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Author SHA1 Message Date
kdletters 8f456d974d 初始化 Direct 活动回合更新时间
Project CI / AI game creator shell Rust shard 3/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust smoke (pull_request) Has been cancelled
Project CI / AI game creator shell Rust crates (pull_request) Has been cancelled
Project CI / Backend tests (pull_request) Has been cancelled
Project CI / Native shell tests (pull_request) Has been cancelled
Project CI / Frontend tests (pull_request) Has been cancelled
Project CI / Repository checks (pull_request) Has been cancelled
Project CI / AI game creator shell web tests (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 2/4 (pull_request) Has been cancelled
Project CI / AI game creator shell Rust shard 1/4 (pull_request) Has been cancelled
让活动回合快照在受理时即具备更新时间
保持面板与重连读取同一份完整快照
2026-09-15 23:38:10 +08:00
kdletters 01e97d3a02 补齐 Direct 回合跨页面恢复
新增活动 Direct 回合只读快照与状态更新
接入重进项目的忙碌态恢复和运行中项目面板
补充生命周期规范、决策记录与定向测试
2026-09-15 23:38:09 +08:00
kdletters 9a9d1d6b72 补齐 DirectProject 更早历史入口
补充 DirectProject 初始历史 hasMore 时的按钮与滚动入口
修正 rebase 后 Tauri 命令与 Rust 测试辅助函数可见性
同步更新 DirectProject 历史恢复规范与里程碑验收记录
2026-09-15 23:38:09 +08:00
k88936 ccc703a72e 确保请求解决事件不被限流丢弃
serverRequest/resolved 不再复用 activity 节流,始终进入 request.resolved 清理链。
2026-09-15 23:38:08 +08:00
k88936 3b20d3f8d0 释放已解决的 DirectThread 请求事件
请求无 ID 时立即可清理,解决事件到达后解除对应 requested 事件 pin。
2026-09-15 23:38:08 +08:00
k88936 e470d23576 避免误淘汰实时 DirectThread 订阅
仅在订阅游标落后于队列头时驱逐订阅,并补充队头被 pin 的回归测试。
2026-09-15 23:38:08 +08:00
k88936 4f6f7a76bb 防止跨项目历史切片串写
历史请求返回后校验当前项目路径,丢弃过期结果。
2026-09-15 23:38:07 +08:00
k88936 75fda11b99 异步化 DirectProject 线程订阅
把历史末项读取和订阅初始化移入 spawn_blocking,避免同步命令阻塞。
2026-09-15 23:38:07 +08:00
k88936 62d413c792 记录 DirectProject 请求解决事件
将 serverRequest/resolved 转换为 request.resolved 事件,及时解除订阅请求占用。
2026-09-15 23:38:07 +08:00
k88936 63d16ae8c7 修复 DirectThread 生命周期锚点清理
让回合开始事件可清理,并保留模块测试所需的身份辅助导入。
2026-09-15 23:38:06 +08:00
k88936 6d351c2251 统一 DirectProject 线程订阅路径身份
订阅端复用 canonical project identity 并匹配 Windows 路径归一化。
2026-09-15 23:38:06 +08:00
k88936 c4c1428126 清理 DirectProject 空状态临时回复
Reducer 没有累计文本时同步清空旧的瞬时回复。
2026-09-15 23:38:05 +08:00
k88936 4f5e409115 补充 DirectProject 历史读取错误提示
捕获历史切片读取失败并保留加载状态清理。
2026-09-15 23:38:05 +08:00
k88936 7083ee9ffd 修复 DirectProject 历史可见数量
加载更早消息后同步增加会话可见窗口。
2026-09-15 23:38:05 +08:00
k88936 69a28847dc 修复 DirectThread 新回合状态残留
新回合开始时清空累计回复文本和活动 item 集合。
2026-09-15 23:38:04 +08:00
k88936 48fa394bfc 接入DirectProject交互请求事件
将app-server审批与用户输入请求投影为标准运行态事件\n仅转发请求标识,不暴露完整请求载荷
2026-09-15 23:38:04 +08:00
k88936 feb20ee659 整理DirectProject事件模块依赖
将历史记录类型依赖置于模块顶部
2026-09-15 23:38:04 +08:00
k88936 2bcf210552 接入DirectProject历史懒加载
进入项目先读取有限历史切片而非完整对话\n按最早item ID向前翻页并保留hasMore状态\n复用同一历史item投影构造聊天记录
2026-09-15 23:38:03 +08:00
k88936 9cd43b2ce8 补齐DirectProject历史完成项锚点
Thread Manager订阅在内存锚点为空时读取持久化最后item ID\n保持重启恢复与历史懒加载锚点一致
2026-09-15 23:38:03 +08:00
k88936 bd0c499773 更新DirectProject事件协议文档
区分JSONL完整item与Thread Manager运行态事件\n明确公开事件必须经过安全投影
2026-09-15 23:38:03 +08:00
k88936 a18aecd0e0 接入DirectProject前端线程订阅
新增独立raw event reducer并按item与turn事件重建运行态\n页面进入时注册notify订阅并通过consume推进Rust内部游标\n队列过期后保留旧状态并重新bootstrap
2026-09-15 23:38:02 +08:00
k88936 f138cd7d55 收紧DirectProject公开事件投影
item事件仅传递类型与完成标记,不转发完整app-server载荷\nturn完成事件仅保留安全终态\n补充事件投影脱敏测试
2026-09-15 23:38:02 +08:00
k88936 147976218b 修正DirectProject事件队列队头清理
将运行态队列改为Vec加head索引\n仅清理可持久化事件的队头并保留未完成item事件\n增加定期compact避免已清理前缀长期占用内存
2026-09-15 23:38:01 +08:00
k88936 d5a023c87c 接入DirectProject线程事件消费命令
将app-server item与turn事件接入Thread Manager

新增subscribe、consume和历史切片Tauri命令

保证响应item持久化成功后才发布完成事件
2026-09-15 23:38:01 +08:00
k88936 c1b5f17c36 新增DirectProject线程事件队列
新增单thread全局事件序列与append-only队列

新增subscriber独立cursor、consume和过期回收语义

补充并发订阅、未完成item、生命周期锚点和队头清理测试
2026-09-15 23:38:01 +08:00
k88936 62466de01a 补充DirectProject事件订阅规范
补充Thread Manager全局事件队列、subscriber cursor与consume契约

补充持久化顺序、队头回收、过期重订阅和历史锚点规则

新增Thread Manager里程碑规范与小步实施计划
2026-09-15 23:38:00 +08:00
k88936 6f23293ca5 修正 Response item content 类型投影
区分 turn/start 的 text 与历史 message 的 input_text

将 AGC 私有引用转换为标准 input_text

新增回归测试避免未知 variant text
2026-09-15 23:38:00 +08:00
k88936 051c2ec898 收紧历史测试与注释口径
移除 legacy 投影描述

将历史测试统一为 Response item 合同
2026-09-15 23:38:00 +08:00
k88936 5576acdc11 接入前端 canonical 用户 Response item
按 Lexical 顺序构造 message.content

DirectProject payload 改为发送 userItem

策略重试保留同一 canonical item
2026-09-15 23:37:59 +08:00
k88936 4ed342d882 更新用户 Response item 里程碑进度
标记 canonical、wire 与失败关闭验收项

同步实施计划为进行中状态
2026-09-15 23:37:59 +08:00
k88936 6664b77142 补充前端用户 Response item 契约测试
覆盖 Lexical 文本与引用交错顺序

验证资源引用只发送稳定 resourceId
2026-09-15 23:37:58 +08:00
k88936 152041cd19 删除旧 DirectProject 引用协议
移除 DirectCodexTurnReference 平行 DTO 与渲染路径

将引用数量上限收回 canonical user item 校验模块
2026-09-15 23:37:58 +08:00
k88936 6d190e2f8c 补齐 Response item 严格合同测试
拒绝资源引用额外身份字段与未知 content part

补充历史 item wire 投影边界测试

同步 DirectProject 历史文档为无 fallback 合同
2026-09-15 23:37:58 +08:00
k88936 d48d09905d 严格使用 DirectProject Response item 历史
移除 game-creator-conversation.v1 读取 fallback

历史注入前逐项投影 canonical user item 为 Codex message

无效 item 在持久化前失败关闭
2026-09-15 23:37:57 +08:00
k88936 5bc7340304 抽离 DirectProject 身份解析模块
将项目 canonical identity 与 digest 放入独立文件

保持 Codex app-server 线程池调用接口不变
2026-09-15 23:37:57 +08:00
k88936 76bbeb6848 重构 DirectProject Agent 深模块
将 direct_runtime 与 codex_app_server 改为目录模块

拆分 user item 的模型、校验与 wire 投影文件

抽离 DirectProject 历史注入载荷构造 seam
2026-09-15 23:37:57 +08:00
k88936 24bbdfda7d 新增 DirectProject 用户 Response item 契约
新增 Rust canonical user item 与 Codex wire 转换模块

增加 ts-rs 绑定目录及生成文件检查边界

更新聊天素材引用规范与里程碑实施计划
2026-09-15 23:37:56 +08:00
kdletters 34503990f2 修复 AGC 维护期登录错误提示
Project CI / AI game creator shell Rust shard 2/4 (push) Has been cancelled
Project CI / AI game creator shell Rust shard 3/4 (push) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (push) Has been cancelled
Project CI / AI game creator shell Rust smoke (push) Has been cancelled
Project CI / AI game creator shell Rust crates (push) Has been cancelled
Project CI / Backend tests (push) Has been cancelled
Project CI / Native shell tests (push) Has been cancelled
Project CI / Frontend tests (push) Has been cancelled
Project CI / Repository checks (push) Has been cancelled
Project CI / AI game creator shell web tests (push) Has been cancelled
Project CI / AI game creator shell Rust shard 1/4 (push) Has been cancelled
按 HTTP 状态展示认证服务不可用、超时和维护提示

增加 503 非 JSON 维护页认证界面回归测试

同步 AGC 启动认证错误提示技术方案
2026-09-15 23:31:00 +08:00
kdletters 34db1b6ad1 避免清理失效锁时误删新锁
Project CI / AI game creator shell Rust shard 4/4 (push) Has been cancelled
Project CI / AI game creator shell Rust smoke (push) Has been cancelled
Project CI / AI game creator shell Rust crates (push) Has been cancelled
Project CI / Backend tests (push) Has been cancelled
Project CI / Native shell tests (push) Has been cancelled
Project CI / Frontend tests (push) Has been cancelled
Project CI / Repository checks (push) Has been cancelled
Project CI / AI game creator shell web tests (push) Has been cancelled
Project CI / AI game creator shell Rust shard 2/4 (push) Has been cancelled
Project CI / AI game creator shell Rust shard 1/4 (push) Has been cancelled
Project CI / AI game creator shell Rust shard 3/4 (push) Has been cancelled
使用原子重命名隔离失效锁文件
2026-09-15 23:27:37 +08:00
kdletters 6d7b3e74a6 自动清理失效数据库备份锁
失效进程锁自动清理后重试获取

仍存活进程持锁时继续阻断并发备份

补充锁生命周期文档与回归测试
2026-09-15 23:24:36 +08:00
lhk229 390bfafed8 Opt/design simplify (#377)
Project CI / AI game creator shell Rust shard 2/4 (push) Successful in 5m21s
Project CI / AI game creator shell Rust shard 1/4 (push) Failing after 5m51s
Project CI / AI game creator shell Rust shard 4/4 (push) Successful in 4m48s
Project CI / AI game creator shell Rust smoke (push) Successful in 2m17s
Project CI / Frontend tests (push) Has been cancelled
Project CI / Repository checks (push) Has been cancelled
Project CI / AI game creator shell web tests (push) Has been cancelled
Project CI / Backend tests (push) Has been cancelled
Project CI / AI game creator shell Rust shard 3/4 (push) Has been cancelled
Project CI / AI game creator shell Rust crates (push) Has been cancelled
Project CI / Native shell tests (push) Has been cancelled
Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/377
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
2026-09-15 23:20:06 +08:00
kdletters 2ef9238aa9 修复生产发布备份状态处理
Project CI / AI game creator shell Rust shard 1/4 (push) Successful in 3m53s
Project CI / AI game creator shell Rust shard 3/4 (push) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (push) Has been cancelled
Project CI / AI game creator shell Rust smoke (push) Has been cancelled
Project CI / AI game creator shell Rust crates (push) Has been cancelled
Project CI / Backend tests (push) Has been cancelled
Project CI / Native shell tests (push) Has been cancelled
Project CI / Frontend tests (push) Has been cancelled
Project CI / Repository checks (push) Has been cancelled
Project CI / AI game creator shell web tests (push) Has been cancelled
Project CI / AI game creator shell Rust shard 2/4 (push) Has been cancelled
备份锁冲突时写入失败状态 JSON

发布脚本安全解析异步备份状态并保留异常文件

生产发布临时目录统一使用 ~/data/tmp
2026-09-15 22:50:02 +08:00
kdletters 7015f41a8e 修复 AGC Skill 清单指纹
Project CI / AI game creator shell Rust shard 2/4 (push) Successful in 5m46s
Project CI / AI game creator shell Rust shard 3/4 (push) Successful in 5m44s
Project CI / AI game creator shell Rust shard 1/4 (push) Successful in 6m4s
Project CI / AI game creator shell Rust shard 4/4 (push) Failing after 6m12s
Project CI / AI game creator shell Rust smoke (push) Successful in 1m58s
Project CI / AI game creator shell Rust crates (push) Successful in 2m26s
Project CI / Native shell tests (push) Successful in 6m44s
Project CI / Repository checks (push) Successful in 5m40s
Project CI / Backend tests (push) Successful in 9m15s
Project CI / Frontend tests (push) Successful in 8m43s
Project CI / AI game creator shell web tests (push) Successful in 3m56s
同步 taonier-art-assets 内容指纹

递增 Skill pack manifest 版本
2026-09-15 22:23:37 +08:00
kdletters c7ba007463 修复 AGC 长回合鉴权与素材验收循环
Project CI / AI game creator shell Rust shard 1/4 (push) Failing after 4m39s
Project CI / AI game creator shell Rust shard 2/4 (push) Failing after 4m50s
Project CI / AI game creator shell Rust shard 3/4 (push) Failing after 4m18s
Project CI / Native shell tests (push) Has been cancelled
Project CI / Frontend tests (push) Has been cancelled
Project CI / Repository checks (push) Has been cancelled
Project CI / AI game creator shell web tests (push) Has been cancelled
Project CI / AI game creator shell Rust shard 4/4 (push) Has been cancelled
Project CI / AI game creator shell Rust crates (push) Has been cancelled
Project CI / Backend tests (push) Has been cancelled
Project CI / AI game creator shell Rust smoke (push) Has been cancelled
修复 DirectProject 长回合平台会话保活与 401 分类

允许已登记普通平台图片通过运行时素材完成门禁

兼容预览 UUID 图片路径并补充技术方案说明
2026-09-15 22:16:12 +08:00
kdletters 361daf374d 修复 AGC 统一错误诊断与素材验收 (#376)
Project CI / AI game creator shell Rust shard 1/4 (push) Failing after 4m49s
Project CI / AI game creator shell Rust shard 2/4 (push) Failing after 5m9s
Project CI / AI game creator shell Rust shard 3/4 (push) Failing after 4m34s
Project CI / AI game creator shell Rust smoke (push) Successful in 2m1s
Project CI / AI game creator shell Rust shard 4/4 (push) Failing after 4m20s
Project CI / AI game creator shell Rust crates (push) Successful in 2m27s
Project CI / Native shell tests (push) Failing after 2m36s
Project CI / AI game creator shell web tests (push) Failing after 47s
Project CI / Frontend tests (push) Successful in 4m23s
Project CI / Repository checks (push) Failing after 3m14s
Project CI / Backend tests (push) Successful in 7m17s
## 变更内容

- 新增统一 Agent Runtime 错误事件和项目内诊断 sidecar,统一 DirectProject、Agent Runtime、app-server 与 AGC 工具桥的失败记录。
- 失败回执写回 DirectProject 对话历史,下一轮可读取上一轮失败证据;前端支持读取脱敏诊断详情。
- 区分 app-server 终态、空闲/硬超时、工具参数错误和试玩次数越界。
- 素材完成门扫描实际 npm 源码模块,并识别 manifest 中合法的自定义登记素材路径。
- 更新 AGC 技术规范、项目决策记录、里程碑和实施计划。

## 验证

- cargo check --manifest-path apps/ai-game-creator-shell/src-tauri/Cargo.toml --tests
- 统一错误测试 6/6 通过
- DirectProject 失败诊断测试 4/4 通过
- npm 场景模块素材引用回归测试通过
- npm run --prefix apps/ai-game-creator-shell typecheck
- npm run check:encoding
- npm run check:doc-index
- git diff --check、Rust 格式检查

真实 Provider / 安装包 smoke 尚未在本 PR 中运行。

---------

Co-authored-by: Git Hooks Test <git-hooks-test@example.invalid>
Reviewed-on: #376
2026-09-15 20:21:53 +08:00
kdletters dd24690b02 新增图集连通域与可配置网格切分
Project CI / AI game creator shell Rust shard 1/4 (push) Failing after 4m37s
Project CI / AI game creator shell Rust shard 2/4 (push) Failing after 4m36s
Project CI / AI game creator shell Rust smoke (push) Successful in 1m31s
Project CI / Backend tests (push) Failing after 10s
Project CI / AI game creator shell Rust shard 4/4 (push) Failing after 4m2s
Project CI / AI game creator shell Rust shard 3/4 (push) Failing after 4m45s
Project CI / Repository checks (push) Failing after 11s
Project CI / AI game creator shell web tests (push) Failing after 1m18s
Project CI / AI game creator shell Rust crates (push) Successful in 2m36s
Project CI / Native shell tests (push) Failing after 2m34s
Project CI / Frontend tests (push) Successful in 4m52s
增加 connected-components 与 grid 切分模式

支持 gridX/gridY 并同步 API、MCP、Skill、AGC 客户端

移除固定 2x2 图集切分契约与文档
2026-09-15 20:06:36 +08:00
kdletters 29e84a77d1 切换 Tiantoken 并删除旧 Vidu 音效
Project CI / AI game creator shell Rust shard 2/4 (push) Successful in 5m31s
Project CI / AI game creator shell Rust shard 4/4 (push) Successful in 5m31s
Project CI / AI game creator shell Rust shard 1/4 (push) Successful in 5m47s
Project CI / AI game creator shell Rust shard 3/4 (push) Successful in 5m48s
Project CI / AI game creator shell Rust smoke (push) Successful in 1m43s
Project CI / AI game creator shell Rust crates (push) Successful in 2m3s
Project CI / Repository checks (push) Successful in 3m43s
Project CI / Frontend tests (push) Successful in 4m53s
Project CI / Native shell tests (push) Successful in 6m35s
Project CI / Backend tests (push) Successful in 7m25s
Project CI / AI game creator shell web tests (push) Successful in 2m35s
新增 TIANTOKEN_BASE_URL / TIANTOKEN_API_KEY 配置并切换文本与图片链路

