION_CATEGORIES = [
/**
* 入口文案派生时遍历的栏目:图片类三个栏目 + 音频栏目。
*
* 音频任务的账本 `kind` 是 `sound-effect` / `background-music`,恢复历史任务时也必须能派生出
* 「生成音效 / 生成背景音乐」这层文案,否则重开项目后音频任务只剩素材名可看。
*/
const RESOURCE_CANVAS_GENERATION_CATEGORIES = [
'ui-interaction',
'character',
'scene',
'audio',
] as const;
/**
@@ -145,12 +160,15 @@ const RESOURCE_CANVAS_ASSET_GENERATION_CATEGORIES = [
export function resourceCanvasAssetGenerationKindLabel(
kind: GameCreationAppAssetKind,
): string | null {
for (const category of RESOURCE_CANVAS_ASSET_GENERATION_CATEGORIES) {
for (const category of RESOURCE_CANVAS_GENERATION_CATEGORIES) {
for (const tool of resolveResourceCanvasBottomTools(category)) {
for (const action of resourceCanvasBottomToolActions(tool)) {
if (action.route === 'asset' && action.assetKind === kind) {
return action.label;
}
if (action.route === 'audio' && action.audioKind === kind) {
return action.label;
}
}
}
}
@@ -200,6 +218,7 @@ export function createResourceCanvasAssetGenerationTask(input: {
assetKind: input.action.assetKind,
assetName: input.assetName,
prompt: input.prompt,
idempotencyKey: null,
aspectRatio: input.aspectRatio,
imageSize: input.imageSize,
// 参考图去重(保持用户选择顺序):同一张素材在一份草稿里被选两次仍只算一次参考,
@@ -229,6 +248,76 @@ export function createResourceCanvasAssetGenerationTask(input: {
const RESOURCE_CANVAS_ASSET_GENERATION_TASK_LIMIT = 50;
/** 音频任务的 kind:只有这两类走音频生成通道。 */
export type ResourceCanvasAudioGenerationTaskKind = Extract<
GameCreationAppAssetKind,
'sound-effect' | 'background-music'
>;
/**
* 新提交的**音频**任务(音效 / 背景音乐)。
*
* 与图片类共用同一份本地排队、同一个后端账本与同一个「生成任务」侧栏;差异只在请求形状:
* 音频没有比例 / 尺寸 / 参考图 / 精确落点,身份是「任务 id = 那次生成的 operation id」+
* 幂等键(由宿主在提交时铸造并原样保存,重试复用同一对,不产生第二次付费请求)。
*
* 音频也没有入口栏目这条入参:归类由原生音频通道自己决定,提交时不带 `targetCategory`
* 所以这里不留一个没人读的本地字段。
*/
export function createResourceCanvasAudioGenerationTask(input: {
taskId: string;
idempotencyKey: string;
draftId?: string | null;
actionId: string;
actionLabel: string;
kind: ResourceCanvasAudioGenerationTaskKind;
prompt: string;
assetName: string;
projectId: string;
nowMillis: number;
}): ResourceCanvasAssetGenerationTask {
return {
taskId: input.taskId,
draftId: input.draftId ?? null,
actionId: input.actionId,
actionLabel: input.actionLabel,
assetKind: input.kind,
assetName: input.assetName,
prompt: input.prompt,
idempotencyKey: input.idempotencyKey,
aspectRatio: '',
imageSize: '',
referenceAssetIds: [],
referenceLabels: {},
targetCategory: null,
outputPath: null,
projectId: input.projectId,
dispatched: false,
status: 'queued',
phaseDetail: RESOURCE_CANVAS_ASSET_GENERATION_LOCAL_QUEUE_PHASE,
createdAtMillis: input.nowMillis,
startedAtMillis: null,
finishedAtMillis: null,
assetId: null,
error: null,
restored: false,
};
}
/**
* 这条任务是不是音频生成。
*
* 两个调用方都靠它分流:生成任务队列决定派发哪一套载荷(音频只带幂等键、图片类带比例 /
* 尺寸 / 参考 / 落点),宿主决定「未受理失败」把哪块面板连原请求身份带回来。
*/
export function resourceCanvasAssetGenerationTaskIsAudio(
task: Pick<ResourceCanvasAssetGenerationTask, 'assetKind'>,
): boolean {
return (
task.assetKind === 'sound-effect' || task.assetKind === 'background-music'
);
}
/** 账本记录 → 任务列表里的一条(重开项目后恢复显示)。 */
export function restoreResourceCanvasAssetGenerationTask(
record: LocalProjectAssetGenerationTaskRecord,
@@ -246,6 +335,8 @@ export function restoreResourceCanvasAssetGenerationTask(
assetKind,
assetName: record.assetName,
prompt: '',
// 账本不存幂等键:恢复出来的历史任务只用于展示与定位,不承接重试。
idempotencyKey: null,
aspectRatio: '',
imageSize: '',
referenceAssetIds: [],
@@ -326,6 +326,17 @@
white-space: normal;
}
/* 派生/修改任务多一行提示词:用户要能认出这行是哪一次修改(图片类生成任务没有这一行)。 */
.game-resource-generation-task-card-prompt {
overflow: hidden;
color: var(--platform-text-muted);
font-size: 0.68rem;
font-style: italic;
line-height: 1.35;
text-overflow: ellipsis;
white-space: nowrap;
}
.game-resource-generation-task-locate {
justify-self: start;
border: 0;
@@ -36,7 +36,7 @@ export type ResourceCanvasGeneratedAssetKind = Extract<
/** 权威规范图的落点;Rust `AGENT_RUNTIME_ART_SPEC_PATH`。 */
export const RESOURCE_CANVAS_ICON_SPEC_LOCAL_PATH = 'assets/art-spec.png';
/** 工具栏入口的路由:图片类生成 / 既有音频生成 / 上传。 */
/** 工具栏入口的路由:图片类生成 / 音频生成 / 上传。 */
export type ResourceCanvasBottomToolRoute = 'asset' | 'audio' | 'upload';
export type ResourceCanvasBottomToolActionId =
@@ -86,7 +86,12 @@ export type ResourceCanvasAssetToolAction =
writesIconSpecReference: boolean;
};
/** 音频入口:复用既有 `derive_local_project_resource` 的无源生成链路。 */
/**
* 音频入口:与图片类同一条 `start_local_project_asset_generation`(提交即返回、后台生成)。
*
* 原生命令内部仍复用既有音频无源生成链路(`editKind` = `sound-effect` / `background-music`),
* 不新增平台路由与请求体口径;任务与图片类共用同一份项目内任务账本与「生成任务」侧栏。
*/
export type ResourceCanvasAudioToolAction =
ResourceCanvasBottomToolActionBase & {
route: 'audio';

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