保留 Suno VectorEngine 路径,删除旧 Vidu submit/poll/builder 实现

同步脚本、文档、测试与运行时 provider 路由
2026-09-15 19:43:35 +08:00
kdletters 687bad0adf 修复登录失败原因提示 (#374)
Project CI / AI game creator shell Rust shard 1/4 (push) Successful in 5m1s
Project CI / AI game creator shell Rust shard 2/4 (push) Successful in 4m27s
Project CI / AI game creator shell Rust shard 3/4 (push) Successful in 4m44s
Project CI / AI game creator shell Rust smoke (push) Successful in 1m34s
Project CI / AI game creator shell Rust shard 4/4 (push) Successful in 3m56s
Project CI / AI game creator shell Rust crates (push) Successful in 2m4s
Project CI / Frontend tests (push) Successful in 4m29s
Project CI / Repository checks (push) Successful in 3m42s
Project CI / Backend tests (push) Successful in 7m0s
Project CI / AI game creator shell web tests (push) Successful in 2m44s
Project CI / Native shell tests (push) Successful in 7m25s
登录失败时,部分网关或兼容接口返回字符串形式的 error,前端解析失败后只显示通用“登录失败”,用户无法判断具体原因。

本次修改:
- 统一错误解析器支持字符串 error,并保留标准嵌套错误的优先级。
- 增加登录接口返回“手机号或密码错误”的回归测试。
- 同步认证排障记录。

验证:
- API 客户端测试 32 项通过
- 认证服务与登录弹窗测试 55 项通过
- npm run typecheck 通过
- npm run lint:eslint 通过
- npm run check:encoding 通过

Reviewed-on: #374
Co-authored-by: kdletters <kdletters@qq.com>
Co-committed-by: kdletters <kdletters@qq.com>
2026-09-15 19:27:14 +08:00
lhk229 2111078483 削减策划agent的工作流负担 (#373)
Project CI / AI game creator shell Rust shard 4/4 (push) Successful in 5m15s
Project CI / AI game creator shell Rust shard 2/4 (push) Successful in 5m19s
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Project CI / Repository checks (push) Successful in 3m46s
Project CI / Frontend tests (push) Successful in 4m52s
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/373
Co-authored-by: Linghong <ink29535@proton.me>
Co-committed-by: Linghong <ink29535@proton.me>
2026-09-15 18:49:00 +08:00
kdletters 2a89d4c20b 游戏生产流程SOP补充错误重试口径
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阶段工具、命令或验证失败时最多重试 3 次,串行、同一阶段同一输入,不得并行绕路、跳到后续阶段或用占位物顶替
3 次尝试全部失败后才停止并把失败原因告诉用户:失败阶段、报错工具或命令、原始错误、仍然缺失的产物
未通过三轮重试的阶段不算完成,缺失产物不得报成已交付
同步 agc-skills manifest 内容指纹
2026-09-15 15:59:10 +08:00
kdletters a319a24cba 回退Direct回合生命周期规范提交3dfb8056d
回退 3dfb8056d:删除新增的《Direct回合跨页面生命周期与运行中项目可见性》里程碑与实施计划两份文档
回退 3dfb8056d:移除 AGC 主规范中的 Direct 回合跨页面生命周期章节及其快照失败重试条款
2026-09-15 15:58:42 +08:00
kdletters 3dfb8056d0 新增Direct回合跨页面生命周期规范并固定快照失败重试3次
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新增《Direct回合跨页面生命周期与运行中项目可见性》里程碑与实施计划,约定离开项目页面不终止回合、重新进入需恢复忙碌态与进度并以快照 sequence 续接
主规范补充 Direct 回合跨页面行为合同、左上角运行中项目面板契约与验收标准
读取活动回合快照失败改为最多重试 3 次,3 次全部失败才向用户告知失败原因,且不得改写成业务、权限或审批结论
2026-09-15 15:54:16 +08:00
kdletters d9151219ab 调整陶泥儿安装包资源与显示名称
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安装包内置 Codex 顶层目录改为 coding-agent

Windows 注册表和快捷方式显示名改为陶泥儿

同步运行时路径、配置校验与项目文档
2026-09-15 15:10:45 +08:00
kdletters dc8e03988f 修复AGC模型列表刷新无反馈与响应体无限等待
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ConversationModelSelect:手动刷新立即显示「刷新中…」,真实刷新成功后显示「模型列表已刷新」,revision 未变化也有反馈
ConversationModelSelect:刷新失败按 HTTP 状态与超时给出可辨认提示,沿用有效缓存时不报告刷新成功,已选模型与挂载/聚焦语义不变
clientApi:成功与错误响应体统一走 readClientHttpResponseText 的 15 秒上限,响应体卡住时结束等待并释放模型目录在途请求
测试:补齐模型目录响应体超时后保留缓存并可重试、迟到响应不覆盖新目录、手动刷新进行中/同版本成功/失败反馈用例
文档:同步 AGC 模型目录刷新反馈与响应体超时合同,并在共享记忆记录该排障口径
2026-09-15 14:41:57 +08:00
lhk229 8ae7ed0128 Merge branch 'master' into opt/design-debug
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2026-09-15 12:29:58 +08:00
lhk229 dfdcc43a0b Merge pull request '新增 AGC 首页策划补全入口' (#369) from feat/entrance into master
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Reviewed-on: https://git.genarrative.world/git/GenarrativeAI/Genarrative/pulls/369
2026-09-15 12:29:47 +08:00
lhk229 9389c7fff8 修正 AGC 策划补全说明
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更新首页启动模式注释以覆盖游戏策划补全分支

同步实施计划与当前测试覆盖边界
2026-09-15 12:26:57 +08:00
lhk229 77d3917d9c 统一策划 Agent Debug 运行时开关
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策划 Debug 日志与快速推进入口共用 GENARRATIVE_AGC_DESIGN_DEBUG。

通过 Tauri 查询构建与运行时状态,移除前端 VITE Debug 开关依赖。

更新开发启动器、策划工作区测试和技术方案文档。
2026-09-15 04:22:45 +00:00
lhk229 fbf8d34f45 新增 AGC 首页策划补全入口
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首页做游戏入口增加策划补全勾选项

勾选后复用 planning Agent Runtime 启动模式

补充首页启动模式回归测试与实施计划
2026-09-15 12:14:03 +08:00
kdletters 33369f1180 修复生图资产实时刷新
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兼容 Windows 普通、verbatim 与 UNC 项目路径的失效事件匹配

让普通生图成功后立即发送 manifest 刷新通知

补充资源卡片与桥接通知回归测试
2026-09-15 10:37:47 +08:00
lhk229 9aa6f5efea 解决platform-llm和策划agent reasoning问题,并修复若干bug (#350)
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Reviewed-on: #350
2026-09-15 00:50:36 +08:00
suzmii 0ced0c2564 Merge pull request 'AGC 资源工作台三处交互收口:侧栏关闭入口合并、删除折叠把手、播放左对齐' (#361) from fix/agc-resource-workbench-chrome into master
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Reviewed-on: #361
2026-09-15 00:44:02 +08:00
suzmii 0aa6dfe994 修复两个 CSS 文件末尾多出的空行(CI git diff --check 报 new blank line at EOF)
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- resourceCanvasAssetGenerationTasksSidebar.css:文件末尾由 ``}\n\n\n`` 收敛为 ``}\n``,与 origin/master 的结尾字节一致
- styles.css:同上(此前由编辑工具补写整文件时多留了两个空行)
- 两处都只删结尾空白,文件内容与行尾风格(LF)不变
2026-09-15 00:02:57 +08:00
suzmii 40e2a1b9b1 AGC 资源工作台工具条:把布局状态提示移出动作行,按钮间距不再随提示文案变长而变化
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- 根因(按真机截图逐像素量出来的):动作行 `game-workbench-view-actions` 里除了按钮还挂着 `game-resource-reorder-status` 这个 `role="status"` 提示,它是 flex 子项、`white-space: nowrap`,文案从空 →「保存中」→「布局已保存」→ 失败原因会越变越长,于是把右侧按钮按文本宽度顶开:同一份截图里「资源面板→生成素材」「生成素材→整理画布」的空隙是 64/66px,而「整理画布→生成任务」是 80px,差值正是这条提示当时的宽度(10px × 8 字符 ≈ 16px)
- 修法:把它从动作行里搬出来,改成工具条内的绝对定位(`bottom: 4px; left: 12px`,`max-width` + 省略号兜底),不再参与行内排版;四枚动作按钮的内容宽度实测都是 132~134px,间距因此只剩一套
- 保留上一笔的分段控件 `margin-left: 17px`:它解决的是另一半——分段控件内部 0 间距导致它与前一按钮只隔 10px,而其余按钮之间是 24px
- 用例:新增「布局状态提示不参与动作行排版,不会按文案宽度顶开按钮」,钉住 `position: absolute` 与锚点;既有「布局已保存」文本断言(按文本查,不依赖它在哪个容器)不受影响
- 文档:AGC 入口矩阵补「工具条动作行的间距只有一套」口径,写清提示为什么不进这一行

验证:tsc --noEmit 通过;appSurface 全量 441 条通过;侧栏开合与入口 5 条、画布手动布局 9 条通过;变异验证:把提示改回 `position: static`,新用例变红
2026-09-14 23:33:32 +08:00
suzmii e272492f25 AGC 资源工作台工具条:统一行内间距,「依赖 / 类型」不再与前一按钮贴得过近
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- 现象:工具条动作行里「资源面板 / 生成素材 / 整理画布 / 生成任务」之间是 gap 7px + 两侧 padding 11px = 视觉 24px,而「整理画布 → 生成任务 → 依赖」这一段只有 gap 7px + 分段控件自带 padding 3px = 10~13px,一行里两套间距;截图量出来的词间距是 64/65/65px,换算后正好差在这一段落上
- 根因:`.game-workbench-tabs.game-resource-sort-tabs` 把分段控件的 `padding: 3px` 归零后,它和同容器兄弟之间就只剩行本身的 7px gap,而其余按钮靠自身左右 padding 各撑出 11px
- 修法:给分段控件补 `margin-left: 17px`(7 + 17 = 24px),整行只剩一套间距;分段控件内部仍是 0 间距的连通分段(依赖 / 类型 共享边界不变),高度 36px 与其余按钮对齐的既有口径不变
- 用例:`resourceCanvasGenerationTasksSidebarDismiss.test.tsx` 新增「依赖 / 类型 与前一按钮之间的间距跟行内其他按钮一致」,钉住 `margin-left: 17px` 与 `padding: 0` 两条声明

验证:tsc --noEmit 通过;appSurface 全量 441 条通过;侧栏开合与入口 4 条、画布手动布局 9 条通过;变异验证:把 `margin-left` 改回 0,新用例变红
2026-09-14 23:25:46 +08:00
suzmii 38928167f4 Merge branch 'master' into fix/agc-resource-workbench-chrome
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2026-09-14 23:11:57 +08:00
suzmii d0b15dbc54 AGC 生成任务侧栏:收起也补上退场动画,退场期间内容不跳
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Project CI / Backend tests (pull_request) Successful in 9m6s
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Project CI / Frontend tests (pull_request) Has been cancelled
- 进场本来就有动画(`…-enter`),收起却是瞬间卸载,观感上"闪一下没了"。现在收起先播退场再卸载:`open` 变 false 后进入 `leaving`,根节点挂 `is-leaving` 播 `…-leave`(与进场同向反向,160ms,`pointer-events: none`),播完才卸载
- 时长在组件与 CSS 两处各写一次,组件导出 `RESOURCE_CANVAS_ASSET_GENERATION_TASKS_LEAVE_MILLIS` 并由用例钉住两处一致
- 减动效偏好下 CSS 已关掉动画,组件那边同步按 0ms 处理,收起立即卸载,不白等 160ms
- 退场期间沿用收起前那一份列表(`lastRenderedRef`):宿主会在同一帧里收起侧栏并把在途任务收口,直接吃新 props 会让退场动画里的内容跳一下;滚动区的空态分支也改读这份冻结快照,不能读实时 `ordered`(这是本批调试时用假时钟用例抓到的真问题)
- 用例:面板用例新增「收起时先播完收起动画再卸载,动画期间列表内容不跳」;样式用例新增「is-leaving 挂上收起动画、pointer-events: none、减动效同样关掉」;既有生成任务相关性用例改为等退场动画走完再断言(新增 `waitForTasksSidebarLeaveAnimationToFinish`)
- 文档:AGC 入口矩阵与 decision-log 同步退场动画口径

验证:tsc --noEmit 通过;appSurface 全量 441 条通过;侧栏面板 9 条、样式 10 条、开合与入口 3 条通过;变异验证:把早返回改回「立即卸载」与把 CSS 的 `is-leaving` 选择器写错,对应断言分别变红
2026-09-14 23:01:35 +08:00
suzmii 96971403ee AGC 资源画布:定位到素材后把视口居中到该卡
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- 根因:`handleResourceSelect` 只改选中、不移动画布,而这张画布是 transform 平移的、资源卡不在任何滚动容器里;既有的 `card.scrollIntoView()` 碰不到滚动祖先,卡在视口外时用户看到的就是「定位过去了但依然见不到素材」
- 新增 `centerResourceCanvasOnResource`:读该卡在当前布局位置表里的 x/y 与卡片尺寸,按 `canvasSize / 2 − 卡中心 × scale` 求视口平移量;缩放保持不变(定位不改用户缩放预期,与 `ensureResourceBookContentVisible` 同口径)
- 聚焦链在「选中新资源」那一步之后调用它;`scrollIntoView` 保留(栏目页仍有带滚动条的祖先)
- 用例:新增「centers the canvas viewport on the located asset so it is actually visible」,用渲染进 DOM 的真实画布尺寸断言 `viewportX + 卡中心 × scale = 画布中心`
- 文档:decision-log 补「失去焦点即收起」与「定位必须让素材真的可见」两条决策;AGC 入口矩阵同步自动收起、入口顺序与定位居中口径

验证:tsc --noEmit 通过;appSurface 全量 441 条通过;变异验证:把定位链里的居中调用摘掉,新用例变红(450 vs 400,正好是画布宽 800 的一半与旧视口之差)
2026-09-14 22:36:32 +08:00
lhk229 a439b2cb34 修复 Linux CI 缺少策略路径归一化实现
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为非 Windows 平台补充 normalize_windows_policy_path 恒等实现,修复 Linux Rust 编译失败。
2026-09-14 22:35:56 +08:00
suzmii 45ccc58969 AGC 生成任务侧栏:失去焦点自动收起、入口挪到排列方式之前
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- 侧栏展开时挂 document 级 pointerdown 捕获监听:点在侧栏内部与工具条那枚开合按钮以外的地方(画布、其他工具条按钮、对话框)即自动收起侧栏
- 排除开合按钮本身:它自己负责 toggle,若在「点外部」里也命中会先收起再被 toggle 打开,表现为按钮失灵
- 工具条「生成任务」入口加 data-resource-generation-task-toggle 标记,供上面的判定排除
- 「生成任务」入口从资源排列方式之后挪到之前:动作在前、排列方式(依赖 / 类型)收在行尾;入口抽成可复用元素,资源页签与运行页签各渲染一次,同一时刻只渲染一处
- 新增 tests/resourceCanvasGenerationTasksSidebarDismiss.test.tsx:点外部收起、点内部与开合按钮不收起且仍能 toggle、入口排在依赖/类型之前

验证:tsc --noEmit 通过;vitest(新用例 3 条 + 生成任务侧栏 8 条 + 侧栏样式 9 条 + 画布手动布局 9 条)通过;变异验证:关掉自动收起 effect 与把入口挪回排列方式之后,对应断言分别变红
2026-09-14 22:29:16 +08:00
suzmii 9e709ce727 AGC 资源工作台交互收口:补充改动前三处截图对照图
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- 新增 docs/technical/assets/agc-resource-workbench-ui-before-20260914/:任务侧栏两个关闭入口、左侧贴边折叠把手、顶部播放按钮居中悬浮三张改动前截图
- 新增该目录 README,逐图说明改动前的问题与同步过的文档口径,供 PR 与后续回归对照
2026-09-14 22:02:54 +08:00
suzmii 96ae3db1df AGC 资源工作台三处交互收口:侧栏关闭入口合并、删除折叠把手、播放左对齐
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- 「生成任务」侧栏头部右上角由返回箭头(ChevronLeft / aria-label=收起生成任务)改为关闭 X,并与底部那枚重复的 X 统一为同一个 aria-label=关闭生成任务
- 删除「生成任务」侧栏底部 footer(关闭按钮 + border-top 分割线):关闭入口只留头部一枚
- 删除「生成任务」侧栏折叠态的左侧贴边竖排把手(handle 及其标签 / 在途角标 / 进场动画 / 悬停位移):折叠后组件不再渲染任何常驻入口
- 清理上述删除留下的悬空样式:focus-visible 分组选择器、480px 窄屏媒体查询与 prefers-reduced-motion 块里的把手分支
- 工具条「生成任务」入口移出 `mode === 'resources'` 分支:两个页签下都常驻。侧栏本体本来就是无条件渲染的浮层,运行态可见;入口只留资源页签时,切到运行关掉侧栏就再也打不开(此前靠左侧贴边把手兼作运行态入口)
- 工具条把「播放」移到「资源管理 / 运行」右侧并左对齐:新增 .game-workbench-view-tabs 作为左侧控件组,播放按钮由 absolute + left:50% + translateX(-50%) 的居中悬浮改为 static;相应删除 max-width:1000px 里的居中兜底规则
- 播放按钮并进按钮基础外观与 focus-visible 规则列表:新位置不再命中 .game-workbench-tabs / .game-workbench-view-actions 的选择器,漏掉会掉成零圆角、零内边距、无边框、默认字号的裸按钮(颜色规则仍生效,肉眼容易漏)
- 播放按钮保持两个页签下都常驻(回到改动前的可见性):运行视图空态与预览失败态要靠它重跑
- 同步更新断言:侧栏关闭入口唯一且 footer 不存在、折叠态不渲染任何按钮或把手、样式表不残留被删类名、播放按钮声明为左对齐静态定位且仍在基础外观/焦点环规则内
- 生成任务用例补回机器证据:折叠后工具条按钮的 data-resource-generation-task-count 归零、重开后头部「在途生成任务 0」徽标跟上收口结果、运行页签下侧栏仍能重开(先用 aria-selected 钉住真的切了页签);用例夹具新增 runnable 开关把首个原型标成完成
- 同步文档现状:PRD 顶部播放按钮与任务侧栏进度面两条、AGC 栏目画布底部工具栏入口矩阵的侧栏形态、decision-log 的进度面形态决策

验证:tsc -p apps/ai-game-creator-shell/tsconfig.json --noEmit 通过;vitest appSurface 全量 440 条通过、生成任务侧栏 8 条与侧栏样式 9 条通过;check-encoding 通过;prettier --list-different 未新增命中(project-development/index.tsx 属基线既有非格式化文件);变异验证:还原播放按钮基础外观规则、还原折叠把手与 footer、还原折叠态早返回、把「生成任务」入口退回 mode 分支,对应断言均变红
2026-09-14 22:00:06 +08:00
kdletters 1877aea33c 修复 Windows verbatim AppData 路径权限识别
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归一化 \\?\ 与 \\?\UNC\ 路径后再判断受管 ACL scope

补充 verbatim AppData 回归测试
2026-09-14 21:04:01 +08:00
kdletters 2bdee990a2 AGC 开发态补齐后台 Web 启动与端口汇总,端口归属探测从 WMI 换成 netstat
- dev-port.mjs 新增 resolveAgcAdminWebEndpoint:后台 Web 端口按 Linux 用户端口段 start + 3、非 Linux 优先 3102 解析,ADMIN_WEB_PORT 可显式指定,并把已解析的 AGC Vite 端口列为保留端口
- start-dev-stack.mjs 随 AGC 一起拉起 apps/admin-web(AGC_DEV_ADMIN_WEB=0 关闭):与 AGC Vite 一样由启动器直接持有并纳入信号与退出收束,不走会整体重写 .app/dev-stack.json 的 dev:admin-web
- start-dev-stack.mjs 新增启动汇总行,一次给出前端、后端、后台、数据库与 bgfilter-worker 的实际地址,端口漂移后以该行为准
- start-dev-stack.mjs 端口归属探测改用 netstat -ano 取端口到 PID、.NET Process 读可执行文件路径,仅在核对 SpacetimeDB --data-dir 归属时按 PID 取命令行并做 5 分钟 TTL 缓存:本机实测单轮探测由约 43 秒降到 0.37 秒,agc:serve 的 starting backend stack 到 backend ready 由约 80 秒降到 16.7 秒
- 后台 Web 端口解析或启动失败只告警,不阻断也不连带停止 AGC 客户端与配套后端
- tests/dev-port.test.ts、tests/start-dev-stack.test.ts 补充用例覆盖后台 Web 端口解析与严格占用、失败软化、启动汇总、netstat 探测脚本与命令行缓存失效
- docs/【开发运维】与 docs/technical 同步 AGC 开发态启动口径,pitfalls.md 记录 WMI 慢速探测的实测数据、netstat 改法与 PID 取最后一列的易错点
2026-09-14 21:02:08 +08:00
suzmii 330e4d6c5b Merge pull request 'AGC 画布:生成期间可退出与任务侧栏(高优)、画布手动整理、透明底判据、素材类型独立入口' (#358) from fix/agc-canvas-acceptance-batch into master
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2026-09-14 20:31:21 +08:00
suzmii aeac6c7b74 合并 origin/master(279a5e8e0,#356 UI 编辑器返回后资源画布平移)到验收批次
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- 合并最新 master,使 PR #358 的头包含当前 master 顶端(CI 门禁要求)
- 冲突按「两侧语义都保住」解:
  - docs/project-memory/shared-memory/pitfalls.md:保留我方新增的「严格 IPC 桩缺登记新命令」
    与上游新增的「UI 编辑器返回后资源画布滚轮平移失效」两条,只删除冲突标记行
  - index.tsx / tests/appSurface/harness.ts / project-development.suite.ts:保留本批生成任务与
    资源画布改动,同时并入上游的资源画布平移回归用例与共享 ResizeObserver 桩
- 工作树里另有 5 个版本号改动(package.json / Cargo.toml / Cargo.lock / tauri.conf.json /
  package-lock.json,0.1.29 → 0.1.34)属发布动作,**本次刻意未提交**,原样留在工作树
2026-09-14 20:27:05 +08:00
k88936 279a5e8e0e Merge pull request '修复 UI 编辑器返回后资源画布平移' (#356) from fix/cant-pan-after-ui-editor into master
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Reviewed-on: #356
Reviewed-by: 孔令弘 <ink29535@proton.me>
2026-09-14 20:13:28 +08:00
suzmii 2292ae1fc1 Merge branch 'master' into fix/agc-canvas-acceptance-batch
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2026-09-14 19:59:44 +08:00
lhk229 a5dfa322cb Merge branch 'master' into fix/cant-pan-after-ui-editor
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2026-09-14 19:56:40 +08:00
suzmii b077cb5277 更正 decision-log:「整理画布」最终位置固定在「生成素材」之后、「管理未完成编辑」之前(不在行尾)
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2026-09-14 19:30:02 +08:00
suzmii 8ad0487b8d 合并 fix/agc-resource-layout-manual:「整理画布」移入资源动作簇(离开行尾)
- 冲突解在 index.tsx 工具条动作区:两侧都要在同一位置插入按钮(WS1 的「生成任务」入口 +
  WS2 把「整理画布」从行尾移到「生成素材」之后),按「两侧语义都保住」解——
  「整理画布」在前(紧邻「生成素材」,满足其 previousElementSibling 断言与「不是行尾」断言),
  「生成任务」紧随其后,共用同一个闭合标签;行尾那份旧「整理画布」由 WS2 的删除 hunk 干净应用
- 已核对:ria-label="整理画布" 与 ria-label="生成任务" 在文件中各恰好一处
- 合并后实测:gc:typecheck 通过;resourceCanvasManualLayout 9 + appSurface 439 = 448 passed
2026-09-14 19:29:51 +08:00
suzmii 417b5ec630 「整理画布」移入资源动作簇:排在「生成素材」之后,不再挂在这一行行尾
- index.tsx:把「整理画布」从 game-workbench-view-actions 行尾(排序 tab 之后)
  移到「生成素材」之后、「管理未完成编辑」之前,与其它资源动作同类相邻,
  标签仍为 aria-label=\"整理画布\",零 CSS 改动
- index.tsx:语义与行为一字未改——disabled={!resourceLayoutReady}、
  aria-busy={resourceLayoutSaving}、onClick 仍调 activeResourceLayout.rederiveNow(),
  反馈仍走既有 resourceLayoutNotice / resourceLayoutSaving,changed 门保留
- resourceCanvasManualLayout.test.tsx:位置断言改为钉新位置——该行最后一个按钮不是它、
  它在「生成素材」之后(previousElementSibling)、在排序组左侧;
  继续保留「资源排列方式」组内只有「按依赖 / 按类型」与本按钮不在该组 /
  不在 .game-resource-sort-tabs 内的断言
2026-09-14 19:25:21 +08:00
k88936 174b6dd347 抽取共享 ResizeObserver 测试桩
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让项目开发测试复用统一 observer 安装 helper

保留 observer 创建与断开计数断言
2026-09-14 19:24:23 +08:00
suzmii 5adc16fbda Merge branch 'feat/agc-generation-task-progress' into fix/agc-canvas-acceptance-batch 2026-09-14 19:16:16 +08:00
suzmii 6c98c19c12 更正 decision-log:「整理画布」是资源工具条动作区里的独立动作按钮,不在「资源排列方式」分组内 2026-09-14 19:11:33 +08:00
lhk229 a7c40da6cf 修复自动切分问题节点恢复与临时文件清理
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将 problematic_nodes 纳入失败判定并保留恢复状态
清理完成或放弃流程产生的 processed 和 binding 临时文件
2026-09-14 19:11:27 +08:00
suzmii 41c59a37a0 style(agc): 「生成任务」侧栏做视觉与信息层级收口(行为与语义一个不动)
- 新增 `resourceCanvasAssetGenerationTasksSidebar.css`:侧栏样式独立成文件,取值全部走平台设计 token
  (`--platform-subpanel-fill/-border`、`--platform-panel-shadow`、`--platform-text-muted`、`--platform-line-soft`、
  `--platform-neutral-*`、`--platform-accent`、`--platform-success-*`、`--platform-button-danger-*`、
  `--platform-input-focus-ring`),不硬编码任何颜色,也不新增第二套色板
- 条目卡片化:素材名为主信息(加粗、单行省略)、阶段文案为次要信息(muted、小一号)、
  已耗时 `font-variant-numeric: tabular-nums` + 右对齐(秒数跳动不抖)、失败原因 `overflow-wrap: anywhere`
  折行不截断、「定位到素材」轻量下划线按钮 + hover 换色
- 状态徽标成体系:`data-tone` 四档——排队中 `--platform-neutral-*`(中性)、生成中 `--platform-accent`
  (品牌色 + 呼吸感圆点,**不做百分比**)、已完成 `--platform-success-*`、失败 `--platform-button-danger-*`;
  tone 映射提到模型层 `resourceCanvasAssetGenerationTaskTone`(组件只导出组件与常量,保住 react-refresh 边界)
- 分栏标题小字 + 条数胶囊,两栏之间用 `--platform-line-soft` 分隔;空态只给一句简短文案
- 侧栏容器圆角 + 边框 + `--platform-panel-shadow` + `backdrop-filter: blur(10px)`;展开/折叠各有进场动画
  (位移 + 淡入,不做宽度 reflow 抖动);折叠把手是竖向标签 + 在途数量胶囊;列表滚动条细样式
- 无障碍与降级:`:focus-visible` 用 `--platform-accent` 焦点环 + `--platform-input-focus-ring`;
  `@media (prefers-reduced-motion: reduce)` 关掉全部 animation / transition 与 hover 位移;
  `@media (max-width: 480px)` 下侧栏撑满可用宽度、把手收窄,不挡画布操作
- 测试:新增 `resourceCanvasAssetGenerationTasksSidebarStyle.test.ts`(用仓库既有 `tests/styleCascade.ts`
  按真实层叠断言:四档 tone 互不相同且只引平台 token、tabular-nums + 右对齐、卡片圆角与 hover、
  过渡与把手、细滚动条、360px 降级、reduced-motion 关动效、焦点环);
  侧栏行为用例补「四种状态各自输出对应 data-tone」,并把原先断言 Tailwind 类名的部分交还给样式用例
- 未改任何行为:分栏、条数、已完成封顶 20、折叠不清列表、提交后自动展开、入口在途计数、
  定位终局化、非模态(无遮罩 / 无焦点陷阱 / 不进模态遮挡判据)全部保持原样
2026-09-14 19:11:21 +08:00
suzmii a6de1b5570 Merge remote-tracking branch 'origin/master' into fix/agc-canvas-acceptance-batch 2026-09-14 19:07:46 +08:00
suzmii 444bf9bc24 Merge branch 'fix/agc-resource-layout-manual' into fix/agc-canvas-acceptance-batch 2026-09-14 19:07:45 +08:00
suzmii 21c85c4dd1 「整理画布」移出「资源排列方式」分组,成为独立动作按钮
- index.tsx:把「整理画布」从 aria-label=\"资源排列方式\" 的 role=group 里搬出来,
  紧跟排序 tab 之后、作为 game-workbench-view-actions 动作区里的独立按钮,
  外观直接复用该容器既有动作按钮样式(有边圆角 + secondary 填充),不新增 CSS
- index.tsx:语义与行为一字未改——aria-label=\"整理画布\"、disabled={!resourceLayoutReady}、
  aria-busy={resourceLayoutSaving}、onClick 仍调 activeResourceLayout.rederiveNow(),
  成功/失败反馈仍复用既有 resourceLayoutNotice / resourceLayoutSaving,changed 门保留
- resourceCanvasManualLayout.test.tsx:新增结构断言——「资源排列方式」分组里只有
  「按依赖 / 按类型」两枚按钮、「整理画布」不在该容器内也不在 .game-resource-sort-tabs 里,
  同时仍是动作区内可用按钮(布局就绪后不再 disabled)
2026-09-14 19:07:22 +08:00
k88936 a0b5a84d61 Merge branch 'master' into fix/cant-pan-after-ui-editor
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2026-09-14 19:00:47 +08:00
k88936 a8aacb27bd 修正资源画布回归测试 IPC 桩
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使用 manifest projectId 匹配真实布局读取契约

补充初始化布局更新命令回执
2026-09-14 18:53:52 +08:00
suzmii a45172e055 同步文档:生成进度面收敛为常驻可折叠侧栏、提交即关面板、定位终局化、类型选项纵向列表
- PRD §3.10:进度面由「非模态浮层」改为「常驻画布的可折叠任务侧栏」(折叠把手带在途计数、两个分栏、已完成封顶 20、左侧覆盖式、提交后自动展开);定位动作终局化(跨栏目先切栏目 / 不在投影给结论 / 3 秒有界兜底)
- PRD §3.10 面板形态:改为「点「生成」即同步关闭面板、面板内不出现阶段文案;只有点击瞬间失败才带草稿重开;受理后失败只在侧栏收口」
- 栏目画布入口矩阵 §4/§4a:同步上述两条,并把 4a 标题由「「生成任务」面板」改为「「生成任务」侧栏」
- decision-log:新增 2026-09-14 条目(进度面收敛为常驻可折叠侧栏 + 提交即关面板 + 定位终局化,含位置取舍与覆盖式理由、五条变异证据);并在「素材类型」条目补记选项形态修订(纵向单选列表、radio 语义、方向键只移焦点、行列与滚动口径、建议后续抽 PlatformRadioList)
2026-09-14 18:50:48 +08:00
suzmii e6d92b2d98 Merge branch 'feat/agc-generation-task-progress' into fix/agc-canvas-acceptance-batch 2026-09-14 18:50:00 +08:00
suzmii ec02c39a5d feat(agc): 「生成任务」改造成常驻画布的可折叠侧栏(分栏 / 计数 / 自动展开 / 折叠不影响任务)
- ResourceCanvasAssetGenerationTasksPanelView 由非模态浮层改造成任务侧栏:展开时是贴边
  `<aside>`(`role="region"`、`aria-label="生成任务"`、不铺遮罩、不做焦点陷阱、不进模态遮挡判据),
  折叠时只留一个可点的贴边把手(`aria-label="展开生成任务"`)并带在途数量角标
- 位置取舍:右侧是「智能创作」对话面板、底部是栏目工具栏、顶部是栏目标题栏,所以挂在**左侧、标题栏
  之下、工具栏之上**(`top-16 / bottom-24 / left-3 / w-[300px]`)且是**覆盖式**而不是把画布挤窄——
  画布视口数学与资源卡排布都不被 reflow 动到,收起即完全让出画布;不再保留原来的浮层形态,没有平行入口
- 两个分栏:「排队/生成中」与「已完成」各带条数,只做客户端分组;「已完成」条数封顶 20 条(超出给出
  还剩多少条的说明),列表自身 `overflow-y-auto`,侧栏高度有界
- 入口按钮常驻可见并显示在途数量(`生成任务 · N`,无在途时仍是「生成任务」,`aria-label="生成任务"` 保留),
  把手上的角标同步;提交受理后侧栏自动展开(对齐网页端排队提交后主动弹任务栏)
- index.tsx:新增在途数量派生;侧栏常驻渲染并受同一个开合开关控制,折叠只影响这个视图,
  任务本身仍活在账本与本地队列里
- 测试:任务侧栏用例改为侧栏形态并补「两个分栏 + 条数」「高度有界 + 列表滚动 + 已完成封顶 20」
  「折叠后把手带上在途计数(0 / 2)」;AppSurface 补「提交后自动展开」「折叠期间任务照常推进、
  在途计数归零、再展开仍能看到结果」
2026-09-14 18:49:22 +08:00
suzmii 14a0286f70 fix(agc): 生成面板点击即关闭、面板内不再出现阶段文案,只有即时失败才把草稿带回来
- ResourceCanvasAssetGenerationPanelView:删掉 `phaseDetail` 通道与整套在途状态(`submitting` /
  禁用输入 / 「后台运行并关闭」),主按钮文案恒为动作名;提交时**同步**调用 onSubmit 并 onClose,
  面板不等 IPC、不等排队、不等生成。新增 `draft` / `error` 两个入参:只有「后端从未受理」的即时
  失败重开时,宿主才把草稿与原因带回来(`role="alert"` 可见、改完即可重试)
- index.tsx:`submitResourceAssetGeneration` 改为同步返回(不再 await 终局),记录本次提交上下文
  (taskId / action / 草稿 / 是否本来就该立刻派发),提交后自动开任务面板并给一次提示条;
  收尾回调里区分两类失败:`record === null` 且本来就该立刻派发 → 重开提交面板并带回草稿;
  受理之后才失败 → 不重开面板,只在任务面板收口为失败 + 提示条
- index.tsx:删掉只为旧「在途阶段文案」服务的 `resourceAssetGenerationPanelTaskIdRef` 与成功后的
  自动收面板逻辑(面板此时已关闭)
- 测试:`resourceCanvasAssetGenerationBackgroundClose.test.tsx` 的图片类用例改写为「点击即关闭 +
  面板 DOM 里从不出现 排队中。/正在生成。/提交中…」+「即时失败重开带回草稿与原因」;音频面板用例不变
- 测试:`resourceCanvasBottomToolbar.test.tsx` 的失败重试用例按新语义改写(点击即关闭、重开时显示原因)
- 测试:AppSurface 新增三条(同步关闭且面板无阶段文案、后端未受理时重开并保留草稿、受理后失败不重开
  只在任务面板收口),并把既有生成任务 e2e 的提交步骤改为「点击即关闭」
- 顺带按仓库规范修正以上文件的 eslint import sort 与 prettier 格式(未触碰无关文件)
2026-09-14 18:35:11 +08:00
k88936 c485ce94a1 修复 UI 编辑器返回后资源画布平移
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资源管理卸载重挂时重新绑定画布 wheel 监听

补充 UI 编辑器返回后的资源画布平移回归用例

记录资源画布事件监听重挂排障经验
2026-09-14 18:30:33 +08:00
suzmii 2f47540eeb fix(agc): 「定位到素材」每次点击都终局化,不再卡在「正在定位生成的素材…」
- index.tsx 新增 `resourceAssetGenerationFocusRequest` 序号并加进聚焦 effect 的依赖:手动点定位不改画布
  任何状态,原依赖一个都不变 → effect 不重跑、intent 永远没人消费,这正是「点了没反应 + 提示条永久
  停在中转文案」的根因
- index.tsx `focusResourceAssetGenerationTask` 重写:先按当前投影与清单判一次目标——不在投影里就当场给
  结论(素材已不在项目里 / 已登记但尚未同步),不挂 intent 也不留中转提示;在别的栏目先切栏目再定位;
  挂 intent 后推进聚焦请求序号,并起一个 3 秒有界兜底:仍停在中转文案就收口成可执行提示,intent 被判
  invalid 被静默清掉时也给一条「定位请求已失效」的结论,绝不留下悬而未决的状态
- index.tsx 聚焦 effect 的 `focusedCommitIdsRef` 提前返回分支补 `setResourceWorkbenchNotice('')`:
  已聚焦过时把中转提示一并收掉,不再永久留在提示条上(自动落卡那条链同源问题)
- index.tsx `resourceAssetGenerationContextRef` 扩到带 `manifest` / `resources` / `activePageCategory`
  并在每次渲染刷新:定位回调据此取权威目标与栏目,不再依赖可能过期的闭包值
- 新增 4 条 AppSurface 用例(同栏目直点定位并选中卡片、素材在另一个栏目先切栏目再定位、被搜索挡住时给出
  既有「清除搜索并定位」、素材不在项目里时给明确结论且清掉中转提示)
2026-09-14 18:20:50 +08:00
suzmii a2b016bb9b Merge branch 'feat/agc-generation-task-progress' into fix/agc-canvas-acceptance-batch 2026-09-14 18:18:45 +08:00
suzmii b898590c7d 合并 feat/agc-resource-type-entry:类型选项改纵向单选列表
- 合并 WS4 追加修复(928a0ea13:类型选项由横排 PlatformSegmentedTabs 改为 role=radiogroup 纵向单选列表,
  复用共享 PlatformNavigableListItem,列表有界独立滚动,rogiving tabindex + 方向键移焦点、Enter 落盘)
- 同时并入 origin/master a70ef2d6e(PR #354 Windows sccache / CI 分片改「一片一 job」)
- decision-log.md / pitfalls.md 冲突按「上游改写优先、我方新增保留」解:
  保留我方新增的「放开手工图片生成本地并发」「素材类型独立入口」「退役同步命令」三条与
  「严格 IPC 桩缺登记新命令」一条;AGC 壳 Rust 套件条目采用上游改写后的新标题(「一片一 job」),
  删掉被它取代的旧标题(旧正文早已被上游替换),不留自相矛盾的两条
2026-09-14 18:18:30 +08:00
suzmii 4e277798b8 Merge remote-tracking branch 'origin/master' into feat/agc-resource-type-entry 2026-09-14 18:17:10 +08:00
suzmii 928a0ea13e 素材类型选项改成纵向单选列表,不再横排成一条
- ResourceTypePanel:选项区从 PlatformSegmentedTabs(3~6 列网格,6 项正好挤成一行)换成纵向单选列表,复用共享的 PlatformNavigableListItem 作行骨架
- ResourceTypePanel:容器改为 role="radiogroup" + aria-label,每项 role="radio" + aria-checked,选中态与读屏读的是同一个属性
- ResourceTypePanel:roving tabindex(只有选中项 tabIndex=0)与方向键在选项间移动焦点,走到头不越界;方向键不顺手选中,Enter/Space 才落盘(选中=一次 CAS 写盘,浏览选项不该连环写盘)
- ResourceTypePanel:选中行额外渲染勾选图标作为第二视觉线索,图标 aria-hidden 不污染可读名字
- resourceTypePanel.css:选项容器改成单列网格(grid-template-columns: minmax(0, 1fr) + grid-auto-flow: row + align-content: start),一行一个选项
- resourceTypePanel.css:选项行补 width/min-width/min-height: 44px 与 overflow-wrap,移动端热区与窄屏换行都不依赖共享件的工具类
- resourceTypePanel.css:选中态由 [aria-checked='true'] 驱动并显式提权到 (0,3,0) 以上(含覆盖 :hover:not(:disabled)),避免被共享列表行的悬停底色顶掉
- resourceTypePanel.css:滚动从 body 挪到选项列表(列表现有 max-height: min(320px, 40dvh) + overflow-y: auto),body 改为 auto/minmax(0,1fr)/auto 三段,标题、素材名与错误提示不跟着滚
- 测试:新增「选项区是纵向单列列表」用例,按 styleCascade 解析真实生效声明(360/390/1440 三档宽度都是单列、行满宽、热区 44px),并断言 6 项都是 radiogroup 的直接子元素
- 测试:新增「单选语义与键盘」用例(radiogroup/radio + aria-checked + roving tabindex,方向键只移焦点不落盘,Enter 才写盘)
- 测试:新增「选中态由 aria-checked 驱动并压过共享列表行悬停底色」用例
- 测试:把「面板有高度上界且中间行可滚动」改成「选项区有上界并独立滚动,标题与错误提示不滚」
- 测试:集成用例的类型选项查询从 button/aria-pressed 改为 radio/aria-checked
2026-09-14 18:16:56 +08:00
suzmii cdc0e3d163 fix(agc): 生成任务读门禁用合法 command id、中断任务按清单核对不谎报未完成,并同步注释事实
- asset_generation_tasks.rs:`list_local_project_asset_generations` 的读门禁 command id 由 `asset.read`
  改为契约里真实存在的 `asset.list`(`asset.read` 不在命令表里,写进 `denied_commands` 也不可能命中
  → 原门禁恒不生效);补用例把 `asset.list` 放进项目策略 `denied_commands` 后读账本必须被拒
- asset_generation_tasks.rs:中断任务收口改为与 manifest 交叉核对(新增账本字段 `output_path`,serde 默认值
  兼容旧账本):能找到本次请求的精确落点 → 按事实收口为已完成并带上 assetId;落点存在但清单里没有
  → 报「目标素材未登记,生成未完成」;没有精确落点或清单读不到 → 只报「状态未知(可能已完成)」,不再
  对「素材已登记、账本还停在 running」的窗口谎报「生成未完成」
- asset_generation_tasks.rs:补四条用例(已登记→已完成、未登记→未完成、无落点→状态未知、读门禁可拒绝),
  并把既有的两条中断用例按新语义改为断言「状态未知」
- resourceCanvasBottomToolbarModel.ts:两处注释的入口命令名改为 `start_local_project_asset_generation`
- check-config.mjs:`generate_local_project_asset` 白名单注释改为「没有生产调用方,只有 Rust 集成测试与
  commands.rs 单测在调,待后续批次删除或改为转调 start_local_project_asset_generation」
- resourceCanvasAssetGenerationTaskModel.ts / resourceCanvasAssetGenerationQueue.ts:把「远端 single-flight
  输出槽会拒绝并发」这个已不成立的排队理由改为当前事实——本地 durable 输出槽已按精确动作指纹分槽,
  本批仍按「同一时刻只派发一条」排队是**提交节流**,真并行派发需要并发收口设计,留待下一批
2026-09-14 18:13:12 +08:00
suzmii 8ac77cb090 同步共享记忆与专题文档:并发槽身份、素材类型入口、退役同步命令
- PRD §3.10 本地排队一条:删掉已失效的「共用 single-flight 输出槽」理由,改为「本地槽已按精确动作指纹分槽(具备并行能力),本批前端仍按单条在途排队,真并行派发留待下一批」
- 栏目画布底部工具栏入口矩阵 §4a:同上更正,并写明槽身份材料的 8 个字段与旧槽懒迁移
- decision-log:追加三条 2026-09-14 条目(放开手工图片生成本地并发 / 素材类型拆成独立入口 / 同步命令 generate_local_project_asset 退役为仅测试调用)
- decision-log:更正同日「图片类生成后台化」条目里已被同批次推翻的两处表述(槽身份、本地排队的理由),并给 2026-09-11 的类型选择器入口决策加「已被取代」标记
- decision-log/pitfalls:把「严格 IPC 桩缺登记新命令」的排障经验记入共享记忆(unhandled rejection 与不相干提示断言的组合症状、桩必须返回数组、形状错会「看着绿」)
- 端到端验收用例 S12:更正「用户手动设置 category 已移除」与「面板内删除资源是唯一入口」两处与当前实现不符的描述
2026-09-14 17:52:27 +08:00
suzmii 7240b3793f Merge branch 'feat/agc-generation-task-progress' into fix/agc-canvas-acceptance-batch 2026-09-14 17:50:40 +08:00
suzmii 4fff733516 fix(agc): 生成任务账本读不到时不再抛未处理拒绝,改为保留本地状态并给出提示
- resourceCanvasAssetGenerationTaskModel.applyLocalProjectAssetGenerationRecords:入参在函数入口归一化,
  非数组(undefined / null / 字符串 / 数字 / 对象)一律按「没有后端记录」处理,数组内的垃圾条目
  (null / 数字 / 缺 taskId)逐条丢弃;类型放宽为 `readonly …[] | null | undefined`
- resourceCanvasAssetGenerationQueue:轮询 `list_local_project_asset_generations` 的 IPC 拒绝与非数组
  返回值都在本地接住,按「本轮读不到」计数;到上限后按「账本不可用」与「账本里没有这条」两种原因分别收口;
  派发循环再补两道兜底(dispatch 意外抛出、宿主 onSettled 抛出),保证 `void (async …)()` 不产生未处理拒绝、
  也不会把任务永远卡在「已派发但未终态」
- index.tsx 恢复任务账本的 effect:IPC 拒绝与返回非数组都落到既有提示条
  「生成任务列表读取失败,暂时无法恢复历史任务」,本地任务列表保持原样不清空
- 测试:模型层补「undefined / 非数组 / 垃圾条目不抛错且列表不变」,驱动器层补
  「轮询返回 undefined」「轮询 IPC reject」两条(收口原因、不产生未处理拒绝、后续排队任务照常补发)
- AppSurface 补两条:账本返回 undefined / 读取被拒绝时视图照常渲染、生成入口还在、提示可见
- AppSurface 既有的「布局读时提示」用例显式登记 `list_local_project_asset_generations` 返回空账本:
  该命令是只读的独立链路,严格桩把它判成 unexpected invoke 会让新提示混进「没有任何提示」的断言
2026-09-14 17:47:03 +08:00
suzmii 5d336bf147 Merge branch 'fix/agc-resource-layout-manual' into fix/agc-canvas-acceptance-batch 2026-09-14 17:40:50 +08:00
suzmii 3d6d51737c 测试 harness 登记 WS1 新增的后台生成任务账本 IPC
- resourceCanvasManualLayout.test.tsx:installLayoutTauri 登记
  list_local_project_asset_generations(工作台打开 / 切项目时由 WS1 的生成任务面板读取),
  回空账本,形状按 src-tauri/src/asset_generation_tasks.rs 的
  list_local_project_asset_generations 返回值核对为数组(Vec<AssetGenerationTaskRecord>),
  与前端 invoke<LocalProjectAssetGenerationTaskRecord[]> 一致,不是 { tasks: [] }
- 保留 unexpectedCommands 断言不放宽,也不删除:这条门禁继续拦截意外 IPC
2026-09-14 17:38:21 +08:00
suzmii 1de661df10 Merge branch 'feat/agc-generation-concurrency' into fix/agc-canvas-acceptance-batch 2026-09-14 17:31:40 +08:00
suzmii 6b5f67d207 Merge branch 'feat/agc-generation-task-progress' into fix/agc-canvas-acceptance-batch 2026-09-14 17:31:32 +08:00
suzmii 74b3760d0f docs(prd): 同步功能画布生成入口的后台化事实
- 头部更新时间改为 2026-09-14 并说明本次同步内容,2026-09-13 的原口径与其余合同保持不变的声明保留
- §3.10 实现状态补 2026-09-14 后台化口径(提交即返回 + 项目内任务账本 + 本地排队 + 非模态「生成任务」面板)
- §3.10 接线:图片类入口由 `generate_local_project_asset` 改写为 `start_local_project_asset_generation` + `list_local_project_asset_generations`
  + 项目内账本 `.agent/runtime/asset-generation-tasks/tasks.json`;音频 / 上传两条接线不变
- §3.10 新增「本地排队与进度可见」一条:第二条停在本地队列不调用提交 IPC、阶段文案由后端账本提供、
  非模态「生成任务」浮层与按素材卡定位
- §3.10 面板形态:补「提交期间面板不锁关闭」(×/遮罩/Esc/「后台运行并关闭」),并明确关闭不等于取消请求
- §3.10 前置规范图:命令名同步,并明确「后台化没有改这条前置判据」(`ui-prototype` / `art-spritesheet` 判据不变)
- §7.9 第 3 条:改写为 `start_local_project_asset_generation` 的载荷与「提交即返回」事实,
  保留「原载荷字段名与取值口径逐字不变」的说明,并补 `projectId` / `taskId` 两个新增字段
- §7.9 第 6 条:配对读改为「发生在该任务收口之后(提交命令不再等待生成)」,音频入口描述不变
- §7.9 新增第 8 条:生成期间可退出、面板关闭后进度可见、第二条本地排队(IPC 次数 1→2)、
  两条各自完成后各走一次「配对读 + 落卡」且 revision 单调
2026-09-14 17:30:08 +08:00
suzmii 53026fe8f3 放开 AGC 手工图片生成的 durable 输出槽并发生成限制
- canvas_generation.rs:standalone 图片生成的 durable 输出槽身份改为由精确动作身份派生(run_id = slot-<actionFingerprint>),同一项目里不同 prompt/素材名/参数的生成各自独立成槽,可以同时在途
- canvas_generation.rs:动作指纹材料逐字节保持升级前取值,新增 legacy_standalone_platform_art_generation_run_id 复现升级前 {outputPath, requireSlices} 槽公式,只用于定位升级前遗留账本
- canvas_generation.rs:在取得 durable guard 之后、任何远端 POST 之前调用旧槽账本一次性迁移
- external_generation_state.rs:新增 adopt_legacy_standalone_platform_art_generation_runtime_state_at,在项目写锁内把仍属于本次精确动作的旧 slot- 账本迁移到新身份路径并保留原 idempotencyKey 与 operationId;属于其他动作的旧账本原样保留,不迁移、不删除、不阻塞
- external_generation_state.rs:新增三个 #[cfg(test)] 只读访问器,供跨模块用例断言账本身份
- canvas_generation.rs:新增两条不同动作并发都成功且远端各 POST 一次、不同动作的 durable 槽互不阻塞、旧槽账本仅被同一精确动作迁移三组用例;同动作并发冲突用例改用同一精确动作以钉住幂等语义
2026-09-14 17:30:00 +08:00
suzmii bb7cbae118 feat(agc): 图片类生成后台化,生成面板可随时关闭并新增「生成任务」进度面板
- Rust 新增 asset_generation_tasks.rs:图片类生成拆成「提交即返回任务记录 + 后台 spawn 生成」,
  生成本身仍转调既有 generate_platform_art_asset_with_options_at(不复制生成 / 幂等 / 登记逻辑)
- 任务账本落项目内 .agent/runtime/asset-generation-tasks/tasks.json(复用 agent runtime sidecar 原语),
  阶段文案 phaseDetail 由后端拥有,读取时把上次运行留下的非终态记录收口为「中断失败」,账本上限 50 条
- Rust 新增 IPC start_local_project_asset_generation / list_local_project_asset_generations 并在 main.rs 注册;
  同步命令 generate_local_project_asset 保留不动
- 新增前端纯模型 resourceCanvasAssetGenerationTaskModel.ts:任务状态机、在途判据、账本恢复、耗时文案
- 新增 resourceCanvasAssetGenerationQueue.ts:本地排队驱动器,第二条不发提交 IPC、前一条终态后自动补发,
  状态与阶段一律以后端账本为准,账本查不到该任务时按上限停止等待
- 两块生成浮层在提交期间放开 × / 遮罩 / Esc,次按钮在途时改为「后台运行并关闭」(关闭不等于取消请求),
  图片类面板的在途文案改为渲染后端 phaseDetail
- 新增非模态「生成任务」面板(不铺遮罩 / 不做焦点陷阱 / 不进模态遮挡判据),显示状态、后端阶段、
  已耗时与素材名,已完成条目复用 pendingResourceFocusRef 聚焦链定位素材卡
- index.tsx 宿主接线:任务列表状态与 ref、提交回调不再读面板状态、按项目恢复任务账本、
  工具栏「生成任务」入口按钮与面板渲染点
- check-config.mjs:把已无前端调用方的同步命令 generate_local_project_asset 登记进 native-only 白名单
- 测试:新增「生成面板提交期间可关闭」「本地排队驱动器」「生成任务面板」三组用例;
  appSurface 生成载荷断言改为 start_local_project_asset_generation + list 轮询桩
- 文档:入口矩阵补 §4a 与验证命令、V3 验收 S11a 判据、decision-log 记录本次决策
2026-09-14 17:26:36 +08:00
suzmii 0b3bf3e52d 合并 fix/agc-resource-layout-manual:资源画布改为手动整理口径
- 合并 WS2 分支(新素材不再自动重排 + 显式「整理画布」+ 生成后自动聚焦)
- index.tsx 与 useProjectResourceCanvasLayout.ts 自动合并成功,无需手工介入
- decision-log.md / pitfalls.md 冲突按「两侧语义都保住」解:保留 origin/master 新增的
  「AGC 壳 Rust 套件分片并行」与「根门禁 label 字面量契约」两条,同时保留 WS2 新增的
  「AGC 资源画布改为手动整理」与「不要恢复无条件重派生」两条,只删除冲突标记行
- 新增 tests/resourceCanvasManualLayout.test.tsx
2026-09-14 17:16:58 +08:00
suzmii 6d5cd51649 Merge branch 'fix/agc-preview-alpha-background' into fix/agc-canvas-acceptance-batch 2026-09-14 17:16:30 +08:00
suzmii 181e364d80 AGC 资源卡棋盘格底改按图像真实 alpha 判定
- 原生预览新增头部级 alpha 判据:`LocalProjectImagePreview.hasAlpha`(PNG colorType 4/6 或 tRNS、WebP VP8X/VP8L alpha 标志;JPEG 恒 false),只读签名与 chunk 头、不做像素解码。
- 前端预览 payload 增加可选 `hasAlpha`,并在 `materializeProjectResourceCardPreview` 的两条分支里透传。
- 资源卡根节点新增排障属性 `data-preview-has-alpha`:只有预览已加载且判据为真才写 `'true'`,其余一律不写(缺属性与不透明同档)。
- 棋盘格底选择器加 `[data-preview-has-alpha='true']` 条件;无 alpha 时退回卡片既有纯色底,不引入第二套底色。
- 新增 TS 用例(真渲染资源卡 + styles.css 声明级层叠求值)与 Rust 用例(PNG/WebP/JPEG 头部判据、tRNS、坏文件失败关闭、非解码证明、IPC 字段序列化契约)。
- 验收文档补记 `data-preview-has-alpha` 判据与「真假棋盘格」取证脚本,便于现场区分真透明底与 AI 画出的假棋盘格。
2026-09-14 17:13:43 +08:00
suzmii 3b8ecb02d4 记录 AGC 资源画布「手动整理」口径变更
- decision-log:追加 2026-09-14 条目,记录默认 preserve、显式「整理画布」、
  依赖侧关系图首次就绪的一次性重派生、新素材按 manifest 新增 id 聚焦四条决策与变异验证
- pitfalls:追加「不要恢复无条件重派生」条目,含 changed 门、ready 时序、
  项目作用域 flag 与新素材基线四个易错点
2026-09-14 17:08:00 +08:00
suzmii d02d0ed7a4 AGC 资源画布:新素材不再自动重排,改为显式「整理画布」并在生成后自动聚焦新素材
- useProjectResourceCanvasLayout:资源写意图新增 rederive 标记,显式整理那一笔按 rederive
  策略重算自动坐标(手动坐标原样保留),自动同步仍是 preserve 只补新卡
- useProjectResourceCanvasLayout:新增 rederiveNow(),复用既有写队列 / sidecar 写回链路,
  只在坐标确有变化时落盘,成功复用既有「布局已保存」提示
- index.tsx:两个排序模式的 rederiveAutomaticPositions 都固定 false,画布不再因为资源
  协调签名变化(新增素材、改标签、改分类、拓扑重建)整体重排
- index.tsx:依赖侧「关系图首次就绪」改为按项目作用域的一次性 flag,等该侧 sidecar ready
  后调用一次 rederiveNow(),之后一律只补新卡(切排序 tab 不重新武装)
- index.tsx:依赖/类型 tab 组新增「整理画布」按钮,作为整张画布重排的唯一显式入口
- index.tsx:新增 manifest.assets 新增 id 检测(seenManifestAssetIdsRef),把新卡交给既有
  pendingResourceFocusRef + advanceFocusGeneration() 裁决链聚焦;首次打开 / 切项目只登记
  基线不聚焦,重命名不改 id 天然不触发,已有同目标意图时不重复挂
- 新增 tests/resourceCanvasManualLayout.test.tsx(8 条):新素材入库后既有自动坐标逐值不变、
  依赖侧首次就绪后不再重排、新素材自动聚焦、被搜索挡住走既有「清除搜索并定位」、
  「整理画布」重算并保留手动坐标、已经整齐时再按一次不写盘、首次打开与切项目不聚焦
2026-09-14 17:07:55 +08:00
suzmii ef3e783ab1 Merge remote-tracking branch 'origin/master' into feat/agc-resource-type-entry 2026-09-14 17:07:36 +08:00
suzmii 7ce4a3a9c6 把素材类型从「编辑素材标签」面板拆成独立入口
- 新增 ResourceTypePanel(src/view/project-development/ResourceTypePanel.tsx):类型选一项即落盘,category 传用户选中值、tags 逐字回传落盘原值,保存在飞时沿用 closeOnBackdrop/closeOnEscape = !saving
- 新增 resourceAssetDisplayName.ts:两块面板共用同一个素材名副标题口径(localPath basename),不再各写一份
- 新增 resourceTypePanel.css:类型面板的弹窗骨架与信息浮层「分类」行入口样式,按 AGC 内独立文件约定,不动 packages/** 与 styles.css
- ResourceClassificationPanel 删掉类型 chip 与 categoryChoice:保存时恒回传 gameCreationAppAssetPersistedCategory(asset),「只改标签不动分类」由结构保证
- index.tsx 新增 resourceTypeAssetId 与 resourceTypeAsset;工具条在「编辑标签」旁新增「素材类型」按钮(Shapes 图标)
- index.tsx 用合并后的 resourceClassificationOverlayOpen 纳入点外部/Esc 浮层遮挡判据,并同步 useEffect 依赖项
- index.tsx 渲染新面板:保存成功后由宿主收起面板并沿用 manifest 重载路径,让卡片立刻落到新栏目
- 信息浮层「分类」行接出第二入口:按钮渲染在 dd 之外,不污染 dt/dd 字段读取口径;非 manifest 资产不给入口
- resourceCanvasInfoModel 导出 RESOURCE_INFO_CATEGORY_FIELD_LABEL,模型与入口共用同一行标识
- 新增 tests/resourceTypePanel.test.tsx:选中即落盘、tags 逐字回传、没碰过不写盘、显式待归类、失败回退、saving 锁、Esc/遮罩、面板骨架共 11 条
- 迁移「没碰过分类就回传落盘原值」对照用例并保留两条(标签面板侧),chip 用例搬到新面板文件
- 集成用例改走新入口:选中即落盘并自动关窗,另补 Esc/点外部不串台、只改标签后 manifest category 逐字不变两条宿主级用例
- appSurface 工具条清单补上「素材类型」
2026-09-14 17:07:15 +08:00
225 changed files with 17769 additions and 3588 deletions
@@ -32,6 +32,7 @@ Prefer `scripts/genarrative_external_api.py` for runnable REST calls. It uses on
- Use stable references such as `objectKey`, project resource ID, or asset ID where each operation permits them. Image edit/redraw is stricter: `sourceReferenceId` accepts only a registered project resource ID or asset ID; upload confirmation alone is not enough. Use `/assets/read-url` only for temporary preview/download access.
- Preserve both warning channels after completion. A general `warning` can coexist with `sliceWarning`; do not discard either.
- Do not invent missing derivatives. A source-preserved warning means the main source remains usable but requested post-processing failed. A slice warning means the complete transparent sheet is usable but individual slices are absent.
- Icon spritesheet generation accepts `sliceMode="connected-components"` (default alpha-connectivity detection) or `sliceMode="grid"`. Grid mode requires `gridX` and `gridY` (1-32); use `sliceCount` only to constrain connected-component output.
- For successful `style="pixelArt"`, treat completed-result and nested resource/asset dimensions as the final logical-grid PNG dimensions. They may differ from `size`, `imageSize`, the provider image, and `canvasCompletion.placeholder`; do not rescale or reject the artifact to match those inputs.
- Keep generated artifacts in the canvas and asset library together. Character animation accepts `assetFolderId` and `assetLabel`; its completed result directly returns the final `assetKind="character-animation"` resource and asset with formal sequence fields. Do not create a duplicate first-frame record.
@@ -52,7 +52,7 @@ Every generation row requires a stable `Idempotency-Key` header and returns HTTP
| Image generation | `/api/external/v1/editor/images/generations` | `prompt` | `kind`, `style`, `model`, `aspectRatio`, `imageSize`, `size`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
| Image edit/redraw | `/api/external/v1/editor/images/edits` | `prompt`, `sourceReferenceId` | `referenceImageSrcs`, `model`, `size`, `projectId`, `assetFolderId`, `assetLabel`, `targetLayerId`, `canvasCompletion` |
| Background removal | `/api/external/v1/editor/images/background-removals` | `sourceImageSrc` | `projectId`, `sourceResourceId`, `targetLayerId`, static-image `assetKind`, `assetFolderId`, `assetLabel`, `canvasCompletion`, `generationInputs` |
| Icon spritesheet | `/api/external/v1/editor/icon-spritesheets/generations` | `referenceId`, `iconDescriptions` | `sliceLayout`, `style`, `referenceImageSrcs`, `screenColor`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Icon spritesheet | `/api/external/v1/editor/icon-spritesheets/generations` | `referenceId`, `iconDescriptions` | `sliceMode`, `gridX`, `gridY`, `sliceCount`, `style`, `referenceImageSrcs`, `screenColor`, `model`, `aspectRatio`, `imageSize`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| UI asset extraction | `/api/external/v1/editor/ui-designs/assets/extractions` | `sourceImageSrc`, `aspectRatio`, `imageSize` | `screenColor`, `model`, `referenceImageSrcs`, `projectId`, `assetFolderId`, `spritesheetLabel`, `canvasCompletion` |
| Character animation | `/api/external/v1/editor/character-animations/generations` | `sourceLayerId`, `sourceImageSrc`, `sourceWidth`, `sourceHeight`, `promptText`, `resolution`, `ratio`, `frameCount`, `durationSeconds`, `model` | `projectId`, `sourceResourceId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
| Video generation | `/api/external/v1/editor/videos/generations` | `prompt`, `model`, `aspectRatio`, `durationSeconds`, `resolution`, `mode`, `sound` | `referenceImageSrcs`, `referenceVideoSrcs`, `referenceAudioSrcs`, `webSearchEnabled`, `projectId`, `assetFolderId`, `assetLabel`, `canvasCompletion` |
@@ -94,7 +94,7 @@ For image edit/redraw, confirming an upload is not sufficient: create a project
The icon-spritesheet primary `referenceId` is intentionally stricter than ordinary image references: it accepts only a current-owner project resource ID or asset ID whose authoritative `assetKind` is `icon-spec`. It does not accept an `objectKey`, URL, Data URL, or Blob URL.
`sliceLayout: "grid-2x2"` is an opt-in contract for four fixed game-runtime assets. The provider prompt and server persistence both preserve the ordered slots left-top, right-top, left-bottom, right-bottom. Omit it to retain the default connected-component slicing behaviour for ordinary free-form icon sheets.
`sliceMode` controls atlas splitting. Use `"connected-components"` (default) to detect independent opaque regions by alpha connectivity, or `"grid"` with positive `gridX` and `gridY` values (maximum 32 each). `sliceCount` optionally constrains the connected-component result.
## Common Values
@@ -79,9 +79,9 @@ Keep the existing autonomous-build task graph. Do not add a parallel task system
1. `art-director` generates `assets/art-spec.png` with image generation, `kind: "spec"`, then registers it as `assetKind: "icon-spec"`. This image is the authoritative visual spec; `generationInputs.artSpec` is supporting structured context.
2. `design-foundation` generates `assets/ui-prototype.png` with `kind: "ui-design"`, using the registered art-spec resource ID in `referenceImageSrcs`.
3. `art-asset-plan` generates transparent `assets/art-spritesheet.png` through icon spritesheet generation, using the same registered art-spec resource ID as `referenceId` plus concrete `iconDescriptions`. For the four-category game contract it must also send `sliceLayout: "grid-2x2"`; this is an explicit fixed-slot contract, not a client-side guessed crop.
3. `art-asset-plan` generates transparent `assets/art-spritesheet.png` through icon spritesheet generation, using the same registered art-spec resource ID as `referenceId` plus concrete `iconDescriptions`. For a fixed four-category game contract it may send `sliceMode: "grid"`; for free-form assets use `sliceMode: "connected-components"` (the default).
For a playable Canvas game, do not stop at generation. Make `code-prototype` depend on `art-asset-plan` and consume the persisted `iconImageSrcs` slices for core players, blocks or targets, scene obstacles, and feedback. For the four-category game-chat contract, require response `sliceLayout: "grid-2x2"` and exactly four slices before registering the local runtime sheet; both fewer and extra components fail closed. Treat `art-spec.png` as reference-only. A full-sheet `<img>`, CSS background, path-only mention, guessed equal-grid crop, or code-drawn replacement for core entities is not runtime asset use. If slicing produces `sliceWarning`, keep the complete transparent sheet as a valid editor artifact, but fail the playable game asset gate until real slice files or verified atlas coordinates exist; never invent coordinates or replace the icon-spritesheet route with ordinary image generation.
For a playable Canvas game, do not stop at generation. Make `code-prototype` depend on `art-asset-plan` and consume the persisted `iconImageSrcs` slices for core players, blocks or targets, scene obstacles, and feedback. When using the fixed four-category contract, require response `sliceMode: "grid"` and exactly four slices before registering the local runtime sheet; both fewer and extra components fail closed. Treat `art-spec.png` as reference-only. A full-sheet `<img>`, CSS background, path-only mention, guessed equal-grid crop, or code-drawn replacement for core entities is not runtime asset use. If slicing produces `sliceWarning`, keep the complete transparent sheet as a valid editor artifact, but fail the playable game asset gate until real slice files or verified atlas coordinates exist; never invent coordinates or replace the icon-spritesheet route with ordinary image generation.
Never use `assets/ui-prototype.png` as the spritesheet visual-spec reference. UI extraction is outside this canonical DAG.
@@ -881,12 +881,14 @@ def _self_test() -> None:
["蛇头向上", "蛇身直线", "转角", "尾部", "四类食物"],
canvasSession=session,
assetLabel="贪吃蛇透明图集",
sliceMode="connected-components",
referenceId="must-not-override-explicit-reference",
iconDescriptions=["不得覆盖显式图标描述"],
)
assert calls[0]["path"] == "/api/external/v1/editor/icon-spritesheets/generations"
assert calls[0]["body"]["referenceId"] == "editor-resource-spec"
assert calls[0]["body"]["screenColor"] == "auto"
assert calls[0]["body"]["sliceMode"] == "connected-components"
assert calls[0]["body"]["iconDescriptions"][0] == "蛇头向上"
assert calls[1]["path"] == "/api/external/v1/generations/task-operation-demo"
print("self-test ok")
+10 -5
View File
@@ -1,8 +1,8 @@
# Server-side OpenAI-compatible LLM endpoint base URL.
LLM_BASE_URL="https://api.vectorengine.cn/v1"
LLM_BASE_URL="https://api.tiantoken.com/v1"
# Server-side API key used by the local Vite proxy.
# Recommended: set `LLM_API_KEY` locally, or use `VECTOR_ENGINE_API_KEY`
# Recommended: set `LLM_API_KEY` locally, or use `TIANTOKEN_API_KEY`
# through the Rust api-server proxy.
# Legacy compatibility: `VITE_LLM_API_KEY` is still supported by the proxy,
# but it should not be relied on by browser code.
@@ -122,7 +122,7 @@ WECHAT_MINIPROGRAM_MESSAGE_ENCODING_AES_KEY=""
# Model name for chat completions.
VITE_LLM_MODEL="gpt-5.4-mini"
GENARRATIVE_LLM_PROVIDER="openai-compatible"
GENARRATIVE_LLM_BASE_URL="https://api.vectorengine.cn/v1"
GENARRATIVE_LLM_BASE_URL="https://api.tiantoken.com/v1"
GENARRATIVE_LLM_API_KEY=""
GENARRATIVE_LLM_MODEL="gpt-5.4-mini"
@@ -130,10 +130,15 @@ GENARRATIVE_LLM_MODEL="gpt-5.4-mini"
DASHSCOPE_BASE_URL="https://dashscope.aliyuncs.com/api/v1"
DASHSCOPE_API_KEY="YOUR_DASHSCOPE_API_KEY"
# VectorEngine LLM and GPT-image-2 / Gemini image generation config.
# Tiantoken LLM and GPT-image-2 / Gemini image generation config.
TIANTOKEN_BASE_URL="https://api.tiantoken.com"
TIANTOKEN_API_KEY=""
TIANTOKEN_IMAGE_REQUEST_TIMEOUT_MS="1000000"
# VectorEngine is retained for Suno audio generation only.
VECTOR_ENGINE_BASE_URL="https://api.vectorengine.cn"
VECTOR_ENGINE_API_KEY=""
VECTOR_ENGINE_IMAGE_REQUEST_TIMEOUT_MS="1000000"
VECTOR_ENGINE_AUDIO_REQUEST_TIMEOUT_MS="180000"
# ElevenLabs editor sound-effect generation is server-side only.
ELEVENLABS_BASE_URL="https://api.elevenlabs.io"
+1
View File
@@ -164,6 +164,7 @@ module.exports = {
'server-rs/target-*',
'apps/desktop-shell/src-tauri/target',
'apps/ai-game-creator-shell/src/features/ui-editor/types/**',
'apps/ai-game-creator-shell/src/features/project-workspace/generated/**',
'target',
'src/main.tsx',
'src/App.tsx',
@@ -113,6 +113,11 @@ const allowedUncalledTauriCommands = [
'chat_with_game_creator_agent',
'check_ui_editor_font_glyph_coverage',
'create_ui_design_resource',
// 图片类生成的同步变体:GUI 已改为 `start_local_project_asset_generation` + 项目内任务账本
// (提交即返回、后台生成)。这条命令**没有生产调用方**,只有 Rust 集成测试
// `src/tests/project.rs`)与 `commands.rs` 单测在调;待后续批次删除,或改为转调
// `start_local_project_asset_generation`。
'generate_local_project_asset',
'open_game_creator_launcher_window',
'open_game_creator_workspace_window',
'read_direct_project_conversation',
@@ -1290,7 +1295,7 @@ for (const requiredSource of [
}
}
if (tauriConfig.productName !== 'Genarrative AI Game Creator') {
if (tauriConfig.productName !== '陶泥儿') {
throw new Error('AI game creator shell productName drifted');
}
@@ -1302,19 +1307,19 @@ const expectedBundledDesignAgentResources = {
'design-agent': 'design-agent',
};
const expectedBundledWindowsResources = {
'resources/codex/win-x64/bin/codex.exe': 'codex/win-x64/bin/codex.exe',
'resources/codex/win-x64/bin/codex.exe': 'coding-agent/win-x64/bin/codex.exe',
'resources/codex/win-x64/bin/codex-code-mode-host.exe':
'codex/win-x64/bin/codex-code-mode-host.exe',
'coding-agent/win-x64/bin/codex-code-mode-host.exe',
'resources/codex/win-x64/codex-path/rg.exe':
'codex/win-x64/codex-path/rg.exe',
'coding-agent/win-x64/codex-path/rg.exe',
'resources/codex/win-x64/codex-resources/codex-command-runner.exe':
'codex/win-x64/codex-resources/codex-command-runner.exe',
'coding-agent/win-x64/codex-resources/codex-command-runner.exe',
'resources/codex/win-x64/codex-resources/codex-windows-sandbox-setup.exe':
'codex/win-x64/codex-resources/codex-windows-sandbox-setup.exe',
'coding-agent/win-x64/codex-resources/codex-windows-sandbox-setup.exe',
'resources/codex/win-x64/codex-package.json':
'codex/win-x64/codex-package.json',
'resources/codex/win-x64/NOTICE.md': 'codex/win-x64/NOTICE.md',
'resources/codex/win-x64/manifest.json': 'codex/win-x64/manifest.json',
'coding-agent/win-x64/codex-package.json',
'resources/codex/win-x64/NOTICE.md': 'coding-agent/win-x64/NOTICE.md',
'resources/codex/win-x64/manifest.json': 'coding-agent/win-x64/manifest.json',
'resources/plugins': 'plugins',
};
assert.deepEqual(
@@ -9,6 +9,10 @@ import {
const agcDevHost = '127.0.0.1';
const legacyAgcDevPort = 3080;
const agcVitePortEnvKey = 'GENARRATIVE_AGC_VITE_PORT';
const agcAdminWebHost = '127.0.0.1';
const legacyAgcAdminWebPort = 3102;
// 与 scripts/dev.mjs 的后台 Web 端口配置保持同一环境变量名。
const agcAdminWebPortEnvKey = 'ADMIN_WEB_PORT';
function readConfiguredAgcDevPort(env = process.env) {
const rawPort = String(env[agcVitePortEnvKey] ?? '').trim();
@@ -99,13 +103,100 @@ function withAgcDevEndpointEnv(endpoint, env = process.env) {
};
}
function readConfiguredAgcAdminWebPort(env = process.env) {
const rawPort = String(env[agcAdminWebPortEnvKey] ?? '').trim();
if (!rawPort) {
return null;
}
const port = normalizePort(rawPort, -1);
if (port < 1024) {
throw new Error(`${agcAdminWebPortEnvKey} 必须是 1024-65535 的有效端口`);
}
return port;
}
function createAgcAdminWebEndpoint(port, portRange = null) {
const origin = `http://${agcAdminWebHost}:${port}`;
return {
host: agcAdminWebHost,
port,
origin,
basePath: '/admin/',
url: `${origin}/admin/`,
portRange,
};
}
// AGC 开发态的后台 Web 与 `npm run dev` 的后台 Vite 共用同一套优先端口约定:
// Linux 取当前用户端口段的 `start + 3` 槽位,非 Linux 保留 `3102` 兼容首选并允许统一漂移。
async function resolveAgcAdminWebEndpoint({
env = process.env,
platform = process.platform,
strictConfigured = false,
reservedPorts = [],
reservePortRange = reserveLinuxDevPortRange,
findPort = findAvailablePort,
} = {}) {
const configuredPort = readConfiguredAgcAdminWebPort(env);
let portRange = null;
let preferredPort = configuredPort ?? legacyAgcAdminWebPort;
if (platform === 'linux') {
const allocation = await reservePortRange({ env });
if (!allocation?.range) {
throw new Error('无法取得当前 Linux 用户的 dev 端口段');
}
portRange = allocation.range;
const mappedAdminWebPort = mapDevPortsToPortRange(portRange)?.adminWebPort;
if (!Number.isInteger(mappedAdminWebPort)) {
throw new Error(
`当前 Linux dev 端口段 ${portRange.label} 缺少后台 Web 槽位;请先迁移为至少 6 个端口且不与其它用户重叠的端口段`,
);
}
preferredPort = configuredPort ?? mappedAdminWebPort;
}
const reservedPortSet = new Set(
reservedPorts.filter((value) => Number.isInteger(value) && value > 0),
);
const port = await findPort({
host: agcAdminWebHost,
preferredPort,
portRange,
reservedPorts: reservedPortSet,
strict: strictConfigured && configuredPort != null,
});
console.log(
formatPortDecision({
name: 'ai-game-creator-shell-admin-web',
host: agcAdminWebHost,
preferredPort,
resolvedPort: port,
}),
);
if (portRange) {
console.log(
`[ai-game-creator-shell] admin-web port-range: ${portRange.label}`,
);
}
return createAgcAdminWebEndpoint(port, portRange);
}
export {
agcAdminWebHost,
agcAdminWebPortEnvKey,
agcDevHost,
agcVitePortEnvKey,
createAgcAdminWebEndpoint,
createAgcDevEndpoint,
legacyAgcAdminWebPort,
legacyAgcDevPort,
readAgcDevEndpoint,
readConfiguredAgcAdminWebPort,
readConfiguredAgcDevPort,
resolveAgcAdminWebEndpoint,
resolveAgcDevEndpoint,
withAgcDevEndpointEnv,
};
@@ -14,12 +14,14 @@ import {
import {
agcVitePortEnvKey,
readAgcDevEndpoint,
resolveAgcAdminWebEndpoint,
resolveAgcDevEndpoint,
withAgcDevEndpointEnv,
} from './dev-port.mjs';
const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const adminWebDir = resolve(repoRoot, 'apps/admin-web');
const devStackStatePath = resolve(repoRoot, '.app/dev-stack.json');
const apiServerExePath = resolve(
repoRoot,
@@ -32,6 +34,8 @@ const backendSpacetimeDataDir = resolve(
repoRoot,
'server-rs/.spacetimedb/ai-game-creator/data',
);
// 后台 Web 默认跟随 AGC 一起起来,便于联调后台页面;`AGC_DEV_ADMIN_WEB=0` 可关闭。
const agcDevAdminWebEnvKey = 'AGC_DEV_ADMIN_WEB';
const npm = process.platform === 'win32' ? 'npm.cmd' : 'npm';
const childLifecycles = new WeakMap();
@@ -200,36 +204,122 @@ function urlPort(url) {
}
}
// 读取端口当前真正的监听进程身份。返回 null 表示探测本身不可用(例如缺少
// Get-NetTCPConnection),此时调用方必须退化为旧行为,不能让本地启动直接失败。
// 端口归属探测脚本。历史实现用 `Get-NetTCPConnection` 取监听进程,而它底层走
// WMI:实测单端口单次 11.2 秒、再叠加每个 PID 的 `Get-CimInstance` 3.3 秒,
// 一轮探测约 43 秒,直接把"配套后端就绪"等待拖到分钟级。改用原生
// `netstat -ano`(约 30 毫秒)取端口 -> PID,再用 .NET `Process` 读进程名和
// 可执行文件路径(毫秒级);只有核对 SpacetimeDB `--data-dir` 归属时才按 PID
// 取命令行,并允许调用方把已知命令行传进来复用。
const windowsPortOwnerProbeCommand = [
'$ErrorActionPreference = "SilentlyContinue"',
'$queriedPorts = @()',
'foreach ($raw in ($env:GENARRATIVE_QUERY_PORTS -split ",")) {',
' if ($raw -match "^\\d+$") { $queriedPorts += [int]$raw }',
'}',
'$knownCommandLines = @{}',
'if ($env:GENARRATIVE_KNOWN_COMMAND_LINES) {',
' try {',
' foreach ($property in (ConvertFrom-Json $env:GENARRATIVE_KNOWN_COMMAND_LINES).PSObject.Properties) {',
' $knownCommandLines[[int]$property.Name] = [string]$property.Value',
' }',
' } catch { }',
'}',
'$listenerPidByPort = @{}',
'foreach ($line in (netstat -ano -p tcp)) {',
' $fields = @($line -split "\\s+" | Where-Object { $_ })',
' if ($fields.Count -lt 4) { continue }',
' if ($fields[0] -ne "TCP") { continue }',
' # A listening socket always has foreign address 0.0.0.0:0 / [::]:0, which',
' # is locale-independent unlike the localized netstat State column.',
' if ($fields[2] -notmatch ":0$") { continue }',
' $localPort = [int]($fields[1].Split(":")[-1])',
' if ($queriedPorts -notcontains $localPort) { continue }',
' # The PID is the last column; do not hardcode its index.',
' if ($fields[-1] -notmatch "^\\d+$") { continue }',
' $listenerPidByPort[$localPort] = [int]$fields[-1]',
'}',
'$result = @()',
'foreach ($port in ($listenerPidByPort.Keys | Sort-Object)) {',
' $processId = $listenerPidByPort[$port]',
' $name = $null',
' $executablePath = $null',
' $commandLine = $null',
' try {',
' $process = [System.Diagnostics.Process]::GetProcessById($processId)',
' $name = $process.ProcessName + ".exe"',
' try { $executablePath = $process.MainModule.FileName } catch { }',
' } catch { }',
' if ($knownCommandLines.ContainsKey($processId)) {',
' $commandLine = $knownCommandLines[$processId]',
' } elseif (($name -like "spacetime*") -or (-not $executablePath)) {',
' try { $commandLine = (Get-CimInstance Win32_Process -Filter ("ProcessId=" + $processId)).CommandLine } catch { }',
' }',
' $result += [pscustomobject]@{ port = [int]$port; processId = $processId; name = $name; executablePath = $executablePath; commandLine = $commandLine }',
'}',
'ConvertTo-Json -InputObject @($result) -Compress',
].join('\n');
// 进程命令行在进程生命周期内不变,但 PID 会被系统复用;按 PID 记 TTL 缓存,
// 让"等配套后端就绪"的轮询只在首个周期付出 WMI 成本。TTL 取 5 分钟:本轮实测
// 这台机器上首次 WMI 调用约 18 秒(热调用 3.3 秒),而 PID 在 5 分钟内被复用
// 成另一个运行本工作树 data dir 的 SpacetimeDB 才能造成误判,概率可忽略。
// 默认实现才缓存,注入实现(测试)与显式 env 始终重新读取。
const WINDOWS_COMMAND_LINE_CACHE_TTL_MS = 300_000;
const windowsPortOwnerCommandLineCache = new Map();
function resolveCommandLineCache({ spawnImpl, env }) {
return spawnImpl === spawnSync && env === process.env
? windowsPortOwnerCommandLineCache
: new Map();
}
// 读取端口当前真正的监听进程身份。返回 null 表示探测本身不可用(例如系统缺少
// netstat),此时调用方必须退化为旧行为,不能让本地启动直接失败。
function readWindowsPortOwnerIdentities(
ports,
{ spawnImpl = spawnSync, env = process.env } = {},
{
spawnImpl = spawnSync,
env = process.env,
now = Date.now,
commandLineTtlMs = WINDOWS_COMMAND_LINE_CACHE_TTL_MS,
commandLineCache = resolveCommandLineCache({ spawnImpl, env }),
} = {},
) {
const uniquePorts = [...new Set(ports.filter((port) => port > 0))];
if (uniquePorts.length === 0) {
return null;
}
const command = [
'$ErrorActionPreference = "SilentlyContinue"',
'$ports = ($env:GENARRATIVE_QUERY_PORTS -split ",") | Where-Object { $_ }',
'$result = @()',
'foreach ($port in $ports) {',
' $connection = Get-NetTCPConnection -State Listen -LocalPort ([int]$port) -ErrorAction SilentlyContinue | Select-Object -First 1',
' if (-not $connection) { continue }',
' $owner = Get-CimInstance Win32_Process -Filter ("ProcessId=" + $connection.OwningProcess) -ErrorAction SilentlyContinue',
' $result += [pscustomobject]@{ port = [int]$port; processId = [int]$connection.OwningProcess; name = $owner.Name; executablePath = $owner.ExecutablePath; commandLine = $owner.CommandLine }',
'}',
'ConvertTo-Json -InputObject @($result) -Compress',
].join('\n');
const knownCommandLines = {};
for (const [processId, record] of [...commandLineCache]) {
if (record && now() - record.at < commandLineTtlMs) {
knownCommandLines[processId] = record.commandLine;
} else {
commandLineCache.delete(processId);
}
}
const childEnv = {
...env,
GENARRATIVE_QUERY_PORTS: uniquePorts.join(','),
};
if (Object.keys(knownCommandLines).length > 0) {
childEnv.GENARRATIVE_KNOWN_COMMAND_LINES =
JSON.stringify(knownCommandLines);
}
const result = spawnImpl(
'powershell.exe',
['-NoProfile', '-ExecutionPolicy', 'Bypass', '-Command', command],
[
'-NoProfile',
'-ExecutionPolicy',
'Bypass',
'-Command',
windowsPortOwnerProbeCommand,
],
{
encoding: 'utf8',
env: { ...env, GENARRATIVE_QUERY_PORTS: uniquePorts.join(',') },
env: childEnv,
maxBuffer: 8 * 1024 * 1024,
},
);
@@ -240,9 +330,22 @@ function readWindowsPortOwnerIdentities(
const owners = new Map();
for (const entry of parseWindowsProcessSnapshot(result.stdout)) {
const port = Number(entry?.port);
if (Number.isInteger(port) && port > 0) {
owners.set(port, entry);
if (!Number.isInteger(port) || port <= 0) {
continue;
}
const processId = Number(entry?.processId);
if (
Number.isInteger(processId) &&
processId > 0 &&
typeof entry?.commandLine === 'string' &&
entry.commandLine
) {
commandLineCache.set(processId, {
commandLine: entry.commandLine,
at: now(),
});
}
owners.set(port, entry);
}
return owners;
}
@@ -879,10 +982,102 @@ async function startVite(apiTarget, endpoint = readAgcDevEndpoint()) {
);
}
function readAdminWebEnabled(env = process.env) {
return String(env[agcDevAdminWebEnvKey] ?? '').trim() !== '0';
}
// 后台 Web 与 AGC Vite 一样直接由本启动器持有,不经过 `dev.mjs admin-web`
// 后者会整体重写 `.app/dev-stack.json`,把本次配套后端的状态覆盖掉。
function startAdminWeb(
apiUrl,
endpoint,
{ env = process.env, spawnImpl = spawnChild } = {},
) {
return spawnImpl(
npm,
[
'--prefix',
'../..',
'exec',
'vite',
'--',
'--host',
endpoint.host,
'--port',
String(endpoint.port),
'--strictPort',
],
{
cwd: adminWebDir,
env: {
...env,
ADMIN_API_TARGET: apiUrl,
GENARRATIVE_API_TARGET: apiUrl,
GENARRATIVE_API_PORT: String(urlPort(apiUrl) || 8082),
ADMIN_WEB_BASE: endpoint.basePath,
},
},
);
}
function formatStartupSummary({
frontendUrl = '',
apiUrl = '',
adminWebUrl = '',
spacetimeUrl = '',
bgfilterWorkerUrl = '',
} = {}) {
const segments = [
['前端', frontendUrl],
['后端', apiUrl],
['后台', adminWebUrl],
['数据库', spacetimeUrl],
['bgfilter-worker', bgfilterWorkerUrl],
]
.filter(([, value]) => Boolean(value))
.map(([label, value]) => `${label} ${value}`);
return `[ai-game-creator-shell] 启动汇总: ${segments.join(' | ')}`;
}
// 后台 Web 是可选联调服务:端口解析或启动失败只告警,不能阻断 AGC 客户端与配套后端。
async function ensureAdminWeb({
apiUrl,
reservedPorts = [],
env = process.env,
enabled = readAdminWebEnabled(env),
resolveEndpoint = resolveAgcAdminWebEndpoint,
spawnAdminWeb = startAdminWeb,
waitForExit = waitForChildTermination,
warn = (message) => console.warn(message),
} = {}) {
if (!enabled) {
return { endpoint: null, child: null };
}
try {
const endpoint = await resolveEndpoint({ env, reservedPorts });
const child = spawnAdminWeb(apiUrl, endpoint, { env });
waitForExit(child).then((failure) => {
warn(
`[ai-game-creator-shell] 后台 Web 已退出(${formatChildFailure(failure)}),AGC 继续运行。`,
);
});
return { endpoint, child };
} catch (error) {
warn(
`[ai-game-creator-shell] 后台 Web 未能启动(${
error instanceof Error ? error.message : String(error)
}),AGC 继续运行。`,
);
return { endpoint: null, child: null };
}
}
async function main() {
let backendChild = null;
let startedBackend = false;
let viteChild = null;
let adminWebChild = null;
let shutdownSignal = '';
const signalHandlers = new Map();
@@ -905,6 +1100,7 @@ async function main() {
const handler = () => {
shutdownSignal = signal;
stopChild(viteChild, signal);
stopChild(adminWebChild, signal);
stopChild(backendChild, signal);
// 立刻清扫,避免外层 taskkill /F 抢在 finally 之前把本进程杀掉。
sweepStartedBackend();
@@ -937,6 +1133,25 @@ async function main() {
throw new Error(`启动期收到 ${shutdownSignal},已停止前端服务`);
}
const adminWeb = await ensureAdminWeb({
apiUrl: backend.targets.apiUrl,
// AGC Vite 端口尚未监听,必须显式保留,避免被后台 Web 抢先占用。
reservedPorts: [endpoint.port],
});
adminWebChild = adminWeb.child;
if (shutdownSignal) {
throw new Error(`启动期收到 ${shutdownSignal},已停止后台 Web`);
}
console.log(
formatStartupSummary({
frontendUrl: endpoint.url,
apiUrl: backend.targets.apiUrl,
adminWebUrl: adminWeb.endpoint?.url ?? '',
spacetimeUrl: backend.targets.spacetimeUrl,
bgfilterWorkerUrl: backend.targets.bgfilterWorkerUrl,
}),
);
const children = [backendChild, viteChild].filter(Boolean);
if (children.length === 0) {
return 0;
@@ -946,10 +1161,12 @@ async function main() {
children.map((child) => waitForChildTermination(child)),
);
stopChild(viteChild);
stopChild(adminWebChild);
stopChild(backendChild);
return failure.type === 'error' || failure.signal ? 1 : (failure.code ?? 0);
} catch (error) {
stopChild(viteChild);
stopChild(adminWebChild);
stopChild(backendChild);
console.error(
`[ai-game-creator-shell] ${error instanceof Error ? error.message : String(error)}`,
@@ -958,6 +1175,7 @@ async function main() {
} finally {
await Promise.all([
terminateChildTree(viteChild),
terminateChildTree(adminWebChild),
terminateChildTree(backendChild),
]);
sweepStartedBackend();
@@ -975,9 +1193,12 @@ function isDirectModuleExecution() {
}
export {
agcDevAdminWebEnvKey,
ensureAdminWeb,
ensureBackend,
formatChildFailure,
formatOwnerLabel,
formatStartupSummary,
isAiGameCreatorServer,
isBackendReady,
isDirectModuleExecution,
@@ -985,6 +1206,7 @@ export {
isWorktreeApiServerOwner,
isWorktreeSpacetimeOwner,
preflightExistingVite,
readAdminWebEnabled,
readBackendServiceFailure,
readChildFailure,
readExistingViteServer,
@@ -993,6 +1215,7 @@ export {
resolveBackendTargetsFromState,
runWindowsTaskkill,
spawnChild,
startAdminWeb,
stopChild,
terminateChildTree,
verifyAgcBackendOwnership,
@@ -22,7 +22,6 @@ const appRoot = fileURLToPath(new URL('..', import.meta.url));
const repoRoot = resolve(appRoot, '../..');
const tauriCliPath = resolve(repoRoot, 'node_modules/@tauri-apps/cli/tauri.js');
const AGC_DESIGN_DEBUG_ENV = 'GENARRATIVE_AGC_DESIGN_DEBUG';
const AGC_DESIGN_DEBUG_VITE_ENV = 'VITE_GENARRATIVE_AGC_DESIGN_DEBUG';
const designDebugEnabled =
process.env[AGC_DESIGN_DEBUG_ENV]?.trim() === '0' ? '0' : '1';
@@ -137,7 +136,6 @@ async function runTauriDev(
env: {
...withAgcDevEndpointEnv(endpoint),
[AGC_DESIGN_DEBUG_ENV]: designDebugEnabled,
[AGC_DESIGN_DEBUG_VITE_ENV]: designDebugEnabled,
},
});
const childResult = waitForCli(child);
@@ -191,7 +189,6 @@ async function prepareFrontendDev(endpoint, { onChild, signal }) {
cwd: repoRoot,
env: {
...withAgcDevEndpointEnv(endpoint),
[AGC_DESIGN_DEBUG_VITE_ENV]: designDebugEnabled,
},
},
);
@@ -1,4 +1,4 @@
概念阶段定稿时,还必须创建或更新 `project/速览卡.md`Runtime 只检查该文件是否存在,不检查内容。请使用下面的固定结构,不要加入审批操作说明或独立的决定状态段落
概念阶段定稿时,创建或更新 `project/速览卡.md`下面是速览卡的参考结构;根据游戏类型、项目规模和用户要求选择字段,同类内容可以合并,项目不需要的字段可以省略,复杂项目可以增加必要字段。表格和列表中的示例行可按实际对象逐行扩展,不代表数量上限
# 速览卡:《游戏名》
@@ -20,7 +20,7 @@
## 6. 核心循环
## 7. 目标用户
## 7. 目标用户与情境
- 核心用户:
- 游戏偏好:
- 单次游玩时长:
File diff suppressed because one or more lines are too long
@@ -33,7 +33,7 @@ description: 写"美术圣经"(美术侧)分册时使用。与总纲(技
对象(资产总清单的范围)、物品表(item_id 绑定依据,数据侧已定)、
画风 skill(全局画风库可引用)。
2. 本件在数据侧表结构定稿后开写(素材清单引用 item_id)。
3. 读金样 exemplars/stardew-tdd-art-bible.md——契约表与资产状态表的登记密度以它为准(同层只读一次)。
3.金样 exemplars/stardew-tdd-art-bible.md 了解契约表与资产状态表包含的信息类型(同层只读一次)。
## 三、怎么写(模板即流程,按节)
@@ -34,7 +34,7 @@ description: 写"数据与配表"(数据侧)分册时使用。与总纲(
(架构层的定性基准,在本件落成前 N 日验算)。
2. 先读两份提取件:字段字典全套规则与验收模板已在那里成文,本件是
项目实例化,不是重新发明。
3. 读金样 exemplars/stardew-tdd-data.md——总清单规模、验算表与验收结论的写法以它为准(同层只读一次)。
3.金样 exemplars/stardew-tdd-data.md 了解数据清单、验算表与验收结论包含的信息类型(同层只读一次)。
## 三、怎么写(模板即流程,按节)
@@ -28,7 +28,7 @@ description: 写"技术实现"(程序侧)分册时使用。与总纲(技
1. 输入齐了吗:架构层系统范围表+P0 清单(拆模块依据)、数据侧表结构契约
(加载与校验要引用)、skill 选型卡(实现类需求先查卡,不自造轮子)。
2. 读总纲判断立场;本件在数据侧表结构定稿后开写。
3. 读金样 exemplars/stardew-tdd-tech.md——各节的填充密度与"实证参照"写法以它为准(同层只读一次)。
3.金样 exemplars/stardew-tdd-tech.md 了解技术实现文档包含的信息类型(同层只读一次)。
## 三、怎么写(模板即流程,按节)
@@ -13,10 +13,13 @@ description: 写游戏策划案(GDD)系统架构时使用。在顶层设计
> 本文件是系统架构层唯一承载写作流程的教学件。
> 模板与例子文件保持纯净:不含任何步骤、检验提示与标记。
## 〇、结构适配原则
本分册的章节、字段和数量是参考结构,不是固定清单。先根据游戏类型、项目规模、用户要求和顶层设计判断适用项:适用项写入,同类项可合并,若某项对本项目没意义则省略;复杂项目可以拆分补充,简单项目可以压缩为最小可用架构。
## 一、这一层的判断立场
你是架构师,切系统的刀在你手里。在这个层里你相信:
- 切分是为了**职责清晰、可独立讨论**,不是为了凑数量——每个系统必须能
一句话答出"删了它,什么塌"(P0 原因)。
- 切分是为了**职责清晰、可独立讨论**,不是为了凑数量。只有确实需要独立职责、状态或数据边界的部分才拆成系统;每个实际拆出的系统应能说明删除后的影响。
- **数据所有权唯一**:同一事实只由一个系统维护,其他系统只引用稳定 ID,
不复制主数据。两个系统管同一件事 = 架构事故。
- **依赖无环**是硬要求;信息呈现层只读状态、只经行动入口写入。
@@ -28,11 +31,11 @@ description: 写游戏策划案(GDD)系统架构时使用。在顶层设计
## 二、动笔前
1. 顶层设计已定稿可用——把它的**系统范围表**(粗清单)和**顶层定稿约束**
摊开当输入;切分是对粗清单的正式化(拆、并、裁都在这层做)。
2. 读 exemplars/stardew-architecture.md 做质量锚(模仿密度,不抄内容)
2. exemplars/stardew-architecture.md 了解内容组织方式
然后往 templates/architecture.md 里填。
3. 记住顶层的核心循环图——切完必须跑覆盖检查。
## 三、十二节总览:写什么、为什么、怎么咬合
## 三、架构设计的组织维度:写什么、为什么、怎么咬合
架构文档回答四个问题:
**这个架构为什么这样切(1~3)→ 系统是什么、怎么连接(4~6)→
@@ -74,7 +77,7 @@ description: 写游戏策划案(GDD)系统架构时使用。在顶层设计
三个接口:**对上**承顶层系统范围表并跑循环覆盖检查;**对内**地图↔职责↔依赖
三方一致、主数据归属唯一;**对下**目录映射 + MVP 闭环喂系统文档站。
## 四、怎么写(模板即流程,十二节按序
## 四、怎么写(模板参考结构,建议按此组织
(本节是带写法要领的教学版;实际填写的纯净模板在 templates/architecture.md
### 1. 架构定位与目标
@@ -85,10 +88,10 @@ description: 写游戏策划案(GDD)系统架构时使用。在顶层设计
→ 没有变更记录的架构文档,第二轮迭代就会变成黑箱。
### 2. 系统地图
Sxx 编号清单(核心系统 2~12 个)+ 支撑层(存档/UI,不拥有核心规则)。
Sxx 编号清单(核心系统通常 1-5 个,有明确要求可超出 5 个)+ 支撑层(存档/UI,不拥有核心规则)。
P0 段五列表:
| 系统 | 目的 | 输入 | 输出 | P0 原因 |
每行 P0 原因必须答"删了它,__ 塌";答不出的降级或合并
对实际拆出的系统说明删除后的影响;无法形成独立职责的部分合并,不为满足数量新增系统
### 3. 系统职责
| 系统 | 主要职责 | 不负责 → 移交谁 |
@@ -13,6 +13,10 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
> 本文件是概念层唯一承载写作流程的教学件。
> 模板与例子文件保持纯净:不含任何步骤、检验提示与标记。
## 〇、结构适配原则
本分册的章节、字段和数量是参考结构,不是固定清单。先根据游戏类型、项目规模、用户要求和上层已定范围判断适用项:适用项写入,同类项可合并,若某项对本项目没意义则省略;复杂项目可以拆分补充,简单项目可以压缩为最小可用规格。
## 一、这一层的判断立场
你是资深游戏策划,看过上千份概念案,清楚绝大多数死在"什么都说、什么都不尖"。
在这个层里你相信:
@@ -27,11 +31,11 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
## 二、动笔前
1. 拿到用户真实回答过的定调信息(参照对象、题材偏好、压力档位)。
没有 → 先问一个定调问题,禁止自问自答充当用户。
2. 读 exemplars/stardew-concept.md 做质量锚(模仿密度,不抄内容)
2. exemplars/stardew-concept.md 了解内容组织方式
然后往 templates/concept-design.md 里填。
3. 零参照时在文档头注明"零参照"。
## 三、九节总览:写什么、为什么、怎么咬合
## 三、概念设计的组织维度:写什么、为什么、怎么咬合
概念文档回答四个问题:
**这是什么(1~5)→ 它不是什么(6)→ 它靠什么让人一直玩(7)→
@@ -50,7 +54,7 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
| 6 | 不是什么 | 负面定位表:不是 X,因为 Y | 正面定义写多必然发散;负面定位用"误会方向+封死原因"收边界,比光秃的非目标锋利一档 | 2 的非目标与跑偏风险的表化展开;与 5 的防串味声明呼应 |
| 7 | 核心张力 | 玩家持续面对的两难,两端各有代价 | 长期游玩的根本动力;没有张力,再丰富的内容玩几次就腻 | **向下接口**:每条张力必须在顶层变成取舍表里的具体决策 |
| 8 | 边界与约束 | 本层只定什么、什么留给后面 + 规模回流 | 防止概念层越层写数值和系统(越层是下游返工之源);给写作画线 | 保护 2 的纯度;告诉顶层"你们的地盘从哪开始" |
| 9 | 概念定稿 | "核心不是 __ 而是 __"重述 + 给顶层的约束 | 收口重锤:写完九节重述一遍,检验整份文档有没有写散;把承诺成对下的契约 | 回环呼应 1;把 8 的交接具体化成 2~4 条硬约束 |
| 9 | 概念定稿 | "核心不是 __ 而是 __"重述 + 按需记录给顶层的约束 | 收口并检查概念是否写散;把承诺成对下的契约 | 回环呼应 1;把边界和交接约束传给下一层 |
咬合一图:
@@ -69,7 +73,7 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
记住三个接口:**对内**锚点仲裁一切;**对下**张力变取舍表、定稿变硬约束;
**对上**边界画线防止越层。九节不是清单,是一台咬合的机器。
## 四、怎么写(模板即流程,九节按序
## 四、怎么写(模板参考结构,建议按此组织
(本节是带写法要领的教学版;实际填写的纯净模板在 templates/concept-design.md
### 1. 一句话概念
@@ -80,7 +84,7 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
**定调记录**(全项目调性真源,此节定死):
- 参照选择:以 __ 为主、__ 学 __(参照即定调,选完调性随之而来)。
- 调性滑杆:压力感/战斗比重/管理深度/叙事比重/节奏,各一档。
- 调性锚 T 原则:3~7 条逐条具名(如"T2 不劝退——凡惩罚类问题默认取最轻档")。
- 调性锚 T 原则:按项目需要提炼并逐条具名(如"T2 不劝退——凡惩罚类问题默认取最轻档")。
检验:每条 T 都能当一句 IF-THEN 用——"凡__类问题默认__";写不出口径的 T 是空话。
→ 下游每个开放问题先来这里级联批量起草,级联不了的才升级提问。
**设计锚点(六项,争议时的仲裁原则,全部具名)**
@@ -112,8 +116,7 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
### 7. 核心张力
- __ 有限,但 __
- __ vs __(两端的代价各是什么)。
每条两端都必须有代价,只有一端的"假张力"删掉。这些是顶层取舍表的
种子,后面要逐条对应。
如果项目存在核心张力,保留的每条张力都应说明双方代价;没有形成有效张力时,不为了满足结构新增张力。这些是顶层取舍表的种子,后面按需对应。
### 8. 边界与约束
- 概念边界放首位:本层只定幻想、用户、基调与排除方向;具体数值、
@@ -124,9 +127,9 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
### 9. 概念定稿(收口重锤)
这个游戏的核心不是 __,而是:
> (一句话重述核心承诺)
交给下一层的约束:__ 必须 __2~4 条,顶层必须围绕它们展开
交给下一层的约束:按项目需要记录,顶层据此展开。
某节对本项目没意义 → 写一行"略,因为 __",不硬凑
某节对本项目没意义,直接省略
## 五、分析文档(全局一份,按层分节)
@@ -158,4 +161,4 @@ description: 写游戏策划案(GDD)概念层时使用。把一句话游戏
## 七、红线(只有三条)
1. 不冒充用户决定:用户没说的方向标"待确认",正文不写死。
2. 不越层:出现具体数值、按键、界面即删。
3. 不凑数:写不满就说明缺什么,禁止万金油句填充
3. 不凑数:章节对项目有意义但信息不足时,记录已确定内容与待补问题;章节对项目无意义时,直接省略
@@ -2,7 +2,7 @@
---
name: game-gdd-system-doc
description: 写单个系统的设计文档(Sxx)时的总纲——通用纪律、十二节同构骨架
description: 写单个系统的设计文档(Sxx)时的总纲——通用纪律、十二类常见内容
红线与分析文档格式。每类系统的专属写法与模板在 modules/system-types/ 下对应目录的 SKILL.md
与对应模块的模板.md 里,按需取用。
---
@@ -12,6 +12,10 @@ description: 写单个系统的设计文档(Sxx)时的总纲——通用纪
> 本文件是系统文档层的总纲;各系统的专属写法在 `modules/system-types/` 下对应目录的 `SKILL.md`
专属模板在 `modules/system-types/` 对应目录的 `模板.md`。通用纪律不在各系统 skill 里重复。
## 〇、结构适配原则
本分册的章节、字段和数量是参考结构,不是固定清单。先根据系统类型、实际复杂度、用户要求和架构职责判断适用项:适用项写入,同类项可合并,若某项对本系统没意义则省略;复杂系统可以拆分补充,简单系统可以压缩为最小可执行规格。
## 一、这一层的判断立场
你是写单个系统的策划。在这个层里你相信:
- 系统文档是**执行层**:刀已经在架构层切好——服从系统地图编号、职责表
@@ -20,15 +24,15 @@ description: 写单个系统的设计文档(Sxx)时的总纲——通用纪
防返工价值最高的几行。
- 接口纪律:引用具名系统与具名数据,禁泛称;别家主数据只引 ID 不复制。
- 字段定义、数值配置、表结构不归你——写交接声明,交技术文档层(数值策划)。
- 所有系统同构:读者读熟一份就能读所有份
- 系统文档保持基本可读的一致性,但不要求所有系统使用相同章节;结构应服从系统类型和实际行为
## 二、动笔前
1. 架构已定稿:找到本系统的 Sxx 编号、职责表行、依赖方向——这是合同。
2. 在 01~12 文件夹里选最接近的系统类型(可组合,如"钓鱼"=05 采集+06 战斗
的判定部分),读取对应的 `SKILL.md``模板.md`
3. 该文件夹标注"必读例子"的,先读例子全文做密度锚
3. 该文件夹标注"参考例子"的,先读例子了解写法
## 三、十二节总览:写什么、为什么、怎么咬合
## 三、常见内容总览:写什么、为什么、怎么咬合
系统文档回答四个问题:
**这个系统为什么存在(1~2)→ 玩家怎么用它(3~5)→ 它怎么运转(6~8)→
@@ -43,7 +47,7 @@ description: 写单个系统的设计文档(Sxx)时的总纲——通用纪
| 5 | 取舍表 | 玩家在本系统内的决策 | 张力在系统内的落地 | 概念张力→顶层取舍表→本表 |
| 6 | 状态与规则 | 对象/状态/转换/异常,枚举表达 | 定性规则真源 | 架构职责表对齐 |
| 7 | 数值与数据交接 | 本系统交 TDD 的数据类别+定性约束 | 分层边界 | 技术文档层承接 |
| 8 | 反馈 | 何时/何强度/何通道 | 无反馈=没发生 | 顶层反馈四层 |
| 8 | 反馈 | 关键结果何时、以何种方式反馈 | 让实际结果可理解 | 与本系统实际结果对应 |
| 9 | 内部循环 | 本系统内的小循环 | 系统自己的心跳 | 顶层小循环的组成 |
| 10 | 输入、输出与依赖 | 消费/交付/依赖谁 | 接口真源 | 架构依赖图逐边对齐 |
| 11 | 边界与非目标 | 不负责什么→移交谁 | **防返工价值最高** | 架构职责表"不负责"列 |
@@ -52,20 +56,20 @@ description: 写单个系统的设计文档(Sxx)时的总纲——通用纪
咬合:**对上**服从架构三条合同(编号/职责/依赖);**对内**状态与接口不越
职责边界;**对下**第 7 节交接喂 TDD。
## 四、十二节通用写法
## 四、常见内容的参考写法
(各系统类型的特殊写法见对应文件夹 SKILL.md;纯净模板在其 模板.md
1 系统目的:若删除它,__ 会塌——一句话说不出 = 该系统不该存在。
2 支撑体验:对应顶层目标第__条、调性原则第__条。
3 进入与退出:常规进入/读档恢复/特殊事件后返回,三入口必写
4 玩家行动:≥4 个具名动词组;编排类写"安排"动词,活动类写"操作"动词。
3 进入与退出:按本系统实际存在的入口、退出和恢复路径记录
4 玩家行动:记录本系统实际存在的具名动词组;编排类写"安排"动词,活动类写"操作"动词。
5 取舍表:决策/立即收益/延迟收益/主要代价;挂顶层张力编号。
6 状态与规则:对象-状态-转换-异常,全部枚举表达,不许整段散文。
7 数值与数据交接:列数据类别名 + 设计侧定性约束;字段定义归 TDD。
8 反馈:每种关键结果给独立反馈形态;失败必须说明原因和恢复路径。
8 反馈:记录本系统关键结果的可理解反馈;存在失败时说明原因和恢复路径。
9 内部循环:动词链;可拆单次/区域/长期三层。
10 输入输出与依赖:引用具名系统与具名数据,禁泛称"资源"。
11 边界与非目标:该类型 skill 的"三不"写全;必含"字段数值归 TDD"一条
11 边界与非目标:参考该类型 skill 的三不”说明边界;建议说明字段数值的交接边界
12 开放问题:结构级才留;手感数值类标"待原型验证"。
## 五、分析文档(全局一份,按层分节)
@@ -100,4 +104,4 @@ description: 写单个系统的设计文档(Sxx)时的总纲——通用纪
1. 不冒充用户决定:用户没说的方向标"待确认",正文不写死。
2. 不越层:不翻架构的案(要改走分析文档+登记表),不写字段数值(归 TDD),
不替别的系统定规则。
3. 不凑数:写不出"删了塌什么"、填不满的节,说明缺料——停笔说明,不硬凑
3. 不凑数:写不出"删了塌什么"的系统直接删除;章节对项目有意义但信息不足时,记录已确定内容与待补问题
File diff suppressed because it is too large Load Diff
@@ -13,6 +13,10 @@ description: 写游戏策划案(GDD)顶层设计时使用。在概念层定
> 本文件是顶层设计唯一承载写作流程的教学件。
> 模板与例子文件保持纯净:不含任何步骤、检验提示与标记。
## 〇、结构适配原则
本分册的章节、字段和数量是参考结构,不是固定清单。先根据游戏类型、项目规模、用户要求和概念层定稿判断适用项:适用项写入,同类项可合并,若某项对本项目没意义则省略;复杂项目可以拆分补充,简单项目可以压缩为最小可用规格。
## 一、这一层的判断立场
你是资深游戏策划,正在写全 GDD 最重要的一份文档——概念说"凭什么成立",
顶层说"好玩在哪"。核心循环无趣,后面写再多系统也救不回来。在这个层里你相信:
@@ -26,11 +30,11 @@ description: 写游戏策划案(GDD)顶层设计时使用。在概念层定
## 二、动笔前
1. 概念层 design.md 已定稿可用——顶层定位与取舍表直接从它长出来。
2. 读 exemplars/stardew-top-design.md 做质量锚(模仿密度,不抄内容)
2. exemplars/stardew-top-design.md 了解内容组织方式
然后往 templates/top-design.md 里填。
3. 把概念层的核心张力清单摊开放在手边——取舍表必须逐条挂上编号。
3. 把概念层已确认的核心张力作为输入;存在对应取舍时再挂上编号。
## 三、十六节总览:写什么、为什么、怎么咬合
## 三、顶层设计的组织维度:写什么、为什么、怎么咬合
顶层文档回答四个问题:
**玩家在玩什么(1~9)→ 玩家面对什么选择与后果(10~11)→
@@ -43,14 +47,14 @@ description: 写游戏策划案(GDD)顶层设计时使用。在概念层定
|---|---|---|---|---|
| 1 | 顶层定位与规模锚点 | 承概念定稿 + "让玩家每天都在想"念头句 + 不是X不是Y + 规模参数表(循环单位/段落/复杂度/长期主轴) | 循环单位定错全盘错;定位句防止顶层漂离概念 | 承概念层"概念定稿";念头句是概念层玩家念头的时间维度版 |
| 2 | 设计目标 | 几种回报、如何互相供给 | 回报并列=小游戏拼盘;互相供给才是循环 | 供给关系落到 4~5 的循环里 |
| 3 | 核心推动力 | 动机主次 + 即时/日程/季节/长期四层推动 | 玩家"什么时候被什么推着走"的完整图谱 | 时间四层对应 10 节奏结构的四层 |
| 3 | 核心推动力 | 按项目实际存在的即时、阶段或长期推动力组织 | 玩家"什么时候被什么推着走"的推动结构 | 与实际节奏结构对应 |
| 4 | 大循环 | 跨较长时间的循环:文字箭头 + 核心循环图 | 长期留存的结构骨架 | 与 5、7 三层互检:大循环的每环应有小循环供血 |
| 5 | 小循环 | 几十秒到几分钟的具名动词链 ×3+ | 真正被玩到的那层;动词链可直接复制进实现 | 检验:删掉某条,游戏是否少了一块可命名的乐趣 |
| 6 | 资源流与输入输出 | 资源流图(来源→储存→消耗)+ 输入输出清单 + 反馈四层 | 资源是循环的血液;防白给、防废物、防套利 | 供血给 4~5 的每个循环环节 |
| 5 | 小循环 | 按项目实际存在的局内或短周期动词链组织 | 记录真正被玩到的循环 | 按实际循环层级互检 |
| 6 | 资源流与输入输出 | 按项目实际存在的资源流、输入输出和反馈组织 | 说明循环中的实际供给与结果 | 与实际循环环节对应 |
| 7 | 最小体验单位 | 多短一段玩法就能体现独有乐趣 + 反馈铁律 | 原型只做这一个单位——定原型规模 | 是 5 的最小切片;14 验证标准的试验对象 |
| 8 | 核心活动流程 | 段落表:阶段/玩家行为/**设计目的** | "玩这个游戏的一天"的可复述剧本 | 设计目的列写不出的段=该删的段 |
| 9 | 取舍表 | 决策/立即收益/延迟收益/主要代价 | 张力的具体化——玩家决策的路口 | **逐条对应概念层核心张力**(对上接口) |
| 10 | 节奏结构 | 日内/周内/季节/长期四层 + 情绪摆动 | 防止"一直紧张"或"一直平";摆动才有呼吸 | 四层对应 3 的推动力四层 |
| 10 | 节奏结构 | 按项目实际存在的时间层级和情绪变化组织 | 说明玩法节奏如何变化 | 与实际推动力层级对应 |
| 11 | 失败与回收 | 亏损定性 + 情况/结果表 | 失败的形态决定调性——"少拿"还是"毁掉" | 对齐概念层情绪基调的边界句 |
| 12 | 系统范围 | 系统/顶层目的/**边界** 表 | 架构层接口:系统地图的种子 | **对下接口**:架构照此拆系统 |
| 13 | 范围与非目标 | 最小完整版本清单 + 不做清单 | 立项交付物的边界 | 承概念层"不是什么";给 14 提供验证范围 |
@@ -80,7 +84,7 @@ description: 写游戏策划案(GDD)顶层设计时使用。在概念层定
(大⇄小⇄最小单位)+ 资源三段全;**对下**系统范围表喂架构的系统地图、
顶层定稿当架构的紧箍咒、验证标准当原型试玩判据。
## 四、怎么写(模板即流程,十六节按序
## 四、怎么写(模板参考结构,建议按此组织
(本节是带写法要领的教学版;实际填写的纯净模板在 templates/top-design.md
### 1. 顶层定位与规模锚点
@@ -96,24 +100,24 @@ description: 写游戏策划案(GDD)顶层设计时使用。在概念层定
### 3. 核心推动力
- 动机主次:__。
- 即时推动 __;日程推动 __;季节推动 __;长期推动 __
四层都要有实指;空着的那层就是将来留存崩塌的地方
只展开项目实际存在的时间层级;不存在的层级不设字段
### 4. 大循环
**__ → ______ → 回到 __。**(附核心循环图)
→ 检验:断掉任何一环,后面是否塌;每一环应有对应小循环供血。
### 5. 小循环(具名动词链 ×3+
### 5. 小循环(按项目实际数量
**__循环**__ → ________
→ 必须具名("农务循环"不是"资源循环");动词链完整到可以直接照做。
### 6. 资源流与输入输出
(资源流图:每种核心资源 来源 → 储存 → 消耗 三段全)
主要输入 __;主要输出 __反馈四层:立即 __ / 短期 __ / 中期 __ / 长期 __
主要输入 __;主要输出 __按项目需要记录反馈层级
→ 三问:这资源哪来的?存在哪?花在哪去?答不出=资源设计未完成。
### 7. 最小体验单位
__(多短一段玩法体现独有乐趣——原型只做这一个单位)。
单个行动必须至少提供一种清晰反馈:资源/进度/能力/关系/信息/视觉状态之一
保留的玩家行动应有与玩法相称的可理解反馈;反馈形式和数量按项目决定
### 8. 核心活动流程(段落表)
| 阶段 | 玩家行为 | 设计目的 |
@@ -153,7 +157,7 @@ __(多短一段玩法体现独有乐趣——原型只做这一个单位)。
顶层当前定稿为:__(循环单位、核心结构、关键档位一句话说全)。
后续架构必须围绕 __ 拆系统;不得 __
某节对本项目没意义 → 写一行"略,因为 __",不硬凑
某节对本项目没意义,直接省略
## 五、分析文档(全局一份,按层分节)
@@ -187,4 +191,4 @@ __(多短一段玩法体现独有乐趣——原型只做这一个单位)。
## 七、红线(只有三条)
1. 不冒充用户决定:用户没说的方向标"待确认",正文不写死。
2. 不越层:向上不翻概念层的案,向下不写系统内部规则与具体数值。
3. 不凑数:写不满就说明缺什么,禁止万金油句填充
3. 不凑数:章节对项目有意义但信息不足时,记录已确定内容与待补问题;章节对项目无意义时,直接省略
@@ -1,5 +1,7 @@
### C1 模板_系统架构.md(→ templates/architecture.md
本模板是参考结构,不是固定清单。只有需要独立职责、状态或数据边界的部分才拆成系统;简单项目可以合并系统和章节,复杂项目可以增加必要的系统与校验。表格中的示例行可按实际系统、风险和问题扩展,不代表数量上限。
# 系统架构:《游戏名》
## 架构定位与目标
@@ -18,6 +20,7 @@
|---|---|---|---|
| S01 | __ | __ | P0 |
| S02 | __ | __ | |
(以上为示例,可按实际系统删减或扩充。)
支撑层(不拥有核心规则):__。
@@ -105,6 +108,8 @@ flowchart LR
| 风险 | 校验方式 |
|---|---|
| __ | __ |
(按实际风险逐行补充。)
## 开放的结构问题
- __
(按实际问题逐条补充。)
@@ -1,5 +1,7 @@
### C1 模板_概念设计.md(→ templates/concept-design.md
本模板是参考结构,不是固定清单。填写前按项目类型、规模和用户要求筛选章节与字段;同类内容可合并,若某节对项目没有实际意义则删除,复杂项目可增加必要内容。表格和列表中的示例项可按实际内容扩展,不代表数量上限。
# 概念设计:《游戏名》
## 一句话概念
@@ -10,14 +12,14 @@
### 定调记录(全项目调性真源,级联决策的依据库)
- 参照选择:以《__》为主(__, 学 __);不参考 __
- 调性滑杆:压力感 __ / 战斗比重 __ / 管理深度 __ / 叙事比重 __ / 节奏 __
- 调性锚(T 原则,逐条具名,下游每个开放问题先来这里级联):
T1 __T2 __T3 __T4 __T5 __
- 调性锚(按项目需要逐条具名,下游开放问题按需从这里级联):
T__ __
### 设计锚点(六仲裁位)
- 核心幻想:__。
玩家念头:"__"
- 目标体验:__。
- 玩家动机:短期 __;长期 __
- 玩家动机(按项目实际存在的时间尺度填写):__
- 核心循环:__ → ______ → 回到 __
- 跑偏风险:__。
- 非目标:__(详见《不是什么》)。
@@ -1,5 +1,7 @@
### C3 02_美术圣经/模板.md(→ templates/tdd-art-bible.md
本模板是美术实施的参考结构。按项目实际需要选择角色、场景、UI、动画和素材契约;没有对应资产类型时删除相应章节,复杂项目可增加必要的视觉规则。表格和资产条目可按实际内容扩展,不代表数量上限。
# 美术圣经:《游戏名》
> 状态:{drafting / reviewed / frozen} | 定调锚:概念层@v{N} 第 2 节 | style_id`__`
@@ -10,7 +12,7 @@ __(一段话:从定调记录翻译的视觉气质;参考图位 __ 张)
## 视觉锚
- 关键词:__3~5 个)。
- 关键词:__按项目需要)。
- 禁用关键词:__。
- 色板:主色 __ / 辅色 __ / 点缀 __(配比 __);昼夜·天气·季节表现 __
- 形状语言:__。
@@ -40,6 +42,7 @@ __(承 UI 系统文档的界面清单;视觉语言与信息分层对齐)
| 素材 | 规格(尺寸/帧数/方向数) | 命名规则 | atlas 格式 | 验收 | 绑定 |
|---|---|---|---|---|---|
| __ | __ | __ | __ | __ | `item_ __` / 豁免:__ |
(以上为示例,可按实际素材删减或扩充。)
- 绘制工艺:__(用陶泥儿 MCP 的路径与参数;封装流程)。
- 豁免类型仅限:程序化生成 / UI 文本 / 本期不需要。
@@ -49,17 +52,19 @@ __(承 UI 系统文档的界面清单;视觉语言与信息分层对齐)
| asset_id | 规格 | 绑定 | 状态 | 验收记录 | contract_version |
|---|---|---|---|---|---|
| __ | __ | `item_ __` / 豁免 | 缺失/草稿/已交付/已验收/已接入 | 技术过/视觉过 @__ | __ |
(以上为示例,可按实际资产删减或扩充。)
- 状态单向流转:缺失 → 草稿 → 已交付 → 已验收 → 已接入;驳回退回草稿并记原因。
- 验收两维:技术(尺寸/透明/帧数/命名)+ 视觉(对照视觉锚);两维都过才进"已验收"。
- 每个 gameplay 可见对象有一行,或显式豁免——没有第三种状态
- 需要登记的 gameplay 可见对象有一行;不需要资产登记的对象不建立空记录
- 程序接入后填消费点(哪个模块加载、事件映射),`contract_version` 变更须重验收。
## 量产流程与验证
1. 概念候选 __ 张 → 2. 人选方向 → 3. 锚点图 __ 张 → 4. 锁圣经 →
5. 写契约 → 6. 小批 __ 张 → 7. 技术检查(__)→ 8. 接入程序 →
9. 运行时截图验收(桌面/移动双视口下 __ 可辨)→ 10. 扩产。
9. 运行时验收(按项目支持的平台)→ 10. 扩产。
(以上为示例,可按实际流程删减或扩充。)
## 开放问题回执
@@ -1,5 +1,7 @@
### C3 03_数据与配表/模板.md(→ templates/tdd-data.md
本模板是数据与配表的参考结构。只有项目实际存在配置、枚举、关系或条件数据时才建立对应表和校验;简单项目可以直接写配置约定,复杂项目再拆分表结构与验算流程。表格中的示例行可按实际数据、字段和验算项扩展,不代表数量上限。
# 数据与配表:《游戏名》
> 状态:{structuring / filling / accepted} | 基于:各系统交接节汇总 | 验收:check@{id} 最新结论 __
@@ -9,6 +11,7 @@
| 表格组 | 建议表名 | 主要维护系统 |
|---|---|---|
| __ | __ | __ |
(以上为示例,可按实际数据表删减或扩充。)
(表格拆分是生产组织方式,不改变主数据归属。)
@@ -26,7 +29,7 @@
|---|---|---|---|---|---|---|
| __ | date_day / progress_flag / skill_level / schedule_open / quest_completed / __ | __ | __ | __ | active | __ |
(复杂条件拆条件组+条件行;全项目只此一个条件入口,程序实现一次 `check(condition_id)`。)
存在复杂条件时再拆条件组条件行;没有条件系统时删除本节。)
## 工作簿组织与建表顺序
@@ -36,6 +39,7 @@
建表顺序:①物品表(公共 item_id)→ ②__ → ③__ → ④__ → ⑤__ → ⑥__ → ⑦__ → ⑧__。
每完成一组查三件事:引用 ID 存在 / 条件有负责系统 / 同一数值只有一个系统维护。
(以上为示例,可按实际表结构删减或扩充。)
## 表格-程序契约
@@ -54,12 +58,14 @@
| 表 | 字段 | 默认值 | 依据 | 推翻条件 |
|---|---|---|---|---|
| __ | __ | __ | T__ / 台账 id | __ |
(以上为示例,可按实际验算字段删减或扩充。)
- 前五日闭环验算:
| 日期 | 主目标 | 关键行动 | 主要成本 | 主要获得 | 结果 |
|---|---|---|---|---|---|
| 第 1 日 | __ | __ | __ | __ | __ |
(以上为示例,可按实际循环或阶段删减或扩充。)
- 收益链校验:`__ → __ → __ → __ → __`(逐环引 ID)。
@@ -1,5 +1,7 @@
### C3 模板_TDD总册.md(→ templates/tdd-master.md
本模板是 TDD 总册的参考结构。只建立当前项目实际需要的技术、美术、数据和索引内容;没有对应方向时不创建空分册,复杂项目可以增加施工所需的分册。表格中的示例行可按实际分册、问题和验收项扩展,不代表数量上限。
# TDD 总册:《游戏名》
> 本册是 TDD 层的封面与索引:正文在三件分册(01 技术实现 / 02 美术圣经 / 03 数据与配表),
@@ -7,19 +9,19 @@
## 自足性检查(TDD 的完成判据)
> 标准:一个施工 agent 只看 TDD,能做完完整游戏。逐项模拟它必问的问题,
> 标准:施工方只看当前 TDD,能完成项目实际范围内的实现。逐项检查当前项目真正需要的问题,
> 答得出=过;答不出=缺口(列 GDD 来源与同步动作)。
| # | 施工 agent 的问题 | 答案在哪 | 状态 |
|---|---|---|---|
| 1 | 每个系统怎么行为(规则/行动/反馈) | 01 收编章(@v{N} | __ |
| 2 | 每张表有多少行内容、文本全填了吗? | 03 全量填充+完成度验收 | __ |
| 3 | 每个界面长什么样、怎么走? | 01 UI 交互规格 | __ |
| 4 | 每份素材什么规格、谁验收过 | 02 资产状态表(全行非缺失) | __ |
| 1 | 实际存在的系统怎么行为? | 01 收编章(@v{N} | __ |
| 2 | 实际使用的表和配置是否可施工? | 03 数据与配表 | __ |
| 3 | 实际存在的界面怎么走? | 01 UI 交互规格 | __ |
| 4 | 实际需要的素材什么规格? | 02 资产状态表 | __ |
| 5 | 代码怎么组织、跑在哪? | 01 代码组织+能力边界 | __ |
| 6 | 怎么算做完了(判据)? | 01 里程碑+各件验收 | __ |
全部为"过"时,TDD 进入 frozen——构建可以完全脱离 GDD 进行。
当前项目所需检查全部为"过"时,TDD 进入 frozen——构建可以在本版本范围内脱离 GDD 进行。
## 三件状态
@@ -54,7 +56,7 @@
| 件 | 最近验收 | blocker | 结论 |
|---|---|---|---|
| 01 | __构建+双视口验证 @__ | __ | __ |
| 01 | __按项目平台验证 @__ | __ | __ |
| 02 | __(技术+视觉两维 @__ | __ | __ |
| 03 | __(七查 @check_id | __ | __ |

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